endoverend
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using Audiosnap and Audio Snap with multi trk drums
]size=2] Please post to this thread! Please help us/me write a user group based Audiosnap manual/thread addressing: Drums Recorded Multi Track (8+ mics on a real drumset) recorded to the click : then "audiosnapped" to the "snap to grid" of the project. (only this subject please). please dont post information related to any other form of audiosnap uses on this thread as we are trying to get straight to this one point, thanks. My Research So Far: 2-16-08: I need to find a proper tutorial and (intended workflow method) for Audiosnap. I would hope that Cakewalk would find a minute to properly address explaining the use of this tool. I have been reading all posts related to the topic ,have read all of the help files on the topic (Sonar Vs 8.02) and have viewed all of the youtube videos regarding this topic. consider me a well worn Sonar user with many hours and more than 40 songs mixed and mastered using this app. I have spent 2 days experimenting with audiosnap and wish someone had a grip on a real world workflow pattern for audiosnap. The Intended Use: My intention was to take multitrack drum session -8trks separated and get the tracks quantized to the snap -to-grid of the song about 90 percent (so as to still retain some feel). The tracks i have, are recorded to the click generated by Sonar and are "respectable" yet the hat drifts a bit too much. The Problem: Lets get to the critical part: the overhead mic tracks and hat mic track: how do we straighten these out and have them crossfade naturally? what is the rock solid approach to keep the rest of the drumkit phase aligned to the edited overheads? are there problems created by software that has bugs? if so,what is the workaround? please explain in great detail -include VS of Sonar. Techniques we can use: Bouncing tracks: how exactly am i going to get the highest fidelity result? what is the best quality audio dither setting at this point ? The common sense workflow would be: record guitar and vocal to click and arrange song. record the drums audiosnap the drums to the project snap to grid retaining a natural feel. proceed tracking the rest of the band
post edited by endoverend - 2009/02/18 18:55:13
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lackluster strumming
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RE: using Audiosnap and Audio Snap with multi trk drums
2009/02/16 17:46:15
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endoverend
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RE: using Audiosnap and Audio Snap with multi trk drums
2009/02/16 18:01:33
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Somebody please point out a video that is useable for overhead microphones and audiosnap and audio snap. Excuse me for being fussy but kick and snare replacement are a no brainer compared to dealing with the entire drum kit and its relationship to the project grid. BTW my midi export in s8pe is malfuctioning - when i paste it back to a midi track it pastes to mutiple notes on the keyboard when it is assigned only one note to paste to. i am using s7pe to compare it to on the same system, and s7pe pastes to only one midi track. is this a reported bug yet ? all the best EOE
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endoverend
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RE: using Audiosnap and Audio Snap with multi trk drums
2009/02/16 18:18:27
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And.. what is the relationship between the snap to grid (inside of audiosnap) and the snap to grid of the project? are they slaved to each other ? please explain what the POOL is ... and why ...is this the template we are shaping our transients to ? if our transients are what we are trying to straighten out they should not be in the pool until they are timing corrected ??????? why so vague?????? whats up with the icon that adds the project snap to grid to the pool being outside of the audiosnap dialog "palette" ? if im trying to get the sound close to the project click track ...? why all the tools to process it away from the click and to the "transients"..? and the big question ..for you reading this right now, have you ever sucessfully audiosnapped a hi hat and overheads into a straighter time quantizing to the project grid ? thanks BTW if this tool was revamped with better instructions and an easy to use (user interface) that has presets for intended uses it would be one more reason for new users to switch to Sonar from the competition. small and vague with a help file that is useless is not a good start for such a critical tool. thanks EOE
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CJaysMusic
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RE: using Audiosnap and Audio Snap with multi trk drums
2009/02/16 18:33:08
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Your still freaking out.... please explain what the POOL is If you watch the vids like the other poster said to do, you know what it was. Somebody please point out a video that is useable for overhead microphones and audiosnap and audio snap. Excuse me for being fussy but kick and snare replacement are a no brainer compared to dealing with the entire drum kit and its relationship to the project grid. Why not sit down with iot and try out some things. If you already know the basics of the software, it should be that hard. Putting a little blood and sweat into your work is a good thing My Research So Far: 2-16-08: I need to find a proper tutorial and (intended workflow method) for Audiosnap. I learned it with all the info that you have access too.   if our transients are what we are trying to straighten out they should not be in the pool until they are timing corrected ??????? why so vague?????? ill throw you a little bone. but this is covered in 5 different ways in the help file and in the videos mentioned above. The pool is for syncing to, not syncing. The only thing that should be in the pool is a track or tracks that conform to the tempo that you desire. Cj
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endoverend
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RE: using Audiosnap and Audio Snap with multi trk drums
2009/02/16 20:23:40
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CJay, Seeing as you know how to use audiosnap to snap overhead microphones to the project grid , please tell us how it is done. EOE
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lackluster strumming
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RE: using Audiosnap and Audio Snap with multi trk drums
2009/02/16 20:25:14
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I think you should work with audiosnap, on some stuff (overhead tracks)you don't care about, to learn how to use it for what it's worth. Then come back in 6 months or so, after you've used it a while, and re-read your post. quentin
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endoverend
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RE: using Audiosnap and Audio Snap with multi trk drums
2009/02/16 20:36:57
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Ok Lack, Since you know how to use audiosnap to snap overhead microphones to the project grid please share this with us from your own personal experience. It is not covered on any video anywhere and NO forum users have a suggested workflow for the tool in this dept. assuming i have not put the time in is a mistake on your part. After my 2 days of experimenting: I dont think it can be done in a sonically pleasant manner without artifacts: prove me wrong please. EOE
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guthrart
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RE: using Audiosnap and Audio Snap with multi trk drums
2009/02/16 21:58:43
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Hi Endoverend, I wrote this advice on another thread. Please download Sonar PE 8 trial. The help file gives a detailed step-by-step tutorial how to use Audiosnap with multi-tracked drums. It takes advantage of cutting the clips, quantizing only the start times of these clip, and x-fading them all through the Audiosnap pallet. This gets rid of phasing issues from drum bleed sometimes created when multi-tracked drum clips are stretched in quantizing. I wonder if the technique can also be used in version 7?
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endoverend
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/16 22:10:30
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Here's how we are going to do this: IF YOU HAVE NEVER USED AUDIOSNAP TO CORRECT MULTI TRACK DRUMS DO NOT ADD TO THIS POST. Thoeries and manual quotes are copouts, if you have a link to a specific video on this subject please add it. This is an excercise on "paper" to show users how to use audiosnap on multi tracked drums. Goal: We are going to "quantize" 8 tracks of audio drums to the project snap to grid with "audiosnap". note: this is not the internal snap to grid in audiosnap it is the grid in the "project"- IE the Click track. The drums were recorded to the internal click of Sonar and are "in time" but drift a little , and need tightening up. We are going to go step by step with a list of steps: step 1 : audiosnap enable all 8 drum tracks tracks now its your turn: what goes into the Pool ? is it the (ADD MUSICAL SNAP TO TRANSIENT SNAP POOL) ? please add a few steps to the process and let others add steps as this will be a long post. feel free to re-arrange the order of the steps when necessary. Thanks EOE
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lackluster strumming
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/16 23:03:29
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Well Dove, Nobody knows what your clip looks like. are you trying to quantize them all at once? It's the same reason nobody laughs when you tell them what happened last night on the family guy. You didn't do a good enough job of putting them in the experience. You aren't explaining yourself well enough. Nobody knows what you need help on. There is no one way to do this. There are variables that show up. now its your turn: what goes into the Pool ? is it the (ADD MUSICAL SNAP TO TRANSIENT SNAP POOL) ? the pool is what you are snapping to. so if you add transients to the pool and then snap to them your file won't move. don't add anything to the pool if you want to quantize to the click that is generated by sonar. you have to figure out what the beat is mainly quarter 32nd notes. what sort of alogorithm are you using? which one sounds best. there is no one answer. are there a lot of red markers after you quantize then try adjusting your threshold. If that doesn't do it break it down into smaller clips. I hope this helps. watch the videos, they really do help. quentin
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Lord Tim
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/16 23:48:34
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This is more or less documented around the place but for some reason even reading some of the step-by-step instructions, I missed some crucial points on how to do this correctly and it took ages to work out how to do it successfully (obviously reading instructions isn't my strong point  ). So what I do is this: - Bounce down the kick and snare track to a single track, mono or stereo - doesn't matter too much.
- Enable AudioSnap on the kick+snare track and go through and set up your thresholds, etc. for each of the transients, delete markers if needed.
- Add those markers to the pool (use the Add to Pool button) - they'll all turn pink.
- Go back to your original tracks, select them all, right click and go to Audiosnap -> Apply AudioSnap Pool Transient Markers (this is the step I always seemed to miss in the past). All of the clips will now be Audiosnap enabled and there will be markers on them. You'll notice that they don't necessarily line up with the hits on all the tracks, but they do line up with the transient markers that were on the new kick+snare track you made.
- Go back to your kick+snare track, select that only and quantize it however you like. If you solo that track you can hear what it's done to your timing. It may sound pretty bad but that's because it's using a less CPU intensive online stretching algorithm to preview the sound. If that's how you like it, then move on to the next step.
- Select all of your other tracks and do Quantize to Pool. That will move all of the markers in those tracks to where the quantized markers are in your kick+snare track. Again, if you listen back to your tracks, they may sound bad due to the online algorithm.
- If you're happy with how they all sound, select the drums, do Edit > Bounce To Clips and go make a coffee while they process the changes. Then delete your kick+snare track. Everything should sound a LOT better because it used an offline stretching algorithm.
- If for some reason you have big sections where you need to quantize to hats or ride bell or something, do the same thing but use the hat or overhead tracks as your master timing track. That may not work as well as stuff with strong transient attacks like kick and snare, though, but I've had good results doing this most of the times I've done it (which is rarely - usually the kick+snare thing works fine for most applications).
- And that's it - your files should be in time and the phase relationships maintained.
 What I tend to do is clone all of my drums and put them into another folder, then I work on one set and do the quantizing, etc. and cut in parts of the unquantized versions to the final composite of the tracks, just in case there were parts that sound better not aligned to anything. You get the best of both worlds then. Hope that helps!
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guthrart
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 03:32:01
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Hi Endoverend, I didn't know you had Version 8. I don't yet. I did try the demo and read the tutorial on multitrack drums and Audiosnap. I mentioned this technique because no one here mentioned it (cutting the clips rather than stretching them). I haven't tried this method, either, so I wish someone with a super studio would try it and report on it. Anyway, here is my understanding--correct me if I am worng, but respectfully if you don't mind. my understand is, phase issues revolve around the interaction of the bleed in the overhead track with the rest of the drum tracks. When these tracks are quantized to, say, a standard musical snap, the overhead bleed might cancel out some of the sound in the other tracks because the bleed might not match up with the quantized drum tracks. The cymbals will line up to musical time, as will the various drums, but not necessarily the bleed from the toms. Some recordings will suffer more from this than others, when Audiosnapped. Lord Tim has a good methodology. I put this idea forward: If one doesn't want to try the way that CW suggests (via x-fades), then follow Tim's method, and listen to your overhead track with the drum tracks. There might not be any major phase issues to worry about. If there are, why not try gating the overheads, or ducking them through a side chaining of a drum track in a compressor on the overheads (or a gate, again)? Another way to get rid of the bleed issue is to find the offending drum bleed in the overheads, and use the LP 64-EQ to totally remove the frequencies that are causuing the problems. Maybe one could just EQ the overheads radically differently from the drums so that they don't cancel out so noticeably. Finally, just bring up the effected drum track with compression. These tricks aren't prestine methods, but if it sounds good it is. Just my opinion. I hope these ideas work. I'm also interested in a best practice methodology--good thread!
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guthrart
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 03:50:25
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Hi Endoverend, One more comment. Save a sample section of your multitracked project as another project name. Then send that small piece to CW tech support. Let them give you the steps needed to fix that project, and then post their steps here. I'd like to know the best way to fix this issue also. Another idea is to post that sample project in the forum, and let the experts here in the forum take a shot at it. I'd love to be educated. Over and out.
post edited by rosefam6 - 2009/02/17 03:56:35
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Lord Tim
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 09:57:43
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Theoretically, there shouldn't be any phase issues with my method because every part of the kit will be moved exactly the same distance, maintaining the phase relationships between mics. You're not quantizing the separate tracks as such, you're only quantizing the master track and telling all of the other tracks to shift around to match that, all exactly the same distance to each other. That said, you may run into artifacts in the parts where the stretching has occurred which could sound odd when blended with other tracks, similar to phase issues. It wouldn't be the entire track as such, but very short sections. I personally haven't noticed any issues when I do this, but I also tend to high pass the overheads and use the close mic'd sounds of the rest of the kit as the body as opposed to getting most of the kit sound from the overheads and using close mics as sound reinforcement, so it may be more obvious if there's a problem if you use that method.
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endoverend
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 11:53:05
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If for some reason you have big sections where you need to quantize to hats or ride bell or something, do the same thing but use the hat or overhead tracks as your master timing track. That may not work as well as stuff with strong transient attacks like kick and snare, though, but I've had good results doing this most of the times I've done it (which is rarely thanks for your input LT. we are trying to create a step by step process to help people learn how to do overhead mics
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Lord Tim
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 12:12:28
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But this does align the overhead mics. It all comes down to what parts of the kit you find most important in the timing. Most of the time you'll find it's kick, snare and hats that dictate the timing of the kit, and in a lot of cases really just kick and snare. If you can line those up and have all of the other tracks move in perfect sync with them, that'll automatically align your overheads, unless you played your ride and cymbals sloppy (and in that case, you're stuck because if you fix the timing on them alone, that's when you'll run into huge phase problems unless you do a lot of trickery with EQ and/or track nudging). You could try and do it the other way around and detect the transients in the overhead tracks and then add that too the drum pool and basically do the steps I outlined in my first post, but that would achieve mostly the same thing (except, as I mentioned, if you want to use a ride groove as the master timing instead of kick and snare) but be more troublesome because there's less sharp transients for AudioSnap to lock onto up there. Try it out and see, betcha it works.
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endoverend
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 12:32:49
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yea im was just planning to invert what you said and try it that way (pray for me) i get the feeling this will be tedious and possibly not worth the effort. but i WILL report back on it. I wish we had a person who had actually approached it from this angle to give us the minutia to look out for EOE
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Lord Tim
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 12:38:08
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I would tend to agree with you - it will be tedious and not worth the effort. Give my first way a go and see what that does to the overheads - I bet you'll be pleasantly surprised. I've done both ways and you'll never get as good a result by working from the overheads backwards as you do with a master track to set your timing, and like I said, both methods will more or less produce the same end result anyway.
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lackluster strumming
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 13:05:37
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we are trying to create a step by step process to help people learn how to do overhead mics ok, everybody who has read any of your posts knows this. this thread is silly. dude, you have to understand that there is no exacting way to do this. Each track is going to be different, therefore the steps to achieve this goal are going to be different as well. I have asked you for more information on the tracks and for screenshots but you have not responded. I bet you are great with the broken record refusal technique at parties. Act 2 Scene 1 (the party scene) Curtain opens and Dove(that's you) is now at a party standing in the corner of the room. He seems unaware of what is going on in the room around him. He also looks timid, as if he hasn't done much interacting with humans Drug pusher: "Hey Dove, wanna try some of this weed that I got earlier today?" Dove: "I'm here to have fun" Drug pusher: "This is fun kid" Dove: "I said, I'm here to have fun!" Drug pusher: "Ok, take it easy." The Drug pusher exits the room stage right. Dove continues to stand there in the corner of the room still pretending to be completely oblivious to the happenings in the room. Stripper: "Hey Dove, wanna have some fun and mess around a little bit" Dove: "What I'm trying to do is have fun" Stripper "You saying I'm not fun?" Dove(still you) " I said I'm trying to have fun" Step 1 Think for yourself and open your mind Step 1.5 Hold my hand. (softer dove) Step 2 click the overhead clip that you want to use audiosnap on and then hit f12. Step 3(this is where it gets different for every clip) Think about what it is you are trying to do. are there a lot of long cymbal crashes that are going to have weird transients built into them. are there a lot of markers with 3 dots after them. if so zoom in a little and see if they look like they are going to be a problem... i.e. transients that are in the middle of a waveform for no reason. you may want to play a little or a lot with the threshold. Step 4 make sure that you are in quantize mode and hit the quantize button. a screen will pop up and in the upper left corner choose the musical time that is best suited for your track. basic 1, 2, 3, 4 quarter. 1 and 2 and 3 and 4 and is eighth notes and so on. click ok you should see the clip shift. It will align to whatever you have in the pool. if you don't have anything in the pool then it will automatically line up with the project tempo. Step 5 listen to the clip. Does it line up with the kick and the snare that were a "no brainer" to quantize? If not move the markers around so they do. is it full of artifacts? if so.... could be the online rendering. maybe you quantized to the wrong musical value (quarter note... eighth note) could be the that fact that some of the transients got moved too far. (when the clip is highlighted, there are bright red transients. These have been stretched to the max. This is also covered in the videos) you'll want to delete the bright red ones or move/reset them to get them sounding more natural. when trying to get the markers to line up here are some times to remember. Places in the messure that the beat is going to line up (a lot of the time) 0:0:000 0:0:720 0:0:480 Well Dove, That's kinda it. Pretty much all in the videos except for the online and offline rendering. That might have even been in there. It's been a while since i've seen them. quentin
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endoverend
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 13:16:08
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here are some links to videos where failures occurred ok now here is a perfect example of ..hmmmm heres an example of having to manually fiddle with it to get it to work somebody tell me why it misses picking up transients....? Bug? this guy had the same failures and stumbled in the middle of his presentation more troubles i love the term he uses "manual style"..to make up for audiosnap NOT picking up the "obviously loud" transients is that like ordering animal style at in and out burger? umm so if i am to trust audiosnap to quantize my audio and it "misses" transients on a regular basis is this the norm? (a buggy workaround type of workflow)? before yu tell me im too picky LOOK at how large the transients are that it is skipping over, my GAWD! thanks for your input! EOE
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Funkybot
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 13:23:07
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Every time this issue comes up, the same thing happens that you're seeing. People who don't understand the issue and who never tried to quantize multi-tracked drums offer their suggestions, which never help. Frankly, Sonar is terrible at this to the point where it's not even worth attempting IMO, but here's the step by step anyway. 1. Enable Audio Snap (AS) on the overheads 2. Zoom in close and manually move each transient marker so that it is not overlapping the start of any given beat. Manually add transients where needed. When done... 3. Add those transient markers to the pool (you'll now see gridlines over your project) 4. Turn on AS for all of your other drum tracks 5. Go in and MANUALLY align the transient markers on the direct mic channels to the overhead channels. In fact, you'll likely have to experiment as you may need to nudge the markers on the overheads forwards a bit as not to cut off the transient from the direct channel. This is because the sound is traveling further and will reach the overheads a little later than the direct mics. You'll need to factor this in. Either way, the idea is to make sure each transient marker a) comes just before the start of the note and is b) in the same exact place on all of your tracks to preserve the phase relationship. This should take you hours to do if not days. 6. Once you've got everything lined up as described in step 5, use the "Split at Transient Marker" (or whatever it's called) feature for all of your tracks. You'll now end up with several hundred tiny clips across the multiple tracks. 7. Now find the notes/beats that are off, select that beat across all of your drum tracks, and now quantize the Audio Clip(s) Start Time for that beat (or manually move it). Repeat this for every beat you need to do this for. This will literally take you days to accomplish something Pro Tools can do easily. Cakewalk, this is how this should work: 1. Group the clips that make up the drum track 2. Select the overheads track and enable AS 3. An option should appear that asks, "Apply Transients for Parent Track to All Grouped Tracks? Yes or No?" 4. Clicking yes should apply the transients from the overheads to all the grouped drum tracks. Those transients will now be linked/grouped so that any change I make to one, will apply for all tracks in the group (unless I manually indicate otherwise). 5. Manually adjust the transient start times so that you're not cutting off any hits in their direct channels and add them where needed. Once done... 6. Split At Transient Markers 7. Quantize the Audio Clip Start Time While it's the same number of steps on paper, my proposed method would make this process take a 20 minutes as opposed to 20 hours just by updating how Clip Grouping and Audio Snap work and by having them work together. ...Or, less automatic, but still way better than the current methods 1. Allow clip selection grouping to create a new group after an existing group was split, then... 2. Group all the drums 3. Split only the beats that are slightly off time 4. Manually quantize only those beats using the Quantize/Audio Clip Start Times option I'm really hoping from what Noel said in a different thread that the last option (i.e. changing how clip selection grouping works after a grouped clip has been split) will be in the 8.3 update.
post edited by Funkybot - 2009/02/17 13:33:31
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lackluster strumming
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 13:26:08
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i agree with it sometimes being flawed. it normally picks up the transients. The problem i've noticed (you may not have to worry with PE8) is that it puts the transients early say 35 ms or so. Not on all clips. I've only had one song that it was really bad on. I was quantizing the snare kick and the overhead. the transient on the Snare in the last 50% of the song showed up early. That my friend is a pain. I had to go in and manually delete the marker and put my own in. it took about 5 minutes on each clip. Still a lot less time than if i were cutting and pasting. Maybe it's fixed in CWSPE8 I don't know. quentin. like my daddy always said... "Play around with it boy, until it feels right!"
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Funkybot
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 13:40:20
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ORIGINAL: lackluster strumming Step 1 Think for yourself and open your mind Step 1.5 Hold my hand. (softer dove) Step 2 click the overhead clip that you want to use audiosnap on and then hit f12. Step 3(this is where it gets different for every clip) Think about what it is you are trying to do. are there a lot of long cymbal crashes that are going to have weird transients built into them. are there a lot of markers with 3 dots after them. if so zoom in a little and see if they look like they are going to be a problem... i.e. transients that are in the middle of a waveform for no reason. you may want to play a little or a lot with the threshold. Step 4 make sure that you are in quantize mode and hit the quantize button. a screen will pop up and in the upper left corner choose the musical time that is best suited for your track. basic 1, 2, 3, 4 quarter. 1 and 2 and 3 and 4 and is eighth notes and so on. click ok you should see the clip shift. It will align to whatever you have in the pool. if you don't have anything in the pool then it will automatically line up with the project tempo. Step 5 listen to the clip. Does it line up with the kick and the snare that were a "no brainer" to quantize? If not move the markers around so they do. is it full of artifacts? if so.... could be the online rendering. maybe you quantized to the wrong musical value (quarter note... eighth note) could be the that fact that some of the transients got moved too far. (when the clip is highlighted, there are bright red transients. These have been stretched to the max. This is also covered in the videos) you'll want to delete the bright red ones or move/reset them to get them sounding more natural. when trying to get the markers to line up here are some times to remember. Places in the messure that the beat is going to line up (a lot of the time) 0:0:000 0:0:720 0:0:480 Well Dove, That's kinda it. Pretty much all in the videos except for the online and offline rendering. That might have even been in there. It's been a while since i've seen them. That method will not quantize the kick and snare, and will only adjust the timing in the overheads, thus knocking the overheads out of phase with the kick and snare. 1) Anything you do to one track in a multi-tracked group needs to have the exact same thing happen at the exact same time in all the other tracks to preserve the phase relationships. For instance, if the kick and snare in the overheads is in phase with the direct mics, then making any timing adjustments to only the overheads will knock them out of phase with the direct mics. So what you do to one, you must do to all, also (and equally important)... 2) Stretch should not be used, instead Split at the markers and quantize. Stretching will cause more artifacts than splitting. It will require some manual adjustment after the fact (some crossfades, slip editing, etc.), but it will yield more cohesive results.
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lackluster strumming
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 13:54:12
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That method will not quantize the kick and snare, and will only adjust the timing in the overheads, thus knocking the overheads out of phase with the kick and snare. If the kick and the snare are already quantized in this same way there should be no problems and the overhead should line up with the kick and the snare.
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Lord Tim
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 13:55:15
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Funkybot, I noticed that your post was in reply to mine (or was it this forum software that did that automatically?) and it seems to suggest that my method doesn't work and/or I haven't worked with multitracked drums with Audiosnap before. Definitely not the case for either point there. I previously did a lot of work with a program called Beat Quantizer by Zero-X, and it worked very much along the same lines as how I'm doing it in SONAR: bounce down the tracks with core timing of what you want to do to a master track, set your markers up on that, add them to the pool and apply them to the other tracks so everything moves in sync, quantize the master and then make sure the pool gets quantized too (which will mover every track at exactly the same distance so no timing discrepancies occur). I don't understand why you can't use the ProTools method you mentioned as the easier alternative with SONAR. Just going through the method step-by-step: 1. Group the clips that make up the drum track Check, can be done in SONAR. 2. Select the overheads track and enable AS Check, but I'd prefer to do a master timing track personally because where AS falls down is its detection routine for complex material like overheads - I'll get to that in a bit. 3. An option should appear that asks, "Apply Transients for Parent Track to All Grouped Tracks? Yes or No?" OK, this is where you do it differently in SONAR. You right-click all of the other tracks at that point and do Audiosnap -> Apply AudioSnap Pool Transient Markers. That will copy those markers from your overheads to your other tracks in exactly the same place. Bear in mind that this will be slightly different timing to the close mics because of the distance, etc. but it'll all be exactly in the same place on all of the tracks, ie: keeping the phase relationships consistent. 4. Clicking yes should apply the transients from the overheads to all the grouped drum tracks. Those transients will now be linked/grouped so that any change I make to one, will apply for all tracks in the group (unless I manually indicate otherwise). This is an extra step in SONAR, you need to Quantize To Pool for those tracks whenever you make a change to whatever your master timing track was, and in the case of this example, that was the overheads track. 5. Manually adjust the transient start times so that you're not cutting off any hits in their direct channels and add them where needed. Once done... 6. Split At Transient Markers 7. Quantize the Audio Clip Start Time And for this part, I'd quantize just the master timing track (overheads in this example), and then go to all of the other tracks and quantize to pool so they align with the markers that moved when you quantized the master timing track. Then when you're done, bounce to clips to apply the changes and use the offline stretching algorithm. That's not a lot different, really, and just one more step you have to take into consideration - quantizing to the pool every time you make any timing changes to the master track. No splitting necessary either if you let it stretch the audio rather than cutting and cross fading. Where I have a big beef with Audiosnap is mostly in its detection algorithm. Like a lot of people have mentioned around the forum, it can false trigger a LOT because it sees a bit of noise before the main transient and assumes that's attack of the hit when it's really not, or it adds extra weird markers during the tail of an event for no good reason but misses the attack of another one somewhere, seemingly at random places sometimes! It'd be nice if you could set it up similar to, say, compressor / expander controls where you can set the detection level, release times, attack times, more powerful threshold controls where you can reject stuff above or below a certain point, or have it even frequency dependant so you have control over what sound have preference for getting markers. The other beef I have is the consistency of the audiosnap palette. OK, you can do most things in there but applying pool markers is a BIG IMPORTANT THING when you're doing multitrack drums and that's not even accessible from the palette at all - it's in a right-click menu item. That took me ages to get my head around why I couldn't assign each track to a pool because it looked like there was no option to do it because there was no button on the audiosnap palette to do it. The right-click stuff is great but it should also be right in your face to keep all of the controls in a central place. Anyway, the moral of the story is that it's not perfect and I hope they improve on it for SONAR 9, but it's definitely usable and definitely similar to how you'd work in other hosts if you know the right steps. EDIT: spelling
post edited by Lord Tim - 2009/02/17 14:07:47
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endoverend
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 14:00:50
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right on funkybot! advise from users who have no contextual experience in the matter make this forum frustrating grrrrrrrrrrrrrr. :) wasnt Sir Lack ripping on me earlier - then he later uncovers his own failure............. Cakewalk, add a phase repair tool made just for audiosnap im thinking out loud here.... sonar could save transient markers seperately for each track -btw save a preset? user could paste TMs from any track to any other track so user can see how many ms are in the phase relationship (other TM will show up different colors) user could (in theory) manually nudge tracks until they are all phase aligned using transient markers as a reference - a good tool for many reasons phase align all tracks first then audiosnap what if this plugin "scanned" the wav audio once to determine the transients (more rock solid) first we need to know if there are BUGS......why fight when all we are going to do is lose in the end to bad code.... the Snare in the last 50% of the song showed up early. That my friend is a pain. the audiosnap pallette and the add musical snap (upper right corner) and the standard snap - to - grid should all be wrapped together with a nice large fancy UI with detailed tooltips
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lackluster strumming
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 14:11:46
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then he later uncovers his own failure............. this is not a failure... I use it all the time and it works. Lord Tim says tomato I say tomato.(you know what i mean) This is merely a case of good cop/bad cop and how we gonna do this? you are siding with him because he was nicer to you. I'm sure his method works well too. As i've said this whole time there are different ways to do this. it comes down to what is in your clip. quentin
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endoverend
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 14:20:36
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tell me the tracks you are making are for paying clients who are critical of you.
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endoverend
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RE: Start Here using Audiosnap and Audio Snap with multi trk drums
2009/02/17 14:26:03
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ok, report your bugs and flaws and problems with audiosnap (overview) because if we are discussing inadeaquate programming there is no need to argue about method mine i have phase problems between overhead tracks and the rest of the tracks unacceptable to paying clients help file is vague no fundamental workflow recommendation from manufacturer for multi track drums
post edited by endoverend - 2009/02/17 14:35:47
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