Nuendo 11 Operation Manual en
Nuendo 11 Operation Manual en
Nuendo 11 Operation Manual en
The Steinberg Documentation Team: Cristina Bachmann, Heiko Bischoff, Lillie Harris, Christina Kaboth, Insa
Mingers, Matthias Obrecht, Sabine Pfeifer, Benjamin Schütte, Marita Sladek
Translation: Ability InterBusiness Solutions (AIBS), Moon Chen, Jérémie Dal Santo, Rosa Freitag, Josep Llodra
Grimalt, Vadim Kupriianov, Filippo Manfredi, Roland Münchow, Boris Rogowski, Sergey Tamarovsky
This document provides improved access for people who are blind or have low vision. Please note that due to the
complexity and number of images in this document, it is not possible to include text descriptions of images.
The information in this document is subject to change without notice and does not represent a commitment on
the part of Steinberg Media Technologies GmbH. The software described by this document is subject to a License
Agreement and may not be copied to other media except as specifically allowed in the License Agreement. No
part of this publication may be copied, reproduced, or otherwise transmitted or recorded, for any purpose,
without prior written permission by Steinberg Media Technologies GmbH. Registered licensees of the product
described herein may print one copy of this document for their personal use.
All product and company names are ™ or ® trademarks of their respective owners. For more information, please
visit www.steinberg.net/trademarks.
© Steinberg Media Technologies GmbH, 2020.
All rights reserved.
Nuendo_11.0.0_en-US_2020-12-09
Table of Contents
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Nuendo 11.0.0
Table of Contents
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Nuendo 11.0.0
Table of Contents
570 Setting Up Game Audio Connect for Network 650 Activating the Extension for Further Audio
Communication Events
571 Rearrange Audio Assets for Editing 650 Deactivating the Extension for Audio Events
571 Rename Audio Assets 651 Audio Event Editing
571 Export Audio Assets to a Game Audio Engine 652 Sampler Tracks
573 Sample Editor 652 Loading Audio Samples into Sampler Control
575 Sample Editor Toolbar 653 Loading MIDI Parts into Sampler Control
579 Info Line 653 Creating Sampler Tracks
580 Overview Line 653 Sampler Control
580 Sample Editor Inspector 668 Sample Editing and Playback Functions
583 Ruler 672 Transferring Samples from Sampler Control to
584 Waveform Display VST Instruments
586 Range Editing 674 Pool
590 Regions List 674 Pool Window
592 Snap Point 679 Working with the Pool
595 Hitpoints 696 MediaBay and Media Rack
595 Calculating Hitpoints 696 Media Rack in Right Zone
598 Locating to Hitpoints in the Project Window 707 MediaBay Window
598 Slices 735 MediaBay Aspects
601 Creating a Groove Quantize Map 735 Working with Volume Databases
601 Creating Markers 738 MediaBay Settings
601 Creating Regions
602 Creating Events 739 Surround Sound
602 Creating Warp Markers 740 Deliverables
602 Creating MIDI Notes 740 Available Surround Channel Configurations
743 Preparations for Creating Surround Mixes
604 Tempo Matching Audio 746 VST MultiPanner
604 Algorithm Presets 763 MixConvert V6
605 Stretching Audio Events to the Project Tempo 768 Surround Mix Export
605 Musical Mode 768 Object Audio in Nuendo
607 Auto Adjust 791 Ambisonics Mixes
608 Manual Adjust
609 Free Warp 804 Automation
611 Flattening Realtime Processing 804 Automation Curves
612 Flatten Realtime Processing Dialog 804 Static Value Line
612 Unstretching Audio Files 804 Write/Read Automation
805 Writing Automation Data
613 Pitch Editing and Time Correction with 807 Editing Automation Events
VariAudio 812 Cleaning Automation
613 VariAudio and Offline Processes 813 Automation Tracks
614 VariAudio Inspector Section 814 Virgin Territory vs. Initial Value
615 Smart Controls 815 Automation Panel
617 Segmenting Monophonic Audio
618 Segments and Gaps 834 VST Instruments
619 Auditioning 834 Adding VST Instruments
619 Navigation and Zoom 834 VST Instrument Control Panel
620 Segment Editing 836 VST Instrument Selector
622 Pitch Changes 837 Creating Instrument Tracks
629 Timing Modifications 837 VST Instruments in the Right Zone
630 Showing MIDI Reference Tracks 838 VST Instruments Window
631 Formant Shifting 838 VST Instruments Window Toolbar
632 Editing Volume 839 VST Instrument Controls
632 Functions Menu 841 Presets for Instruments
636 Harmony Voices for Audio 843 Playing Back VST Instruments
845 Latency
638 Audio Part Editor 846 Import and Export Options
639 Audio Part Editor Toolbar 847 VST Quick Controls
644 Info Line 849 Side-Chaining for VST Instruments
644 Ruler 850 External Instruments
644 Lanes
645 Operations 851 Installing and Managing VST Plug-ins
851 Plug-ins and Collections
648 Extensions in Nuendo 854 Adding New Plug-in Collections
648 Activating an Extension in Nuendo 855 Hiding Plug-ins
649 Editor for Extensions 856 Reactivating Plug-ins from the Blocklist
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Table of Contents
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Table of Contents
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Nuendo 11.0.0
Table of Contents
1334 Customizing
1334 Workspaces
1337 Setup Options
1339 Configuring the Main Menu Items
1341 Profiles
1345 Windows Dialog
1346 Where are the Settings Stored?
1346 Safe Mode Dialog
1349 Optimizing Audio Performance
1349 Performance Aspects
1350 Settings That Affect Performance
1350 Audio Performance Window
1351 ASIO-Guard
1353 Preferences
1353 Preferences Dialog
1355 Configuration
1355 Editing
1360 Editors
1361 Event Display
1364 General
1366 MIDI
1369 MediaBay
1370 Metering
1370 Record
1372 Scores
1374 Transport
1375 User Interface
1377 VST
1380 VariAudio
1380 Video
1381 Index
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Nuendo 11.0.0
New Features
The following list informs you about the most important improvements in Nuendo and provides
links to the corresponding descriptions.
SuperVision
● This plug-in is a fully customizable multimeter audio analyzer for professional productions.
SuperVision lets you choose from several different modules for signal, spectral, phase,
spatial, and waveform analysis. It provides a dedicated loudness module for Netflix
content, calibrated to Netflix’s official Sound Mix Specifications and Best Practices,
measuring the overall dialogue-gated loudness of a mix at a standard reference of -27.0
LUFS. The Intelligibility module evaluates the intelligibility of the spoken word in a mix,
based on artificial intelligence algorithms developed by the Fraunhofer IDMT. This helps
audio engineers to deliver an optimal, clearly understandable dialogue mix. The
SuperVision plug-in suite allows you to create your own custom layout with up to nine
module slots with individual display settings for each module to give you a supremely
accurate visual picture of your sound. It is described in the separate document Plug-in
Reference. See SuperVision.
SpectraLayers One
● This compact version of the acclaimed visual audio editing tool allows you to visualize and
accurately clean up your audio. Thanks to the state-of-the-art source separation engine,
you can separate the vocal part from any kinds of audio tracks. Its advanced ARA
technology allows a spectrogram view of audio tracks with the ideal balance of selection,
editing, and display tools for surgical editing tasks like improving dialogue and location
sounds straight from a field recorder, with no need for any third-party application. The tool
is described in the separate document SpectraLayers One. See Spectralayers One.
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Nuendo 11.0.0
New Features
metadata, and group structure, with audio from ADM extracted to tracks in the Nuendo
project. See ADM Files.
Imager
● This new plug-in helps you to get a better, cleaner mix. You can place audio tracks in the
stereo field independently in up to four bands, allowing you to expand or reduce the stereo
width of your sound. The individual scope and correlation displays help you to get your
panning absolutely perfect. The plug-in is described in the separate document Plug-in
Reference. See Imager.
Squasher
● This dynamic plug-in combines up and down compression for up to three bands. Use it to
help your lead sounds cut through the mix, tame aggressive bass lines, or enhance subtle,
spacey reverberation. The plug-in is described in the separate document Plug-in
Reference. See Squasher.
Frequency 2
● The Frequency 2 equalizer provides eight bands, each of which can be individually set to
dynamic filtering for a more dynamic mix. You can also find mid/side channel support and
Linear Phase mode for each band, Auto Listen to hear the adjustments you have made, a
spectrum display and even a musical keyboard to help you find the right tone. The plug-in
is described in the separate document Plug-in Reference. See Frequency 2.
Marker Lines
● You can activate/deactivate the display of vertical marker lines to indicate marker positions
on all tracks throughout the entire project. You can decide if marker lines are shown for the
active marker track only or for all marker tracks. See Markers.
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Nuendo 11.0.0
New Features
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Nuendo 11.0.0
New Features
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Nuendo 11.0.0
Introduction
This is the Operation Manual for Steinberg’s Nuendo. Here you will find detailed information
about all the features and functions in the program.
Platform-Independent Documentation
The documentation applies to the operating systems Windows and macOS.
Features and settings that are specific to one of these platforms are clearly indicated. In all other
cases, the descriptions and procedures in the documentation are valid for Windows and macOS.
You can reach steinberg.help from the program by selecting Help > Nuendo Help.
Operation Manual
The main Nuendo reference documentation, with detailed descriptions of operations,
parameters, functions, and techniques.
Plug-in Reference
Describes the features and parameters of the included VST plug-ins, VST instruments,
and MIDI effects.
MIDI Devices
Describes how to manage MIDI devices and device panels.
Groove Agent SE
Describes the features and parameters of the included VST instrument Groove Agent
SE.
HALion Sonic SE
Describes the features and parameters of the included VST instrument HALion Sonic
SE.
Retrologue
Describes the features and parameters of the included VST instrument Retrologue.
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Nuendo 11.0.0
Introduction
Conventions
Padshop
Describes the features and parameters of the included VST instrument Padshop.
Conventions
In our documentation, we use typographical and markup elements to structure information.
Typographical Elements
The following typographical elements mark the following purposes.
Prerequisite
Requires you to complete an action or to fulfill a condition before starting a procedure.
Procedure
Lists the steps that you must take to achieve a specific result.
Important
Informs you about issues that might affect the system, the connected hardware, or
that might bring a risk of data loss.
Note
Informs you about issues that you should consider.
Tip
Adds further information or useful suggestions.
Example
Provides you with an example.
Result
Shows the result of the procedure.
Related Links
Lists related topics that you can find in this documentation.
Markup
Bold text indicates the name of a menu, option, function, dialog, window, etc.
EXAMPLE
To open the Functions menu, click Functions Menu in the top right corner of the MixConsole.
If bold text is separated by a greater-than symbol, this indicates a sequence of different menus
to open.
EXAMPLE
Select Project > Add Track.
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Nuendo 11.0.0
Introduction
Key Commands
Key Commands
Many of the default key commands, also known as keyboard shortcuts, use modifier keys, some
of which are different depending on the operating system.
When key commands with modifier keys are described in this manual, they are indicated with the
Windows modifier key first, followed by the macOS modifier key and the key.
EXAMPLE
Ctrl/Cmd - Z means: press Ctrl on Windows or Cmd on macOS, then press Z .
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Nuendo 11.0.0
Setting up Your System
To use Nuendo, you must set up your audio, and if required, your MIDI system.
● To open the Studio Setup dialog, select Studio > Studio Setup.
Add Device
Allows you to manually add devices such as a Note Expression Input Device, an
additional Time Display device, or specific remote control devices.
Remove
Allows you to remove manually added devices.
Reset
Resets all remote control devices in the Devices list.
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Nuendo 11.0.0
Setting up Your System
Setting up Audio
Devices list
Select a device in the Devices list to show its settings in the right section.
Setting up Audio
You must set up your audio equipment before you can use it in Nuendo.
IMPORTANT
Make sure that all equipment is turned off before making any connections.
Audio Connections
Your system setup depends on many different factors, for example, on the kind of project that
you want to create, on the external equipment that you want to use, or on the computer
hardware that is available to you. Therefore, the following sections can only serve as examples.
How to connect your equipment, that is, whether to use digital or analog connections also
depends on your setup.
Sometimes, you can adjust input characteristics on the audio interface or on its control panel. For
details, refer to the documentation that came with the audio hardware.
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Nuendo 11.0.0
Setting up Your System
Setting up Audio
IMPORTANT
Nuendo does not provide any input level adjustments for the signals that are coming into your
audio hardware, since these are handled differently for each card. Adjusting input levels is either
done in a special application that is included with the hardware or its control panel.
IMPORTANT
Set up word clock synchronization correctly, or you may experience clicks and crackles in your
recordings.
NOTE
On Windows operating systems, we recommend that you access your hardware via an ASIO
driver developed specifically for the hardware. If no ASIO driver is installed, contact the
manufacturer of your audio hardware for information on available ASIO drivers. If no specific
ASIO driver is available, you can use the Generic Low Latency ASIO driver.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select Audio System.
3. Open the ASIO Driver pop-up menu and select your audio hardware driver.
4. Click OK.
PREREQUISITE
You have selected a driver for your audio hardware.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select your audio hardware driver.
3. Do one of the following to open the control panel for your audio hardware:
● On Windows, click Control Panel.
● On macOS, click Open Config App.
This button is available only for some hardware products. If it is not available in your
setup, refer to the documentation of your audio hardware.
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Nuendo 11.0.0
Setting up Your System
Setting up Audio
NOTE
The control panel is provided by the manufacturer of your audio hardware and is different
for each audio interface brand and model. However, control panels for the Generic Low
Latency ASIO Driver (Windows only) are provided by Steinberg.
● To open the Audio System page, select Studio > Studio Setup and select Audio System in
the Devices list.
ASIO Driver
Allows you to select a driver.
Input Latency
Shows the input latency of the audio hardware.
Output Latency
Shows the output latency of the audio hardware.
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Nuendo 11.0.0
Setting up Your System
Setting up Audio
ASIO-Guard Latency
Shows the ASIO-Guard latency.
HW Sample Rate
Shows the sample rate of your audio hardware.
HW Pull Up/Down
Shows the pull up/down status of the audio hardware.
Set to Defaults
Allows you to restore the default settings.
Processing Precision
Allows you to set the audio processing precision to 32 bit float or 64 bit float.
Depending on this setting, all channels are processed and mixed in 32-bit floating-
point or 64-bit floating-point format.
NOTE
A processing precision of 64 bit float can increase CPU load and memory consumption.
To show all plug-ins that support 64-bit float processing, open the VST Plug-in
Manager and activate Show Plug-ins That Support 64-Bit Float Processing in the
Display Options pop-up menu.
NOTE
VST 2 plug-ins and instruments are always processed with 32-bit precision.
Activate ASIO-Guard
Activates the ASIO-Guard. This is only available if Activate Multi Processing is
activated.
ASIO-Guard Level
Allows you to set the ASIO-Guard level. The higher the level, the higher the processing
stability and audio processing performance. However, higher levels also lead to an
increased ASIO-Guard latency and memory usage.
Disk Preload
Allows you to specify how many seconds of audio are preloaded into RAM prior to
starting playback. This allows for smooth playback.
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Nuendo 11.0.0
Setting up Your System
Setting up Audio
Record Shift
Allows you to shift the recordings by the specified value.
Reset
Resets the selected remote device.
Apply
Applies the settings.
RELATED LINKS
VST Plug-in Manager Window on page 852
● To open the page where you can set up the ASIO driver, select Studio > Studio Setup and
select the audio driver in the Devices list.
Control Panel
Opens the control panel for the audio hardware.
Input Latency
Shows the input latency of the audio driver.
Output Latency
Shows the output latency of the audio driver.
Clock Source
Allows you to select a clock source.
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Nuendo 11.0.0
Setting up Your System
Setting up Audio
Externally Clocked
Activate this option if you use an external clock source.
Direct Monitoring
Activate this option to monitor via your audio hardware and to control it from Nuendo.
Reset
Allows you to reset all port names and visibilities.
I/O
The port input/output status.
Show As
Allows you to rename the port. This name is used in the Input Routing and Output
Routing pop-up menus.
Visible
Allows you to activate/deactivate audio ports.
State
The state of the audio port.
Reset
Resets the selected remote device.
Apply
Applies the settings.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select your audio hardware driver.
3. Activate Externally Clocked.
RESULT
Nuendo now derives its speed from the external source.
NOTE
For proper audio playback and recording, you must set the sample rate of the project to the
sample rate of the incoming clock signals.
When a sample rate mismatch occurs, the Record Format field on the Project window status line
is highlighted in a different color. Nuendo accepts a sample rate mismatch, and playback is
therefore faster or slower.
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Nuendo 11.0.0
Setting up Your System
Setting up Audio
PREREQUISITE
Other audio applications accessing the audio hardware are set to release the audio driver.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select Audio System.
3. Activate Release Driver when Application is in Background.
RESULT
The application that has the focus gets access to the audio hardware.
The settings are normally gathered on a control panel that can be opened from within Nuendo or
separately, when Nuendo is not running. For details, refer to the audio hardware documentation.
Settings include:
PREREQUISITE
You have selected a driver for your audio hardware.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select your audio hardware driver.
3. Make your changes.
4. Click OK.
RELATED LINKS
ASIO Driver Setup Page on page 21
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Nuendo 11.0.0
Setting up Your System
Setting up MIDI
● Input busses let you route audio from the inputs of your audio hardware into Nuendo. This
means that audio is always recorded through one or several input busses.
● Output busses let you route audio from Nuendo to the outputs of your audio hardware. This
means that audio is always played back through one or several output busses.
Once you have set up the internal input and output busses, you can connect your audio source,
for example, a microphone, to your audio interface and start recording, playing back, and
mixing.
RELATED LINKS
Audio Connections on page 28
Monitoring
In Nuendo, monitoring means listening to the input signal while recording.
RELATED LINKS
External Monitoring on page 295
Monitoring via Nuendo on page 295
ASIO Direct Monitoring on page 296
Setting up MIDI
You must set up your MIDI equipment before you can use it in Nuendo.
IMPORTANT
PROCEDURE
1. Connect your MIDI equipment (keyboard, MIDI interface, etc.) to your computer.
2. Install the drivers for your MIDI equipment.
RESULT
You can use your MIDI equipment in Nuendo.
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Nuendo 11.0.0
Setting up Your System
Setting up MIDI
MIDI Connections
To play back and record MIDI data from your MIDI device, for example, a MIDI keyboard, you
need to connect the MIDI ports.
Connect the MIDI output port of your MIDI device to the MIDI input port of your audio hardware.
This way, the MIDI device sends MIDI data to be played back or recorded inside your computer.
Connect the MIDI input port of your MIDI device to the MIDI output port of your audio hardware.
This way, you can send MIDI data from Nuendo to the MIDI device. For example, you can record
your own playing, edit the MIDI data in Nuendo, and then play it back on the keyboard and
record the audio that is coming out of the keyboard for a better edited performance.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select MIDI Port Setup.
3. To hide a MIDI port, deactivate its Visible column.
4. Click OK.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select MIDI Port Setup.
3. Activate In ‘All MIDI Inputs’ for a port.
NOTE
If you have a MIDI remote control unit connected, make sure to deactivate the In ‘All MIDI
Inputs’ option for that MIDI input. This avoids accidental recording of data from the remote
control when All MIDI Inputs is selected as input for a MIDI track.
4. Click OK.
RESULT
When you select All MIDI Inputs on the Input Routing pop-up menu of a MIDI track in the
Inspector, the MIDI track uses all MIDI inputs that you specified in the MIDI Port Setup.
● To open the MIDI Port Setup page, select Studio > Studio Setup and activate MIDI Port
Setup in the Devices list.
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Nuendo 11.0.0
Setting up Your System
Setting up MIDI
Device
The connected MIDI devices.
I/O
The port input/output status.
Show As
Allows you to rename the port. This name is used in the Input Routing and Output
Routing pop-up menus.
Visible
Allows you to activate/deactivate MIDI ports.
State
The state of the MIDI port.
NOTE
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Nuendo 11.0.0
Setting up Your System
Synchronizers
Reset
Resets the selected remote device.
Apply
Applies the settings.
Synchronizers
When using Nuendo with external tape transports, you most likely must add a synchronizer to
your system.
IMPORTANT
Make sure that all equipment is turned off before making any connections.
For information on how to connect and set up your synchronizer, refer to the documentation of
your synchronizer.
RELATED LINKS
Synchronization on page 1203
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Nuendo 11.0.0
Audio Connections
To play back and record in Nuendo, you must set up input and output busses in the Audio
Connections window. Here, you can also set up group and FX channels, external effects, external
instruments, and the Control Room.
The bus types that you need depend on your audio hardware, on your general audio setup, for
example your surround speaker setup, and on the projects that you use.
● To open the Audio Connections window, select Studio > Audio Connections.
Inputs/Outputs Tab
The Inputs and Outputs tabs allow you to set up and configure input and output busses.
Add Bus
Opens the Add Input Bus dialog, where you can create a new bus configuration.
Presets
Opens the Presets pop-up menu, where you can select bus configuration presets.
Store allows you to save a bus configuration as preset. Delete deletes the selected
preset.
Expand All/Collapse
Expands/Collapses all busses in the bus list.
Bus Name
Lists the busses. Click the name of a bus to select or rename it.
Speakers
Indicates the speaker configuration (mono, stereo, surround formats) of each bus.
Audio Device
Shows the selected ASIO driver.
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Nuendo 11.0.0
Audio Connections
Audio Connections Window
Device Port
Shows which physical inputs/outputs on your audio hardware are used by the bus.
Expand the bus entry to show all speaker channels. If the bus entry is collapsed, only
the first port that is used by this bus is visible.
The Device Port pop-up menu displays how many busses are connected to a given
port. The busses are shown in square brackets next to the port name.
Up to 3 bus assignments can be displayed in this way. If more connections have been
made, this is indicated by a number at the end of the port name.
For example, “Adat 1 [Stereo1] [Stereo2] [Stereo3] (+2)” means that the Adat1 port is
already assigned to 3 stereo busses plus 2 additional busses.
Group/FX Tab
This tab allows you to create group and FX channels/tracks and to make output assignments for
these.
Add Group
Opens the Add Group Channel Track dialog, where you can create a new group
channel track.
Add FX
Opens the Add FX Channel Track dialog, where you can create a new FX channel track.
Expand All/Collapse
Expands/Collapses all busses in the bus list.
Bus Name
Lists the busses. Click the name of a bus to select or rename it.
Speakers
Indicates the speaker configuration (mono, stereo, surround formats) of each bus.
Output Routing
Lets you select the output routing for the corresponding bus.
External FX Tab
This tab allows you to create send effect or return busses. You can use these to connect external
effects which can then be selected via the effect pop-up menus from inside the program.
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Nuendo 11.0.0
Audio Connections
Audio Connections Window
Add External FX
Opens the Add External FX dialog, where you can configure a new external FX.
Favorites
Lets you store external effect configurations as favorites that you can recall.
Expand All/Collapse
Expands/Collapses all busses in the bus list.
Bus Name
Lists the busses. Click the name of a bus to select or rename it.
Speakers
Indicates the speaker configuration (mono, stereo, surround formats) of each bus.
Audio Device
Shows the selected ASIO driver.
Device Port
Shows which physical inputs/outputs on your audio hardware are used by the bus.
Expand the bus entry to show all speaker channels. If the bus entry is collapsed, only
the first port that is used by this bus is visible.
The Device Port pop-up menu displays how many busses are connected to a given
port. The busses are shown in square brackets next to the port name.
Up to 3 bus assignments can be displayed in this way. If more connections have been
made, this is indicated by a number at the end of the port name.
For example, “Adat 1 [Stereo1] [Stereo2] [Stereo3] (+2)” means that the Adat1 port is
already assigned to 3 stereo busses plus 2 additional busses.
Delay
Allows you to enter a value to compensate for an inherent delay (latency) of your
hardware effect device during playback. You can right-click the Delay column for the
effect and select Check User Delay to automatically determine the delay value.
NOTE
Send Gain
Allows you to adjust the level of the signal that is sent to the external effect.
Return Gain
Allows you to adjust the level of the signal that the external effect sends.
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Nuendo 11.0.0
Audio Connections
Audio Connections Window
NOTE
Excessive output levels from an external effect device can cause clipping in the audio
hardware. You cannot use the Return Gain setting to compensate for this. You must
lower the output level on the effect device instead.
MIDI Device
When you click in this column, a pop-up menu opens where you can disconnect the
effect from the associated MIDI device, select a MIDI device, create a new device, or
open the MIDI Device Manager to edit the MIDI device.
Used
Whenever you insert an external effect into an audio track, this column shows a
checkmark (x) to indicate that the effect is being used.
Favorites
Lets you store external instrument configurations as favorites that you can recall.
Expand All/Collapse
Expands/Collapses all busses in the bus list.
Bus Name
Lists the busses. Click the name of a bus to select or rename it.
Speakers
Indicates the speaker configuration (mono, stereo, surround formats) of each bus.
Audio Device
Shows the selected ASIO driver.
Device Port
Shows which physical inputs/outputs on your audio hardware are used by the bus.
Expand the bus entry to show all speaker channels. If the bus entry is collapsed, only
the first port that is used by this bus is visible.
The Device Port pop-up menu displays how many busses are connected to a given
port. The busses are shown in square brackets next to the port name.
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Nuendo 11.0.0
Audio Connections
Audio Connections Window
Up to 3 bus assignments can be displayed in this way. If more connections have been
made, this is indicated by a number at the end of the port name.
For example, “Adat 1 [Stereo1] [Stereo2] [Stereo3] (+2)” means that the Adat1 port is
already assigned to 3 stereo busses plus 2 additional busses.
Delay
Allows you to enter a value to compensate for an inherent delay (latency) of your
hardware effect device during playback. You can right-click the Delay column for the
instrument and select Check User Delay to automatically determine the delay value
that is used for delay compensation.
NOTE
Return Gain
Allows you to adjust the level of the signal coming in from the external instrument.
NOTE
Excessive output levels from an external effect device can cause clipping in the audio
hardware. The Return Gain setting cannot be used to compensate for this. You must
lower the output level on the effect device instead.
MIDI Device
When you click in this column, a pop-up menu opens where you can disconnect the
instrument from the associated MIDI device, select a MIDI device, create a new device,
or open the MIDI Device Manager to edit the MIDI device.
Used
Whenever you insert the external instrument into a VST instrument slot, this column
shows a checkmark (x) to indicate that the instrument is being used.
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Nuendo 11.0.0
Audio Connections
Audio Connections Window
Add Channel
Opens a pop-up menu where you can select the type of channel that you want to add.
You can add the following channels:
● External Input
● Talkback
● Cue
● Headphone
● Monitor
● Monitor Source
Presets
Opens the Presets pop-up menu, where you can select bus configuration presets.
Store allows you to save a bus configuration as preset. Delete deletes the selected
preset.
NOTE
You can save the insert slots for Cue, Monitor and Control Room channels in the
presets. This is useful, as they are not saved with the project.
Configuration
Displays the selected channel configuration.
Expand All/Collapse
Expands/Collapses all busses in the bus list.
Bus Name
Lists the busses. Click the name of a bus to select or rename it.
Speakers
Indicates the speaker configuration (mono, stereo, surround formats) of each bus.
Audio Device
Shows the selected ASIO driver.
Device Port
Shows which physical inputs/outputs on your audio hardware are used by the bus.
Expand the bus entry to show all speaker channels. If the bus entry is collapsed, only
the first port that is used by this bus is visible.
The Device Port pop-up menu displays how many busses are connected to a given
port. The busses are shown in square brackets next to the port name.
Up to 3 bus assignments can be displayed in this way. If more connections have been
made, this is indicated by a number at the end of the port name.
For example, “Adat 1 [Stereo1] [Stereo2] [Stereo3] (+2)” means that the Adat1 port is
already assigned to 3 stereo busses plus 2 additional busses.
RELATED LINKS
Control Room on page 479
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Audio Connections
Renaming the Hardware Inputs and Outputs
For example, if you move your project to another studio, the audio hardware may be of a
different model. But if you and the other studio owner have agreed on identical names for your
inputs and outputs, Nuendo corrects inputs and outputs for your busses.
NOTE
If you open a project that was created on another computer and the port names do not match or
the port configuration is not the same, the Missing Ports dialog appears. This allows you to
manually re-route ports that are used in the project to ports that are available on your computer.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select Audio System.
3. Open the ASIO Driver pop-up menu and select your audio hardware driver.
4. In the Devices list, select your audio hardware driver.
5. In the Show As column, click on a port name and enter a new name.
6. Repeat the previous step until you have renamed all required ports.
7. Click OK.
RELATED LINKS
Re-Routing Missing Ports on page 113
Hiding Ports
You can hide ports that you are not using. Hidden ports are not displayed in the Audio
Connections window.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select your audio hardware driver.
3. In the Visible column, deactivate the ports that you want to hide.
4. Click OK.
NOTE
This function is only available for built-in audio, standard USB audio devices, and a certain
number of other audio cards.
PROCEDURE
1. Select Studio > Studio Setup.
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Adding Input and Output Busses
PROCEDURE
1. In the Audio Connections dialog, click the Inputs or Outputs tab.
2. Click Add Bus.
3. In the Add Input Bus dialog, configure the bus.
4. Optional: Enter a name for the bus.
If you do not specify a name, the bus is named according to the channel configuration.
5. Click Add Bus.
The new bus is added to the bus list.
6. For each of the speaker channels in the bus, click in the Device Port column and select a
port of your audio hardware.
PREREQUISITE
Add an output bus.
PROCEDURE
1. In the Audio Connections dialog, right-click the output bus that you want to use as default
output bus.
2. Select Set <bus name> as Main Mix.
RESULT
The selected bus is used as default bus. The Main Mix is indicated by a speaker icon next to its
name.
RELATED LINKS
Inputs/Outputs Tab on page 28
For example, you can route a stereo track to a stereo channel pair within a surround bus. Or you
can record a stereo channel pair in the surround bus to a separate stereo track.
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Audio Connections
Presets for Input and Output Busses
PROCEDURE
1. On the Inputs tab, Outputs tab, or Group/FX tab, right-click a surround bus.
2. Click Add Child Bus and select a channel configuration.
RESULT
The child bus is created and can be used for routing.
NOTE
You can create default presets for input and output bus configurations. If you create a new
empty project, these default presets are applied. To create default presets, save your preferred
input and output bus configurations under the name Default. If you have not defined default
presets, the last used input and output bus configuration is applied when creating a new empty
project.
PROCEDURE
1. Select Studio > Audio Connections.
2. Click the Inputs or Outputs tab, and set up your bus configuration.
3. Click Store.
4. In the Type in Preset Name dialog, enter a name.
5. Click OK.
RESULT
The preset is available in the Presets menu.
PROCEDURE
1. Select Studio > Audio Connections.
2. Click the Inputs or Outputs tab, and from the Presets menu, select the preset that you want
to delete.
3. Click Delete.
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Adding Group and FX Channels
RESULT
The preset is deleted.
Adding group and FX channels in the Audio Connections window is identical to creating group
channel tracks or FX channel tracks in the Project window.
PROCEDURE
1. In the Audio Connections dialog, click the Group/FX tab.
2. Do one of the following:
● To create a group channel, click Add Group.
● To create an FX channel, click Add FX.
3. Configure the channel.
4. Optional: Enter a name for the group channel track.
5. Click OK.
The group channel or FX channel is added to the bus list.
6. For each of the speaker channels in the bus, click in the Output Routing column and select a
port of your audio hardware.
RELATED LINKS
Audio Effects on page 502
Monitoring Bus
In the Audio Connections window, you can set up the busses that are used for monitoring,
activate/deactivate and open the Control Room.
When the Control Room is disabled on the Control Room tab of the Audio Connections
window, the Main Mix bus is used for monitoring. In this case, you can adjust the monitoring
level in the MixConsole.
RELATED LINKS
Setting the Default Output Bus (Main Mix) on page 35
Control Room on page 479
MixConsole on page 402
Requirements
● To use external effects, you need audio hardware with multiple inputs and outputs.
An external effect requires at least one input and one output or input/output pairs for stereo
effects in addition to the input/output ports that you use for recording and monitoring.
● To use external instruments, a MIDI interface must be connected to your computer.
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Audio Connections
External Instruments and Effects
PREREQUISITE
The hardware device has stereo inputs and outputs.
PROCEDURE
1. Connect an unused output pair on your audio hardware to the input pair on your external
hardware device.
2. Connect an unused input pair on your audio hardware to the output pair on your hardware
device.
IMPORTANT
If you select input/output ports for external instruments/effects that are already used, the
existing port assignment breaks without warning.
RELATED LINKS
Setting up Input and Output Ports on page 23
Setting up External Effects on page 38
Setting up External Instruments on page 41
PROCEDURE
1. In the Audio Connections window, click the External FX tab.
2. Click Add External FX.
3. In the Add External FX dialog, enter a name for the external effect and specify the send and
return configurations.
Depending on the type of effect, you can specify mono, stereo, or surround configurations.
4. Click Associate MIDI Device and select a MIDI device.
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External Instruments and Effects
You can also select MIDI Devices > Create Device and create a new MIDI device association.
NOTE
Delay compensation is only applied for the effect when you use MIDI devices.
5. Click OK.
This adds a new external FX bus.
6. Click in the Device Port column for the left and right ports of the send bus and select the
outputs of your audio hardware that you want to use.
7. Click in the Device Port column for the left and right ports of the return bus and select the
inputs of your audio hardware that you want to use.
8. Make additional settings for the bus.
You can also adjust the settings while using the external effect. This allows you to hear the
result.
RELATED LINKS
Using MIDI Devices on page 890
Delay Compensation on page 845
PREREQUISITE
Set up your external effects in the Audio Connections window.
PROCEDURE
1. In the Inspector, open the Inserts panel.
2. Open the Select Insert menu.
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Audio Connections
External Instruments and Effects
RESULT
The external FX bus is loaded into the effect slot.
A parameter window opens, showing the Delay, Send Gain, and Return Gain settings for the
external FX bus. You can adjust these settings while playing back.
The audio signal from the channel is sent to the outputs on the audio hardware, through your
external effect device, and back to the program via the inputs on the audio hardware.
RELATED LINKS
Setting up External Effects on page 38
● To open the External Effect Parameter window, select an external effect from the Select
Insert pop-up menu in the Inspector.
Activate Effect
Bypass Effect
If this option is activated, Nuendo automatically determines the delay value that is
used for delay compensation. This is the same function as the Check User Delay
option in the Audio Connections window.
When you have defined a MIDI device for the effect, the corresponding device window
opens.
Delay
Allows you to adjust the delay for the external effect.
Send Gain
Allows you to adjust the send gain for the external effect.
Return Gain
Allows you to adjust the return gain for the external effect.
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Audio Connections
External Instruments and Effects
PROCEDURE
1. In the Audio Connections window, click the External Instruments tab.
2. Click Add External Instrument.
3. In the Add External Instrument dialog, enter a name for the external instrument and
specify the number of required mono and/or stereo returns.
Depending on the type of instrument, a specific number of mono and/or stereo return
channels is required.
4. Click Associate MIDI Device and select a MIDI device.
5. Click OK.
This adds a new external instrument bus.
6. Click in the Device Port column for the left and right ports of the return bus and select the
inputs of your audio hardware to which you connected the external instrument.
7. Make additional settings for the bus.
You can also adjust the settings while using the external instrument. This allows you to hear
the result.
RELATED LINKS
Using MIDI Devices on page 890
PREREQUISITE
Set up your external instruments in the Audio Connections window.
PROCEDURE
1. Select Studio > VST Instruments.
2. Click Add Track Instrument.
3. Select an external instrument from the Instrument pop-up menu.
External instruments are indicated by an x icon in the list next to their names in the
Instrument pop-up menu.
4. Click OK.
RESULT
The external instrument is added to the VST instruments list.
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Audio Connections
External Instruments and Effects
A parameter window for the external instrument opens. This can either be the device window
that allows you to create a generic device panel, an OPT editor window, or a default editor.
RELATED LINKS
VST Instruments Window on page 838
● To open the External Instrument Parameter window, select an external instrument in the
VST Instruments window.
Delay
Allows you to adjust the delay for the external instrument.
Return Gain
Allows you to adjust the return gain for the external instrument.
PREREQUISITE
Set up your external instruments in the Audio Connections window and add a MIDI track.
PROCEDURE
1. In the Inspector, open the Output Routing pop-up menu for the corresponding MIDI track.
2. Select the MIDI device to which the external instrument is connected.
RESULT
The instrument plays any MIDI notes that it receives from the track and returns them to Nuendo
through the return channels that you have set up. Delay compensation is used.
The external instrument behaves like any other VST instrument in Nuendo.
RELATED LINKS
Delay Compensation on page 845
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Audio Connections
External Instruments and Effects
same device, for example, a multi-effect board or an effect that provides both a mono and a
stereo mode.
PROCEDURE
1. Select Studio > Audio Connections.
2. Open the External Instruments or the External FX tab.
3. Select the bus in the list, and click Favorites.
4. Select Add Selected Instrument/Effect to Favorites.
RESULT
The external instrument or effect configuration is saved as a favorite. You can recall a favorite by
clicking Favorites and selecting the configuration that you want to recall.
PROCEDURE
1. Select the audio track that uses the external effect or the instrument track that uses the
external instrument.
2. In the Inspector, click Freeze Audio Channel or Freeze Instrument Channel.
3. In the dialog, adjust the Tail Size value.
When the Tail Size is set to 0 s, freezing only takes into account the data within the part
boundaries.
RESULT
The freeze function is performed in real time to ensure that external effects are taken into
account.
RELATED LINKS
VST Instruments on page 834
Audio Effects on page 502
Freezing Instruments on page 844
Freezing Insert Effects on page 508
Missing Plug-ins
This happens in the following situations:
● When you remove an external device from the Audio Connections window although it is
used in a saved project.
● When you transfer a project to another computer on which the external device is not
defined.
● When you open a project that is created with an earlier version of Nuendo.
In the Audio Connections window, the broken connection to the external device is indicated by
an icon in the Bus Name column.
● To reestablish the broken connection to the external device, right-click the entry for the
device in the Bus Name column and select Connect External Effect.
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Audio Connections
Bus Configurations
NOTE
Busses that are set up for external instruments or external effects are saved globally, that is, for
your particular computer setup.
Bus Configurations
After you have set up all the required busses for a project you can edit the names and change
port assignments. The bus configuration is saved with the project.
Removing Busses
You can remove busses that you no longer need.
PROCEDURE
● In the Audio Connections window, do one of the following:
● To remove a single bus, right-click the bus in the list and select Remove Bus.
Alternatively, you can select the bus and press Backspace .
● To remove multiple input or output busses at the same time, use Shift or Ctrl/Cmd to
select them in the list, right-click them, and select Remove Selected Busses.
PROCEDURE
1. Select Studio > Audio Connections.
2. Do one of the following:
● To change the assignment of a single bus, open the Device Port pop-up menu, and
select a new port.
● To assign subsequent busses to several selected busses, open the Device Port pop-up
menu for the first selected entry, press Shift , and select a device port.
NOTE
Exclusive ports, for example, ports that are already assigned to Control Room channels,
are skipped.
● To assign the same port to several selected busses, open the Device Port pop-up menu
for the first selected entry, press Shift - Alt/Opt , and select a device port.
PROCEDURE
1. Select Studio > Audio Connections.
2. Select the busses that you want to rename.
3. Do one of the following:
● Enter a new name for one of the busses, followed by a number.
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Bus Configurations
● Enter a new name for one of the busses, followed by a space and a capital letter.
4. Press Return .
RESULT
The busses are renamed automatically using either incrementing numbers or letters.
NOTE
The renaming starts from the bus where you edit the name until the bottom, and then continues
from the top until all selected busses have been renamed.
Once a port has been assigned to such a bus or channel, it must not be assigned to another bus,
otherwise the connection to the first bus will be broken.
The corresponding ports are marked in the Audio Connections window on the Device Port pop-
up menu.
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Nuendo 11.0.0
Project Window
The Project window provides an overview of the project, and allows you to navigate and perform
large scale editing.
Each project has one Project window. The Project window is displayed whenever you open or
create a new project.
1 Left Zone
The left zone shows the Inspector that features two tabs:
● The Track tab shows the settings for the track that is selected in the track list.
NOTE
In this documentation we use Inspector to refer to the Track tab of the Inspector.
● The Editor tab shows the settings for the editor that is open in the lower zone.
You can also open the Visibility tab that features the following tabs:
● The Track tab allows you to show/hide individual tracks from the track list.
● The Zones tab allows you to determine and lock the position of certain MixConsole
channels in the lower zone.
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Project Window
Showing/Hiding Zones
2 Project Zone
The project zone shows the toolbar, the track list with the tracks, the event display with the
parts and events of the project, and the Project window ruler.
On the toolbar, you can activate/deactivate the status line, the info line, the overview line,
and the Transport Bar.
3 Lower Zone
The lower zone shows the Chord Pads, the Editor, the Sampler Control, and the
MixConsole.
4 Right Zone
The right zone shows the VSTi rack, the Media rack, the Control Room rack, and the Meter
rack.
RELATED LINKS
Project Zone on page 47
Left Zone on page 63
Lower Zone on page 72
Right Zone on page 78
Project Window Toolbar on page 48
Showing/Hiding Zones
You can show/hide the zones in the Project window according to your needs.
PROCEDURE
● Do one of the following:
● To show/hide the left zone, click Show/Hide Left Zone on the Project window toolbar.
● To show/hide the lower zone, click Show/Hide Lower Zone on the Project window
toolbar.
● To show/hide the right zone, click Show/Hide Right Zone on the Project window
toolbar.
NOTE
RELATED LINKS
Project Window Toolbar on page 48
Project Zone
The project zone is the heart of the Project window and cannot be hidden.
The project zone features the track list and the event display with the ruler. Furthermore, you can
activate/deactivate the status line, the info line, the overview line, and the Transport Bar for the
project zone.
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Project Window
Project Zone
RELATED LINKS
Track List on page 56
Event Display on page 58
Global Track Controls on page 58
Ruler on page 60
Status Line on page 61
Info Line on page 62
Overview Line on page 62
Transport Bar on page 63
● To show/hide tools, open the toolbar context menu by right-clicking in an empty area of the
toolbar and activate the tools that you want to display. To show all tools, select Show All.
NOTE
The number of elements that are shown also depends on the size of the Project window and
the screen resolution.
Activate Project
NOTE
Activates a project.
Project History
Undo/Redo
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Project Window
Project Zone
Left Divider
Left Divider
Tools that are placed to the left of the divider are always shown.
Open MixConsole
Allows you to create configurations that are useful for switching between different
visibility setups.
Allows you to filter the tracks by track type. Alt/Opt -click to reset the track type filter.
State Buttons
Deactivate All Mute States
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Nuendo 11.0.0
Project Window
Project Zone
Network Controls
Share Project
Commit Changes
Automation Mode
Automation Follows Events
Lets your automation events follow automatically when you move an event or part on a
track.
Auto-Scroll
Auto-Scroll
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Nuendo 11.0.0
Project Window
Project Zone
Allows you to activate Page Scroll or Stationary Cursor and to activate Suspend Auto-
Scroll When Editing.
Locators
Go to Left Locator Position
Transport Controls
Go to Previous Marker/Zero
Moves the project cursor to the previous marker/zero position on the timeline.
Rewind
Moves backward.
Forward
Moves forward.
Activate Cycle
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Project Window
Project Zone
Stop
Stops playback.
Start
Starts playback.
Transport Record
Time Displays
Select Primary Time Format
Allows you to select a time format for the primary time display.
Shows the position of the project cursor in the selected time format.
Allows you to select a time format for the secondary time display.
Shows the position of the project cursor in the selected time format.
Markers
Jump to Marker
Tool Buttons
Combine Selection Tools
Combines the Object Selection tool and the Range Selection tool.
Object Selection
Range Selection
Selects ranges.
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Project Window
Project Zone
Draw
Draws events.
Erase
Erases events.
Split
Splits events.
Glue
Mute
Mutes events.
Zoom
Comp
Assembles takes.
Time Warp
Line
Play
Color
Color Menu
Select Color for Selected Tracks or Events
Opens the Colorize pane that allows you to colorize the selected tracks or events.
Nudge Palette
Trim Start Left
Increases the length of the selected event by moving its start to the left.
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Project Window
Project Zone
Decreases the length of the selected event by moving its start to the right.
Move Left
Move Right
Decreases the length of the selected event by moving its end to the left.
Increases the length of the selected event by moving its end to the right.
Snap
Snap to Zero Crossing
Restricts editing to zero crossings, that is, positions where the amplitude is zero.
Snap On/Off
Restricts horizontal movement and positioning to the positions specified by the Snap
Type.
Snap Type
Grid Type
Grid Type
Allows you to specify a grid type for the Snap function. This setting only has effect if
Snap Type is set to one of the grid options.
Quantize
Apply Quantize
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Project Window
Project Zone
Quantize Presets
Audio Alignment
Open Audio Alignment Panel
Shows the meters for average audio processing load and the disk cache load.
Right Divider
Right Divider
Tools that are placed to the right of the divider are always shown.
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Project Window
Project Zone
Set up Toolbar
Set up Toolbar
Opens a pop-up menu where you can set up which toolbar elements are visible.
RELATED LINKS
Left/Right Toolbar Divider on page 56
Snap Types Menu on page 90
Markers on page 368
Automation on page 804
Synchronization on page 1203
Audio Alignment on page 220
All other items are shown in the center of the toolbar. When you reduce the width of the Project
window, these toolbar items are hidden successively. When you increase the width, they are
shown again.
Toolbox
The toolbox makes the editing tools from the toolbar available at the mouse pointer position. It
can be opened instead of the standard context menus in the event display and editors.
● To activate the toolbox function, activate Show Toolbox on Right-Click in the Preferences
dialog (Editing—Tools page).
● To open the toolbox, right-click in the event display or editor.
If Show Toolbox on Right-Click is deactivated, the context menu opens.
● To open the context menu instead of the toolbox, press any modifier key and right-click in
the event display or editor.
If Show Toolbox on Right-Click is deactivated, press any modifier key to open the toolbox
instead of the context menu.
Track List
The track list shows the tracks that are used in the project. When a track is added and selected, it
contains name fields and settings for this track.
● To decide which controls are visible for each track type, right-click the track list and open the
Track Controls Settings dialog.
RELATED LINKS
Track Controls Settings Dialog on page 121
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Project Window
Project Zone
PROCEDURE
● Do one of the following:
● Select Project > Divide Track List.
● Click Divide Track List in the top right corner of the Project window below the ruler.
RESULT
The track list is divided and video, marker, or arranger tracks are automatically moved to the
upper track list. All other track types are moved to the lower track list.
NOTE
The area of the project zone that has the focus, is indicated by a highlighted and solid focus
frame,whereas the non-active area is shown with a dashed frame.
RELATED LINKS
Keyboard Focus in the Project Window on page 84
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Project Window
Project Zone
Event Display
The event display shows the parts and events that are used in the project. They are positioned
along the timeline.
● The global track controls are shown above the track list.
1 Add Track
Opens the Add Track dialog.
2 Use Track Preset
Allows you to add a track using a track preset.
3 Number of Visible Tracks
Displays how many tracks are hidden. Click this to show all tracks that are filtered out by the
Visibility tab.
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Project Window
Project Zone
NOTE
If the track was outside the view or hidden, it is now shown. Tracks that are hidden using Set
Track Type Filter are not shown.
RELATED LINKS
Opening the Visibility on page 69
PROCEDURE
1. Click Set Track Type Filter above the track list.
This opens the track types filter.
RESULT
Tracks of the filtered type are removed from the track list and the color of the Set Track Type
Filter button changes to indicate that a track type is hidden.
Finding Tracks
The Find Tracks function allows you to find specific tracks. This is useful if you have a large
project with many tracks or if you have hidden tracks using the Visibility tab.
PROCEDURE
1. Click Find Tracks above the track list to open a selector that lists all tracks.
2. In the search field, enter the name of the track.
As you type, the selector updates automatically.
3. In the selector, select the track and press Return .
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Project Window
Project Zone
RESULT
The selector closes and the track is selected in the track list.
NOTE
If the track was outside the view or hidden, it is now shown. Tracks that are hidden using Set
Track Type Filter are not shown.
Ruler
The ruler shows the timeline and the display format of the project.
Initially, the Project window ruler uses the display format that is specified in the Project Setup
dialog.
● To select an independent display format for the ruler, click the arrow button to the right of
the ruler and select an option from the pop-up menu.
● To set the display format globally for all windows, use Select Primary Time Format pop-up
menu on the Transport panel, or hold down Ctrl/Cmd and select a format in any ruler.
RELATED LINKS
Project Setup Dialog on page 108
● To show the ruler display formats, click the arrow button to the right of the ruler.
The selection that you make affects the time display formats in the following areas:
● Ruler
● Info line
● Tooltip position values
Bars+Beats
Sets the ruler to display bars, beats, sixteenth notes, and ticks. By default, there are
120 ticks per sixteenth note. To change this, adjust the MIDI Display Resolution
setting in the Preferences dialog (MIDI page).
Seconds
Sets the ruler to display hours, minutes, seconds, and milliseconds.
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Project Window
Project Zone
Timecode
Sets the ruler to display hours, minutes, seconds, and frames. The number of frames
per second (fps) is set in the Project Setup dialog with the Project Frame Rate pop-up
menu. To display subframes, activate Show Timecode Subframes in the Preferences
dialog (Transport page).
Feet+Frames 16 mm
Sets the ruler to display feet and frames, with 40 frames per foot. To let the beginning
of a project always start at 0’00, regardless of any Start offset settings in the Project
Setup dialog, activate Feet’n’Frames Count from Project Start in the Preferences
dialog (Transport page).
Feet+Frames 35 mm
Sets the ruler to display feet, frames, and 1/4 frames, with 16 frames per foot. To let
the beginning of a project always start at 0’00, regardless of any Start offset settings in
the Project Setup dialog, activate Feet’n’Frames Count from Project Start in the
Preferences dialog (Transport page).
Samples
Sets the ruler to display samples.
fps (User)
Sets the ruler to display hours, minutes, seconds, and frames, with a user-definable
number of frames per second. To display subframes, activate Show Timecode
Subframes in the Preferences dialog (Transport page). You can also set the number
of frames per second.
Time Linear
Sets the ruler linear to time.
Bars+Beats Linear
Sets the ruler linear to bars and beats.
Status Line
The status line shows the most important project settings.
● To activate the status line, click Set up Window Layout on the toolbar and activate Status
Line.
Record Format
Displays the sample rate and the bit depth used for recording. Click in this field to open
the Project Setup dialog.
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Project Window
Project Zone
RELATED LINKS
Project Window Toolbar on page 48
Info Line
The info line shows information about the event or part that you selected in the project zone.
To activate the info line, click Set up Window Layout on the toolbar and activate Info Line.
RELATED LINKS
Project Window Toolbar on page 48
If you select several events or parts, the info line is shown in another color and only the
information about the first item in the selection is displayed. The following rules apply:
● Value changes are applied to all selected elements, relative to the current values.
For example, you have selected two audio events. The first event has a length of 1 bar, the
second of 2 bars. If you change the info line value to 3, the first event is resized to 3 bars and
the second event to 4 bars.
● Value changes are applied absolutely to the current values if you press Ctrl/Cmd while
modifying the value on the info line.
In the example above, both events are resized to 3 bars.
NOTE
To change the modifier, select a new modifier in the Info Line category of the Preferences
dialog (Editing—Tool Modifiers page).
Overview Line
The overview line allows you to zoom and navigate to other sections in the project.
To activate the overview line, click Set up Window Layout on the toolbar and activate Overview.
In the overview line, events and parts are displayed as boxes. A rectangle indicates the section of
the project that is displayed in the event display.
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Project Window
Left Zone
● To zoom the event display in or out horizontally, resize the rectangle by dragging the edges.
● To navigate to another section of the event display, drag the rectangle to the left or right, or
click in the upper part of the overview.
RELATED LINKS
Project Window Toolbar on page 48
Transport Bar
The Transport Bar allows displaying the transport functions in an integrated and fixed zone of
the Project window.
● To activate the Transport Bar, click Set up Window Layout on the Project window toolbar
and activate Transport Bar.
● To show/hide tools, open the Transport Bar context menu by right-clicking in an empty area
of the Transport Bar and activate the tools that you want to display. To show all tools, select
Show All.
RELATED LINKS
Common Record Modes Menu on page 294
Audio Record Modes on page 299
MIDI Record Modes on page 306
Left/Right Toolbar Divider on page 56
Project Window Toolbar on page 48
Left Zone
The left zone of the Project window allows you to display the Inspector and the Visibility tab.
To show/hide the left zone, click Show/Hide Left Zone on the Project window toolbar.
● Inspector
● Visibility
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Left Zone
RELATED LINKS
Inspector on page 64
Visibility on page 68
Project Window Toolbar on page 48
Inspector
The Inspector allows you to show controls and parameters for either the selected track in the
track list or the event or part that is shown in the editor in the lower zone.
● To show/hide the Inspector, click Show/Hide Left Zone in the Project window toolbar.
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Left Zone
Track
Opens the Track Inspector for the selected track.
Editor
Opens the Editor Inspector for the event or part that is shown in the editor in the
lower zone.
RELATED LINKS
Opening the Track Inspector on page 65
Opening the Editor Inspector on page 66
Opening the Editor in the Lower Zone on page 75
PROCEDURE
1. Click Show/Hide Left Zone on the Project window toolbar to activate the Left Zone.
2. At the bottom of the left zone, click the Track tab.
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Left Zone
RESULT
The Track Inspector for the selected track opens. If more than one track is selected in the track
list, the controls and parameters for the topmost selected track are shown.
NOTE
In this documentation we use Inspector to refer to the Track tab of the Inspector.
PREREQUISITE
The Sample Editor, the Audio Part Editor, the Key Editor, the Drum Editor, or the Score Editor
is shown in the lower zone.
PROCEDURE
1. Click Show/Hide Left Zone on the Project window toolbar to activate the Left Zone.
2. At the bottom of the left zone, click the Editor tab.
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Left Zone
RESULT
The Editor Inspector for the event or part opens.
NOTE
The Editor Inspector only contains information if the lower zone shows an editor. Otherwise, it is
empty.
RELATED LINKS
Opening the Editor in the Lower Zone on page 75
PREREQUISITE
The Score Editor is shown in the lower zone.
PROCEDURE
1. At the bottom of the left zone, click the Editor tab.
2. Select an option from the Switch Score Editor Inspector Content pop-up menu.
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Left Zone
RESULT
The Symbols tab is shown.
RELATED LINKS
Key Editor Inspector on page 954
Inspector Sections
The Track tab and the Editor tab of the Inspector are divided into a number of sections that
each contain different controls for the track, event or part.
Not all Inspector sections are shown by default. The available sections depend on the type of the
selected track, event, or part, and on the settings in the setup dialog for the Track tab and the
Editor tab of the Inspector.
RELATED LINKS
Track Inspector Settings Dialog on page 118
Inspector Sections on page 119
Audio Track Inspector on page 130
Instrument Track Inspector on page 134
MIDI Track Inspector on page 140
Sampler Track Inspector on page 137
Arranger Track Inspector on page 158
Marker Track Inspector on page 152
Signature Track Inspector on page 162
Tempo Track Inspector on page 163
Transpose Track Inspector on page 164
VCA Fader Track Inspector on page 150
Video Track Inspector on page 165
Loudness Track Inspector on page 167
Key Editor Inspector on page 954
Drum Editor Inspector on page 986
Sample Editor Inspector on page 580
Visibility
The Visibility tab allows you to show or hide individual tracks from the track list and to
determine the position of certain MixConsole channels in the lower zone.
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Left Zone
Track
Allows you to show or hide individual tracks from the track list.
Zones
Allows you to determine and lock the position of certain MixConsole channels in the
lower zone.
RELATED LINKS
Opening the MixConsole in the Lower Zone on page 74
PROCEDURE
1. Click Show/Hide Left Zone on the Project window toolbar to activate the Left Zone.
2. At the top of the left zone, click the Visibility tab.
3. At the bottom of the left zone, click the Track tab.
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Left Zone
RELATED LINKS
Showing/Hiding Individual Tracks on page 70
● To show/hide a track in the track list, check/uncheck it by clicking to the left of the track
name.
● To activate/deactivate several tracks at the same time, select them and press Return .
● To show a hidden track exclusively, check it by Shift -clicking to the left of the track name.
● To expand or collapse a folder, click the triangle to the left of a folder track.
NOTE
● The channels of the MixConsole in the lower zone are updated accordingly. This means that
if you hide a track using the Visibility tab, the channel corresponding to that track is also
hidden in the MixConsole in the lower zone.
● If you want to synchronize the track and the channel visibility in a separate MixConsole
window, you must use the Sync Visibility of Project and MixConsole function.
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Left Zone
RELATED LINKS
Synchronizing Track and Channel Visibility on page 71
PROCEDURE
1. At the top of the left zone, select the Visibility tab.
2. At the bottom of the left zone, select the Track tab.
3. Click the equals sign to open the Sync Visibility of Project and MixConsole: On/Off menu.
4. Select Sync Project and MixConsole to synchronize the track visibility with the channel
visibility.
RESULT
The track and channel visibility are synchronized.
NOTE
● You can only synchronize the track visibility in the Project window with the channel visibility
of one MixConsole. If you enable Sync Visibility of Project and MixConsole: On/Off for a
second MixConsole, the first link is lost.
● If you divide the track list, the top part of the list is not affected. Likewise, channels in the left
or right zones of the MixConsole are not synchronized.
RELATED LINKS
Synchronizing Channel and Track Visibility on page 408
PROCEDURE
1. At the top of the left zone, click the Visibility tab.
2. At the bottom of the left zone, click the Zones tab.
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Lower Zone
RESULT
The MixConsole opens in the lower zone.
RELATED LINKS
Opening the MixConsole in the Lower Zone on page 74
Lower Zone
The lower zone of the Project window allows you to display specific windows and editors in an
integrated and fixed zone of the Project window. This is useful if you work on single screen
systems and notebooks, for example.
To show/hide the lower zone, click Show/Hide Lower Zone on the Project window toolbar.
The lower zone features the following tabs: Chord Pads, MixConsole, Sampler Control, and
Editor.
To close the lower zone, click Close Lower Zone to the left of the tabs.
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Lower Zone
RELATED LINKS
Opening Chord Pads on page 73
Opening the MixConsole in the Lower Zone on page 74
Opening Sampler Control on page 75
Opening the Editor in the Lower Zone on page 75
Project Window Toolbar on page 48
PROCEDURE
1. Click Set up Lower Zone in the bottom right of the lower zone.
NOTE
In the Presets section of this dialog you can also save a preset of your configuration.
RESULT
The tabs in the lower zone are shown according to your configuration.
RELATED LINKS
Setup Dialog on page 1338
PROCEDURE
1. Click Show/Hide Lower Zone on the Project window toolbar to activate the lower zone.
2. At the bottom of the lower zone, click the Chord Pads tab.
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Lower Zone
RESULT
The Chord Pads are opened.
RELATED LINKS
Chord Pads on page 1072
Setting up the Lower Zone on page 73
Project Window Toolbar on page 48
PROCEDURE
1. Click Show/Hide Lower Zone on the Project window toolbar to activate the lower zone.
2. At the bottom of the lower zone, click the MixConsole tab.
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Lower Zone
RESULT
The MixConsole is opened in the lower zone.
RELATED LINKS
MixConsole in Lower Zone on page 402
Project Window Toolbar on page 48
PROCEDURE
1. Click Show/Hide Lower Zone on the Project window toolbar to activate the lower zone.
2. At the bottom of the lower zone, click the Sampler Control tab.
RESULT
Sampler Control is opened.
RELATED LINKS
Sampler Tracks on page 652
Project Window Toolbar on page 48
NOTE
By default, double-clicking an audio event/part or a MIDI part in the event display or selecting it
and pressing Return opens the corresponding editor in the lower zone of the Project window.
Using a menu command opens a separate editor window. You can change this in the
Preferences dialog (Editors page).
PROCEDURE
1. Click Show/Hide Lower Zone on the Project window toolbar to activate the lower zone.
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Lower Zone
RESULT
Depending on your event or part selection, the lower zone shows either the Audio Part Editor,
the Sample Editor, or one of the MIDI editors.
NOTE
To change the default MIDI editor, select MIDI > Set up Editor Preferences, and select an option
from the Default MIDI Editor pop-up menu.
NOTE
If you open the editor and no event or part is selected, the editor in the lower zone is empty.
RELATED LINKS
Selecting a different MIDI Editor on page 76
Project Window Toolbar on page 48
PROCEDURE
1. On the Editor tab in the editor in the lower zone, click Select MIDI Editor.
2. Select an editor from the pop-up menu.
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Lower Zone
RESULT
The MIDI part is displayed in the selected editor.
NOTE
This selection is temporary. Next time you open the MIDI part, the default MIDI editor is used.
NOTE
Link Project and Lower Zone Editor Cursors is not available in the Sample Editor.
NOTE
The ruler display format setting is not affected by this function. You can still select different ruler
display formats for the project zone and the editor in the lower zone.
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Right Zone
If you activate Link Project and Lower Zone Editor Cursors , the cursors and zoom factors are
linked in the event displays of the project zone and the lower zone. This is useful if you edit in
both zones and you want to keep the same position in view.
NOTE
In the Key Commands dialog in the Edit category, you can assign a key command for this.
RELATED LINKS
Ruler on page 60
Ruler Display Format Menu on page 60
Zooming in the Project Window on page 86
Right Zone
The right zone of the Project window allows you to display the VSTi rack, the Media rack, the
Control Room rack, and the Meter rack.
To show/hide the right zone, click Show/Hide Right Zone on the Project window toolbar.
The top of the right zone features the following tabs: VSTi, Media, CR, and Meter.
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Right Zone
NOTE
You can show/hide specific tabs in the right zone by right-clicking a tab and activating/
deactivating the options in the context menu.
RELATED LINKS
VSTi Rack in the Right Zone on page 80
Media Rack in the Right Zone on page 82
Project Window Toolbar on page 48
PROCEDURE
1. Click Show/Hide Right Zone on the Project window toolbar to activate the Right Zone.
2. At the top of the right zone, click the VSTi tab.
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Right Zone
RESULT
The VSTi rack is opened in the right zone of the Project window.
RELATED LINKS
VSTi Rack in the Right Zone on page 80
VST Instruments on page 834
Project Window Toolbar on page 48
● Track
Shows the associated VST instrument for an instrument track.
● Rack
Shows a VST instrument.
Opens the Add Track dialog that allows you to select an instrument and add an
instrument track that is associated to this instrument.
Find Instruments
Settings
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Right Zone
Opens the Settings pop-up menu where you can activate/deactivate the following
modes:
● Show VST Quick Controls for One Slot Only shows the VST Quick Controls
exclusively for the selected instrument.
● MIDI Channel follows track selection ensures that the Channel selector follows
the MIDI track selection in the Project window. Use this mode if you work with
multitimbral instruments.
● Remote-Control Focus for VST Quick Controls follows track selection ensures
that the VST Quick Controls remote-control focus follows the track selection.
RELATED LINKS
VST Instruments Window on page 838
PROCEDURE
1. Click Show/Hide Right Zone on the Project window toolbar to activate the Right Zone.
2. At the top of the right zone, click the Media tab.
RESULT
The Media rack is opened in the right zone of the Project window.
RELATED LINKS
Media Rack in the Right Zone on page 82
MediaBay and Media Rack on page 696
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Right Zone
VST Instruments
Shows all included VST instruments.
VST Effects
Shows all included VST effects.
Presets
Shows track presets, strip presets, pattern banks, FX chain presets, and VST FX presets.
User Presets
Shows track presets, strip presets, pattern banks, FX chain presets, VST FX presets, and
instrument presets that are listed in the User folder.
Favorites
Shows your favorite folders and allows you to add new favorites. The folder content is
automatically added to the MediaBay database.
File Browser
Shows your file system and the pre-defined folders Favorites, This Computer, VST
Sound, Factory Content, and User Content where you can search for media files and
access them immediately.
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Right Zone
RELATED LINKS
Media Rack in Right Zone on page 696
MediaBay and Media Rack on page 696
PROCEDURE
1. Click Show/Hide Right Zone on the Project window toolbar to activate the Right Zone.
2. At the top of the right zone, click the CR tab.
RESULT
The Control Room is opened in the right zone of the Project window. It has exactly the same
features as the Control Room that you open from the Studio menu as a separate window.
RELATED LINKS
Control Room on page 479
Project Window Toolbar on page 48
PROCEDURE
1. Click Show/Hide Right Zone on the Project window toolbar to activate the Right Zone.
2. At the top of the right zone, click the Meter tab.
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Keyboard Focus in the Project Window
RESULT
The Meter is opened in the right zone of the Project window. It has exactly the same features as
the Meter that you open in the right zone of the MixConsole.
RELATED LINKS
Metering and Loudness on page 493
Project Window Toolbar on page 48
The following Project window zones can have the keyboard focus:
● Project zone
NOTE
If you activate Divide Track List, the area of the project zone that has the focus is indicated
by a highlighted and solid focus frame, whereas the non-active area is shown with a dashed
frame.
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Keyboard Focus in the Project Window
● Left zone
● Lower zone
● Right zone
If a zone has the keyboard focus, the border that surrounds it is highlighted in a specific color.
NOTE
You can change the focus color in the Preferences dialog (User Interface—Color Schemes
page).
RELATED LINKS
Project Zone on page 47
Left Zone on page 63
Lower Zone on page 72
Right Zone on page 78
Project Window on page 46
Dividing the Track List on page 57
Keyboard Focus in the Key Editor on page 964
PROCEDURE
● Do one of the following:
● To activate any zone, click in it.
● To activate the next zone, press Tab . This allows you to cycle forward through the
zones.
● To activate the previous zone, press Shift - Tab .
NOTE
The editor in the lower zone automatically gets the keyboard focus if you double-click an
event or part in the event display, if you select an event or part and press Return , or if you
use key commands to open the zone.
RESULT
The keyboard focus is activated for this zone and the border of the zone is highlighted.
NOTE
The project zone and the lower zone have separate toolbars and info lines. If you use the toolbar
or the info line for one of these zones, the corresponding zone automatically gets the focus.
RELATED LINKS
Keyboard Focus in the Project Window on page 84
Keyboard Focus in the Key Editor on page 964
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Project Window
Zooming in the Project Window
NOTE
If screen redraws are slow on your system, consider activating Quick Zoom in the Preferences
dialog (Editing page).
Zooming Horizontally
● Select the Zoom tool and click in the event display to zoom in. To zoom out, hold down
Alt/Opt and click.
● Use the horizontal zoom sliders to zoom in and out.
● Click the lower half of the ruler and drag down to zoom in horizontally. Click the lower half of
the ruler and drag up to zoom out horizontally.
● Click H to zoom in horizontally. Click G to zoom out horizontally.
NOTE
If the Grid Type in the Project window toolbar is set to Adapt to Zoom, the horizontal zoom
level affects the grid and snap resolution in the event display.
Zooming Vertically
● Select the Zoom tool, click in the event display, and drag a selection rectangle to zoom in
vertically and horizontally.
NOTE
For this to work, you must deactivate the Zoom Tool Standard Mode: Horizontal Zooming
Only option in the Preferences dialog (Editing—Tools page).
● Use the vertical zoom sliders to zoom in and out. If you have made any individual track
height adjustments, the relative height differences are maintained.
● Click Shift - H to zoom in vertically. Click Shift - G to zoom out vertically.
RELATED LINKS
Zoom Submenu on page 87
Zoom Presets on page 87
Zooming in on Cycle Markers on page 88
Zoom History on page 89
Link Project and Lower Zone Editor Cursors on page 77
Grid Type Menu on page 91
PROCEDURE
● Click the waveform zoom slider in the top right corner of the event display and drag up.
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Zooming in the Project Window
RESULT
The contents of audio parts and events in your project are zoomed in vertically.
Zoom Submenu
The Zoom submenu contains options for zooming in the Project window.
Zoom Full
Zooms out so that the whole project is visible. The whole project means the timeline
from the project start to the length set in the Project Setup dialog.
Zoom to Selection
Zooms in horizontally and vertically so that the current selection fills the screen.
Zoom to Event
Zooms in to show the currently selected event. This option is available in the Sample
Editor and in some MIDI editors.
RELATED LINKS
Zoom Submenu on page 585
Zoom Presets
You can create zoom presets that allow you to set up different zoom settings. For example, one
where the whole project is displayed in the Project window and another with a high zoom factor
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Zooming in the Project Window
for detailed editing. The Zoom Presets pop-up menu allows you to select, create, and organize
zoom presets.
● To open the Zoom Presets pop-up menu, click the button to the left of the horizontal zoom
control.
● To save the current zoom setting as a preset, open the Zoom Presets pop-up menu and
select Add. In the Type in Preset Name dialog that opens, type in a name for the preset and
click OK.
● To select and apply a preset, select it from the Zoom Presets pop-up menu.
● To zoom out so that the whole project is visible, open the Zoom Presets pop-up menu and
select Zoom Full.
This displays the project from the Project Start Time to the Project Length that is set in the
Project Setup dialog.
● To delete a preset, open the Zoom Presets pop-up menu and select Organize. In the dialog
that opens, select the preset in the list and click Delete.
● To rename a preset, open the Zoom Presets pop-up menu and select Organize. In the
dialog that opens, select a preset in the list and click Rename. In the dialog that opens, type
in a new name for the preset. Click OK to close the dialogs.
IMPORTANT
Zoom presets are global for all projects. They are available in all projects that you open or create.
PREREQUISITE
You have created at least one cycle marker for the project.
PROCEDURE
● Click the button to the left of the horizontal zoom control to open the Zoom Presets pop-up
menu, and select a cycle marker.
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Snap Function
The middle part of the pop-up menu lists any cycle markers that you have added to the
project.
RESULT
The event display is zoomed in to encompass the marker area.
RELATED LINKS
Markers Window on page 371
Zoom History
You can undo and redo zoom operations. This way, you can zoom in several steps and then easily
go back to the zoom stage at which you started.
You can undo and redo zoom operations in the following ways:
● To undo zoom, select Edit > Zoom > Undo Zoom or double-click with the zoom tool.
● To redo zoom, select Edit > Zoom > Redo Zoom or press Alt/Opt and double-click with the
zoom tool.
Snap Function
The Snap function helps you to find exact positions when editing in the Project window. It does
this by restricting horizontal movement and positioning to certain positions. Operations affected
by Snap include moving, copying, drawing, sizing, splitting, range selection, etc.
PROCEDURE
1. Select an event.
2. Place the project cursor at a position within the selected audio event.
3. Select Audio > Snap Point to Cursor.
RESULT
The snap point is set at the cursor position. The snap point for an event is displayed as a vertical
line in the Project window.
NOTE
You can also set the snap point in the Sample Editor.
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Snap Function
RELATED LINKS
Adjusting the Snap Point on page 593
● To activate Snap to Zero Crossing, activate Snap to Zero Crossing on the toolbar.
● To open the Snap Type pop-up menu, click Snap Type on the toolbar.
Grid
If this option is activated, the snap points are set with the Grid Type pop-up menu. The
options depend on the display format that is selected for the ruler.
If you select Seconds as ruler format, time-based grid options are available.
If you select Bars+Beats as ruler format, musical grid options are available.
Grid Relative
If this option is activated, events and parts are not magnetic to the grid. Rather, the
grid determines the step size for moving the events. This means that a moved event
keeps its original position relative to the grid.
For example, if an event starts at the position 3.04.01, Snap is set to Grid Relative, and
Grid Type is set to Bar, you can move the event in steps of one bar to the positions
4.04.01, 5.04.01, and so on.
NOTE
This only applies when dragging existing events or parts. When you create new events
or parts, this Snap Type works like Grid.
Events
If this option is activated, the start and end positions of other events and parts become
magnetic. This means that if you drag an event to a position near the start or end of
another event, it is automatically aligned with the start or end of the other event.
For audio events, the position of the snap point is also magnetic. This includes marker
events on the marker track.
Shuffle
Shuffle is useful when you want to change the order of adjacent events. If you have
two adjacent events and drag the first one to the right, past the second event, the two
events change places.
The same principle works when changing the order of more than two events.
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Snap Function
Cursor
This grid type lets the project cursor become magnetic. Dragging an event near the
cursor causes the event to be aligned with the cursor position.
Grid + Cursor
This is a combination of Grid and Cursor.
Events + Cursor
This is a combination of Events and Cursor.
NOTE
This setting only has an effect if Snap Type is set to one of the grid options.
● To open the Grid Type pop-up menu, click Grid Type on the toolbar.
If you select Bars+Beats as ruler format, the following grid types are available:
Bar
Sets the grid and snap resolution to bars.
Beat
Sets the grid and snap resolution to beats.
Use Quantize
Sets the grid and snap resolution to the value that is activated in the Quantize Presets
pop-up menu.
Adapt to Zoom
Sets the grid and snap resolution to the horizontal zoom level. The more you zoom in
on the event display, the finer the resolution. High zoom levels allow you to snap to
64th notes, low zoom levels allow you to snap to bars.
NOTE
NOTE
You can assign key commands to the grid types in the Key Commands dialog in the Edit
category.
If you activate Time Linear in the ruler context menu, the distances between the grid lines are
still constant but based on musical values such as bars and beats.
If you select Seconds as ruler format, the following grid types are available:
1 ms
Sets the grid and snap resolution to 1 ms.
10 ms
Sets the grid and snap resolution to 10 ms.
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Cross-Hair Cursor
100 ms
Sets the grid and snap resolution to 100 ms.
1000 ms
Sets the grid and snap resolution to 1000 ms.
RELATED LINKS
Snap Types Menu on page 90
Zooming in the Project Window on page 86
Ruler Display Format Menu on page 60
Cross-Hair Cursor
The cross-hair cursor is displayed when working in the Project window and in the editors,
facilitating navigation and editing, especially when arranging large projects.
● You can set up the cross-hair cursor in the Preferences dialog (Editing—Tools page).
You can set up the colors for the line and the mask of the cross-hair cursor, and define its
width.
● When the Object Selection tool or one of its subtools is selected, the cross-hair cursor
appears when you start moving/copying a part/event, or when using the event trim handles.
NOTE
If the Key Editor, Drum Editor or the Audio Part Editor is open in the lower zone of the Project
window and Link Project and Lower Zone Cursors is activated, the cross-hair cursor is shown in
the editor in the lower zone and in the Project window.
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Edit History Dialog
Action
Shows the name of the action.
Time
Shows the time when this action was performed.
State
Shows the state of the action.
Details
Shows further details, and allows you to enter new text.
Separator
Move the separator upwards to undo your actions. To redo an action again, move the
separator down.
NOTE
● You can also undo applied plug-in effects or audio processes. However, we recommend to
modify or delete these using the Direct Offline Processing window.
● All offline processing that you have applied permanently to the audio using the Make Direct
Offline Processing Permanent function cannot be undone. Therefore, it is not shown in the
Edit History dialog.
RELATED LINKS
Direct Offline Processing on page 534
Applying Offline Processing Permanently on page 547
PROCEDURE
1. In the Preferences dialog, select General.
2. Set the number in the Maximum Undo Steps field.
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Color Handling
Branches
You can gather actions in branches. This way you can undo whole branches instead of every
single action that you performed.
A branch is created when you have undone at least one action. All following actions you perform
are then gathered in a new branch.
● To activate branches, activate Use Undo Branches in the Preferences dialog (General
page).
● To see and edit the branches, select Edit > Edit History.
PROCEDURE
1. Select Edit > History.
2. In the lower part of the Edit History dialog, click on a branch to select it.
The corresponding actions are listed in the upper part of the dialog.
3. Click Activate Selected or click a second time on the branch to activate it.
RESULT
All actions from the subsequent branches are undone while all actions of the now active branch
are redone.
If you undo some of the actions and then perform new edit operations, a new child branch is
created at that position in the tree.
Removing Branches
You can remove inactivate branches that you no longer need.
IMPORTANT
PROCEDURE
1. Select Edit > History.
2. In the lower part of the Edit History dialog, click Remove Inactive.
RESULT
All inactive branches are removed, leaving only the active actions on a single, linear branch.
Color Handling
You can colorize events and tracks in Nuendo. This allows for an easier overview in the Project
window.
RELATED LINKS
Color Picker on page 101
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Color Handling
PROCEDURE
1. In the Project window, deselect all events or parts.
2. Select the tracks that you want to colorize.
3. On the Project window toolbar, select Select Color for Selected Tracks or Events.
The Colorize pane opens.
NOTE
If you want to select colors by names instead, activate the Select Colors by Name option in
the Project Colors Setup dialog (Options page).
4. Select a color.
RESULT
The selected tracks are colorized, and the events and parts get the track color.
NOTE
If you assign a different color to individual events or parts with the Color tool, events or parts no
longer follow color changes of the track.
RELATED LINKS
Colorizing Events on the Fly on page 97
Options Tab on page 100
PROCEDURE
1. Do one of the following:
● Select the track that you want to colorize, and in the Inspector, click Colorize Selected
Track.
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Color Handling
NOTE
If you want to select colors by names instead, activate the Select Colors by Name option in
the Project Colors Setup dialog (Options page).
2. Select a color.
RESULT
The track is colorized, and any events or parts on that track get the same color.
NOTE
If you assign a different color to individual events or parts with the Color tool, they no longer
follow color changes of the track.
RELATED LINKS
Colorizing Events on the Fly on page 97
Options Tab on page 100
PROCEDURE
1. In the Project window, select the track that you want to reset to the default color, and
deselect all events or parts.
2. On the Project window toolbar, select Select Color for Selected Tracks or Events.
3. In the Colorize pane, click Set Track Color to Default.
RESULT
The default color is assigned to the selected track.
PROCEDURE
1. In the Project window, select all events or parts that you want to colorize.
2. On the Project window toolbar, select Select Color for Selected Tracks or Events.
The Colorize pane opens.
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NOTE
If you want to select colors by names, activate the Select Colors by Name option in the
Project Colors Setup dialog (Options page).
3. Select a color.
RESULT
The selected events are colorized and no longer follow the color changes of the track.
RELATED LINKS
Colorizing Events on the Fly on page 97
Options Tab on page 100
Event Colors Menu on page 913
PROCEDURE
1. In the Project window toolbar, select the Color tool.
2. Do one of the following to select a tool color:
● Alt/Opt -click an event or part to copy its color.
● Move the mouse pointer over the Color tool, and use the mouse wheel to step through
the colors of the current color set.
3. Optional: Select the events or parts that you want to colorize with the Object Selection tool.
This is only necessary if you want to colorize multiple events or parts.
4. On the Project window toolbar, select the Color tool.
5. Click the events or parts that you want to colorize.
RESULT
The events or parts are colorized and no longer follow color changes of the track.
NOTE
You can also Ctrl/Cmd -click an event or part with the Color tool to open the Colorize pane or to
select colors by names.
RELATED LINKS
Colorizing Selected Events or Parts on page 96
Options Tab on page 100
Event Colors Menu on page 913
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PROCEDURE
1. In the Project window, select the event or part that you want to set to the track color.
2. On the Project window toolbar, click Select Color for Selected Tracks or Events.
3. In the Colorize pane, click Set Event Color to Track.
RESULT
The track color is assigned to the selected event or part.
RELATED LINKS
Colorizing Events on the Fly on page 97
Event Colors Menu on page 913
● To open the Project Colors Setup dialog, select Project > Project Colors Setup.
RELATED LINKS
Color Picker on page 101
Color Set Tab on page 99
Presets Tab on page 100
Options Tab on page 100
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Color Handling
Color fields
Click a field to open the Color Picker that allows you to specify a new color.
Name
Shows the name of the color. Double-click to change it.
Set up
Allows you to add or remove color fields.
● Insert Color
Adds a new color field.
● Duplicate Color
Duplicates the selected color field.
● Remove Color
Removes the selected color field.
● Reset Color
Resets the selected color field to the factory settings.
Apply
Applies your changes and closes the dialog.
RELATED LINKS
Color Picker on page 101
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Presets Tab
The Presets tab allows you to expand the color set to 24 or even 32 colors or reduce it to 8
colors. You can add tints, and you can sort colors according to their color tint or their basic color.
In the New Color Set Settings section, the following options are available:
Sort Colors by
Allows you to sort the colors of the color set by their basic color or by their color tint.
The New Color Set section displays the current colors of the new color set.
The Missing Current Project Colors section shows which missing colors will be replaced. Move
the mouse pointer over the color field of a color that is missing to highlight the color that is used
to replace it in the New Color Set section.
Apply
Applies your changes and closes the dialog.
Options Tab
The Options tab allows you to access the color set options.
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In the Color Set Options section, the following options are available:
Apply
Applies your changes and closes the dialog.
Color Picker
The Color Picker allows you to define new custom colors.
● Select Project > Project Colors Setup, and in the Project Colors Setup dialog on the Color
Set tab, click a color field.
This allows you to define custom project colors.
● Select Edit > Preferences, select one of the User Interface entries, and click a color field.
This allows you to define custom user interface colors.
Color selectors
Allow you to select a color shade and the nuance of the shade.
Context menu
Allows you to copy, paste, or reset colors.
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Hue/Saturation/Value
Allow you to edit the colors numerically.
Red/Green/Blue
Allow you to edit the colors numerically.
OK
Confirms the color changes.
NOTE
You must restart the application for some changes to take effect.
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In Nuendo, projects are the central documents. You must create and set up a project to work
with the program.
PROCEDURE
1. Select File > New Project.
Depending on your settings, either the Hub or the New Project dialog opens.
2. Hub only: In the location options section, select where to store the new project.
● To use the default location, select Use default location.
● To choose another location, select Prompt for project location.
3. Do one of the following:
● To create an empty new project via the Hub, click Create Empty.
● To create an empty new project via the New Project dialog, select Empty and click OK.
● To create a new project from a template via the Hub, select a template and click Create.
● To create a new project from a template via the New Project dialog, select a template
and click OK.
RESULT
A new, untitled project is created. If you selected a template, the new project is based on this
template and includes the corresponding tracks, events, and settings.
NOTE
If you create an empty project, your default presets for the input and output bus configurations
are applied. If you have not defined default presets, the last used configurations are applied.
RELATED LINKS
Presets for Input and Output Busses on page 36
Hub
Hub keeps you up to date with the latest information and assists you with organizing your
projects.
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Hub
NOTE
Ensure that you have an active Internet connection to access this material.
Projects Section
The Projects section lets you create new projects, which can either be empty or based on a
template. It lets you specify where to save the projects. It also allows you to access recently
opened projects or projects that are stored in other locations.
Category bar
The Recent category contains a list of the recently opened projects.
The Location categories are user defined locations that contain projects.
The Templates category contains the available factory templates.
Template list
When you click on one of the category items, the list below the category bar shows the
available templates for this category. Any new templates that you create are added at
the top of the corresponding list.
Location options
This section allows you to specify where the project is stored.
Open Other
This button allows you to open any project file on your system. This is identical to using
the Open command on the File menu.
PROCEDURE
1. In the Preferences dialog, select General.
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New Project Dialog
RESULT
Nuendo starts without opening a project and opens the New Project dialog when you create a
new project using the File menu. However, you can still open the Hub through the Hub menu.
Project Files
A project file (extension *.npr) is the central document in Nuendo. A project file contains
references to media data that can be saved in the project folder.
NOTE
We recommend to save files only in the project folder, even though you can save them in any
other location to which you have access.
The project folder contains the project file and the following folders that Nuendo automatically
creates when necessary:
● Audio
● Clip Packages
● Edits
● Images
● Network
● Track Pictures
Template Files
Templates can be a good starting point for new projects. Templates are projects where you can
save all settings that you regularly use, such as bus configurations, sample rates, record formats,
basic track layouts, VSTi setups, drum map setups, etc.
Template projects are not saved in project folders and therefore contain no subfolders and no
media files.
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Template Files
● To open the location of a specific template, right-click a template in the template list and
select Show in Explorer (Windows only) or Reveal in Finder (macOS only).
● To open the Save As Template dialog, select File > Save As Template.
New Folder
Allows you to add and name a folder to the template list.
Template list
Lists the templates and the folders.
Value
Click this field to enter a description for the Content Summary attribute, or to select a
template category for Template Category attribute.
New Preset
Allows you to enter a name for the new project template.
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Template Files
PREREQUISITE
You have removed all clips from the Pool. This ensures that references to media data from the
original project folder are deleted.
PROCEDURE
1. Set up a project.
2. Select File > Save as Template.
3. In the New Preset section of the Save as Template dialog, enter a name for the new project
template.
4. In the Attribute Inspector section, double-click the Value field of the Content Summary
attribute to enter a description for the template.
5. Click the Value field of the Template Category attribute and select a template category
from the pop-up menu.
If you do not select a category, the new template will be listed in the Hub in the Templates
category.
6. Click OK to save the template.
Renaming Templates
You can rename template files from within the Hub.
PROCEDURE
1. In the Hub, right-click a template and select Rename.
2. In the Rename dialog, enter a new name and click OK.
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Project Setup Dialog
● To open the Project Setup dialog, select Project > Project Setup.
● To open the Project Setup dialog automatically when you create a new project, activate the
Run Setup on Create New Project option in the Preferences dialog (General page).
IMPORTANT
While most Project Setup settings can be changed at any time, you must set the sample rate
directly after creating a new project. If you change the sample rate at a later stage, you must
convert all audio files in the project to the new sample rate to make them play back properly.
Project Length
Allows you to specify the length of the project.
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Project Setup Dialog
Display Format
Allows you to specify the global display format that is used for all rulers and position
displays in the program, except the ruler tracks. However, you can make independent
display format selections for the individual rulers and displays.
Sample Rate
Allows you to specify the sample rate at which Nuendo records and plays back audio.
● If your audio hardware generates the sample rate internally and you select a non-
supported sample rate, this is indicated by a different color. In this case, you must
set a different sample rate to make your audio files play back properly.
● If you select a sample rate that your audio hardware supports, but that differs
from its current sample rate setting, it is automatically changed to the project
sample rate.
● If your audio hardware is externally clocked and receives external clock signals,
sample rate mismatches are accepted.
Bit Depth
Allows you to specify the bit depth of the audio files that you record in Nuendo. Select
the record format according to the bit depth that is delivered by your audio hardware.
The available options are 16 bit, 24 bit, 32 bit, 32 bit float, and 64 bit float.
NOTE
● If your audio interface supports a bit depth of 32 bit, and you want to maintain this
precision in your recordings, you must select a Processing Precision of 64 bit float
in the Studio Setup dialog.
● When you record with effects, consider setting the bit depth to 32 bit float or
64 bit float. This prevents clipping (digital distortion) in the recorded files and
keeps the audio quality very high. Effect processing and level or EQ changes in the
input channel are done in 32-bit float or 64-bit float format, depending on the
Processing Precision setting in the Studio Setup dialog. If you record at 16 bit or
24 bit, the audio will be converted to this lower bit depth when it is written to a file.
As a result, the signal may degrade. This is independent of the actual bit depth of
your audio hardware. Even if the signal from the audio hardware has a bit depth of
16 bit, the signal will be 32 bit float or 64 bit float after the effects are added to the
input channel.
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Project Setup Dialog
● The higher the bit depth value, the larger the files and the more strain is put on the
disk system. If this is an issue, you can lower the record format setting.
NOTE
● For wave file recordings larger than 4 GB, the EBU RIFF standard is used. If a FAT 32
disk is used (not recommended), audio files are split automatically. In the
Preferences dialog, you can specify what happens if your recorded Wave file is
larger than 4 GB.
● You can set up embedded strings in the Preferences dialog.
Project Ownership
In the Project Ownership section, the following options are available:
Author
Allows you to specify a project author that is written into the file, when you export
audio files and activate the Insert iXML chunk option. You can specify a default author
in the Default Author Name field in the Preferences dialog (General—
Personalization page).
Company
Allows you to specify a company name that is written into the file, when you export
audio files and activate the Insert iXML chunk option. You can specify a default
company in the Default Company Name field in the Preferences dialog (General—
Personalization page).
Volume Max
Allows you to specify the maximum fader level. By default, this is set to +12 dB. If you
load projects that were created with Nuendo versions older than 5.5, this value is set to
the old default value of +6 dB.
Hermode Tuning
In the Hermode Tuning section, the following options are available:
Project Location
In the Project Location section, the following options are available:
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Opening Project Files
RELATED LINKS
Audio System Page on page 19
Record - Audio on page 1371
IMPORTANT
If you open a project saved with a different program version that contains data for functions that
are not available in your version, this data may be lost when you save the project with your
version.
NOTE
● If you open an external project, the last used view that was saved on your computer is used.
You can change this setting in the Preferences dialog (General page).
● External projects are automatically connected to the input and output busses. If you open a
project that was created on a computer with an ASIO port configuration different from the
configuration of your computer, this can result in unwanted audio connections. You can
deactivate the automatic connection of input and output busses in the Preferences dialog
(VST page).
PROCEDURE
1. Select File > Open.
2. In the Hub, click Recent or select a Location.
3. Select the project from the projects list, and click Open.
4. If there already is an open project, you are asked if you want to activate the new project. Do
one of the following:
● To activate the project, click Activate.
● To open the project without activating it, click No.
This reduces load times for projects.
RELATED LINKS
Workspaces for External Projects on page 1335
Do Not Connect Input/Output Busses When Loading External Projects on page 1378
Activating Projects on page 112
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Opening Project Files
Activating Projects
If you have several projects opened at the same time in Nuendo, only one project can be active.
The active project is indicated by the lit Activate Project button in the upper left corner of the
Project window. If you want to work on another project, you have to activate the other project.
PROCEDURE
● To activate a project, click Activate Project .
NOTE
If you close the active project, you must activate another open project manually as Nuendo
can not automatically activate one of the other open projects.
PROCEDURE
1. Do one of the following:
● Select File > Open.
● Select Hub > Open Hub.
2. In the Hub, click a Location icon on the category bar, and click again to open the Locations
pop-up menu.
3. In the Locations pop-up menu, select Assign User Location.
4. In the file dialog, select a location and click OK.
All projects that are saved in this location are listed in the projects list. Depending on the size
of the files, this may take a while.
NOTE
You can add the location to the MediaBay to speed up the displaying of results.
5. In the projects list, select the project that you want to open.
6. Click Open.
Locations Menu
The Locations pop-up menu allows you to manage the user locations.
● To open the Locations pop-up menu, open the Hub, click a Location icon on the category
bar, and click again to open the pop-up menu.
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Saving Project Files
Rename
Allows you to rename the name of the location in the Hub. The name of the original
location will not be changed.
RELATED LINKS
Hub on page 103
PROCEDURE
● Do one of the following:
● In the category bar of the Hub, click Recent, select a project from the projects list, and
click Open.
● Select File > Recent Projects and select a recently opened project.
This allows you to manually re-route any ports specified in the project to ports that are available
in your system.
NOTE
To improve the search for matching audio inputs and outputs for the input/output busses, you
should use descriptive, generic names for your input and output ports.
RELATED LINKS
Renaming the Hardware Inputs and Outputs on page 34
● To save the project and specify a file name and location, open the File menu and select Save
As.
● To save the project with its current name and location, open the File menu and select Save.
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Reverting to the Last Saved Version
Auto Save
Nuendo can automatically save backup copies of all open project files with unsaved changes.
NOTE
Only the project files are backed up. If you want to include the files from the Pool and save your
project in a different location, you must use the Back up Project function.
Nuendo can automatically save backup copies of all open projects with unsaved changes. To set
this up, activate the Auto Save option in the Preferences dialog (General page). The backup
copies are named “<project name>-xx.bak” where xx is an incremental number. Unsaved projects
are backed up in a similar way as “UntitledX-xx.bak”, with X being the incremental number for
unsaved projects. All backup files are saved in the project folder.
● To specify the time intervals in which a backup copy is created, use the Auto Save Interval
setting.
● To specify how many backup files are created with the Auto Save function, use the
Maximum Backup Files option. When the maximum number of backup files is reached, the
existing files are overwritten, starting with the oldest file.
PROCEDURE
● Do one of the following:
● Select File > Save New Version.
● Press Ctrl/Cmd - Alt/Opt - S .
RESULT
The new file is saved with the same name as the original project and an attached incremental
number. For example, if your project is called “My Project”, new versions are called “My
Project-01”, “My Project-02”, and so on.
PROCEDURE
1. Select File > Revert.
2. In the warning message, click Revert.
If you have recorded or created new audio files since the last version was saved, you are
prompted to delete or keep the files.
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Self-Contained Projects
PROCEDURE
1. Do one of the following:
● Select Use default location to create a project in the default project location, and in the
Project folder field, specify a name for the project folder. If you do not specify a project
folder here, the project is saved in a folder named Untitled.
● Click in the path field to change the default project location, and specify the new default
location in the file dialog that opens.
● Activate Prompt for project location to open a file dialog where you can specify the
project folder location.
2. Do one of the following:
● Click Create Empty to create a new empty project.
● Select one of the template projects and click Create to create a project based on a
template.
RESULT
The project is created and saved in the specified location.
Self-Contained Projects
If you want to share your work or transfer it to another computer, your project must be self-
contained.
● Select Media > Prepare Archive to verify that every clip that is referenced in the project is
located in the project folder, and to take actions if that is not the case.
● Select File > Back up Project to create a new project folder where you can save the project
file and the necessary work data. The original project remains unchanged.
RELATED LINKS
Preparing Archives on page 115
Backing up Projects on page 116
Preparing Archives
The Prepare Archive function allows you to gather all files that are referenced by your project to
ensure that these are in the project folder. This is useful if you want to move or archive your
project.
PROCEDURE
1. Select Media > Prepare Archive.
If your project references external files, you are prompted if you want to copy them to your
working directory. If any processing has been applied, you must decide if you want to flatten
edits.
2. Click Proceed.
RESULT
Your project is ready to be archived. You can move or copy the project folder to another location.
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Self-Contained Projects
Backing up Projects
You can create a backup copy of your project. Backups only contain the necessary work data. All
media files except the files from VST Sound archives are included as a copy.
PROCEDURE
1. Select File > Back up Project.
2. Select an empty folder or create a new one.
3. Make your changes in the Back up Project Options dialog and click OK.
RESULT
A copy of the project is saved in the new folder. The original project remains unaffected.
NOTE
VST Sound content provided by Steinberg is copy-protected and is not included in the backup
project. If you want to use a backup copy that uses VST Sound content on a different computer,
make sure that the corresponding content is also available on that computer.
● To open the Back up Project Options dialog, select File > Back up Project.
Project Name
Allows you to change the name of the backed up project.
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Self-Contained Projects
RELATED LINKS
Export Audio Mixdown Dialog on page 1161
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Tracks
Tracks are the building blocks of your project. They allow you to import, add, record, and edit
parts and events. Tracks are listed from top to bottom in the track list and extend horizontally
across the Project window. Each track is assigned to a particular channel strip in the
MixConsole.
If you select a track in the Project window, the controls, settings, and parameters displayed in
the Inspector and the track list allow you to control the track.
● To open the Track Inspector Settings dialog, click Set up Inspector, and select Setup from
the pop-up menu.
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Track Inspector Settings Dialog
Hidden Items
Displays sections that are hidden in the Inspector.
Visible Items
Displays sections that are visible in the Inspector.
Pin
Activate Pin by clicking the column for a section to exclude this section from being
closed automatically.
Add
Allows you to move an item selected in the hidden sections list to the list of visible
sections.
Remove
Allows you to move an item selected in the visible sections list to the list of hidden
sections.
Presets
Allows you to save Inspector settings as presets.
Reset All
Allows you to restore the default Inspector settings.
Inspector Sections
Each track type has its basic track settings that are always shown. Apart from these, you can set
up other track-specific Inspector sections in the Track Inspector Settings dialog.
Depending on the track type, you can set up the following Inspector sections:
Track Versions
Allows you to create and edit Track Versions.
Chords
Allows you to specify how the track follows the chord track.
Inserts
Allows you to add audio insert effects to the track.
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Track Inspector Settings Dialog
Equalizers
Allows you to adjust the EQs for the track. You can have up to four bands of EQs for
each track.
Sends
Allows you to route the track to one or several FX channels.
Cue Sends
Allows you to route cue mixes to Control Room cues.
Strip
Allows you to set up the channel strip modules.
Direct Routing
Allows you to set up direct routing.
Surround Pan
Shows the panner for a track.
Fader
Shows a duplicate of the corresponding MixConsole channel.
Notepad
Allows you to enter notes about the track.
Device Panel
Allows you to display and use device panels.
Quick Controls
Allows you to configure quick controls to use remote devices, for example.
Network
Shows the network connection of the track.
Expression Map
Allows you to work with the Expression Map features.
Note Expression
Allows you to work with the Note Expression features.
MIDI Modifiers
Allows you to transpose or adjust the velocity of the MIDI track events in real time
during playback.
MIDI Inserts
Allows you to add MIDI insert effects.
Instrument
Shows the audio-related controls for the sampler track.
MIDI Sends
Allows you to add MIDI send effects.
MIDI Fader
Shows a duplicate of the corresponding MixConsole channel.
RELATED LINKS
Inspector Sections on page 68
Track Inspector Settings Dialog on page 118
Track Versions Section on page 195
Insert Effects on page 504
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Tracks
Track Controls Settings Dialog
NOTE
The Track Controls Settings dialog is available for the main track types. Track types that can
only be added once have their fixed set of track-specific controls. In the global Add Track dialog,
these tracks are shown in the More Tracks section. An exception to this are the chord track and
the video track.
● To open the Track Controls Settings dialog, right-click a track in the track list and select
Track Controls Settings from the context menu, or click Open Track Controls Settings
Dialog in the bottom right corner of the track list.
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Track Controls Settings Dialog
Track type
Allows you to select the track type to which your settings are applied.
Hidden Controls
Displays controls that are hidden in the track list.
Visible Controls
Displays controls that are visible in the track list.
Width
If you click in this column, you can set the maximum length for the track name.
Group
Displays the group number.
Add
Allows you to move an item selected in the hidden controls list to the list of visible
controls.
Remove
Allows you to move an item selected in the visible controls list to the list of hidden
controls. All controls can be removed except Mute and Solo.
Group
Allows you to group two or more controls selected in the visible controls list that are
adjacent to each other. This ensures that they are always positioned side by side in the
track list.
Ungroup
Allows you to ungroup grouped controls in the visible controls list. To remove an entire
group, select the first (topmost) element belonging to this group and click Ungroup.
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Track Controls Settings Dialog
Reset
Allows you to restore all default track controls settings for the selected track type.
Presets
Allows you to save track controls settings as presets. To recall a preset, click Switch
Presets in the bottom right corner of the track list. The name of the selected preset is
shown in the left corner.
Apply
Applies your settings.
Reset All
Allows you to restore all default track controls settings for all track types.
RELATED LINKS
More Tracks on page 157
Track Controls
You can configure which track controls are shown in the track list.
NOTE
You can only configure track controls for the main track types. Track types that can only be added
once have their fixed set of track-specific controls. In the global Add Track dialog, these tracks
are shown in the More Tracks section. An exception to this are the chord track and the video
track.
Mute
Solo
Name
Audio-Related Tracks
The following track controls are specific to audio-related tracks, that is, audio tracks, instrument
tracks, sampler tracks, group channel tracks, FX channel tracks:
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Track Controls Settings Dialog
Bypass Inserts
Bypass EQs
Bypass Sends
Freeze Channel
Opens a dialog that allows you to set the Tail Size time in seconds.
Channel Configuration
Listen
MIDI-Related Tracks
The following controls are specific to MIDI-related tracks, that is, MIDI tracks, sampler tracks, and
instrument tracks:
Programs
Edit In-Place
Allows you to edit MIDI events and parts on the track in the Project window.
Drum Map
Record Enable
Monitor
For audio-related tracks, this routes incoming signals to the selected output.
For MIDI and instrument-related tracks, this allows you to route incoming MIDI signals
to the selected MIDI output. For this to work, activate MIDI Thru Active in the
Preferences dialog (MIDI page).
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Track Controls Settings Dialog
Show Lanes
Lock
Read Automation
Write Automation
Instrument Tracks
The following controls are specific to instrument tracks:
Edit Instrument
Instrument
Sampler Tracks
The following controls are specific to sampler tracks:
Open/Close Sampler
Opens/Closes the Sampler Control in the lower zone.
MIDI Tracks
The following controls are specific to MIDI tracks:
Channel
Output
Bypass Inserts
Bypass Sends
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Track Controls Settings Dialog
Group/FX/VCA Tracks
The following track controls are specific to group/FX/VCA tracks:
Mute Automation
Lock Automation
Automation parameter
Parameter
Marker Tracks
The following controls are specific to marker tracks:
Add Marker
Allows you to add a position marker at the project cursor position. This track control is
always shown.
Allows you to add a cycle marker at the project cursor position. This track control is
always shown.
Locate
Allows you to move the project cursor to the selected marker position.
Cycle
Zoom
Folder Tracks
The following controls are specific to folder tracks:
Group Editing
Expand/Collapse Folder
Shows/Hides the tracks in the folder. Hidden tracks are played back as usual.
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Add Track Dialog
Networking Controls
The following track controls are specific to all track types that allow for networking:
This button lights up when other users have made changes to a track and committed
them over the network to indicate that you can load the changes and update the
project.
If this button is activated, all changes that are committed to the tracks by other users
are automatically applied.
If this button is activated, you have exclusive access to the track. To unlock a track, click
the Get exclusive access button again.
To open the Add Track dialog, click Add Track in the global track controls area of the track list.
The More Tracks section shows track types that can only be added once.
RELATED LINKS
Add Track Dialog – Audio on page 128
Add Track Dialog – Instrument on page 132
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Audio Tracks
Audio Tracks
You can use audio tracks for recording and playing back audio events and audio parts. Each
audio track has a corresponding audio channel in the MixConsole. An audio track can have any
number of automation tracks for automating channel parameters, effect settings, etc.
You can add audio tracks via the Add Track dialog.
RELATED LINKS
Add Track Dialog – Audio on page 128
To open the Audio page of the Add Track dialog, do one of the following:
● Click Add Track in the global track controls area of the track list, and click Audio.
This opens the global Add Track dialog on the Audio page.
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Audio Tracks
● Select Project > Add Track > Audio or right-click in an empty area of the track list, and select
Add Audio Track.
This opens only the Audio page of the Add Track dialog.
Audio Inputs
Opens a window where you can select an input of your connected audio hardware.
If you have added an input bus in the Audio Connections window, you can connect to
that input bus.
The Open Audio Connections button opens the Audio Connections window.
Configuration
Allows you to set the channel configuration. Audio-related tracks can be configured as
mono, stereo, or surround tracks, with almost any combination of channels.
Audio Outputs
Allows you to set the output routing.
Name
Allows you to specify a track name.
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Audio Tracks
Count
Allows you to enter the number of tracks that you want to add.
NOTE
You can add an unlimited number of tracks. However, you can only add 100 tracks at a
time.
NOTE
This is only available if you open the Add Track dialog from the global track controls.
Add Track
Adds one or more tracks, according to the track type and settings of the active page,
and closes the dialog.
RELATED LINKS
Audio Connections Window on page 28
The top section of the audio track Inspector contains the following basic track settings:
Track name
Click once to show/hide the basic track settings section. Double-click to rename the
track.
Mute
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Audio Tracks
Solo
Read Automation
Write Automation
Allows you to create a device panel for the plug-in and device parameters of your track.
Opens a dialog where you can make separate fade settings for the track.
Record Enable
Monitor
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Lock
Show Lanes
Volume
Pan
Delay
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Instrument Tracks
Input Routing
Output Routing
RELATED LINKS
Inspector Sections on page 119
Instrument Tracks
You can use instrument tracks for dedicated VST instruments. Each instrument track has a
corresponding instrument channel in the MixConsole. An instrument track can have any number
of automation tracks.
You can add instrument tracks via the Add Track dialog.
RELATED LINKS
Add Track Dialog – Instrument on page 132
To open the Instrument page of the Add Track dialog, do one of the following:
● Click Add Track in the global track controls area of the track list, and click Instrument.
This opens the global Add Track dialog on the Instrument page.
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Instrument Tracks
● Select Project > Add Track > Instrument or right-click in an empty area of the track list, and
select Add Instrument Track.
This opens only the Instrument page of the Add Track dialog.
Instrument
Allows you to select an instrument.
Audio Outputs
Allows you to set the output routing.
Count
Allows you to enter the number of tracks that you want to add.
NOTE
You can add an unlimited number of tracks. However, you can only add 100 tracks at a
time.
NOTE
This is only available if you open the Add Track dialog from the global track controls.
Add Track
Adds one or more tracks, according to the track type and settings of the active page,
and closes the dialog.
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Instrument Tracks
The top section of the instrument track Inspector contains the following basic track settings:
Track name
Click once to show/hide the basic track settings section. Double-click to rename the
track.
Mute
Solo
Read Automation
Write Automation
Input Transformer
Opens a pop-up menu that allows you to transform incoming MIDI events in real time.
Record Enable
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Instrument Tracks
Monitor
Routes incoming MIDI to the selected MIDI output. For this to work, activate MIDI
Thru Active in the Preferences dialog (MIDI page).
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Lock
Volume
Pan
Delay
Show Lanes
Input Routing
Activate Outputs
This control is only available if the instrument provides more than one output. It allows
you to activate one or more outputs for the instrument.
Edit Instrument
Programs
Drum Maps
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Sampler Tracks
RELATED LINKS
Inspector Sections on page 119
Sampler Tracks
You can use sampler tracks for controlling the playback of audio samples via MIDI. Each sampler
track has a corresponding channel in the MixConsole. A sampler track can have any number of
automation tracks.
You can add sampler tracks via the Add Track dialog.
RELATED LINKS
Add Track Dialog – Sampler on page 136
Creating Sampler Tracks on page 653
Sampler Control on page 653
To open the Sampler page of the Add Track dialog, do one of the following:
● Click Add Track in the global track controls area of the track list, and click Sampler.
This opens the global Add Track dialog on the Sampler page.
● Select Project > Add Track > Sampler or right-click in an empty area of the track list, and
select Add Sampler Track.
This opens only the Sampler page of the Add Track dialog.
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Sampler Tracks
Name
Allows you to specify a track name.
Count
Allows you to enter the number of tracks that you want to add.
NOTE
This is only available if you open the Add Track dialog from the global track controls.
Add Track
Adds one or more tracks, according to the track type and settings of the active page,
and closes the dialog.
The top section of the sampler track Inspector contains the following basic track settings:
Track name
Click once to show/hide the basic track settings section. Double-click to rename the
track.
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Sampler Tracks
Mute
Solo
Read Automation
Write Automation
Input Transformer
Opens a pop-up menu that allows you to transform incoming MIDI events in real time.
Record Enable
Monitor
Routes incoming MIDI to the selected MIDI output. For this to work, activate MIDI
Thru Active in the Preferences dialog (MIDI page).
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Lock
Show Lanes
Volume
Pan
Delay
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MIDI Tracks
Input Routing
RELATED LINKS
Inspector Sections on page 119
MIDI Tracks
You can use MIDI tracks for recording and playing back MIDI parts. Each MIDI track has a
corresponding MIDI channel in the MixConsole. A MIDI track can have any number of
automation tracks.
You can add MIDI tracks via the Add Track dialog.
RELATED LINKS
Add Track Dialog – MIDI on page 139
To open the MIDI page of the Add Track dialog, do one of the following:
● Click Add Track in the global track controls area of the track list, and click MIDI.
This opens the global Add Track dialog on the MIDI page.
● Select Project > Add Track > MIDI or right-click in an empty area of the track list, and select
Add MIDI Track.
This opens only the MIDI page of the Add Track dialog.
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MIDI Tracks
Name
Allows you to specify a track name.
Count
Allows you to enter the number of tracks that you want to add.
NOTE
You can add an unlimited number of tracks. However, you can only add 100 tracks at a
time.
NOTE
This is only available if you open the Add Track dialog from the global track controls.
Add Track
Adds one or more tracks, according to the track type and settings of the active page,
and closes the dialog.
The top section of the MIDI track Inspector contains the following basic track settings:
Track name
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MIDI Tracks
Click once to show/hide the basic track settings section. Double-click to rename the
track.
Mute
Solo
Read Automation
Write Automation
Input Transformer
Opens a pop-up menu that allows you to transform incoming MIDI events in real time.
Record Enable
Monitor
Routes incoming MIDI to the selected MIDI output. For this to work, activate MIDI
Thru Active in the Preferences dialog (MIDI page).
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Lock
Show Lanes
Volume
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Group Channel Tracks
MIDI Pan
Delay
Input Routing
Output Routing
Channel
Edit Instrument
Bank Selector
Allows you to set a bank select message that is sent to your MIDI device.
Programs
Program Selector
Allows you to set a program change message that is sent to your MIDI device.
Drum Maps
RELATED LINKS
Inspector Sections on page 119
All group channel tracks are automatically placed in a special group track folder in the track list
for easy management. Each group channel track has a corresponding channel in the
MixConsole. A group channel track can have any number of automation tracks.
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Group Channel Tracks
You can add group channel tracks via the Add Track dialog.
RELATED LINKS
Add Track Dialog – Group Channel on page 143
To open the Group page of the Add Track dialog, do one of the following:
● Click Add Track in the global track controls area of the track list, and click Group.
This opens the global Add Track dialog on the Group page.
Configuration
Allows you to set the channel configuration. Audio-related tracks can be configured as
mono, stereo, or surround tracks, with almost any combination of channels.
Audio Outputs
Allows you to set the output routing.
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Group Channel Tracks
Folder Setup
Allows you to select whether you want to create the effect inside or outside a dedicated
folder.
Name
Allows you to specify a track name.
Count
Allows you to enter the number of tracks that you want to add.
NOTE
This is only available if you open the Add Track dialog from the global track controls.
Add Track
Adds one or more tracks, according to the track type and settings of the active page,
and closes the dialog.
Track name
Click once to show/hide the basic track settings section. Double-click to rename the
track.
Mute
Solo
Read Automation
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FX Channel Tracks
Write Automation
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Lock
Volume
Pan
Output Routing
NOTE
When you select the group folder track instead, the Inspector shows the folder and the group
channels it contains. You can click one of the group channels shown in the folder to have the
Inspector show the settings for that group channel.
RELATED LINKS
Inspector Sections on page 119
FX Channel Tracks
You can use FX channel tracks for adding send effects. Each FX channel can contain up to eight
effect processors. By routing sends from an audio channel to an FX channel, you send audio from
the audio channel to the effects on the FX channel. You can place FX channel tracks in a special FX
channel folder, or in the track list, outside an FX channel folder. Each FX channel has a
corresponding channel in the MixConsole. An FX channel track can have any number of
automation tracks.
You can add FX channel tracks via the Add Track dialog.
RELATED LINKS
Add Track Dialog – Effect on page 146
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FX Channel Tracks
To open the Effect page of the Add Track dialog, do one of the following:
● Click Add Track in the global track controls area of the track list, and click Effect.
This opens the global Add Track dialog on the Effect page.
Effect
Allows you to select an effect.
Configuration
Allows you to set the channel configuration. Audio-related tracks can be configured as
mono, stereo, or surround tracks, with almost any combination of channels.
Audio Outputs
Allows you to set the output routing.
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FX Channel Tracks
Folder Setup
Allows you to select whether you want to create the effect inside or outside a dedicated
folder.
Name
Allows you to specify a track name.
Count
Allows you to enter the number of tracks that you want to add.
NOTE
This is only available if you open the Add Track dialog from the global track controls.
Add Track
Adds one or more tracks, according to the track type and settings of the active page,
and closes the dialog.
RELATED LINKS
Adding FX Channel Tracks on page 514
Adding FX Channels to Selected Channels on page 515
Track name
Click once to show/hide the basic track settings section. Double-click to rename the
track.
Mute
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VCA Fader Track
Solo
Read Automation
Write Automation
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Lock
Volume
Pan
Output Routing
RELATED LINKS
Inspector Sections on page 119
You can add VCA fader tracks via the Add Track dialog.
RELATED LINKS
Add Track Dialog – VCA on page 148
VCA Faders on page 474
VCA Fader Automation on page 476
Automation on page 804
To open the VCA page of the Add Track dialog, do one of the following:
● Click Add Track in the global track controls area of the track list, and click VCA.
This opens the global Add Track dialog on the VCA page.
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VCA Fader Track
Folder Setup
Allows you to select whether you want to create the effect inside or outside a dedicated
folder.
Name
Allows you to specify a track name.
Count
Allows you to enter the number of tracks that you want to add.
NOTE
This is only available if you open the Add Track dialog from the global track controls.
Add Track
Adds one or more tracks, according to the track type and settings of the active page,
and closes the dialog.
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Marker Track
Track name
Click once to show/hide the basic track settings section. Double-click to rename the
track.
Read Automation
Write Automation
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Lock
Volume
RELATED LINKS
Inspector Sections on page 119
Marker Track
You can use marker tracks to add and edit markers that help you locate certain positions quickly.
You can add marker tracks via the Add Track dialog.
RELATED LINKS
Add Track Dialog – Marker on page 150
To open the Marker page of the Add Track dialog, do one of the following:
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Marker Track
● Click Add Track in the global track controls area of the track list, and click Marker.
This opens the global Add Track dialog on the Marker page.
Name
Allows you to specify a track name.
Count
Allows you to enter the number of tracks that you want to add.
NOTE
This is only available if you open the Add Track dialog from the global track controls.
Add Track
Adds one or more tracks, according to the track type and settings of the active page,
and closes the dialog.
RELATED LINKS
Marker Track on page 150
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Ruler Track
Track name
Marker attributes
Shows the markers, their IDs, and their time positions. Click in the leftmost column for
a marker to move the project cursor to the marker position.
RELATED LINKS
Inspector Sections on page 119
Ruler Track
You can use ruler tracks to show several rulers with different display formats for the timeline.
This is completely independent from the main ruler, as well as rulers and position displays in
other windows.
You can add ruler tracks via the Add Track dialog.
RELATED LINKS
Add Track Dialog – Ruler on page 152
To open the Ruler page of the Add Track dialog, do one of the following:
● Click Add Track in the global track controls area of the track list, and click Ruler.
This opens the global Add Track dialog on the Ruler page.
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Ruler Track
Count
Allows you to enter the number of tracks that you want to add.
NOTE
This is only available if you open the Add Track dialog from the global track controls.
Add Track
Adds one or more tracks, according to the track type and settings of the active page,
and closes the dialog.
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Folder Tracks
Bars+Beats
Activates a display format of bars, beats, sixteenth notes, and ticks. By default there are
120 ticks per sixteenth note. To adjust this, change the MIDI Display Resolution in the
Preferences dialog (MIDI page).
Seconds
Activates a display format of hours, minutes, seconds, and milliseconds.
Timecode
Activates a display format of hours, minutes, seconds, and frames. The number of
frames per second (fps) is set in the Project Setup dialog with the Project Frame Rate
pop-up menu. To display subframes, activate Show Timecode Subframes in the
Preferences dialog (Transport page).
Feet+Frames 16 mm
Sets the ruler to display feet and frames, with 40 frames per foot. To let the beginning
of a project always start at 0’00, regardless of any Start offset settings in the Project
Setup dialog, activate Feet’n’Frames Count from Project Start in the Preferences
dialog (Transport page).
Feet+Frames 35 mm
Sets the ruler to display feet, frames, and 1/4 frames, with 16 frames per foot. To let
the beginning of a project always start at 0’00, regardless of any Start offset settings in
the Project Setup dialog, activate Feet’n’Frames Count from Project Start in the
Preferences dialog (Transport page).
Samples
Activates a display format of samples.
fps (User)
Activates a display format of hours, minutes, seconds, and frames, with a user-
definable number of frames per second. To display subframes, activate Show
Timecode Subframes in the Preferences dialog (Transport page). On the Transport
page, you can also set the frame rate.
NOTE
Ruler tracks are not affected by the display format setting in the Project Setup dialog.
Folder Tracks
Folder tracks function as containers for other tracks, making it easier to organize and manage
the track structure. They also allow you to edit several tracks at the same time.
You can add folder tracks via the Add Track dialog.
RELATED LINKS
Add Track Dialog – Folder on page 155
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Folder Tracks
To open the Folder page of the Add Track dialog, do one of the following:
● Click Add Track in the global track controls area of the track list, and click Folder.
This opens the global Add Track dialog on the Folder page.
Name
Allows you to specify a track name.
Count
Allows you to enter the number of tracks that you want to add.
NOTE
This is only available if you open the Add Track dialog from the global track controls.
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Folder Tracks
Add Track
Adds one or more tracks, according to the track type and settings of the active page,
and closes the dialog.
Track name
Mute
Solo
Record Enable
Monitor
For audio-related tracks, this routes incoming signals to the selected output.
For MIDI and instrument-related tracks, this allows you to route incoming MIDI signals
to the selected MIDI output. For this to work, activate MIDI Thru Active in the
Preferences dialog (MIDI page).
Group Editing
Lock
RELATED LINKS
Inspector Sections on page 119
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More Tracks
Expand/Collapse Folder
Shows/Hides the tracks in the folder. Hidden tracks are played back as usual.
Track name
Mute
Solo
Record Enable
Monitor
For audio-related tracks, this routes incoming signals to the selected output.
For MIDI and instrument-related tracks, this allows you to route incoming MIDI signals
to the selected MIDI output. For this to work, activate MIDI Thru Active in the
Preferences dialog (MIDI page).
Group Editing
Lock
More Tracks
Some track types can only be added once.
● Tempo track
● Signature track
● Arranger track
● Transpose track
● Chord track
● Video track
NOTE
● Loudness track
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More Tracks
Arranger Track
You can use the arranger track for arranging your project by marking out sections and
determining in which order they are to be played back.
● To add the arranger track to your project, select Project > Add Track > Arranger.
Track name
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More Tracks
Allows you to select the active arranger chain, to rename it, to create a new one, to
duplicate, or to flatten it.
Arranger Events
Lists all arranger events in your project. Click the arrow of an arranger event to play it
back and start the live mode.
Stop
Jump Mode
Allows you to define how long the active arranger event is played before jumping to
the next one.
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Chord Track
You can use the chord track for adding chord and scale events to your project. These can
transform the pitches of other events.
● To add the chord track to your project, select Project > Add Track > Chord.
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More Tracks
The top section of the chord track Inspector contains the following settings:
Track name
Record Enable
Acoustic Feedback
Allows you to audition the events on the chord track. For this to work, you need to
select a track for auditioning in the track list.
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Lock
Voicing library
Set up Voicing
Allows you to configure your own voicing parameters for a specific voicing scheme.
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More Tracks
Adaptive Voicings
Automatic Scales
Shift Chords
Allows you to specify an offset value to make sure that chord events also affect the
MIDI notes that have been triggered too early (enter a negative value) or too late
(enter a positive value).
RELATED LINKS
Inspector Sections on page 119
The track list for the chord track contains the following controls:
Name
Record Enable
Allows you to show all chord events on the track properly, even at low horizontal zoom
levels.
Show Scales
Allows you to show the scale lane in the lower part of the chord track.
Lock
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More Tracks
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Signature Track
You can use the signature track to add and edit signature events, and to set up click patterns for
them. The signature track’s background always shows bars. This is independent of the ruler
display format setting.
● To add the signature track to your project, select Project > Add Track > Signature.
RELATED LINKS
Time Signature Events on page 1148
Click Patterns Tab on page 284
Bar
Shows the number of the bar where the signature event is positioned. Double-click the
field and enter a new value to change the position of the signature event.
NOTE
The first signature event is always positioned at bar 1. You cannot change this.
Sign.
Shows the value of the signature event. Double-click the field and enter a new value to
change the time signature.
Pattern
Shows the click pattern that is used. Double-click the field to open the Click Pattern
Editor where you can change the pattern.
RELATED LINKS
Click Pattern Editor on page 278
Lock
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More Tracks
NOTE
NOTE
For this you do not have to select the signature events first.
RELATED LINKS
Click Patterns Tab on page 284
Process Bars Dialog on page 1146
Tempo Track
You can use the tempo track to create tempo changes within a project.
● To add a tempo track to your project, select Project > Add Track > Tempo.
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More Tracks
Shows a list of all tempo events that allows you to edit tempo events and their
positions.
Allows you to activate the tempo track. In this mode, the tempo cannot be changed on
the Transport panel.
Lock
Current Tempo
Allows you to specify whether the tempo should change gradually (Ramp) or instantly
(Step) from the previous curve point to the new one.
Allows you to specify the display range. This changes the display scale of the tempo
track, but not the tempo setting.
Transpose Track
You can use the transpose track to set global key changes.
● To add the transpose track to your project, select Project > Add Track > Transpose.
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More Tracks
Allows you to keep the transposition in the octave range and ensures that nothing is
transposed by more than seven semitones.
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Allows you to keep the transposition in the octave range and ensures that nothing is
transposed by more than seven semitones.
Switches between musical (tempo-related) and linear (time-related) time base for the
track.
Lock
Video Track
You can use video tracks to play back video events. Video files are displayed as events/clips on
the video track, with thumbnails representing the frames in the film.
● To add a video track, select Project > Add Track > Video.
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More Tracks
Lock
Allows you to show each thumbnail with the corresponding video frame number.
Show Thumbnails
RELATED LINKS
Inspector Sections on page 119
Name
Lock
Show Thumbnails
Allows you to show each thumbnail with the corresponding video frame number.
Loudness Track
You can use the loudness track to record and display the loudness of your whole project or of
specific sections.
● To add the loudness track to your project, select Project > Add Track > Loudness.
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More Tracks
Short-Term
Shows the maximum value of all short-term loudness values, based on a time window
of 3 s. The measurement is not gated.
Integrated
Shows the average loudness measured from start to stop. The period of measurement
is shown in the Time display. The recommended value for the integrated loudness is
-23 LUFS. This absolute value is the reference point for the relative LU scale where -23
LUFS equals 0 LU.
Range
Shows the dynamic range of the audio measured from start to stop. This value helps
you to decide how much dynamic compression you can apply. The recommended
range for highly dynamic audio, such as film music, is 20 LU.
True Peak
Shows the true peak level of the audio. The maximum permitted true peak level in
production is -1 dB.
Dialogue
Shows the percentage of speech that is detected in the audio.
NOTE
You can switch the gating mode in the Loudness tab at the bottom of the meter
display in the right zone of the Project window or the MixConsole, or in the Control
Room.
RELATED LINKS
Loudness Meter on page 495
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More Tracks
The track list for the loudness track contains the following settings:
Enables the creation of a loudness curve in real time at the cursor position during
playback.
Short Term
LUFS/LU
Allows you to switch the loudness unit from LUFS (Loudness Unit, absolute values) to
LU (relative values).
Quick Analysis
Enables the creation of a loudness curve for a defined section in off-line processing.
Program-Gated/Dialogue-Gated
Indicates if the loudness measurement is program-gated or dialogue-gated.
NOTE
You can switch the gating mode in the Loudness tab at the bottom of the meter
display in the right zone of the Project window or the MixConsole, or in the Control
Room.
Shows the count of true peak values that are exceeding the reference level.
Moves the cursor to the previous/next true peak position that exceeds the reference
level.
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More Tracks
Allows you to specify the display range. Note that this does not change the measured
loudness, but changes the display scale of the loudness track.
RELATED LINKS
Loudness Meter on page 495
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Track Handling
Tracks are the building blocks of your project. In Nuendo, events and parts are placed on tracks.
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Do one of the following:
● Click the track type and set up the options according to your needs.
● To add track types that can only be added once, open the More Tracks section and click
the track type.
3. Click Add Track.
RESULT
The new track is added to the project below the selected track.
RELATED LINKS
Add Track Dialog – Audio on page 128
Add Track Dialog – Instrument on page 132
Add Track Dialog – Sampler on page 136
Add Track Dialog – MIDI on page 139
Add Track Dialog – Effect on page 146
Add Track Dialog – Group Channel on page 143
Add Track Dialog – VCA on page 148
Add Track Dialog – Marker on page 150
Add Track Dialog – Ruler on page 152
Add Track Dialog – Folder on page 155
Arranger Track on page 158
Chord Track on page 159
Signature Track on page 162
Tempo Track on page 163
Transpose Track on page 164
Video Track on page 165
Loudness Track on page 166
PROCEDURE
1. In the global track controls area of the track list, click Use Track Preset .
2. Select Using Track Preset.
3. In the Choose Track Preset dialog, select a track preset.
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Adding Tracks by Dragging Files from the MediaBay
The number and type of the added tracks depend on the selected track preset.
4. Click OK.
RESULT
The new tracks are added to the project below the selected track.
RELATED LINKS
Track Presets on page 201
PREREQUISITE
One of the following prerequisites must apply:
● The MediaBay is open. To open the MediaBay, press F5 .
● The Media rack in the right zone of the Project window is open. Click Show/Hide Right Zone
and click the Media tab to open it.
PROCEDURE
1. In the MediaBay, select the files for which you want to add tracks.
2. Drag the files into the track list.
● The indicator highlights the position at which the new tracks will be added.
● If you drag multiple audio files into the track list, choose if you want to place all files on
one track or on different tracks.
● If you drag multiple audio files into the track list, the Import Options dialog opens that
allows you to edit the import options.
RESULT
The new tracks are added at the position that was highlighted by the indicator in the track list.
The audio files are inserted at the cursor position.
RELATED LINKS
MediaBay and Media Rack on page 696
Media Rack in Right Zone on page 696
Import Options Dialog for Audio Files on page 312
Track Import
You can import tracks from other Nuendo or Cubase projects or track archives. This allows you,
for example, to import premixed tracks or stems to your active project, or to reuse the mix
settings of a previous project for a new song.
You can decide for each individual track whether to create a new track in your active project or to
replace data on an existing track. If you use identical track names in both the imported and the
active project, you can automatically select matching tracks as the import destination. You can
choose to import the track events only, the track settings only, include or exclude automation
data, or import all track data.
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Track Import
NOTE
The track settings for read/write automation status, record enable, monitor, muting/soloing, and
visibility are not imported.
When importing multiple tracks that are related to each other via sends, output routing, quick
link, or VCA fader within the source project, these relations are retained in your active project.
NOTE
If your active project contains routing targets with identical names as in the source project,
imported tracks are connected accordingly.
Audio, instrument, MIDI, sampler, VCA, group, effect, and folder tracks
● If New Track is selected as destination, a new track is created in the active project.
This track contains all imported track data, including track versions.
● If an existing track is selected as destination, the imported track data is applied to
this track.
If events or parts are imported to an existing track, existing track versions in the
active project are kept, track versions from the source project are added, and a
new track version is created.
If a folder track is imported to an existing track, the content of this track is entirely
replaced by the tracks of the imported folder track.
Marker tracks
● If New Track is selected as destination, a new marker track is created. If your
project already contains 32 marker tracks, you cannot import marker tracks from
another project. In this case, you must remove an existing marker track first.
● If an existing marker track is selected as destination, the imported track data
replaces the existing track data.
Chord tracks
● If New Track is selected as destination, a chord track is created. If your project
already contains a chord track, it is replaced by the imported chord track.
● If an existing chord track is selected as destination, the imported track data
replaces the existing track data.
Video tracks
● If New Track is selected as destination, a new video track is created. If your project
already contains 2 video tracks, you cannot import a video track from another
project. In this case, you must remove an existing video track first.
● If an existing video track is selected as destination, the imported track data
replaces the existing track data.
RELATED LINKS
Import Options Dialog for Tracks on page 173
PROCEDURE
1. Select File > Import > Tracks from Project.
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2. In the File Explorer/macOS Finder, select the project file that contains the tracks that you
want to import, and click Open.
3. In the Import Options dialog, select the tracks that you want to import and make any
further settings.
4. Click OK.
RESULT
The tracks are imported into your active project.
RELATED LINKS
Import Options Dialog for Tracks on page 173
Track Versions on page 194
PREREQUISITE
You have created at least one track archive by exporting selected tracks from a project.
PROCEDURE
1. Select File > Import > Track Archive.
2. In the File Explorer/macOS Finder, select the .xml file of the track archive, and click Open.
3. In the Import Options dialog, select the tracks that you want to import and make any
further settings.
4. Click OK.
RESULT
The tracks are imported into the active project.
RELATED LINKS
Import Options Dialog for Tracks on page 173
Track Versions on page 194
● To open the Import Options dialog, select File > Import > Track Archive or File > Import >
Tracks from Project, and open the project file from which you want to import tracks.
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Track Import
Tracks
Select All
Selects all tracks.
Deselect All
Deselects all tracks.
Expand All
Expands the track list.
Collapse All
Collapses the track list.
Select Matching
Sets tracks with identical names as the corresponding destination for all selected tracks
in the track list.
Reset
Sets New Track as destination for all selected tracks in the track list.
Search field
Allows you to filter the track list. Clear Search resets the filter.
Track list
Shows the tracks that are selected in the project. The Source Track column allows you
to select the tracks that you want to import into your project. The Destination Track
column allows you to choose a destination for the corresponding track.
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NOTE
● If the imported track contains track versions, these are also imported.
● If events or parts are imported to an existing track, a new track version is created.
NOTE
The track settings for read/write automation status, record enable, monitor, muting/
soloing, and visibility are not imported from other projects.
Automation
Imports all automation data that is related to the imported track data.
NOTE
If this option is deactivated when importing events or settings to an existing track, its
automation data is reset.
Project Settings
Source Project/Active Project
Shows the file name, the sample rate, the frame rate, and the project start time for
both the imported tracks and your active project.
NOTE
Imported tracks may contain media files with a sample rate that differs from the
sample rate of your destination project. Files with a sample rate different from the one
of the destination project play back at the wrong speed and pitch.
NOTE
● If the start time of your active project is later than the position of imported track data in the
source project, the imported data is not visible in the active project after import. In this case,
adjust the start time of the active project accordingly.
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● If the end time your active project is earlier than the end time of the imported track data, the
end time of your project is modified accordingly.
Media Files
Copy to Active Project Folder
Copies the media files of the imported tracks to your active project folder. If this option
is deactivated, the media file path of the original project is referenced.
NOTE
This option is only available if the sample rates of the imported tracks and your active
project differ and Copy to Active Project Folder is activated.
RELATED LINKS
Track Versions on page 194
Track Export
You can export selected tracks as track archives. This is useful if you want to use specific tracks in
other projects, for example.
Track archives contain information that is associated with the tracks such as channel settings,
parts and events, and automation.
NOTE
Project-specific settings, such as the tempo, are not exported to track archives.
When exporting audio and video tracks, you can either reference the media files or copy them to
a separate folder.
RELATED LINKS
Track Presets on page 201
Exporting Audio or Video Tracks as Track Archives on page 177
PROCEDURE
1. Select the tracks you want to export.
2. Select File > Export > Selected Tracks.
3. In the file dialog that opens, select or create a folder for saving the track archive as a
single .xml file.
4. Enter a file name and click Save.
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Exporting MIDI Tracks as Standard MIDI Files
RELATED LINKS
Exporting Audio or Video Tracks as Track Archives on page 177
PROCEDURE
1. Select the audio or video tracks and any other tracks that you want to export.
2. Select File > Export > Selected Tracks.
3. In the file dialog that opens, choose between the following options:
● Click Copy to include copies of the media files in the export.
In the file dialog that opens, select an empty folder or create a new folder for saving the
track archive as an .xml file and its media subfolder.
Click OK to save the track archive.
● Click Reference to include a reference to the files in the export.
In the file dialog that opens, select or create a folder for saving the track archive as a
single .xml file.
4. Enter a name for the track archive and click Save.
PROCEDURE
1. Select File > Export > MIDI File.
2. In the file dialog that opens, specify a location and name for the file.
3. Click Save.
4. In the Export Options dialog, activate the options for the settings that you want to export,
and click OK.
RESULT
The MIDI file is exported. It includes the tempo and time signature events of the Tempo Track
Editor or, if the tempo track is deactivated on the Transport panel, the current tempo and time
signature.
NOTE
If you want to include other Inspector settings than those specified in the Export Options, use
Merge MIDI in Loop to convert these settings to real MIDI events.
RELATED LINKS
Export Options Dialog for MIDI Files on page 178
Merging MIDI Events into a New Part on page 901
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Exporting MIDI Tracks as Standard MIDI Files
● To open the Export Options for MIDI files, select File > Export > MIDI File.
Export Automation
Includes automation as MIDI controller events in the MIDI file. This also includes
automation recorded with the MIDI Control plug-in.
If you record a continuous controller (CC7, for example) and deactivate Read
Automation for the automation track, only the part data for this controller is exported.
Export Inserts
Includes MIDI modifiers and MIDI inserts in the MIDI file.
Export Sends
Includes MIDI sends in the MIDI file.
Export Markers
Includes markers as standard MIDI file marker events in the MIDI file.
Export as Type 0
Exports a type 0 MIDI file with all data on a single track, but on different MIDI channels.
If you deactivate this option, a type 1 MIDI file with data on separate tracks is exported.
Export Resolution
Allows you to set a MIDI resolution between 24 and 960 for the MIDI file. The
resolution is the number of pulses, or ticks, per quarter note (PPQ) and determines the
precision with which you will be able to view and edit the MIDI data. The higher the
resolution, the higher the precision. The resolution should be chosen depending on the
application or sequencer with which the MIDI file will be used, because certain
applications and sequencers may not be able to handle certain resolutions.
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Splitting Multi-Channel Audio Tracks
RELATED LINKS
Automation on page 804
Markers on page 368
MIDI Track Parameters on page 879
Merging MIDI Events into a New Part on page 901
Export Options on page 1367
PROCEDURE
1. In the Project window, select the track that you want to split.
2. Select Project > Convert Tracks > Multi-Channel to Mono.
3. In the Split Multi-Channel to Mono dialog, make your changes and click OK.
RESULT
● The tracks are split into as many mono tracks as corresponds to the channel configuration of
the source track.
● All channel settings of the source tracks are copied to the tracks created by the split
operation.
● The multi-channel audio material of the source track is split into mono events, which are
inserted on the new tracks.
● In the Audio folder of the project, a subfolder called Split is created, which contains the new
mono files.
NOTE
● If you split a stereo track, the resulting mono tracks are panned hard left and hard right,
using the standard stereo panner.
● If you split a multi-channel track and this track is routed to an output bus, a group channel,
or an FX channel with corresponding child busses, all resulting mono tracks are routed to
their assigned channels. Otherwise, the resulting mono tracks are panned to center.
● If the channel configurations of the source track and the source file do not match because
the multi-channel source track contains a mono file, for example, this mono file is copied
onto the first 2 destination tracks. However, since panning information is not considered
during the split, the volume of the new mono file may not correspond to that of the file on
the original track.
● To open the Split Multi-Channel to Mono dialog, select Project > Convert Tracks > Multi-
Channel to Mono.
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Source Tracks
Allows you to select whether you want to split all multi-channel tracks or only the
selected.
Options
Allows you to specify what happens when the multi-channel file is split:
● Keep Source Tracks
Inserts new tracks below the source tracks.
● Mute Source Tracks
Inserts new tracks below the source tracks and mutes the source tracks.
● Delete Source Tracks
Inserts new tracks and deletes the source tracks.
● Create New Project
Creates a new project containing only the resulting tracks.
PREREQUISITE
● Your project contains tracks with audio events that are not in Musical Mode.
● The tracks fit evenly into a number of multi-channel files of the destination format.
● The tracks reside on the same level in the track list, that is, either on the top level or within
the same folder track.
● The tracks match in terms of channel settings and automation.
If the settings differ, the settings of the topmost track of each group are used.
If the separate audio events have different volume envelopes, these are calculated into the
new clip.
● The level of the source events should not exceed 0 dB, otherwise clipping occurs in the
created files. The only exception to this are files in 32-bit float format.
PROCEDURE
1. Optional: Select the tracks that you want to convert in the Project window.
2. Select Project > Convert Tracks > Mono to Multi-Channel.
3. In the Merge Mono to Multi-Channel dialog, make your changes and click OK.
RESULT
● The tracks are converted into as many multi-channel tracks as corresponds to the
destination format.
● The names of the multi-channel tracks derive from the mono source tracks.
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NOTE
● If the track names of the source tracks end with a suffix separated by a space or a
special character that indicates the corresponding speaker channel, for example, “_L” or
“(L)” for the left channel, this suffix is removed for the multi-channel track name.
● If the track names of the source tracks do not end with a channel suffix, the channel
configuration of the multi-channel track is added to its name.
● Events that have the same timeline position are converted into a multi-channel event on the
new track.
● If the lengths of the source events do not match exactly, the overlap is included in the new
events.
● In the Audio folder of the project, a subfolder called Merge is created which contains the
new multi-channel files.
NOTE
If the outputs of the mono tracks are routed to separate channels within one output bus, this bus
is selected as output for the multi-channel track.
RELATED LINKS
Merge Mono to Multi-Channel Dialog on page 181
Export Audio Mixdown on page 1161
● To open the Merge Mono to Multi-Channel dialog, select Project > Convert Tracks > Mono
to Multi-Channel.
Source Tracks
Allows you to select whether you want to merge all mono tracks or only the selected.
Options
Allows you to specify what happens when the mono files are merged:
● Keep Source Tracks
Inserts new tracks below the source tracks.
● Mute Source Tracks
Inserts new tracks below the source tracks and mutes the source tracks.
● Delete Source Tracks
Inserts new tracks and deletes the source tracks.
● Create New Project
Creates a new project containing only the resulting tracks.
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Removing Selected Tracks
Destination Format
Allows you to select the format for the multi-channel file.
NOTE
The number of selected tracks must match this format. The tracks are combined
according to their order in the track list.
PROCEDURE
● Select Project > Remove Selected Tracks.
If you delete tracks that are not empty, a warning message is displayed.
NOTE
You can deactivate this message. To reactivate the message, activate Display Warning
before Deleting Non-Empty Tracks in the Preferences dialog (Editing page).
PROCEDURE
● Select Project > Remove Empty Tracks.
PROCEDURE
● Select a track and drag it up or down in the track list.
Renaming Tracks
You can rename tracks.
PROCEDURE
1. Double-click the track name and type in a new name for the track.
2. Press Return .
If you want all events on the track to get the same name, hold down any modifier key and
press Return .
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Automatically Assigning Colors to New Tracks/Channels
PROCEDURE
1. Select Edit > Preferences.
2. Open the User Interface page, and select Track & MixConsole Channel Colors.
3. Open the Auto Track/Channel Color Mode pop-up menu and select an option.
4. Click OK.
RESULT
Any tracks/channels that you added by using Add Track, or by dragging files from the Media
rack to the event display are automatically colorized according to your settings.
RELATED LINKS
User Interface - Track & MixConsole Channel Colors on page 1376
PREREQUISITE
Adjust the track height to at least 2 rows.
PROCEDURE
1. Right-click any track in the track list.
2. From the track list context menu, select Show Track Pictures.
If you move the mouse to the left on a track, a highlighted rectangle appears.
RELATED LINKS
Track Pictures Browser on page 183
● To open the Track Pictures Browser for a track, double-click in the lower left side of the
track list.
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Showing Track Pictures
Factory
Shows the factory content in the pictures browser.
Pictures browser
Shows the pictures that you can assign to the selected track/channel.
User
Shows your user content in the pictures browser.
Import
Opens a file dialog that allows you to select pictures in bmp, jpeg, or png format and
add them to the user library.
Track Color
Opens the Color Picker that allows you to select a track color.
Intensity
Allows you to apply the track color to the track picture and set the color intensity.
Zoom
Allows you to change the size of the track picture.
Rotate
Allows you to rotate the track picture.
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Setting the Track Height
● To change the height of an individual track, click its lower border in the track list and drag up
or down.
● To change the height of all tracks simultaneously, hold down Ctrl/Cmd , click the lower
border of one track, and drag up or down.
● To set the number of tracks to view in the Project window, use the track zoom menu.
● To set the track height automatically when you select a track, click Edit > Enlarge Selected
Track.
RELATED LINKS
Track Zoom Menu on page 185
Track Controls Settings Dialog on page 121
● To open the track zoom pop-up menu in the lower right of the Project window, click the
arrow button above the vertical zoom control.
Zoom x Tracks
Zooms the specified number of tracks to fit in the active Project window.
Zoom N Tracks
Allows you to set the number of tracks to fit in the active Project window.
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Selecting Tracks
Selecting Tracks
You can select one or multiple tracks in the track list.
RELATED LINKS
Track Selection Follows Event Selection on page 1356
Scroll to Selected Track on page 1359
Select Channel/Track on Solo on page 1359
Select Channel/Track on Edit Settings on page 1359
● To make the Up Arrow key and the Down Arrow key exclusively available for selecting
tracks, activate Use Up/Down Navigation Commands for Selecting Tracks Only in the
Preferences dialog (Editing page).
● If this option is deactivated and no event/part is selected in the Project window, the
Up Arrow key and the Down Arrow key are used to step through the tracks in the track list.
● If this option is deactivated and an event/part is selected in the Project window, the
Up Arrow key and the Down Arrow key still step through the tracks in the track list – but
on the selected track, the first event/part will automatically be selected as well.
● If this option is activated, the Up Arrow key and the Down Arrow key are only used to
change the track selection – the current event/part selection in the Project window is not
altered.
Deselecting Tracks
You can deselect tracks that are selected in the track list.
PROCEDURE
● Shift -click a selected track.
RESULT
The track is deselected.
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Duplicating Tracks
Duplicating Tracks
You can duplicate a track with all contents and channel settings.
PROCEDURE
● Select Project > Duplicate Tracks.
RESULT
The duplicated track appears below the original track.
Disabling Tracks
You can disable audio, instrument, MIDI, and sampler tracks that you do not want to play back or
process at the moment. Disabling a track zeroes its output volume and shuts down all disk
activity and processing for the track.
PROCEDURE
● Right-click in the track list and select Disable Track from the context menu.
RESULT
The track color changes and the corresponding channel in the MixConsole is hidden.
To enable a disabled track and restore all channel settings, right-click in the track list and select
Enable Track.
● To add a folder track, click Add Track in the global track controls area of the track list, and
click Folder.
● To add a folder track and move all selected tracks into it, open the Project menu and from
the Track Folding submenu select Move Selected Tracks to New Folder.
● To move tracks into a folder, select them and drag them into the folder track.
● To remove tracks from a folder, select them and drag them out of the folder.
● To hide/show tracks in a folder, click the Expand/Collapse Folder button of the folder track.
● To hide/show data on a folder track, open the context menu for the folder track and select an
option from the Show Data on Folder Tracks submenu.
● To mute/solo all tracks in a folder track, click the Mute or Solo button for the folder track.
NOTE
RELATED LINKS
Group Editing Mode on page 238
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Handling Overlapping Audio
PROCEDURE
● Select Project > Track Folding > Move Selected Tracks to New Folder.
RESULT
This creates a new folder and moves all selected tracks into it.
NOTE
You can also drag and drop tracks into or out of a folder track.
RELATED LINKS
Folder Tracks on page 154
PROCEDURE
● Do one of the following:
● Right-click the audio event in the event display and select the desired event or region
from the To Front or Set to Region submenu.
NOTE
The available options depend on whether you performed a linear or a cycle recording
and the record mode you used. When recording audio in cycle mode, the recorded event
is divided in regions, one for each take.
● Click the middle handle on the lower border of a stacked event and select an entry from
the pop-up menu.
● In the track list, activate Show Lanes and select the desired take.
RELATED LINKS
Lanes, Takes and Overlapping Events on page 190
● To open the Track Folding submenu, select Project > Track Folding.
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Events Display on Folder Tracks
Fold Tracks
Folds in all open folder tracks in the Project window.
NOTE
The behavior of this function depends on the Deep Track Folding setting in the
Preferences dialog.
Unfold Tracks
Unfolds all folder tracks in the Project window.
NOTE
The behavior of this function depends on the Deep Track Folding setting in the
Preferences dialog.
NOTE
● You can assign key commands for these menu options in the Key Commands dialog in the
Project category.
● If you activate Deep Track Folding in the Preferences dialog (Editing—Project &
MixConsole page), track folding is applied to all subelements of the tracks.
When you close folder tracks, the contents of the contained tracks are displayed as data blocks or
events. Depending on the folder track height, the display of the events can be more or less
detailed.
PROCEDURE
1. Right-click the folder track.
2. On the context menu, select Show Data on Folder Tracks.
You have the following options:
● Always Show Data
Displays data blocks or event details always.
● Never Show Data
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Displays nothing.
● Hide Data When Expanded
Hides the display of events when you open folder tracks.
● Show Event Details
Displays event details instead of data blocks.
NOTE
You can change these settings in the Preferences dialog (Event Display—Folders page).
RELATED LINKS
Event Display - Folders on page 1363
If you perform a cycle recording in the Keep History or Cycle History + Replace modes (audio)
or in the Stacked or Mix-Stacked modes (MIDI), the recorded cycle laps are shown on the track
with the last recorded take active and on top.
The Show Lanes mode gives you a good overview of all your takes. If you activate the Show
Lanes button, the recorded takes are shown on separate lanes.
Lanes are handled differently, depending on whether you work with audio or MIDI:
Audio
As each audio track can only play back one single audio event at a time, you only hear
the take that is activated for playback, for example, the last lap of a cycle recording.
MIDI
Overlapping MIDI takes (parts) can be played back simultaneously. If you recorded in
Mix-Stacked mode, you hear all takes from all cycle laps.
To solo a lane, you can activate the Solo button for it. This allows you to hear the lane in the
project context. If you want to hear the take without the project context, you also have to activate
the main track’s Solo button.
PROCEDURE
1. Select the Comp tool or the Object Selection tool.
2. Bring a take to the front to select it for playback, and listen to it.
3. Audition different takes to compare them in more detail.
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4. If necessary, split your takes into smaller sections, create new ranges, and bring them to the
front.
5. Proceed until you are satisfied with the result.
Assembling Operations
Unless otherwise stated, all operations can be performed in the Project window and in the Audio
Part Editor. Snap is taken into account, and all operations can be undone.
To assemble a perfect take, you can use the Comp tool, the Object Selection tool, or the Range
Selection tool.
NOTE
If you assemble stacked events on an audio track, deactivate Treat Muted Audio Events like
Deleted in the Preferences dialog (Editing—Audio page).
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Assembling Operations
Bring to front Click on a take. Click twice to Position the mouse pointer
toggle. over the middle of the lower
border of a take until it
changes to a Comp symbol,
and click. Click twice to toggle.
Move Click and drag on the main Click and drag on any lane.
track.
Resize Drag the resize handles. All Drag the resize handles.
takes with the same start and
end positions are affected.
Resizing is constrained to the
end or start of the adjacent
takes. This ensures that you
do not create overlaps
accidentally.
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Defining the Track Time Base
Gluing splits Bring a new range to front. Select a range spanning all the
splits that you want to glue,
and double-click.
RELATED LINKS
Splitting Events on page 231
PROCEDURE
● In the track list, click Toggle Timebase to change the time base.
RESULT
Musical time base is indicated by a note symbol:
NOTE
Switching between linear and musical time base results in a very small loss of positioning
precision. Therefore, you should avoid switching repeatedly between the two modes.
RELATED LINKS
Editing Tempo and Time Signature on page 1131
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Track Versions
PROCEDURE
1. In the Preferences dialog, select Editing.
2. Open the Default Track Time Type pop-up menu and select a default track time type.
RESULT
If you selected Follow Transport Main Display, the primary time format setting on the
Transport panel is used. When this is set to Bars+Beats, tracks with musical time base are
added. When this is set to any of the other options (Seconds, Timecode, Samples, etc.), all new
tracks use linear time base.
RELATED LINKS
Default Track Time Type on page 1355
Track Versions
Track versions allow you to create and manage multiple versions of events and parts on the
same track.
Track versions are available for audio, MIDI, and instrument tracks. You can also have track
versions of the chord track, the signature track, and the tempo track.
NOTE
Track versions are included in track archives and project backups. When you work with the
networking feature, only the active track version is committed.
The track version key commands can be found in the Track Versions category of the Key
Commands dialog.
● To open the Track Versions pop-up menu for a track, click the arrow to the right of the track
name.
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New Version
Creates a new, empty track version for all selected tracks.
Duplicate Version
Creates a copy of the active track version for all selected tracks.
Rename Version
Opens a dialog that allows you to change the track version name for the selected
tracks.
Delete Version
Deletes the active track version for all selected tracks. This is only available if the track
has more than one track version.
● To open the Track Versions section for a track, select the track, and in the Inspector, click
the Track Versions section.
Name
Shows the version name. Double-click to change it. The name will be changed for all
selected tracks.
ID
Shows the track version ID.
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New Version
Creates a new, empty track version for all selected tracks.
Duplicate Version
Creates a copy of the active track version for all selected tracks.
Delete Version
Deletes the active track version for all selected tracks. This function is only available if
the track has more than one track version.
PROCEDURE
1. In the track list, select the tracks for which you want to create a new track version.
2. Select Project > Track Versions > New Version.
NOTE
You can also use the Track Versions section in the Inspector (only available for audio tracks,
MIDI tracks, instrument tracks, and the chord track) or the Track Versions pop-up menu in
the track list to create a new track version.
RESULT
The event display shows a new, empty track version. Events of previous track versions are
hidden. The track list shows a default version name.
In the Track Versions section in the Inspector, the track version ID is shown in the ID column of
the track version list.
In the track list, you can open the Track Versions pop-up menu to see the track version ID.
PROCEDURE
1. Activate the track version.
2. Select Project > Track Versions > Select Tracks with Same Version ID.
RESULT
All tracks that have track versions with the same ID are selected.
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Assigning a Common ID
Track versions on different tracks that were not created together have different track version IDs.
Track versions with different IDs cannot be activated together. To do this, you must assign a new
version ID to these tracks.
PROCEDURE
1. Select the tracks and activate the track versions to which you want to assign a common
version ID.
2. Select Project > Track Versions > Assign Common Version ID.
RESULT
A new ID is assigned to all active track versions on the selected tracks. The tracks are now
marked as belonging together. You can now activate them together.
PROCEDURE
1. Click the arrow to the right of the track name to open the Track Versions pop-up menu.
RESULT
The selected version is activated and its events are shown in the event display.
NOTE
If you work with audio tracks, MIDI tracks, instrument tracks, the sampler track or the chord
track, you can also use the Track Versions section of the Inspector to activate a track version.
RELATED LINKS
Track Versions Pop-Up Menu on page 194
Track Version Names on page 199
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PROCEDURE
1. Select all tracks for which you want to activate a specific track version.
2. Click the arrow to the right of a track name to open the Track Versions pop-up menu.
3. Select the track version that you want to activate from the list.
RESULT
The selected track version is activated for all selected tracks, and the corresponding events are
shown in the event display.
NOTE
If you work with audio tracks, MIDI tracks, instrument tracks, or the chord track, you can also use
the Track Versions section of the Inspector to activate a track version.
PROCEDURE
1. In the track list, select the tracks and activate the track version that you want to duplicate.
2. Select Project > Track Versions > Duplicate Version.
In the event display, a duplicate track version is displayed. In the track list, a default version
name for the duplicate is shown.
NOTE
You can also use the Track Versions section of the Inspector for audio tracks, MIDI tracks,
instrument tracks, and chord tracks or the Track Versions pop-up menu in the track list to
duplicate a track version.
PROCEDURE
1. Select the tracks and activate the track versions that you want to delete.
2. Select Project > Track Versions > Delete Version.
NOTE
You can also use the Track Versions section of the Inspector for audio tracks, MIDI tracks,
instrument tracks, and chord tracks or the Track Versions pop-up menu in the track list to
delete the active track version for selected tracks.
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PREREQUISITE
You have at least 2 track versions.
PROCEDURE
1. Select the Range Selection tool.
2. Select a range of the track version that you want to copy.
3. Select Edit > Copy.
4. Activate the track version into which you want to insert the copied range.
5. Select Edit > Paste.
RESULT
The copied range from the first track version is pasted to the second track version at the exact
same position.
NOTE
If you want to perform more complicated comping tasks, we recommend that you select
Project > Track Versions > Create Lanes from Versions and proceed with the Comp tool.
PREREQUISITE
You have at least 2 track versions, and you have split the corresponding events with the Split
tool, for example.
PROCEDURE
1. Select the Object Selection tool.
2. Select the events that you want to copy.
3. Select Edit > Copy.
4. Activate the track version into which you want to insert the copied events.
5. Select Edit > Functions > Paste at Origin.
This ensures that the events are inserted at the exact same position.
RESULT
The copied events from the first track version are pasted to the second track version at the exact
same position.
If more than one version is available for the track, the track version name is shown in the track
list and in the Track Versions section in the Inspector. By default, track versions are named v1,
v2, etc. However, you can rename each track version to your liking.
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NOTE
You can show/hide the version name next to the track name in the track list by activating/
deactivating Show Version Name in Track List in the Track Versions pop-up menu for a track.
RELATED LINKS
Track Versions Pop-Up Menu on page 194
PROCEDURE
● In the Track Versions section in the Inspector, double-click the track version name and
enter a new name.
The name is changed. If the available space in the track list is too small, the name is
abbreviated automatically.
PROCEDURE
1. Activate all track versions that you want to rename, and select the corresponding tracks.
2. Select Project > Track Versions > Rename Version.
3. Enter a new track version name and click OK.
RESULT
In the track list, the new track version name is shown.
NOTE
If you want to assign the same ID to track versions, select Project > Track Versions > Assign
Common Version ID.
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PROCEDURE
1. Select the tracks for which you want to create lanes.
2. Select Project > Track Versions > Create Lanes from Versions.
A new track version named Lanes from Version is added. This track version contains all
track versions on separate lanes. The original track versions are kept. Lanes that you create
from MIDI track versions are muted.
3. In the track list or in the Inspector, activate the Show Lanes button for the track.
4. On the Project window toolbar, activate the Comp tool and continue as usual.
PROCEDURE
1. Select the tracks for which you want to create track versions.
If you only want to convert specific lanes, select these lanes.
2. Select Project > Track Versions > Create Versions from Lanes.
RESULT
New track versions are added, one for each separate lane. The original lanes are kept. Any
crossfades that you have created between different lanes are discarded.
Track Presets
Track presets are templates that can be applied to newly created or existing tracks of the same
type.
You can create them from virtually all track types (audio, MIDI, instrument, sampler, group, FX,
VST instrument return, input, and output channels). They contain sound and channel settings,
and allow you to quickly browse, preview, select, and change sounds, or reuse channel settings
across projects.
Track presets are organized in the MediaBay. There, you can categorize them with attributes.
When you apply a track preset, all the settings that are saved in the preset are applied.
Track presets can only be applied to tracks of their own type. The only exception are instrument
tracks: for these, VST presets are also available.
NOTE
● Once a track preset is applied, you cannot undo the changes. It is not possible to remove an
applied preset from a track and return to the previous state. If you are not satisfied with the
track settings, you have to either edit the settings manually or apply another preset.
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● Applying VST presets to instrument tracks leads to removal of modifiers, MIDI inserts,
inserts, or EQs. These settings are not stored in VST presets.
You can use the factory presets as a starting point for your own editing and save the audio
settings that you optimized for an artist that you often work with as a preset for future
recordings.
NOTE
To access the track presets functions for input and output channels, activate the Write buttons
for input and output channels in the MixConsole. This creates input and output channel tracks in
the track list.
When creating MIDI track presets, you can either include the channel or the patch.
● To ensure that saved MIDI track presets for external instruments will work again with the
same instrument, install the instrument as a MIDI device, see the separate document MIDI
Devices.
PROCEDURE
1. In the Project window, select one or more tracks.
2. In the track list, right-click one of the selected tracks and select Save Track Preset.
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3. In the New Preset section, enter a name for the new preset.
NOTE
RESULT
Track presets are saved within the application folder in the track presets folder. They are saved in
default subfolders named according to their track type: audio, MIDI, instrument, and multi.
RELATED LINKS
Attribute Inspector on page 727
PROCEDURE
1. In the Inspector, click the Preset Management icon on the right of the Inserts section.
2. Select From Track Preset.
3. In the Results browser, double-click a track preset to apply it.
RELATED LINKS
Track Presets on page 201
PROCEDURE
1. In the track list, right-click the instrument track and select Load Track Preset.
2. In the Results browser, double-click a preset to apply it.
Use instrument track presets for auditioning your tracks or saving your preferred sound settings,
for example. You can also extract sounds from instrument track presets for use in instrument
tracks.
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VST Presets
VST instrument presets behave like instrument track presets. You can extract sounds from VST
presets for use in instrument tracks.
● VST instrument
● VST instrument settings
NOTE
NOTE
In this manual, VST presets stands for VST 3 instrument presets, unless stated otherwise.
PROCEDURE
1. Select the instrument track to which you want to apply a sound.
2. In the Inspector, click Extract Sound from Track Preset.
3. In the preset browser, select an instrument track preset or VST preset.
4. Double-click the preset to load the settings.
RESULT
The VST instrument and its settings (but no inserts, EQs, or modifiers) on the existing track are
overwritten with the data of the track preset. The previous VST instrument for this instrument
track is removed and the new VST instrument with its settings is set up for the instrument track.
Multi-Track Presets
You can use multi-track presets, for example, when recording setups that require several
microphones (a drum set or a choir, where you always record under the same conditions), and
you have to edit the resulting tracks in a similar way. Furthermore, they can be used when
working with layered tracks, where you use several tracks to generate a certain sound instead of
manipulating only one track.
If you select more than one track when creating a track preset, the settings of all selected tracks
are saved as one multi-track preset. Multi-track presets can only be applied if the target tracks
are of the same type, number, and sequence as the tracks in the track preset, therefore, they
should be used in recurring situations with similar tracks and settings.
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PROCEDURE
1. In the Project window, select several tracks.
NOTE
Multi-track presets can only be applied if track type, number, and sequence are identical for
the selected tracks and the track preset.
2. In the track list, right-click a track and select Load Track Preset.
3. In the preset browser, select a multi-track preset.
4. Double-click the preset to load it.
RESULT
The preset is applied.
RELATED LINKS
Sampler Tracks on page 136
PROCEDURE
1. In the Sampler Control toolbar, click Preset Management .
2. Click Save Track Preset.
3. In the Save Track Preset dialog, type in a name for the new preset.
4. Click OK to save the preset and exit the dialog.
RESULT
The new sampler track preset is saved. It is displayed in the Preset Name field on the info line.
Sampler track presets are saved within the application folder in the sampler track presets folder.
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RELATED LINKS
Creating a Track Preset on page 202
Pattern Banks
Pattern banks are presets that are created for the Beat Designer MIDI effect.
RELATED LINKS
Pattern Banks Previewer on page 721
Track Presets on page 201
PROCEDURE
1. In the Project window, select a track.
2. Do one of the following:
● In the Inspector, click Load Track Preset.
● In the track list, right-click the track and select Load Track Preset.
● In the Sampler Control toolbar, click the Preset Management button next to the
Preset Name field and select Load Track Preset.
3. In the preset browser, select a track, VST, or sampler track preset.
4. Double-click the preset to load it.
RESULT
The preset is applied.
NOTE
You can also drag and drop track presets from the MediaBay or the File Explorer/macOS Finder
onto a track of the same type.
RELATED LINKS
Filters Section on page 723
PROCEDURE
1. Select a track, open the Inspector or the Channel Settings window, and click the Preset
Management button on the Inserts or Equalizer section.
2. Select From Track Preset.
3. In the preset browser, select a track preset.
4. Double-click the preset to load the settings.
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PROCEDURE
1. In the Inspector for your track, open the Quick Controls section.
For instrument tracks, the track quick controls are set to the 8 default VST quick controls of
the loaded instrument by default.
2. Click Preset Management in the top right corner of the Quick Controls section and select
one of the presets.
The Track Quick Control assignment changes and gives you access to the channel
parameters.
NOTE
You can also make your own assignments and save them as presets, and delete, rename, or
reset the presets to the default assignments.
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Events
In Nuendo, most event types can be viewed and edited on their specific tracks in the Project
window.
RELATED LINKS
Audio Regions on page 211
MIDI Events on page 212
Audio Events
Audio events are created automatically when you record or import audio in the Project window.
You can view and edit audio events in the Project window and in the Sample Editor.
An audio event triggers the playback of the corresponding audio clip. By adjusting the Offset
and the Length values of the event, you can determine which section of the audio clip is played
back. The audio clip itself remains unchanged.
RELATED LINKS
Project Window on page 46
Sample Editor on page 573
Audio Files and Audio Clips on page 209
Basic Recording Methods on page 290
PROCEDURE
● Do one of the following:
● Record some audio.
● Select File > Import > Audio File to import an audio file from your hard disk or any
external storage device.
● Select File > Import > Audio CD to import an audio file from an audio CD.
● Select File > Import > Audio from Video File to import the audio from a video file on
your hard disk or any external storage device.
● Drag an audio file from the MediaBay, the Audio Part Editor, or the Sample Editor, and
drop it in the event display.
● Copy an event from a different Nuendo project and paste it in the event display.
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RELATED LINKS
Basic Recording Methods on page 290
Audio File Import on page 311
Importing Audio CD Tracks on page 314
Importing Audio from Video Files on page 317
MediaBay and Media Rack on page 696
Audio Part Editor on page 638
Sample Editor on page 573
PROCEDURE
1. Select one or several audio events.
2. Set up fade in, fade out, and event volume.
These settings will be applied to the new file.
3. Select Audio > Bounce Selection.
You are asked whether you want to replace the selected event or not.
4. Do one of the following:
● To create a new file that only contains the audio in the original event, click Replace.
● To create a new file and add a clip for the new file to the Pool, click No.
RESULT
If you clicked Replace, a clip for the new file is added to the Pool, and the original event is
replaced by a new event playing the new clip.
If you clicked No, the original event is not replaced.
NOTE
You can also apply the Bounce Selection function to audio parts. In that case, the audio from all
events in the part is combined to a single audio file. If you select Replace when asked, the part is
replaced with a single audio event playing a clip of the new file.
RELATED LINKS
Event-Based Fades on page 335
When you edit or process audio in the Project window, the audio file on the hard disk remains
untouched. Instead, your changes are saved to an audio clip that is automatically created on
import or during recording, and that refers to the audio file. This allows you to undo changes or
revert to the original version.
If you apply processing to a specific section of an audio clip, a new audio file that contains only
this section is created. The processing is applied to the new audio file only and the audio clip is
automatically adjusted, so that it refers both to the original file and to the new, processed file.
During playback, the program will switch between the original file and the processed file at the
correct positions. You will hear this as a single recording, with processing applied to one section
only.
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Events
This allows you to undo processing at a later stage, and to apply different processing to different
audio clips that refer to the same original file.
RELATED LINKS
Pool on page 674
Audio Regions on page 211
Replacing Clips in Events on page 210
Clip Packages
Clip packages are sound combinations that you create by arranging, editing, and grouping
several audio events or parts in the Project window and saving them as clip packages.
Clip packages are shown in the Pool and in the MediaBay from where you can import them into
several projects.
Clip packages are container files that include all the selected audio material as opposed to mere
file references. This is useful for layered sounds such as explosions, background atmospheres, or
effect sounds.
● Clip packages contain copies of the audio files. Any offline processes you applied to the
audio are saved in the file and cannot be modified or undone later.
● Clip packages contain volume and pan automation of the audio, as well as any fades,
crossfades and volume envelopes. Insert or send effects or EQ settings of the corresponding
tracks are not included.
● Clip packages contain only the portion of an audio clip that is actually used by an event. This
section is extended by 2 seconds at the beginning and the end of the event so that you are
still able to adjust the event borders.
NOTE
● Audio clips set to musical time base are copied in entirety into the clip package.
● If a clip package contains audio material from VST Sound archives, this is not copied into
the clip package. In this case, a reference to the original VST Sound archive is saved. If
you want to use these clip packages in another project, you must copy the referred VST
Sound files.
RELATED LINKS
Importing Clip Packages on page 318
Exporting Audio Parts and Events as Clip Packages on page 246
Defining the Track Time Base on page 193
Pool Window on page 674
PROCEDURE
● Do one of the following:
● Hold down Shift , drag an audio file from the File Explorer/macOS Finder, and drop it on
the event.
● Click a clip in the Pool, hold down Shift , and drop it on the event.
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RESULT
The clip in the event is replaced. However, the event edits remain unchanged. If the new clip is
shorter than the replaced clip, the length of the event is adapted. If the new clip is longer than
the replaced clip, the length of the event stays the same.
RELATED LINKS
Inserting Clips into a Project via Drag and Drop on page 681
Audio Regions
Nuendo allows you to create audio regions within audio clips to mark important sections in the
audio.
You can view audio regions in the Pool. You can create and edit them in the Sample Editor.
NOTE
If you want to use one audio file in different contexts, or if you want to create several loops from
one audio file, convert the corresponding regions of the audio clip to events and bounce them
into separate audio files. This is necessary because different events that refer to the same clip
access the same clip information.
RELATED LINKS
Pool on page 674
Regions List on page 590
Creating Regions
You can create regions from several selected audio events or from selection ranges.
PROCEDURE
1. Select several audio events or selection ranges.
2. Select Audio > Advanced > Event or Range as Region.
3. In the Create Regions dialog, enter a name for the regions, and click OK.
RESULT
A region is created in the corresponding clip, with the start and end position of the region
determined by the start and end position of the event or selection range within the clip.
RELATED LINKS
Creating Regions on page 590
PROCEDURE
1. Select an audio event whose clip contains regions within the boundaries of the event.
2. Select Audio > Advanced > Events from Regions.
RESULT
The original event is removed and replaced by events positioned and sized according to the
regions.
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MIDI Events
MIDI events are created automatically when you record or import MIDI in the Project window.
The In-Place Editor allows you to view and edit MIDI events in the Project window. You can also
view and edit MIDI events in the Key Editor, the Drum Editor, List Editor, or the Score Editor.
RELATED LINKS
Project Window on page 46
In-Place Editor on page 1011
List Editor on page 997
Key Editor on page 944
Drum Editor on page 978
Basic Recording Methods on page 290
PROCEDURE
● Do one of the following:
● Record MIDI.
● Select File > Import > MIDI File to import a MIDI file from your hard disk.
● Drag a MIDI file from the File Explorer/macOS Finder, from one of the MIDI editors, or
from the MediaBay, and drop it in the event display.
● Copy an event from a different Nuendo project and paste it in the event display.
RELATED LINKS
Basic Recording Methods on page 290
Importing MIDI Files on page 320
MIDI Editors on page 912
MediaBay and Media Rack on page 696
Parts
Parts are containers for MIDI or audio events, and for tracks.
RELATED LINKS
Audio Parts on page 212
MIDI Parts on page 213
Folder Parts on page 213
Audio Parts
Audio parts are containers for audio events. If you want to treat several audio events as one unit
in the Project window, you can convert them to a part.
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Editing Techniques for Parts and Events
● Select the Object Selection tool and double-click on the audio track, between the left and
right locator.
● Select several audio events on an audio track and select Audio > Events to Part.
NOTE
To make the events appear as independent objects on the track again, select the part and select
Audio > Dissolve Part.
RELATED LINKS
Audio Part Editor on page 638
MIDI Parts
A MIDI part is automatically created when you record. It contains the recorded events.
However, you can also create empty MIDI parts in the following ways:
Folder Parts
A folder part is a graphic representation of events and parts on the tracks in the folder.
Folder parts indicate the time position as well as the vertical track position. If part colors are
used, these are also shown in the folder part.
Any editing that you perform to a folder part affects all the events and parts it contains. Tracks
inside a folder can be edited as one entity.
NOTE
If you want to edit the individual tracks within the folder, you can double-click the folder part.
This opens the editors for the events and parts that are present on the tracks.
RELATED LINKS
Event Colors Menu on page 913
Group Editing Mode on page 238
In the Project window, you can edit events using the following techniques:
● By selecting and using one of the tools in the Project window toolbar.
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NOTE
Some editing tools feature additional functions if you press modifier keys. You can customize
the default modifier keys in the Preferences dialog (Editing—Tool Modifiers page).
NOTE
RELATED LINKS
Editing - Tool Modifiers on page 1360
PROCEDURE
1. Click Play and select Play.
2. Click where you want playback to start, and keep the mouse button pressed.
3. Optional: Select Media > MediaBay, and in the Previewer section, adjust the Preview Level.
RESULT
The track on which you click is played back, starting at the click position. Playback is stopped
when you release the mouse button.
NOTE
When auditioning, audio is routed directly to the Control Room if the Control Room is activated.
If the Control Room is deactivated, the audio is routed to the default output bus, bypassing the
audio channel’s settings, effects and EQs.
RELATED LINKS
Project Window Toolbar on page 48
Previewer Section on page 717
Scrubbing
The Scrub tool allows you to locate positions in events by playing back, forwards or backwards.
PROCEDURE
1. Click Play.
2. Click again to open a pop-up menu.
3. Select Scrub.
4. Click the event and keep the mouse button pressed.
5. Drag to the left or right.
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RESULT
The project cursor moves correspondingly and the event is played back. The speed and the pitch
of the playback depend on how fast you move the mouse.
NOTE
RELATED LINKS
Project Window Toolbar on page 48
Scrub Tool
Scrubbing can be quite a burden on your system. If playback problems occur, open the
Preferences dialog (Transport—Scrub page), and deactivate Use High Quality Scrub Mode.
This lowers the resampling quality, but makes scrubbing less demanding on the processor,
especially in large projects.
In the Preferences dialog (Transport—Scrub page), you can also adjust the Scrub volume.
NOTE
You can also use the Up Arrow , Down Arrow , Left Arrow or Right Arrow keys on the
computer keyboard to select the event on the upper or lower track or the previous or next
event on the same track.
RELATED LINKS
Project Window Toolbar on page 48
If you activate Combine Selection Tools on the Project window toolbar and the track height is
set to at least 2 rows, the vertical track height of each track is divided into two areas. The mouse
pointer changes automatically from Object Selection to Range Selection tool and vice versa
according to the track area where you click.
● If you move the mouse pointer to the upper area of the track, the Range Selection tool is
activated, and you can select ranges that are independent from event and part boundaries.
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Editing Techniques for Parts and Events
● If you move the mouse pointer to the lower area of the track, the Object Selection tool is
activated, and you can select entire events or parts.
NOTE
You can also activate/deactivate the Combine Selection Tools mode by pressing Alt - Shift - 1 .
RELATED LINKS
Project Window Toolbar on page 48
Setting the Track Height on page 185
Creating a Selection Range on page 248
Resizing Events with the Object Selection Tool - Normal Sizing on page 229
Resizing Events with the Object Selection Tool - Sizing Moves Contents on page 229
Resizing Events with the Object Selection Tool - Sizing Applies Time Stretch on page 230
Select Submenu
If the Object Selection tool is selected, the Select submenu features specific options for
selecting events in the Project window.
All
Selects all events in the Project window.
None
Deselects all events in the Project window.
Invert
Inverts the selection. All selected events are deselected and all events that were not
selected are selected instead.
In Loop
Selects all events that are partly or wholly between the left and right locator.
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Select Event
This function is available in the Sample Editor.
NOTE
When the Range Selection tool is selected, the Select submenu features different functions.
RELATED LINKS
Select Menu for Selection Ranges on page 248
Range Editing on page 586
Removing Events
You can remove events from the Project window.
PROCEDURE
● To remove an event from the Project window, do one of the following:
● On the Project window toolbar, activate Erase and click the event.
● In the event display, select the events and select Edit > Delete.
● In the event display, select the events and press Backspace .
RELATED LINKS
Project Window Toolbar on page 48
RELATED LINKS
Moving Events with the Object Selection Tool on page 218
Moving Events with the Nudge Buttons on page 218
Move to Submenu on page 218
Moving Events via the Info Line on page 219
Setting Spacers between Events on page 219
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PROCEDURE
1. Select Object Selection .
2. Click the events that you want to move and drag them to a new position.
NOTE
You can only drag events to tracks of the same type. If you hold down Ctrl/Cmd while
dragging, you can restrict the movement either horizontally or vertically.
RESULT
The events are moved. If you moved several events, their relative positions are kept.
NOTE
To avoid accidentally moving events when you click them in the Project window, the response
when you move an event by dragging is slightly delayed. You can adjust this delay with the Drag
Delay setting in the Preferences dialog (Editing page).
PROCEDURE
1. Right-click the Project window toolbar and activate Nudge Palette.
The nudge buttons become available on the toolbar.
2. Select the events that you want to move, and click Move Left or Move Right.
The selected events or parts are moved.
RELATED LINKS
Project Window Toolbar on page 48
Move to Submenu
If the Object Selection tool is selected, the Move to submenu features options for moving
events to specific positions in the Project window.
Cursor
Moves the selected event to the project cursor position. If you selected several events
on the same track, the following events keep their relative position.
Origin
Moves the selected events to the positions at which they were originally recorded.
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Selected Track
Moves the selected events to separate tracks, starting on the selected track. The events
are placed at their current positions.
Front/Back
Moves the selected events to the front or back, respectively. This is useful if you have
overlapping audio events and you want to play back another event.
PROCEDURE
1. Select the event that you want to move.
2. On the info line, double-click the Start field and enter a new value for the event start.
RESULT
The event is moved by the set value.
PREREQUISITE
● A track contains multiple events.
● The events are not locked.
PROCEDURE
1. Select all events that you want to rearrange.
2. Select Edit > Functions > Set Spacer between Selected Events.
3. Set the Spacer in Seconds value.
4. Click OK.
RESULT
All selected events on the track are at the specified distance from each other.
NOTE
RELATED LINKS
Locking Events on page 238
Grouped Events on page 237
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Audio Alignment
The Audio Alignment tool allows you to automatically match the timing of similar audio events
or selection ranges that you want to play back simultaneously.
Audio Alignment allows you to match the timing of different instrument or vocal tracks. You can
also solve phasing problems that occur when using different microphones on the same take. In
postproduction contexts, you can match the timing of a voice recording take or an alternative
take to the production sound, for example.
The tool analyzes the audio of overlapping events that you have selected for aligning and either
uses the warping function of the Sample Editor for time stretching or shifts the audio.
The Audio Alignment Panel provides a Match Words option for aligning audio that contains
identical wording. Its algorithm detects phonemes and syllables and allows for an exact word-to-
word synchronization.
The Prefer Time Shifting option is especially suited for audio that results from the same
recording, for example, in case of a multiple microphone recording. It avoids time stretching if
possible. However, if necessary, time stretching is still used.
NOTE
● If time stretching is necessary, Audio Alignment uses the warping algorithm that is selected
in the Sample Editor.
● If the audio already contains real-time effects, Audio Alignment allows you to bounce it first,
keeping the existing effects, or to overwrite the existing processing.
● If the audio is in Musical Mode, you must bounce it first.
● Audio Alignment only works as intended if the audio to be aligned and the project have the
same sample rate.
RELATED LINKS
Algorithm Presets on page 604
Aligning the Audio of Events on page 221
Audio Alignment Panel on page 220
Musical Mode on page 605
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Align Audio
Starts the alignment operation.
PREREQUISITE
● Your project contains two or more audio events, located on different tracks and overlapping
in time.
● The audio that you want to align with the reference is not modified by VariAudio or
AudioWarp operations.
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NOTE
● If the audio already contains real-time effects, the Audio Alignment tool allows you to
bounce it first, keeping the existing effects, or overwrite the existing processing.
● If the audio is in Musical Mode, you must bounce it first.
PROCEDURE
1. Select the event or range that you want to use as alignment reference.
2. On the Project window toolbar, click Open Audio Alignment Panel.
3. On the Audio Alignment Panel, click Add Selection as Alignment Reference.
4. Select one or multiple events that you want to align with the reference.
5. On the Audio Alignment Panel, click Add Selection as Alignment Target.
The overlapping time range between reference and target is highlighted in the
corresponding waveforms. If multiple targets are selected, you can toggle their waveforms
using the pop-up menu.
RESULT
The audio of the target events is aligned with the reference event within the time range where
the events overlap.
RELATED LINKS
Sample Editor Toolbar on page 575
Algorithm Presets on page 604
Time Stretch and Pitch Shift Algorithms on page 558
Free Warp on page 609
Audio Alignment Panel on page 220
Use Ctrl/Cmd to align the start of the audio event/part to the start of the selected
event, part or range.
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This function is available when you move the mouse to the beginning of the non-
selected event.
Use Ctrl/Cmd - Alt/Opt to copy the audio event/part and align its start to the start of
the selected event, part or range.
This function is available when you move the mouse to the beginning of the non-
selected event.
Use Ctrl/Cmd to align the end of the audio event/part to the start of the selected
event, part or range.
This function is available when you move the mouse to the end of the non-selected
event.
Use Ctrl/Cmd - Alt/Opt to copy the audio event/part and align its end to the start of
the selected event, part or range.
This function is available when you move the mouse to the end of the non-selected
event.
Use Ctrl/Cmd - Shift to align the start of the audio event/part to the end of the
selected event, part or range.
This function is available when you move the mouse to the beginning of the non-
selected event.
Use Ctrl/Cmd - Shift - Alt/Opt to copy the audio event/part and align its start to the
end of the selected event, part or range.
This function is available when you move the mouse to the beginning of the non-
selected event.
Use Ctrl/Cmd - Shift to align the end of the audio event/part to the end of the selected
event, part or range.
This function is available when you move the mouse to the end of the non-selected
event.
Use Ctrl/Cmd - Shift - Alt/Opt to copy the audio event/part and align its end to the end
of the selected event, part or range.
This function is available when you move the mouse to the end of the non-selected
event.
For aligning audio events or parts to the cursor, the following modifiers are available:
Use Ctrl/Cmd to align the start of the audio event/part to the cursor.
This function is available when you move the mouse to the beginning of the non-
selected event.
Use Ctrl/Cmd - Alt/Opt to copy the audio event/part and align its start to the cursor.
This function is available when you move the mouse to the beginning of the non-
selected event.
Use Ctrl/Cmd to align the end of the audio event/part to the cursor.
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This function is available when you move the mouse to the end of the non-selected
event.
Use Ctrl/Cmd - Alt/Opt to copy the audio event/part and align its end to the cursor.
This function is available when you move the mouse to the end of the non-selected
event.
NOTE
You can change the modifiers in the Preferences dialog (Editing–Tool Modifiers page).
PROCEDURE
1. Select an event or part that you want to take as a reference for aligning.
2. Point on the audio event or part you want to move, press one of the modifiers and click.
RESULT
The mouse pointer changes its shape and the audio event or part is aligned with the selected
part or event.
NOTE
If the snap point is set, it is used as a reference when you align events.
RELATED LINKS
Modifiers for Aligning to Parts, Events, and Selection Ranges on page 222
Audio Alignment on page 220
PROCEDURE
1. Make a selection range on any track.
The selection is taken as a reference for aligning.
2. Point on an audio event or part, press one of the modifiers and click.
The mouse pointer changes its shape and the audio event or part is aligned with the
selection range.
NOTE
If the snap point is set, it is used as a reference when you align events.
RELATED LINKS
Modifiers for Aligning to Parts, Events, and Selection Ranges on page 222
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PROCEDURE
1. Set the cursor to the position where you want to move the audio part or event.
This will be taken as a reference for aligning.
2. Deselect everything in your project.
3. Select the Object Selection tool and point on an audio event or part, press one of the
modifiers and click.
The mouse pointer changes its shape and the audio event or part is aligned with the cursor.
NOTE
If the snap point is set, it is used as a reference when you align events.
RELATED LINKS
Modifiers for Aligning to Parts, Events, and Selection Ranges on page 222
Renaming Events
PROCEDURE
● Do one of the following:
● Select the events, select Edit > Rename Objects, and select one of the renaming
options.
● Select the events and type in a new name in the File field on the info line.
● Change the track name, hold down a modifier key, and press Return to rename all
events according to the track.
● Use the Rename Events from List dialog to rename parts and events that are selected
in the Project window.
RELATED LINKS
Renaming Clips or Regions in the Pool on page 679
Renaming Events from List on page 225
PREREQUISITE
You have a list in .csv or .txt file format, for example, a script list that allows you to match the
dialog with the recorded events or parts. You have recorded audio events or MIDI parts and
arranged them so that they match the order of the script list.
PROCEDURE
1. In the Project window, select the events or parts that you want to rename.
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NOTE
Alternatively, you can copy content from a text editor and paste it in the Rename Events
from List dialog.
4. Locate the column that shows the file names that you want to use, and click the column
header.
The column header is highlighted.
5. Optional: Modify, rearrange, or add list content.
6. Optional: In the Rename Events from List dialog, click Locate Event to the left of an event,
and on the Transport panel, click Start.
This plays back the event and allows you to verify if it matches the name in the script list.
7. Click Rename.
RESULT
The recorded audio events are renamed according to the imported script list.
RELATED LINKS
Rename Events from List Dialog on page 226
Export Audio Assets to a Game Audio Engine on page 571
Direct Offline Processing on page 534
● To open the Rename Events from List dialog, select an event or a part in the Project
window, and select Edit > Rename Events from List.
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1 Track
Displays the name of the track of the selected events/parts.
2 Load List
Allows you to load a .csv or a .txt file that contains a dialog list.
3 Clear List
Removes the loaded list.
4 Selection Mode
Allows you to select list entries for editing.
● Press Delete to delete entries.
● Double-click an entry to change its text.
5 Mapping Mode
Allows you to slide the list content up or down in relation to the list of the selected events/
parts in the project. This changes the mapping.
6 Locate Event
Moves the project cursor to the start of the event/part in the Project window.
7 Selected Event
Displays the names of the events/parts that you selected in the Project window.
8 List Content
Shows the content of the imported file.
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RELATED LINKS
Rename Settings on page 228
Rename Settings
Allows you to set how selected events/parts should be renamed.
● To open the rename settings, select an event or a part in the Project window, select Edit >
Rename Events from List, and click Open Rename Settings.
To resize events, you can use the Object Selection, the Scrub tool or the Trim tools on the
Nudge palette.
IMPORTANT
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RELATED LINKS
Combine Selection Tools Mode on page 215
Resizing Events with the Object Selection Tool - Normal Sizing on page 229
Resizing Events with the Object Selection Tool - Sizing Moves Contents on page 229
Resizing Events with the Object Selection Tool - Sizing Applies Time Stretch on page 230
Resizing Events with the Trim Tools on page 230
Resizing Events with the Scrub Tool on page 231
Snap Function on page 89
PROCEDURE
1. Select Object Selection.
2. Click the Object Selection tool again, and select Normal Sizing from the pop-up menu.
3. Click and drag the lower left or right corner of the event.
RESULT
The event is resized and according to where you dragged, more or less of the content is revealed.
If several events are selected, they are all resized in the same way.
RELATED LINKS
Project Window Toolbar on page 48
Resizing Events with the Object Selection Tool - Sizing Moves Contents
You can move the start or end point of the event and move the content.
PROCEDURE
1. Select Object Selection.
2. Click the Object Selection tool again, and select Sizing Moves Contents from the pop-up
menu.
3. Click and drag the lower left or right corner of the event.
RESULT
The event is resized and the content follows. If several events are selected, they are all resized in
the same way.
RELATED LINKS
Project Window Toolbar on page 48
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Resizing Events with the Object Selection Tool - Sizing Applies Time Stretch
You can move the start or end point of the event and time stretch the content to fit the new
event length.
PROCEDURE
1. Select Object Selection.
2. Click the Object Selection tool again, and select Sizing Applies Time Stretch from the pop-
up menu.
3. Click and drag the lower left or right corner of the event.
RESULT
The part is stretched or compressed to fit the new length.
● If you resize MIDI parts, the note events are stretched (moved and resized).
Controller data and Note Expression data are stretched, too.
● If you resize audio parts, the events are moved, and the referenced audio files are time
stretched to fit the new length.
If several events are selected, they are all resized in the same way.
RELATED LINKS
Time Stretch on page 554
Project Window Toolbar on page 48
PREREQUISITE
The Object Selection tool is set to Normal Sizing or to Sizing Moves Contents.
PROCEDURE
1. Right-click the Project window toolbar and activate Nudge Palette.
The nudge buttons become available on the toolbar.
RESULT
The start or end position of the selected events are moved by the amount set on the Grid Type
pop-up menu.
RELATED LINKS
Project Window Toolbar on page 48
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PROCEDURE
1. Click Play.
2. Click Play again to open a pop-up menu.
3. Select Scrub.
4. Click and drag the lower left or right corner of the event.
RESULT
The event is resized and you get an acoustic feedback while dragging.
RELATED LINKS
Project Window Toolbar on page 48
Splitting Events
PROCEDURE
● Do one of the following:
● Select Split and click the event that you want to split.
● Select Object Selection, hold down Alt/Opt and click the event.
● Move the project cursor to the position where you want to split the events, and select
Edit > Functions > Split at Cursor.
NOTE
This splits all events on all tracks that are intersected by the project cursor. If you select
specific events, only these events are split.
● Set up the left and right locators at the position where you want to split the events, and
select Edit > Functions > Split Loop.
NOTE
This splits all events on all tracks that are intersected by the locators. If you select
specific events, only these events are split.
RESULT
The events are split.
NOTE
If you split a MIDI part so that the split position intersects one or several MIDI notes and Split
MIDI Events is activated in the Preferences dialog (Editing—MIDI page), the intersected notes
are split and new notes are created at the beginning of the second part. If it is deactivated, the
notes remain in the first part, but stick out after the end of the part.
RELATED LINKS
Project Window Toolbar on page 48
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PROCEDURE
● Select Split , hold down Alt/Opt and click the event where you want to make the first split.
RESULT
The event is automatically split into as many equal events as the length of the original event
allows.
This is useful, for example, to extract a microphone subchannel from a polyphonic WAV file or to
keep only the left or right channel from a stereo recording.
RELATED LINKS
Splitting Multi-Channel Audio into Mono Files on page 232
Split Channels Dialog on page 233
PROCEDURE
1. Select a multi-channel audio event in the Project window or a multi-channel clip in the Pool
and select Audio > Split Channels.
NOTE
Alternatively, you can select Split Channels from the context menu of the event display or
the Pool.
RESULT
In the Project window, the multi-channel event is replaced by mono events on lanes of the same
track, each containing a discrete channel of the original multi-channel audio. In the Pool, the
original multi-channel clip is retained and the created mono clips are added.
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● To move the created events to other tracks, select Edit > Move to > Selected Track or use
the corresponding key command.
RELATED LINKS
Split Channels Dialog on page 233
File Name
Shows the file name of the multi-channel file that you want to split.
Number of Channels
Shows the number of channels of the multi-channel file.
Track Info
Shows the channel names of the multi-channel file.
Name Format
Allows you to specify the naming scheme for the split channel files.
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PROCEDURE
● Do one of the following:
● Select Edit > Range > Cut Head to delete everything to the left of the cursor/selection
range.
● Select Edit > Range > Cut Tail to delete everything to the right of the cursor/selection
range.
Gluing Events
In the Project window, you can glue two or more events on the same track.
PROCEDURE
● Do one of the following:
● Select the events that you want to glue, and select Edit > Glue.
● Select Glue and click the event that you want to glue to the next event.
● Select Glue, hold down Alt/Opt , and click the event that you want to glue to all
following events.
RESULT
The events are glued together.
NOTE
If you first split an audio event and then glue the parts together again, an event is created. In any
other case, a part is created.
RELATED LINKS
Project Window Toolbar on page 48
Pasting Events
You can paste events from the clipboard.
PROCEDURE
● Do one of the following:
● Select the events and select Edit > Functions > Paste at Origin to paste the event at the
same position from which you cut or copied it.
● Select the events, select the track where you want to paste them, and select Edit >
Functions > Paste Relative to Cursor to paste the event while keeping its relative
position to the project cursor.
RESULT
If you paste an audio event, it is inserted on the selected track, positioned so that its snap point is
aligned with the cursor position.
If the selected track is of the wrong type, the event is inserted on its original track.
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PROCEDURE
1. Copy the events in one project.
2. Activate the project where you want to paste the events.
3. Select Edit > Functions > Paste to Matching Track Name.
RESULT
The events are inserted on the track with the name that exactly matches the original track name.
For all events that have no matching track name, new tracks are created.
Duplicating Events
In the Project window, you can duplicate selected events.
PROCEDURE
● Select the event and do one of the following:
● Select Edit > Functions > Duplicate.
● Hold down Alt/Opt and drag the event to a new position.
NOTE
If you hold down Ctrl/Cmd as well, movement direction is restricted to either horizontal
or vertical.
RESULT
A copy of the selected event is created and placed after the original. If several events are
selected, all of these are copied as one unit, maintaining the relative distance between the
events.
NOTE
If you duplicate audio events, the copies always refer to the same audio clip.
Repeating Events
PROCEDURE
● Do one of the following:
● Select the events and select Edit > Functions > Repeat to open the Repeat Events
dialog, that allows you to create a number of real or shared copies of the selected
events.
● Select the events, hold down Alt/Opt , click the handle in the lower right corner of the
last selected event, and drag to the right to create a real copy.
● Move the mouse pointer over the middle of the right event border so that it becomes a
pointing hand symbol, click and drag to the right to create a real copy.
● Select the events, hold down Alt/Opt - Shift , and drag to the right to create a shared
copy.
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NOTE
● Move the mouse pointer over the middle of the right event border so that it becomes a
pointing hand symbol, hold down Shift , click and drag to the right to create a shared
copy.
NOTE
Repeating by dragging only works if the track has a height of at least 2 rows.
RELATED LINKS
Shared Copies on page 236
Repeat Events Dialog on page 236
Setting the Track Height on page 185
● To open the Repeat Events dialog, select Edit > Functions > Repeat.
Count
Allows you to specify how many times you want the event to be repeated.
Shared Copies
Activate this to create a shared copy.
RELATED LINKS
Shared Copies on page 236
Shared Copies
Shared copies are useful if you want to create copies that are automatically edited in the same
way as the original event.
You can create shared copies by using the Repeat Events dialog.
You can convert a shared copy to a real copy by selecting Edit > Functions > Convert to Real
Copy. This creates a new version of the clip that you can edit independently. The new clip is
automatically added to the Pool.
RELATED LINKS
Repeating Events on page 235
Repeat Events Dialog on page 236
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Fill Loop
You can create a number of copies between the right and left locators.
● Select Edit > Functions > Fill Loop to create a number of copies starting at the left locator
and ending at the right locator.
The last copy is automatically shortened to end at the right locator position.
PROCEDURE
● Hold down Ctrl/Cmd - Alt/Opt , click the event, and drag to the left or right.
RESULT
The content of the event is moved.
NOTE
You cannot slide an audio event past the start or end of the actual audio clip. If the event plays
the whole clip, you cannot slide the audio at all.
Grouping Events
You can treat several events on the same or different tracks as one unit by grouping them.
PROCEDURE
● Select the events and select Edit > Group.
RESULT
The events are grouped. This is indicated by an icon.
Grouped Events
If you edit one of the grouped events in the Project window, all other events in the same group
are affected too.
● Selecting
● Moving and duplicating
● Resizing
● Adjusting fade-in and fade-out (audio events only)
● Splitting
● Locking
● Muting
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● Deleting
RELATED LINKS
Fades, Crossfades, and Envelopes on page 335
If Group Editing is activated and you select an event, a part or a range on a track inside the
folder track, other events, parts, or ranges that have the same start and end time and the same
playback priority, are also selected and temporarily grouped. This allows you to edit together
different drum tracks for bass drum, snare, and toms, for example.
Temporarily means that on every new selection with the Object Selection or the Range
Selection tool, Nuendo looks for corresponding events or parts inside the folder and groups
them. If you edit the start or end point of a single event or part before activating the Group
Editing mode, the event or part is excluded from the group.
Edit actions in Group Editing mode affect all grouped events, parts, or ranges. If you select
another take by using the To Front submenu, all other tracks inside the edit group also switch to
the corresponding take. This is useful for comparing takes of a multi-track recording.
NOTE
Group Editing overwrites any regular group settings in the edit group.
RELATED LINKS
Muting Events on page 240
Organizing Tracks in Folder Tracks on page 187
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Folder.
3. Click Add Track.
4. Move the tracks that contain the events that you want to edit as a group into the folder track.
5. In the track list for the folder track, click Group Editing .
RESULT
All events, parts, or ranges inside the folder that have the same start and end time and the same
playback priority are temporarily grouped.
Locking Events
If you want to make sure that you do not edit or move an event by accident, you can lock it.
PROCEDURE
● Do one of the following:
● Select the events and select Edit > Lock to lock the selected events.
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● Click the padlock button in the track list or in the Inspector to lock all events on a track.
RESULT
The events are locked. This is indicated by a padlock symbol.
To unlock an event, select the event and select Edit > Unlock.
● To open the Lock Event Attributes dialog, select a locked event and select Edit > Lock.
Position Locked
Activate this to prevent the event from being moved.
Size Locked
Activate this to prevent the event from being resized.
Others Locked
Activate this to prevent the event from being edited. This includes adjusting the fades
and event volume, processing, etc.
NOTE
You can also set these attributes in the Preferences dialog (Editing page).
RELATED LINKS
Lock Event Attributes on page 1356
PROCEDURE
1. In the Project window, select one or multiple audio events.
2. On the info line, click the Invert Phase field.
RESULT
The phase of the events is inverted. This is reflected on the info line.
RELATED LINKS
Info Line on page 62
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Muting Events
You can mute events in the Project window. Muted events can be edited as usual with the
exception of adjusting fades, but are not played back.
PROCEDURE
● Do one of the following:
● Select the Mute tool and click the events or drag a selection rectangle around them.
● Select the events and select Edit > Mute.
RESULT
The events are muted and grayed out.
You can unmute events by selecting them and selecting Edit > Unmute.
RELATED LINKS
Project Window Toolbar on page 48
PROCEDURE
1. Select one or more audio events and/or MIDI parts or make a range selection.
2. Select File > Export > Selected Events.
3. In the Export Selected Events dialog, specify the render options.
4. Click Export.
RESULT
All selected source material is processed according to your render settings. Your render options
are saved and used for all further render operations.
● To open the Export Selected Events dialog, select an event in the Project window, and
select File > Export > Selected Events.
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As Separate Events
Creates one or more tracks that contain separate events or parts that are saved as
separate audio files.
As Block Events
Creates one or more tracks that contain adjacent events/parts that are combined to
blocks. Every block is saved as a separate audio file.
As One Event
Creates one or more tracks that contain the events/parts and combines them to one
event/part. Every combination is saved as a separate audio file.
Dry
Copies all effects and panner settings to new audio tracks. The resulting audio tracks
keep the formats of their source tracks. A mono track results in a mono track, for
example.
Channel Settings
Renders all effects into the resulting audio files. This includes insert effects, channel
strip settings, group channel settings, and FX send channel settings. Panner settings
are transferred to the new audio tracks. The resulting audio tracks keep the formats of
their source tracks. A mono track results in a mono track, for example.
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Tail Mode
Allows you to set the tail mode to Bars & Beats, Seconds or Off.
Tail Size
Allows you to set a tail length for the rendered files. This adds time at the end of the
rendered file to allow reverb and delay tails to fully fade out.
Bit Depth
Allows you to set the bit depth for the resulting file.
The following settings are available in the File Name Settings section:
Name
Allows you to enter a custom name for the rendered files.
Scheme
Click Open Naming Scheme Window to define naming schemes.
Preview
Shows the name with the current naming scheme settings.
File Path
Allows you to select a custom folder to which the resulting .wav files are rendered.
RELATED LINKS
Naming Scheme Dialog on page 242
● To open the Naming Scheme dialog, select an event in the Project window, select File >
Export > Selected Events, and click Open Naming Scheme Window.
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Scheme
Allows you to save and delete naming schemes.
Attributes
Holds the following naming scheme attributes:
● Name
Adds the text you entered on the Export Selected Events dialog in the Name field
to the resulting file name.
NOTE
The resulting file name only contains the text in the Name field of the File Name
Settings in the Export Selected Events dialog if no naming scheme defined. The
file name corresponds to the naming scheme if the naming scheme contains
attributes.
● Project Name
Adds the project name to the resulting file name.
● Free Text
Allows you to enter free text.
● Folder Path
Adds the folder path of the events from the track list to the resulting file name.
● Track Name
Adds the track name of the audio event or MIDI part to the resulting file name.
● Event Name
Adds the event name of the audio event or MIDI part to the resulting file name.
● Counter
Adds a number to the resulting file name.
Result
Allows you to drop attributes for the file name and rearrange them by dragging.
Settings
Allows you to select separator and counter settings.
● Separator
Divides attributes from each other.
● Counter
The value from which the counter starts counting.
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● Digits
The number of digits of the counter value.
Preview
Displays a preview of your current settings.
RELATED LINKS
Defining Naming Schemes on page 244
Entering Free Text on page 245
PREREQUISITE
The Export Selected Events dialog is open and Mix Down to One Track is deactivated.
PROCEDURE
1. In the Export Selected Events dialog, click Open Naming Scheme Window.
The Naming Scheme dialog opens.
NOTE
Each attribute is available only once, except the Free Text attribute. You can set up a
maximum of seven attributes.
5. Optional: Drag an attribute to the left/right in the Result field to change its order.
6. Click OK.
RESULT
The naming scheme is saved and will be applied on export.
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RELATED LINKS
Entering Free Text on page 245
You can enter free text that is added to the file name of the exported audio files.
PREREQUISITE
The Export Selected Events dialog is open and Mix Down to One Track is deactivated.
PROCEDURE
1. In the Export Selected Events dialog, click Open Naming Scheme Window.
The Naming Scheme dialog opens.
RESULT
The text that you entered is added to the file name scheme and will be applied on export.
PROCEDURE
1. Define a naming scheme by adding attributes to the Result field.
2. Make separator and counter settings.
3. To rename the naming scheme, double-click its name in the field, type in the new name, and
press Enter .
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Editing Techniques for Parts and Events
PROCEDURE
1. Select the audio events of parts that makes up the sound or create a selection range.
NOTE
Only audio material will be part of the clip package. Any other selected material is ignored.
Any empty space before the audio is included in the clip package.
2. Optional: Read-enable the corresponding tracks to include automation data in the clip
package.
3. Select File > Export > Clip Package.
4. In the upper section of the Export Clip Package dialog, specify the folder where you want to
save the clip package.
RESULT
The clip package is saved in the specified folder with the specified name.
RELATED LINKS
Clip Packages on page 210
Attribute Inspector on page 727
Export Clip Package Dialog on page 246
● To open the Export Clip Package dialog, select an event in the Project window, and select
File > Export > Clip Package.
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1 Select Folder
Allows you to select a folder where the clip packages are saved. You can use the clip
packages folder of the project or choose another folder.
2 Create New Folder
Creates a new folder for your clip packages.
3 Attribute Inspector
Allows you to show and edit the attributes for the clip package.
4 Name field
Allows you to enter the name for the clip package.
5 Show Attribute Inspector
Opens/Closes the Attributes Inspector.
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Range Editing
Editing in the Project window is not restricted to handling whole events and parts. You can also
work with selection ranges, which are independent from the event/part and track boundaries.
NOTE
If you hold down Shift and double-click several events in a row, you can create a
selection range that encompasses several events.
RELATED LINKS
Select Menu for Selection Ranges on page 248
Combine Selection Tools Mode on page 215
● To open the range selection options menu, select the Range Selection tool and select Edit >
Select.
All
Makes a selection that covers all tracks, from the start of the project to the end. You
can define the track length with the Project Length setting in the Project Setup
dialog.
None
Removes the current selection range.
Invert
Inverts the selection. All selected events are deselected, and all events that were not
selected are selected. Only used for event selection.
In Loop
Makes a selection between the left and right locator on all tracks.
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Creating a Selection Range
Select Event
This is available in the Sample Editor.
RELATED LINKS
Project Setup Dialog on page 108
Selecting with the Object Selection Tool on page 215
Select Submenu on page 216
PROCEDURE
1. Create a selection range from the first to the last track.
2. Press Alt/Opt and click in the selection range on the tracks that you want to exclude from
the selection.
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Creating Different Selection Ranges
If you press Shift - Alt/Opt while creating a selection range, the range will encompass all
tracks in the track list.
PROCEDURE
1. Use the Range Selection tool to define a destination range for your selection.
By default, the first selection you perform will be Selection A. The letter displayed on the
tool icon shows which selection range you are to define.
2. Click on the Range Selection tool again and select Selection B from the pop-up menu.
RESULT
You can now switch between Selection A and Selection B with the Range Selection pop-up
menu.
NOTE
The trim buttons are located on the Nudge Palette, which is not visible on the toolbar by
default.
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IMPORTANT
The contents of the selection are not moved. Using Move Left/Move Right is the same as
adjusting the start and end of the selection range at the same time by the same amount.
NOTE
The move buttons are located on the Nudge Palette, which is not visible on the toolbar by
default.
● To crop all events or parts that are partially within the selection range, select Edit > Range >
Crop.
Events that are fully inside or outside the selection range are not affected.
RELATED LINKS
Setup Context Menus on page 1337
PROCEDURE
● Click the selection range and drag it to a new position.
RESULT
The contents of the selection range are moved to the new position. If the range intersected
events or parts, these are split before moving, so that only the sections within the selection
range are affected.
RELATED LINKS
Creating a Selection Range on page 248
Duplicating Events on page 235
PROCEDURE
● Click the selection range, hold down Alt/Opt , and drag.
RELATED LINKS
Creating a Selection Range on page 248
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Editing Selection Ranges
Cut
Cuts the data in the selection range and moves it to the clipboard. The selection range
is replaced by empty track space in the Project window, meaning that events to the
right of the range keep their positions.
Copy
Copies the data in the selection range to the clipboard.
Paste
Pastes the clipboard data to the start position and track of the current selection.
Existing events on the tracks remain at their original position.
Paste at Origin
Pastes the clipboard data back at its original position. Existing events on the tracks
remain at their original position.
This option is available in Edit > Functions.
Cut Time
Cuts the selection range and moves it to the clipboard. Events to the right of the
removed range are moved to the left to fill the gap.
This option is available in Edit > Range.
Paste Time
Pastes the selection range from the clipboard to the start position and track of the
current selection. Existing events are moved to make room for the pasted data.
This option is available in Edit > Range.
Global Copy
Copies everything between the left and right locator.
This option is available in Edit > Range.
PROCEDURE
1. Do one of the following:
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Editing Selection Ranges
● On the Project window toolbar, activate Combine Selection Tools, and move the mouse
to the upper area of the event or part that you want to split so that the Range Selection
tool is activated.
● On the Project window toolbar, activate the Range Selection tool.
2. Do one of the following:
● Select Edit > Range > Split.
● Press Shift - X .
RESULT
The events or parts are split at the selection range edges.
If you activated Combine Selection Tools mode, the split events or parts are automatically
selected.
RELATED LINKS
Combine Selection Tools Mode on page 215
Inserting Silence
You can insert empty track space from the start of the selection range. The length of the silence
equals the length of the selection range.
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Playback and Transport
Nuendo offers multiple methods and functions to control playback and transport.
Transport Panel
The Transport panel contains the main transport functions as well as many other options related
to playback and recording.
● To show the Transport panel, select Transport > Transport Panel or press F2 .
● To show all Transport panel sections, right-click anywhere on the Transport panel and
select Show All.
Shows the meters for average audio processing load and the disk cache load.
Allow you to determine what happens if you click Record during an audio or MIDI
recording, and where the recording should start.
Allow you to select what happens when you record over existing audio events.
Allow you to select what happens when you record over existing MIDI parts.
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Transport Panel
Locators
Go to Left Locator Position
Punch Points
Lock Punch Points to Locators
Locks the punch points to the left and right locator positions.
Punch In
Punch In Position
Allows you to set up the punch in position. For this to work, Lock Punch Points to
Locators must be deactivated. To show/hide this, click the points on the divider.
Punch Out
Allows you to set up the punch out position. For this to work, Lock Punch Points to
Locators must be deactivated. To show/hide this, click the points on the divider.
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Transport Panel
Transport Controls
Go to Previous Marker/Zero
Moves the project cursor to the previous marker/zero position on the timeline.
Rewind
Moves backward.
Forward
Moves forward.
Cycle
Stop
Stops playback.
Start
Starts playback.
Transport Record
Time Display
Select Primary Time Format
Allows you to select a time format for the primary time display.
Shows the position of the project cursor in the selected time format.
Allows you to select a time format for the secondary time display.
Shows the position of the project cursor in the selected time format.
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Transport Panel
Markers
Jump to Marker
Activates pre-roll.
Pre-roll Amount
Allows you to set the pre-roll position. To show/hide this, click the points on the divider.
Activate Post-roll
Activates post-roll.
Post-roll Amount
Allows you to set the post-roll position. To show/hide this, click the points on the
divider.
Tempo
Time Signature
Allows you to set the first time signature value. To show/hide this, click the points on
the divider.
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Transport Panel
Activate Count-in
Click Pattern
Allows you to set up a click pattern. To show/hide this, click the points on the divider.
Opens the Metronome Setup dialog. To show/hide this, click the points on the divider.
Input/Output Activity
MIDI In Activity
Audio Activity
Audio Clipping
Level Display
Level Control
Set up Transport
Set up Transport
Opens a pop-up menu where you can set up which elements are visible.
RELATED LINKS
Transport on page 1374
Transport - Scrub on page 1375
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Transport Menu
Transport Menu
The Transport menu contains several transport functions as well as many other options related
to playback and recording.
Transport Panel
Opens the Transport panel.
Transport Commands
Start
Starts playback.
Stop
Stops playback.
Start/Stop
Starts/Stops playback.
Cycle
Activates/Deactivates cycle mode.
Record
Activates/Deactivates record mode.
Rewind
Moves backward.
Forward
Moves forward.
Fast Rewind
Moves backward at a faster speed.
Fast Forward
Moves forward at a faster speed.
Enter Tempo
Allows you to enter the tempo manually.
Go to Project Start
Moves the project cursor position to the start of the project.
Go to Project End
Moves the project cursor position to the end of the project.
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Transport Menu
Locators
Go to Left Locator Position
Moves the project cursor position to the left locator.
Punch Points
Activate Punch In
Activates/Deactivates punch in.
Go to Punch In Position
Moves the project cursor position to the punch in position.
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Transport Menu
Use Post-roll
Activates/Deactivates the post-roll.
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Transport Menu
Re-Record
Activates/Deactivates the re-record mode.
Keep History
Keeps existing events or portions of events.
Replace
Replaces existing events or portions of events by the last take.
New Parts
Keeps existing parts and saves the new recording as a new part.
Merge
Keeps existing events in parts and adds the newly recorded events.
Replace
Replaces existing events in parts by the new recording.
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Transport Menu
Overwrite
Overwrites all MIDI that you have recorded on previous laps as soon as you play a MIDI
note or send any MIDI message.
Keep Last
Replaces previously recorded laps only if the new lap is completed.
Stacked
Turns each recorded cycle lap into a separate MIDI part, and divides the track into
lanes for each cycle lap. The parts are stacked above each other, each on a different
lane. All takes but the last one are muted.
Metronome Setup
Opens the Metronome Setup dialog.
Activate Metronome
Activates/Deactivates the metronome click.
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Transport Bar
RELATED LINKS
Left and Right Locators on page 271
Punch In and Punch Out on page 276
Pre-Roll and Post-Roll on page 275
Common Record Modes Menu on page 294
Audio Record Modes on page 299
MIDI Record Modes on page 306
Recovery of MIDI Recordings on page 307
Metronome Click on page 277
Transport Bar
The Transport Bar contains all transport functions in an integrated and fixed zone of the Project
window.
● To activate the Transport Bar, click Set up Window Layout on the Project window toolbar
and activate Transport Bar.
● To display all transport elements, right-click in an empty area of the Transport Bar and
select Show All.
● To show all controls of a section, click the points to the right of the section and drag all the
way to the right. To hide the controls again, drag to the left.
RELATED LINKS
Transport Bar on page 63
Project Window Toolbar on page 48
● To activate the Transport Bar, click Set up Window Layout on the Project window toolbar
and activate Transport Bar.
● To show/hide tools, open the Transport Bar context menu by right-clicking in an empty area
of the Transport Bar and activate the tools that you want to display. To show all tools, select
Show All.
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Transport Bar
Allow you to determine what happens if you click Record during an audio or MIDI
recording, and where the recording should start.
Allow you to select what happens when you record over existing audio events.
Allow you to select what happens when you record over existing MIDI parts.
Left Divider
Left Divider
Tools that are placed to the left of the divider are always shown.
Shows the meters for average audio processing load and the disk cache load.
Locators
Go to Left Locator Position
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Transport Bar
Punch Points
Punch In
Punch Out
Locks the punch points to the left and right locator positions.
Punch In Position
Allows you to set up the punch in position. For this to work, Lock Punch Points to
Locators must be deactivated. To show/hide this, click the points on the divider.
Allows you to set up the punch out position. For this to work, Lock Punch Points to
Locators must be deactivated. To show/hide this, click the points on the divider.
Transport Controls
Go to Previous Marker/Zero
Moves the project cursor to the previous marker/zero position on the timeline.
Rewind
Moves backward.
Forward
Moves forward.
Cycle
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Transport Bar
Stop
Stops playback.
Start
Starts playback.
Transport Record
Retrospective Record
Insert Retrospective Recording from All MIDI Inputs on Selected Track
Allows you to recover MIDI notes that you played in stop mode or during playback.
Time Displays
Select Primary Time Format
Allows you to select a time format for the primary time display.
Shows the position of the project cursor in the selected time format.
Allows you to select a time format for the secondary time display.
Shows the position of the project cursor in the selected time format.
Markers
Jump to Marker
Activates pre-roll.
Pre-roll Amount
Allows you to set the pre-roll position. To show/hide this, click the points on the divider.
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Transport Bar
Activate Post-roll
Activates post-roll.
Post-roll Amount
Allows you to set the post-roll position. To show/hide this, click the points on the
divider.
Tempo
Time Signature
Allows you to set the first time signature value. To show/hide this, click the points on
the divider.
Right Divider
Right Divider
Tools that are placed to the right of the divider are always shown.
Activate Count-in
Click Pattern
Allows you to set up a click pattern. To show/hide this, click the points on the divider.
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Transport Pop-Up Window
Opens the Metronome Setup dialog. To show/hide this, click the points on the divider.
Input/Output Activity
MIDI In Activity
Audio Activity
Audio Clipping
Level Display
Level Control
Opens a pop-up menu where you can set up which elements are visible.
The following default key commands open the Transport Bar pop-up window:
Enter Tempo
Shift - T
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Time Display Window
Go to Left Locator
Num 1
Go to Right Locator
Num 2
Using a specific key command opens the corresponding section of the Transport pop-up
window:
NOTE
● To open the Time Display window, select Studio > More Options > Time Display.
Bars+Beats
Displays the time in bars and beats.
Seconds
Displays the time in seconds.
fps
Displays the time in frames per second.
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Left and Right Locators
Samples
Displays the time in samples.
NOTE
You can set up the Window Transparency in the Studio Setup dialog (Time Display page).
RELATED LINKS
Time Signature Events on page 1148
The area between the left and the right locator is the locator range. The locator range is
highlighted in the ruler and the event display.
NOTE
In the event display of the MIDI editors, the locator range is only highlighted if Show Part
Borders is deactivated.
● To activate/deactivate cycle mode, click the locator range in the upper part of the ruler, or
activate Activate Cycle in the transport controls.
● NOTE
If you activate cycle mode, and the right locator is positioned before the left locator, the
locator range is skipped during playback.
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Left and Right Locators
RELATED LINKS
Project Window Toolbar on page 48
Setting the Project Cursor on page 273
Activating Recording Manually on page 291
Activating Recording Automatically on page 291
Cycle Recording on page 293
Punch In and Punch Out on page 276
Common Record Modes Menu on page 294
Import Options for MIDI Files on page 319
Export Options Dialog for MIDI Files on page 178
Export Audio Mixdown on page 1161
Setting the Locators Using Cycle Markers on page 369
Select Submenu on page 216
Select Menu for Selection Ranges on page 248
Cut, Copy, and Paste of Selection Ranges on page 252
Audio Parts on page 212
MIDI Parts on page 213
Signature Track Controls on page 162
Fill Loop on page 237
Splitting Events on page 231
Transport on page 1374
PROCEDURE
● Do one of the following:
● Press Ctrl/Cmd and click in the upper part of the ruler to set the left locator to that
position.
● Adjust the Left Locator Position value.
This is available in the Locators section of the Project window toolbar, the editor
toolbars, the Transport panel, and the Transport Bar.
● Drag the left locator handle in the upper part of the ruler.
● Press Ctrl/Cmd , and on the numeric keypad press 1 to set the left locator to the project
cursor position.
● Press Alt/Opt and click Go to Left Locator Position on the Transport panel.
PROCEDURE
● Do one of the following:
● Press Alt/Opt and click in the upper part of the ruler to set the right locator to that
position.
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Setting the Project Cursor
PROCEDURE
● Do one of the following:
● Press Shift - D to activate the Locator Range Duration value field in the Locator Range
Duration section of the toolbar, and enter a value.
● Click and drag in the upper part of the ruler.
● Select a range or an event and press P to set the locators to the selection.
● Double-click a cycle marker.
● Press Ctrl/Cmd - Alt/Opt and click at a position in the upper part of the ruler to set both
locators to the nearest snap position.
RESULT
The locator range is set up and highlighted in the ruler and the event display.
PREREQUISITE
You have set up a locator range.
PROCEDURE
1. Move the mouse pointer to the upper part of the ruler inside a locator range.
A hand symbol is shown.
2. Click and drag to the left or to the right to move the locator range.
PROCEDURE
● Do one of the following:
● Hold down Shift - Alt/Opt and click in the Project window event display.
● Click Go to Previous Marker/Zero or Go to Next Marker/Project End.
These are available in the Transport Controls section of the Project window toolbar, the
editor toolbars, the Transport panel, and the Transport Bar.
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Auto-Scroll Settings Menu
RELATED LINKS
Transport Panel Sections on page 254
Ruler on page 60
Transport Menu on page 259
Transport on page 1374
Transport Bar on page 264
Left and Right Locators on page 271
Key Commands on page 1312
If you activate Auto-Scroll on the toolbar of the Project window or one of the editors, the
following modes are available in the Select Auto-Scroll Settings pop-up menu:
Page Scroll
The project cursor moves from the left side to the right side of the window. When the
project cursor reaches the right side of the window, the ruler and the project cursor
jump to the left side of the window and start over again. This behavior can be
compared to turning a page of a book.
Stationary Cursor
The project cursor is kept in the middle of the window and the ruler scrolls
continuously to the left.
RELATED LINKS
Project Window Toolbar on page 48
Suspend Auto-Scroll when Editing is available as an option in the Select Auto-Scroll Settings
pop-up menu to the right of the Auto-Scroll button.
If this option is activated, auto-scrolling is suspended as soon as you click anywhere in the event
display during playback until playback stops or you click Auto-Scroll again.
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Time Formats
Time Formats
You can set up different time formats.
PROCEDURE
1. In the main transport section on the Transport panel, click Select Primary Time Format.
2. Select a time format from the pop-up menu.
You can also select Project > Project Setup > Display Format to select the primary time
format.
RESULT
The time format on the Transport panel and all rulers and position displays is updated.
● In the ruler of the Project window or any editor, click the arrow button to the right of the
ruler.
● Select Project > Add Track > Ruler to add a ruler track, and right-click the ruler.
● In the Main Transport section of the Transport panel, click Select Secondary Time Format.
RELATED LINKS
Ruler on page 60
Ruler Track on page 152
NOTE
To show the Pre-roll & Post-roll section, right-click anywhere in the Transport panel or in the
Transport Bar and activate Pre-roll & Post-roll.
● By setting a pre-roll value, you instruct Nuendo to roll back a short section whenever
playback is activated.
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Punch In and Punch Out
● By setting a post-roll value, you instruct Nuendo to play back a short section after automatic
punch out before stopping.
NOTE
This only works if Punch Out is activated on the Transport panel, and if Stop after
Automatic Punch Out is activated in the Preferences dialog (Record page).
PREREQUISITE
On the Transport panel, Lock Punch Points to Locators is activated.
PROCEDURE
1. Set the locators to where you want to start and end recording.
2. On the Transport panel or in the Transport Bar, activate Punch In and Punch Out.
3. In the Preferences dialog, select Record.
4. Activate Stop after Automatic Punch Out.
5. Right-click anywhere on the Transport panel or in the Transport Bar and activate Pre-roll &
Post-roll.
6. In the Pre-roll & Post-roll section, activate Pre-roll and Post-roll .
7. In the Pre-roll Amount and Post-roll Amount fields, enter the pre-roll and post-roll values.
8. Activate Record.
RESULT
The project cursor rolls back by the specified pre-roll value and playback starts. When the cursor
reaches the left locator, recording is automatically activated. When the cursor reaches the right
locator, recording is deactivated, but playback continues for the specified post-roll value before
stopping.
You can activate punch in and punch out by activating the corresponding buttons on the
Transport panel.
The punch in position is locked to the left locator position and the punch out position to the right
locator position. The punch position fields are unavailable.
However, you can detach the punch points from the locators by deactivating Lock Punch Points
to Locators.
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Playback and Transport
Metronome Click
If you do so, the value fields become available and you can use them to set up the punch
positions independently from the locator positions.
You can also drag the punch in and punch out handles in the ruler to set the punch positions.
RELATED LINKS
Activating Recording Automatically on page 291
Stopping Recording Automatically with Punch Out on page 292
Metronome Click
You can use the metronome click as a timing reference for playing along and recording. The two
parameters that govern the timing of the metronome are project tempo and the time signature
that you can set up on the Transport panel.
● To activate the metronome click, activate Activate Metronome Click on the Transport
panel.
You can also select Transport > Activate Metronome or use the corresponding key
command.
● To define if the metronome click is played during playback, recording or count-in, select
Transport > Metronome Setup and make your changes on the General tab.
● To set up the sounds for the metronome click, select Transport > Metronome Setup and
make your changes on the Click Sounds tab.
RELATED LINKS
Transport Panel Sections on page 254
Project Tempo Modes on page 1131
Click Patterns
Click patterns allow you to create a custom metronome click.
By default, the metronome click in Nuendo has a 4/4 pattern with a fixed number of 4 clicks. The
click level of the first click is high, while the level of the other beats is low.
The default metronome click pattern with 4 clicks at a 4/4 time signature
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Metronome Click
By setting up click patterns for the metronome at the current time signature, you can create a
custom metronome click. You can determine the number of clicks and the level of the clicks to
your liking.
If you have different project parts with different time signatures or tempos, and you want to set
up different click patterns to match the rhythm and feel of these parts, you can set up a
metronome click pattern for each signature event in your project.
You can also add the same time signature for different sections and set up different patterns for
them.
NOTE
● If you want to visualize the current click pattern in the Project window, Key Editor or Drum
Editor event display, activate Use Metronome Click Pattern Level for Grid Line Emphasis
in the corresponding ruler context menu. This is useful if Snap is activated and the Snap
Type is set to Grid.
● Grid lines are only emphasized if they are shown. If you want to visualize a click pattern that
is set to 6 Clicks and a 4/4 Time Signature, you must set the Grid Type to a triplet value.
The Click Patterns tab in the Metronome Setup dialog allows you to manage the available click
patterns. You can remove and rename them or create new click patterns for specific time
signatures.
RELATED LINKS
Click Pattern Editor on page 278
Setting up a Metronome Click Pattern on page 279
Setting up Metronome Click Patterns for Signature Events on page 279
Project Window Toolbar on page 48
The Click Pattern Editor is available in the Transport Bar. If you add a signature track, it is
available in the Inspector and on the info line.
● To open the Click Pattern Editor in the Transport Bar, click the points to the right of the
Click & Count-in & Click Pattern section and drag all the way to the right. Click the pattern
field to open the Click Pattern Editor.
Clicks
Allows you to define the number of clicks that are used in the pattern.
Pattern
Allows you to select a pattern preset or to save your own ones. Which patterns are
available depends on the current time signature, and on the settings in the
Metronome Setup dialog on the Click Patterns tab.
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NOTE
To view, edit and rename the pattern presets, open the Click Patterns tab in the
Metronome Setup dialog.
Event display
Shows the defined number of beats for the selected pattern.
You can change the accent level for a beat by changing its vertical position in the event
display. There are 4 different settings. These correspond to the settings in the
Metronome Setup dialog on the Click Sounds tab. You can mute a beat by clicking the
lowest vertical position.
RELATED LINKS
Transport Bar Sections on page 264
Signature Track on page 162
PROCEDURE
1. In the Transport Bar, click the points to the right of the Click & Count-in & Click Pattern
section and drag all the way to the right to show the click pattern section.
2. Click the pattern field to open the Click Pattern Editor.
3. Do one of the following:
● Open the Pattern pop-up menu and select one of the presets.
● Use the Clicks setting to define the number of clicks that you want to hear, and click in
the event display to set up a new click pattern.
4. When you are done, click outside the Click Pattern Editor to close it.
5. Activate the metronome click.
RESULT
The metronome click is played back with the defined click pattern.
RELATED LINKS
Click Pattern Editor on page 278
Transport Bar Sections on page 264
PROCEDURE
1. Double-click the plus sign to open the Click Pattern Editor.
2. Do one of the following:
● Open the Pattern pop-up menu and select one of the presets.
● Use the Clicks setting to define the number of clicks that you want to hear, and click in
the event display to set up a new click pattern.
3. When you are done, click outside the Click Pattern Editor to close it.
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4. Repeat this for each signature event for which you want to set up a click pattern.
RESULT
If you play back the project and activate the metronome click, the different project parts use the
defined click patterns. The Click Pattern Editor in the Transport Bar shows the pattern at the
project cursor position.
RELATED LINKS
Click Pattern Editor on page 278
Signature Track on page 162
Time Signature Events on page 1148
RELATED LINKS
General Tab on page 281
Click Sounds Tab on page 282
Click Patterns Tab on page 284
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Metronome Click
General Tab
The General tab allows you to make basic metronome settings.
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The MIDI Click Settings section allows you to set up the MIDI click that sounds if you activate
Use MIDI Click in the Click Destinations section on the General tab.
Note
Allows you to set the MIDI note number, that is, the pitch from C-2 to G8. Set the note
number for the first beat in a bar in the top row, and the note numbers for the other
beats in the rows below.
Velocity
Allows you to set the velocity of the MIDI click sound. Set the velocity for the first beat
in a bar in the top row, and the velocities for the other beats in the rows below.
The Audio Click Settings section allows you to set up the audio click that sounds if you activate
Use Audio Click in the Click Destinations section on the General tab.
Pitch
Allows you to set the pitch for the default sounds. Set the pitch for the first beat in a
bar in the top row, and the pitches for the other beats in the rows below.
Level
Allows you to set the level for the default sounds. Set the level for the first beat in a bar
in the top row, and the levels for the other beats in the rows below.
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Sound
Allows you to select an audio file for the custom sounds. Select an audio file for the first
beat in a bar in the top row, and the audio files for the other beats in the rows below.
Level
Allows you to set the level for the custom sounds. Set the level for the first beat in a bar
in the top row, and the levels for the other beats in the rows below.
PREREQUISITE
In the Metronome Setup dialog on the General tab, Activate Metronome Click is activated. In
the Click Destinations section, Use Audio Click is activated.
PROCEDURE
1. Open the Click Sounds tab, and in the Audio Click Settings section, activate Use Custom
Sounds.
2. In the Sound column, click the top row.
3. In the file dialog, navigate to the audio file that you want to use as a custom sound for the
first beat and select it.
4. Click Open.
5. Click the other rows to select audio files for the other beats.
6. Set the level of the sounds by clicking the respective rows in the Level column and adjusting
the value.
7. Optional: Click Play to audition the custom sounds.
RESULT
The metronome uses the defined custom sounds for the audio click.
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NOTE
If you scroll all the way down, you can reset all click patterns to the factory settings by clicking
Reset to Factory Patterns.
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Metronome Click
A typical use case would be the synchronization of voice-overs or dubbing versions. In these
scenarios, you find yourself frequently jumping to positions from which you want the recording
to start. By setting the locators to the sections that you want to record and defining a time-linear
count-in, you can quickly assign, locate, and hear the record start position in your project.
PROCEDURE
1. Select Transport > Activate Metronome to activate the metronome click.
2. Right-click anywhere on the Transport panel or in the Transport Bar and activate Pre-roll &
Post-roll.
3. In the Pre-roll & Post-roll section, activate Pre-roll and set up a suitable pre-roll value.
NOTE
4. Select Transport > Common Record Modes and activate Start Recording at Left Locator/
Punch In Position.
5. Select Transport > Metronome Setup, and open the General tab.
6. In the Count-In section, activate Use Time-Linear Count-In during Pre-Roll and set it up
according to your needs.
7. Click OK to save your settings and close the dialog.
8. Set the locators to the section that you want to record and activate recording.
If you want to record several sections, set up cycle markers for all sections that you want to
record.
RESULT
The project cursor jumps back to the pre-roll position, and playback starts. The count-in is
triggered as specified. When the cursor reaches the left locator, the count-in stops and recording
starts. If you have unlocked the punch positions from the locator positions, recording starts
when the project cursor reaches the punch in position.
PROCEDURE
● Do one of the following:
● Select Project > Signature Track > Render Audio Click between Locators.
● Select Project > Signature Track > Render MIDI Click between Locators.
RESULT
● An audio track containing an audio event with the click is added to your project. The level
corresponds to the Audio Click Level setting on the Click Sounds tab of the Metronome
Setup dialog.
● A MIDI track containing a MIDI part with the click is added to your project. The output of the
MIDI track is routed to the MIDI Output Port that you set up on the Click Sounds tab of the
Metronome Setup dialog.
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Chase
Chase
Chase is a function that makes sure your MIDI instruments sound as they should when you
locate to a new position and start playback. This is accomplished by the program transmitting a
number of MIDI messages to your instruments each time that you move to a new position in the
project, making sure all MIDI devices are set up correctly with regard to program change,
controller messages (such as MIDI volume), etc.
EXAMPLE
You have a MIDI track with a program change event inserted at the beginning. This event makes
a synth switch to a piano sound.
At the beginning of the first chorus, you have another program change event which makes the
same synth switch to a string sound.
You now play back the song. It begins with the piano sound and then switches to the string
sound. In the middle of the chorus you stop and rewind to some point between the beginning
and the second program change. The synth now still plays the string sound although in this
section it really should be a piano.
The Chase function takes care of that. If program change events are set to be chased, Nuendo
tracks the music back to the beginning, finds the first program change, and transmits it to your
synth, setting it to the correct sound.
The same can apply to other event types as well. In the Preferences dialog (MIDI page), the
Chase Events settings determine which event types are chased when you locate to a new
position and start playback.
RELATED LINKS
Chase Events on page 1366
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On-Screen Keyboard
The On-Screen Keyboard allows you to play and record MIDI notes by using your computer
keyboard or mouse. This is useful if you have no external MIDI instrument at hand and you do
not want to draw in notes with the Draw tool.
When the On-Screen Keyboard is displayed, the usual key commands are blocked because they
are reserved for the On-Screen Keyboard. The only exceptions are:
● Save: Ctrl/Cmd - S
● Start/Stop Record: Num *
● Start/Stop Playback: Space
● Jump to Left Locator: Num 1
● Delete: Delete or Backspace
● Cycle on/off: Num /
● Show/Hide Transport panel: F2
● Show/Hide On-Screen Keyboard: Alt/Opt - K
PREREQUISITE
You have selected a MIDI or instrument track and activated Record Enable.
PROCEDURE
1. Select Studio > On-Screen Keyboard.
2. Activate Record.
3. Perform one of the following actions to enter some notes:
● Click on the keys of the On-Screen Keyboard.
● Press the corresponding key on your computer keyboard.
NOTE
Press several keys simultaneously to enter polyphonic parts. The maximum number of notes
that can be played at one time varies between the different operating systems and hardware
configurations.
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RELATED LINKS
Setting up Audio on page 17
Setting up MIDI on page 24
Setting up a Metronome Click Pattern on page 279
PROCEDURE
● Do one of the following:
● Activate Record Enable in the track list.
● Activate Record Enable in the MixConsole.
● Select the track that you want to record-enable, and activate Record Enable in the
Inspector.
RESULT
The tracks are record-enabled.
NOTE
If you set up a key command for Activate Record Enable for all Audio Tracks in the Mixer
category of the Key Commands dialog, you can record-enable all audio tracks simultaneously.
The exact number of audio tracks that you can record simultaneously depends on your computer
CPU and hard disk performance. Activate the Warn on Processing Overloads option in the
Preferences dialog (VST page) to show a warning message as soon as the CPU overload
indicator lights up during recording.
RELATED LINKS
Editing - Project & MixConsole on page 1359
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PROCEDURE
1. Select Edit > Preferences.
2. Open the Editing—Project & MixConsole page and activate Enable Record on Selected
Audio Track or Enable Record on Selected MIDI Track.
RESULT
The tracks are record-enabled when you select them.
PROCEDURE
● Do one of the following:
● Click Record on the Transport panel, on the toolbar, or in the Transport Bar.
● Press Num * .
RESULT
Recording starts from the current cursor position.
NOTE
When you start recording in stop mode, you can start recording from the left locator. For this to
work, you must select Transport > Common Record Modes and activate Start Record at Left
Locator/Punch In Position. The pre-roll setting or the metronome count-in will be applied.
PROCEDURE
1. Set the left locator to the position where you want to start recording.
If you want to set up the punch points independently from the locators, deactivate Lock
Punch Points to Locators on the Transport panel, and set up the punch in and punch out
positions in the value fields to the right.
2. Activate Punch In on the Transport panel.
3. Activate playback from any position before the left locator.
RESULT
If you have unlocked the punch positions from the locator positions, recording is automatically
activated when the project cursor reaches the punch in position.
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If cycle mode is activated, and the punch in point corresponds to the left locator position, and the
punch out point is positioned before the right locator, recording is stopped at the punch out
position and resumed at the punch in position.
If the punch positions are locked to the locators, recording is automatically activated when the
project cursor reaches the left locator.
RELATED LINKS
Punch In and Punch Out on page 276
Stopping Recording
You can stop recording manually.
PROCEDURE
● Do one of the following:
● Click Stop on the Transport panel.
● Press Num * .
RESULT
Recording stops while playback continues.
PROCEDURE
● Activate Punch Out on the Transport panel.
RESULT
Recording stops automatically when the project cursor reaches the punch out position. Playback
continues.
NOTE
If you have unlocked the punch positions from the locator positions, recording is automatically
stopped when the project cursor reaches the punch out position.
NOTE
If cycle mode is activated, the punch in point is set after the left locator, and the punch out point
corresponds to the right locator, recording is started at the punch in position, stopped at the
punch out position, and resumed at the punch in position.
RELATED LINKS
Punch In and Punch Out on page 276
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Basic Recording Methods
PROCEDURE
● Do one of the following:
● Click Stop on the Transport panel.
● Press Num 0 .
RESULT
Recording and playback stops.
Cycle Recording
You can record in a cycle, that is, you can record a selected section repeatedly and seamlessly.
PREREQUISITE
A cycle is set up with the left and right locators.
PROCEDURE
1. Click Activate Cycle on the Transport panel to activate cycle mode.
2. Activate recording from the left locator, before or within the cycle.
As soon as the project cursor reaches the right locator, it jumps back to the left locator and
continues recording a new lap.
RESULT
The results of cycle recording depend on the selected record mode. They also differ for audio and
MIDI.
RELATED LINKS
Left and Right Locators on page 271
MIDI Recording on page 304
Audio Recording on page 299
PREREQUISITE
Activate Stop after Automatic Punch Out in the Preferences dialog (Record page).
PROCEDURE
1. Set the locators to where you want to start and end recording.
2. On the Transport panel, activate Punch In and Punch Out.
3. Activate Pre-roll and Post-roll.
4. Specify a Pre-roll Amount and a Post-roll Amount.
5. Click Record.
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RESULT
The project cursor rolls back and starts playback at the time that has been set as pre-roll amount.
When the cursor reaches the left locator, recording is automatically activated. When the cursor
reaches the right locator, recording is deactivated, and playback continues for the time that has
been set as post-roll amount.
● To access the record modes, select Transport > Common Record Modes.
You can also access the Common Record Modes by clicking the upper part of the Record
Modes section on the Transport panel.
Punch In/Out
In this mode, the recording is stopped.
Re-Record
In this mode, the recording is reinitiated, the events are removed, and recording is
restarted from the exact same position.
RELATED LINKS
Transport Menu on page 259
Transport Panel Sections on page 254
Re-Recording
If you activate the Re-Record mode, you can reinitiate your recording by hitting the Record
button again. Recording will restart from the initial position.
PROCEDURE
1. Select Transport > Common Record Modes, and activate Re-Record.
2. Activate recording.
3. Click Record again to restart recording.
RESULT
The project cursor jumps back to the record start position and recording is reinitiated. Pre-roll
and count-in settings are taken into account.
NOTE
The previous recordings are removed from the project and cannot be retrieved using Undo.
However, they remain in the Pool.
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Monitoring
Monitoring
In Nuendo, monitoring means listening to the input signal while preparing to record or while
recording.
● Via Nuendo.
● Externally by listening to the signal before it reaches Nuendo.
● By using ASIO Direct Monitoring.
This is a combination of both other methods.
PROCEDURE
1. In the track list, activate Monitor.
RESULT
The monitored signal will be delayed according to the latency value which depends on your
audio hardware and drivers. You can check the latency of your hardware in the Studio Setup
dialog (Audio System page).
RELATED LINKS
VST on page 1377
External Monitoring
External monitoring means listening to the input signal before it is sent into Nuendo. It requires
an external mixer for mixing the audio playback with the input signal. The latency value of the
audio hardware configuration does not affect the monitor signal. When using external
monitoring, you cannot control the level of the monitor signal from within Nuendo or add VST
effects or EQ to the monitor signal.
PROCEDURE
1. In the Preferences dialog, select VST.
2. Open the Auto Monitoring pop-up menu and select Manual.
3. Deactivate Monitor in Nuendo.
4. On your mixing desk or mixer application for your audio hardware, activate the Thru or
Direct Thru mode to send the input audio back out again.
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Monitoring
PROCEDURE
1. In the track list, activate Monitor.
NOTE
With Direct Monitoring activated, Direct Routing cannot be used for routing destinations 2-8.
Only the first bus can be used for Direct Monitoring.
RELATED LINKS
VST on page 1377
PREREQUISITE
Local Off is activated on your MIDI instrument.
PROCEDURE
1. In the Preferences dialog, select MIDI.
2. Make sure MIDI Thru Active is activated.
3. In the track list, activate Monitor.
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RESULT
Incoming MIDI is echoed back out again.
RELATED LINKS
MIDI on page 1366
PROCEDURE
1. Select Project > Project Setup.
2. Set up the settings for Sample Rate, Bit Depth, and Record File Type.
IMPORTANT
The bit depth and file type can be changed at any time while the sample rate of a project
cannot be changed at a later stage.
RELATED LINKS
Creating New Projects on page 103
PROCEDURE
1. In the track list, select all tracks to which you want to assign the same record folder.
2. Right-click one of the tracks to open the context menu.
3. Select Set Record Folder.
4. In the file dialog, navigate to the folder that you want to use as record folder or create a new
folder by clicking New Folder.
If you want to have separate folders for different types of material (speech, ambient sounds,
music, etc.), you can create subfolders within the project Audio folder and assign different
tracks to different subfolders. This way, all audio files still reside within the project folder,
which makes managing the project easier.
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PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Audio.
3. In the Count value field, select the number of tracks that you want to add.
4. Open the Configuration pop-up menu and select a channel configuration.
5. Optional: In the Name field, enter a track name.
6. Click Add Track.
RELATED LINKS
Add Track Dialog – Audio on page 128
PROCEDURE
1. In the Inspector for the audio track, open the Input Routing pop-up menu.
RELATED LINKS
Setting up Input and Output Ports on page 23
Audio Bus Setup on page 24
Audio Track Inspector on page 130
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Audio Recording
You can record audio using any of the basic recording methods.
When you finish recording, an audio file is created in the Audio folder within the project folder.
In the Pool, an audio clip is created for the audio file, and an audio event that plays the whole clip
appears on the recording track. Finally, a waveform image is calculated for the audio event. If the
recording was very long, this may take a while.
NOTE
The waveform image is calculated and displayed during the actual recording process. This real-
time calculation uses some processing power. If your processor is slow or if you are working on a
CPU-intensive project, deactivate Create Audio Images during Record in the Preferences
dialog (Record—Audio page).
RELATED LINKS
Basic Recording Methods on page 290
Cycle Recording on page 293
● To access the record modes, select Transport > Audio Record Mode.
You can also access the Audio Record Modes by clicking to the right of the audio symbol in
the Record Modes section on the Transport panel.
Keep History
Existing events or portions of events that are overlapped by a new recording are kept.
Replace
Existing events or portions of events that are overlapped by a new recording are
replaced by the last recorded take.
RELATED LINKS
Transport Menu on page 259
Transport Panel Sections on page 254
IMPORTANT
If you record with effects, the effects become part of the audio file itself. You cannot change the
effect settings after recording.
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When you are recording with effects, consider using 32-bit float or 64-bit float format. This way,
the bit depth will not be reduced, which means there is no risk of clipping at this stage. Also, this
preserves the signal quality perfectly. If you record in 16-bit or 24-bit format, the available
headroom is lower, which means clipping can occur if the signal is too loud.
PROCEDURE
1. Set up your separate tracks and add a group track.
2. For each of the drum tracks, open the Output Routing pop-up menu and select the group
track as output.
3. Create a new audio track, open the Input Routing pop-up menu and select the group track
as input for this audio track.
4. Record-enable this audio track and start recording.
RESULT
The output of the group track will be recorded on the new track and you will get a mix of your
separate tracks.
NOTE
You can also select an FX channel as recording source. In this case, only the output of the FX
channel will be recorded.
RELATED LINKS
Routing on page 437
Undoing Recordings
You can undo a recording immediately after recording it.
PROCEDURE
● Select Edit > Undo.
RESULT
● The events that you just recorded are deleted from the Project window.
● The audio clips in the Pool are moved to the trash folder.
RELATED LINKS
Pool Window on page 674
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Audio Recording Specifics
PROCEDURE
1. In the Preferences dialog, select Record > Audio.
2. Specify a time (up to 60 seconds) in the Audio Pre-Record Seconds field.
This activates the buffering of audio input, making pre-record possible.
3. Make sure that an audio track is record-enabled and receives audio from the signal source.
4. When you have played some audio material that you want to capture (either in stop mode or
during playback), click Record.
5. Stop the recording after a few seconds.
This creates an audio event that starts where the cursor position was when you activated
recording. If you were in stop mode, and the cursor was at the beginning of the project, you
may have to move the event to the right in the next step. If you were playing along to a
project, you leave the event where it is.
6. Select the Object Selection tool and place the cursor on the bottom left edge of the event so
that a double arrow appears. Then click and drag to the left.
RESULT
The event is now extended, and the audio that you played before activating the recording is
inserted. This means that if you played along during playback, the captured notes end up exactly
where you played them in relation to the project.
RELATED LINKS
Record - Audio on page 1371
When you experience a computer crash during a recording, relaunch the system and check the
project record folder. By default, this is the Audio subfolder inside the project folder. It should
contain the audio file that you recorded, from the moment when you started recording to the
time when your computer crashed.
NOTE
● This feature does not constitute an overall guarantee by Steinberg. While the program itself
was improved in such a way that audio recordings can be recovered after a system failure, it
is always possible that a computer crash, power cut, etc. might have damaged another
component of the computer, making it impossible to save or recover any of the data.
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● Do not try to actively bring about this kind of situation to test this feature. Although the
internal program processes have been improved to cope with such situations, Steinberg
cannot guarantee that other parts of the computer are not damaged as a consequence.
RELATED LINKS
MIDI Recording Specifics on page 302
Recording in MIDI Editors on page 304
MIDI Record Modes on page 306
Some devices, such as General MIDI compatible sound modules, always receive on all 16 MIDI
channels. If you have such an instrument, there is no specific setting to make in the instrument.
On other instruments, you must use the front panel controls to set up a number of parts,
timbres, or similar so that they all receive on one MIDI channel.
For more information, refer to the manual that came with your instrument.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select MIDI Port Setup.
The available MIDI inputs and outputs are listed. On Windows, the device to choose depends
on your system.
3. Click in the Show As column and type in a new name.
4. Click OK.
RESULT
The new port names appear on the Input Routing and Output Routing pop-up menus.
PROCEDURE
1. In the track list, select the track to which you want to assign a MIDI input.
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2. In the topmost Inspector section, open the Input Routing pop-up menu and select an
input.
The available inputs depend on the type of MIDI interface that you are using. If you hold
down Shift - Alt/Opt , the selected MIDI input is used for all selected MIDI tracks.
NOTE
If you select All MIDI Inputs, the track will receive MIDI data from all available MIDI inputs.
PROCEDURE
1. In the track list, select the track to which you want to assign a MIDI channel and output.
2. In the topmost Inspector section, open the Output Routing pop-up menu and select an
output.
The available outputs depend on the type of MIDI interface that you are using. If you hold
down Shift - Alt/Opt , the selected MIDI output is used for all selected MIDI tracks.
3. Open the Channel pop-up menu and select a MIDI channel.
NOTE
If you select the Any MIDI channel, the MIDI material is routed to the channels that are used
by your MIDI instrument.
Selecting a Sound
You can select sounds from within Nuendo by instructing the program to send Program Change
and Bank Select messages to your MIDI device.
PROCEDURE
1. In the track list, select the track to which you want to assign a sound.
2. In the track list or the Inspector, open the Program Selector pop-up menu and select a
program.
Program Change messages give access to 128 different program locations.
3. If your MIDI instruments have more than 128 programs, you can open the Bank Selector
pop-up menu and select different banks, each containing 128 programs.
NOTE
Bank Select messages are recognized differently by different MIDI instruments. The
structure and numbering of banks and programs may also vary. Refer to the documentation
of your MIDI instruments for details.
RELATED LINKS
MIDI Track Inspector on page 140
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MIDI Recording Specifics
PREREQUISITE
You have selected Merge or Replace as MIDI Record Mode.
PROCEDURE
1. Click in the MIDI editor so that it gets the focus.
2. In the MIDI editor toolbar, activate Record in Editor.
3. Do one of the following to activate recording:
● Click Record on the Transport panel.
● Click Record on the toolbar.
RESULT
The MIDI data is recorded into the MIDI part that is opened in the MIDI editor. If you record
outside the part borders, the part is automatically enlarged.
RELATED LINKS
Key Editor Toolbar on page 947
MIDI Recording
You can record MIDI using any of the basic recording methods.
When you finish recording, a part that contains MIDI events is created in the Project window.
NOTE
If you perform a live recording on a VST instrument, you usually compensate the latency of the
audio card by playing earlier. In consequence, the timestamps are recorded too early. If you
activate ASIO Latency Compensation on the track list, all recorded events are moved by the
current latency setting.
● Length Adjustment
● Snap MIDI Parts to Bars
● MIDI Record Catch Range in ms
● ASIO Latency Compensation Active by Default
You can find them in the Preferences dialog on the MIDI and on the Record—MIDI page.
RELATED LINKS
Basic Recording Methods on page 290
MIDI on page 1366
Record - MIDI on page 1371
● To specify which event types are recorded, deactivate the options for the type of MIDI
message that you want to record in the Preferences dialog (MIDI—MIDI Filter page).
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RELATED LINKS
MIDI - MIDI Filter on page 1369
Note Messages
Cubase records note on, note off, and MIDI channel messages.
If you press and release a key on your synthesizer or on another MIDI keyboard, the following
messages are recorded:
NOTE
Normally, the MIDI channel information is overridden by the MIDI channel setting for the track.
However, if you set the track to the Any MIDI channel, the notes will be played back on their
original channels.
Continuous Messages
Pitchbend, aftertouch, and controllers, such as modulation wheel, sustain pedal, volume, etc. are
considered MIDI continuous events, as opposed to the momentary key down and key up
messages.
You can record continuous messages together or independently from the notes, that is,
afterwards or before.
You can record continuous messages on their own tracks, separately from the notes to which
they belong. As long as you set the two tracks to the same output and MIDI channel, it will
appear to the MIDI instrument as if you made the two recordings at the same time.
You can record Program Change Messages together or independently from the notes, that is,
afterwards or before.
You can record Program Change Messages on their own tracks, separately from the notes to
which they belong. As long as you set the two tracks to the same output and MIDI channel, it will
appear to the MIDI instrument as if you made the two recordings at the same time.
SysEx can be used to transmit a list of the numbers that make up the settings of one or more
sounds in a synth.
Reset Function
The Reset function sends out note-off messages and resets controllers on all MIDI channels. This
is sometimes necessary if you experience hanging notes, constant vibrato, etc. when punching in
and out on MIDI recordings with pitchbend or controller data.
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MIDI Recording Specifics
● If you want Nuendo to perform a MIDI reset on stop, activate Reset on Stop in the
Preferences dialog (MIDI page).
● If you want Nuendo to insert a reset event at the end of a recorded part, activate Insert
Reset Events after Record in the Preferences dialog (MIDI page).
This resets controller data such as sustain, aftertouch, pitchbend, modulation, and breath
control. This is useful if a MIDI part is recorded and the sustain pedal is still held after
stopping recording. Usually, this would cause all following parts to be played with sustain, as
the pedal off command was not recorded.
RELATED LINKS
MIDI on page 1366
NOTE
If you activate Record in Editor to record MIDI data in the editor, all new recordings are merged
into the active part, and the MIDI Record Modes do not apply.
● To access the record modes, select Transport > MIDI Record Mode.
You can also access the MIDI Record Modes by clicking to the right of the MIDI symbol in
the MIDI Recording Modes section on the Transport panel.
Merge
Existing events in parts that are overlapped by a new recording are kept. The newly
recorded events are added to the existing part.
Replace
Existing events in parts that are overlapped by a new recording are replaced.
Mix
For each completed lap, everything you record is added to what was previously
recorded. This is useful for building up rhythm patterns. Record a hi-hat part on the
first lap, the bass drum part on the second lap, etc.
Overwrite
As soon as you play a MIDI note or send any MIDI message, all MIDI that you have
recorded on previous laps is overwritten from that point. Make sure that you stop
playing before the next lap begins. Otherwise, you will overwrite the entire take.
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MIDI Recording Specifics
Keep Last
Each completed lap replaces the previously recorded lap. If you deactivate recording or
press Stop before the cursor reaches the right locator, the previous take will be kept. If
you do not play or input any MIDI during a lap, nothing happens, and the previous take
will be kept.
Stacked
Each recorded cycle lap is turned into a separate MIDI part, and the track is divided
into lanes, one for each cycle lap. The parts are stacked above each other, each on a
different lane. All takes but the last one are muted.
RELATED LINKS
MIDI Recording Specifics on page 302
Recording in MIDI Editors on page 304
Transport Menu on page 259
Transport Panel Sections on page 254
● Automatic MIDI Record Quantize is available in the MIDI Auto Quantize section of the
Transport Bar.
If you activate Auto Quantize, the notes that you record are automatically quantized according
to the quantize settings.
RELATED LINKS
Quantizing MIDI and Audio on page 321
Quantize Panel on page 326
The MIDI data is stored in the retrospective record buffer, and you can insert it as a MIDI part on
the selected MIDI track.
The buffer captures up to 10000 MIDI events. This can correspond to a MIDI recording of around
2 minutes and 30 seconds. However, if you use a keyboard that produces a large amount of MIDI
controller events, such as the ROLI Seaboard, this only corresponds to a recording of around 20
seconds.
NOTE
In the Preferences dialog (Record—MIDI page), you can specify a Retrospective Record Buffer
Size.
If the buffer is full, the MIDI events that were captured first are replaced by the new events. MIDI
events in the buffer are also replaced in the following situations:
● When you have inserted the retrospective recording on a track and you play new events in
Stop mode or during playback.
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MIDI Recording Specifics
● When you play MIDI notes in Stop mode and you do not play for more than 30 seconds,
before playing more MIDI events in Stop mode.
NOTE
RELATED LINKS
Record - MIDI on page 1371
Emptying the Retrospective Record Buffer on page 310
Inserting a Retrospective Recording from All MIDI Inputs on the Selected Track
You can insert a retrospective recording, that is, MIDI data that was sent to All MIDI Inputs in
Stop mode or during playback, on the selected track.
PREREQUISITE
You have played some MIDI notes in Stop mode or during playback, and you want to recover
them.
PROCEDURE
1. Select the MIDI track on which you want to insert the captured MIDI data.
2. Select Transport > MIDI Retrospective Recording > Insert from All MIDI Inputs.
RESULT
The MIDI data that was captured at All MIDI Inputs is inserted on the selected track as one,
linear MIDI part.
NOTE
If you insert buffer data from multiple selected tracks, the timing offsets between the data
played on the different tracks are retained.
NOTE
If your MIDI track uses MIDI inserts, and Record Output to Track is enabled in the MIDI Inserts
section, the buffer data includes the events that are created by the MIDI inserts.
RELATED LINKS
Recording a MIDI Insert Effect on page 887
MIDI Inserts on page 886
PREREQUISITE
You have played some MIDI notes in Stop mode or during playback, and you want to recover
them.
PROCEDURE
1. Select the MIDI track on which you want to insert the captured MIDI data.
2. In the top section of the MIDI track Inspector, click Retrospective Recording.
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MIDI Recording Specifics
NOTE
This is only available if your MIDI data was captured during playback, and cycle mode
was active.
RESULT
The MIDI data that was captured at the track input is inserted on the track.
NOTE
If the data was captured during playback, it is inserted at the position where you played it. If the
data was captured in Stop mode, it is inserted at the project cursor position.
PREREQUISITE
You have played some MIDI notes in Stop mode or during playback, and you want to recover
them.
PROCEDURE
1. Double-click the MIDI part where you want to insert the captured MIDI data to open it in a
MIDI editor.
2. On the MIDI editor toolbar, click Insert MIDI Retrospective Recording in Editor.
RESULT
The MIDI data that was captured on the track input is inserted into the MIDI part.
● If the data was captured during playback, it is inserted into the MIDI part along the timeline.
● If the data was captured in Stop mode, it is inserted at the project cursor position.
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Recording
Remaining Record Time
PROCEDURE
● Do one of the following:
● In the top section of the MIDI track Inspector, open the Retrospective Recording pop-
up menu, and select Empty Retrospective Record Buffer.
● Select a track, and select Transport > MIDI Retrospective Recording > Empty All
Buffers.
The available time depends on the current setup, for example, on the amount of tracks that are
record-enabled, the sample rate for your project, and the available hard disk space.
● To open the display, select Studio > More Options > Max. Record Time.
NOTE
The remaining record time is also shown in the status line above the track list.
If you use individual record folders to store your tracks on different drives, the time display refers
to the medium with the least storage space available.
Lock Record
The Lock Record function prevents you from accidentally deactivating record mode.
● Select Edit > Key Commands and in the Transport category, assign key commands to the
Lock Record and Unlock Record commands.
If Lock Record is activated and you want to enter stop mode, a dialog opens in which you need
to confirm that you want to stop recording. You can also use the Unlock Record key command
first and then enter stop mode as usual.
NOTE
An automatic punch out at the right locator position will be ignored in Lock Record mode.
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Importing Audio and MIDI Files
You can add audio and MIDI files to your project by importing them.
For postproduction, Nuendo provides a dedicated import function for original production audio
set recordings from a field recorder.
RELATED LINKS
Importing Audio Files on page 313
Importing Audio CD Tracks on page 314
Importing Audio from Video Files on page 317
Importing ReCycle Files on page 317
Importing Clip Packages on page 318
Importing Media on page 687
Field Recorder File Import on page 1247
PROCEDURE
1. In the Preferences dialog, select Editing > Audio.
2. Select an option from the On Import Audio Files pop-up menu.
3. Click OK.
RESULT
The import settings are saved and will take effect when you import audio. If you selected Open
Options Dialog, the Import Options dialog opens on every import and allows you to make your
changes. If you selected Use Settings, the settings specified in the On Import Audio Files
section of the Preferences dialog are used.
RELATED LINKS
Import Options Dialog for Audio Files on page 312
On Import Audio Files Settings on page 313
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Audio File Import
● When you import audio files and Open Options Dialog is activated in the On Import Audio
Files section of the Preferences dialog (Editing—Audio page), the Import Options dialog
opens.
Split Channels
Splits stereo or multi-channel audio files into a corresponding number of mono files,
one for each channel, and copies the imported files to the Audio folder of the project.
The split files are inserted into the project and into the Pool as separate mono tracks.
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Audio File Import
The Name Format pop-up menu allows you to specify how the split files are named.
This allows for compatibility with other products when exchanging audio files.
RELATED LINKS
Setting up Audio File Import Options on page 311
● When you import audio files and Use Settings is activated in the On Import Audio Files
section of the Preferences dialog (Editing—Audio page), the settings are used for importing
audio.
Split Channels
Splits stereo or multi-channel audio files into a corresponding number of mono files,
one for each channel, and copies the imported files to the Audio folder of the project.
The split files are inserted into the project and into the Pool as separate mono tracks.
The Name Format pop-up menu allows you to specify how the split files are named.
This allows for compatibility with other products when exchanging audio files.
PROCEDURE
1. Select File > Import > Audio File.
2. In the file dialog that opens, locate and select the audio file and click Open.
3. Make your changes in the Import Options dialog.
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Audio File Import
NOTE
RESULT
In the Project window, an event referencing the audio file is inserted on the selected track at the
project cursor position. If no track was selected, a new track is created.
A new audio clip is created and added to the Pool.
If you chose a compressed audio file other than FLAC, Nuendo copies the original compressed
file and converts it to wave format (Windows) or AIFF format (macOS).
NOTE
The resulting Wave/AIFF file is significantly larger than the original compressed file.
RELATED LINKS
Setting up Audio File Import Options on page 311
FLAC file
This is an open source format that reduces the size of audio files by 50 % to 60 %
compared to regular Wave files. The files have the extension .flac.
PROCEDURE
1. Select File > Import > Audio CD to import the CD tracks into the Project window.
2. Activate every audio file that you want to import in the Copy column.
3. Optional: Set a Default Name and a Destination Folder for the imported audio files.
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Audio File Import
4. Click the Copy button to create a local copy of the audio files or sections.
5. Click OK.
RESULT
The copied audio files are imported into the Project window and inserted on new tracks at the
project cursor position. By default, imported audio CD tracks are saved as wave files (Windows)
or AIFF files (macOS) in the Audio folder of the current project.
New audio clips are created and added to the Pool.
NOTE
You can also import audio files to the Pool only without importing them into the Project window.
RELATED LINKS
Importing Media on page 687
● To open the Import from Audio CD dialog, select File > Import > Audio CD.
Drive
Opens a pop-up menu that allows you to select the correct CD drive.
NOTE
While you normally want to use the fastest possible speed, you may have to select a
slower speed for flawless audio extraction.
Eject CD
Opens the CD drive.
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Audio File Import
Columns
The columns in the dialog have the following functions:
Copy
Activate this option for the tracks that you want to copy/import.
#
Shows the track number.
CD Track
The name of the CD track. On import, this is used as file name. It is provided
automatically from CDDB, if available.
To rename a track, click the track name and enter a new name.
Length
The length of the audio CD track in minutes and seconds.
Size
The file size of the audio CD track in MB.
Copy Start
The start of the section that is imported. On the ruler, drag the Left Marker to the
right to adjust this.
Copy End
The end of the section that is imported. On the ruler, drag the Right Marker to the left
to adjust this.
The Ruler
The ruler has the following functions:
1 Play Tracks
Plays back the selected track from the start to the end or from the left marker to the right
marker.
2 Stop Playback
Stops playback.
3 Play from Left Marker
Starts playback at the left marker.
4 Play to Right Marker
Starts playback some moments before the right marker and stops at the right marker.
5 Left Marker
Allows you to set the copy start manually.
6 Right Marker
Allows you to set the copy end manually.
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Audio File Import
Destination Folder
Allows you to select a folder for the imported files.
Copy
Copies the files.
Copied Files
Lists the files that you copied for import.
PROCEDURE
1. Select File > Import > Audio from Video File.
2. In the file dialog that opens, locate and select the video file, and click Open.
RESULT
The audio of the selected video file is extracted and converted to a wave file that is saved in the
Audio folder.
A new audio clip is created and added to the Pool. In the Project window, an event referencing
the audio file is inserted on the selected track at the project cursor position. If no track was
selected, a new track is created.
RELATED LINKS
Extracting Audio from Video on page 1243
Importing Video Files on page 1235
PREREQUISITE
REX Shared Library is installed on your system.
PROCEDURE
1. Select an audio track and move the project cursor to where you want the imported file to
start.
If you set the audio track to musical time base you can change the tempo later on and the
imported REX file automatically adjusts.
2. Select File > Import > Audio File.
3. In the file dialog, open the file type pop-up menu and select REX File or REX 2 File.
4. Select the file you want to import, and click Open.
RESULT
The file is imported and automatically adjusted to the current Nuendo tempo.
The imported REX file consists of several events, one for each slice in the loop. The events are
automatically placed in an audio part on the selected track and positioned so that the original
internal timing of the loop is preserved.
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Audio File Import
NOTE
You can achieve similar results by using Nuendo’s own loop slicing features.
RELATED LINKS
Slices on page 598
PROCEDURE
1. Select File > Import > Clip Package.
2. In the file dialog that opens, locate and select the clip package and click Open.
3. In the dialog that appears, select if you want to import automation data of the clip package.
RESULT
In the Project window, the events of the clip package are inserted and grouped. The first event is
inserted on the selected track. If no track is selected, new tracks are added below the existing
tracks and the events are inserted on these.
The audio parts and events are copied to the project folder.
If the sample rate of the audio files within the clip package does not correspond to the sample
rate of the project into which it is inserted, the files are automatically converted to the project
sample rate.
If automation data for volume and pan was saved in the clip package, a corresponding
automation curve is created together with the event.
Automation data for the VST MultiPanner is only applied correctly on import if a target track
with the correct surround format is selected.
RELATED LINKS
Clip Packages on page 210
Importing Media on page 687
Show Media Types Selector on page 714
Clip Packages Previewer on page 722
Pool Window on page 674
VST MultiPanner on page 746
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MIDI File Import
Import Markers
Imports Standard MIDI File Markers in the file and converts them to Nuendo markers.
Destination
Allows you to specify what happens when you drag a MIDI file into the project.
● MIDI Tracks creates MIDI tracks for the imported file.
● Instrument Tracks creates instrument tracks for each MIDI channel in the MIDI
file and lets the program automatically load appropriate presets.
● HALion Sonic SE multi-timbral creates several MIDI tracks, each routed to a
separate instance of HALion Sonic SE in the VST Instruments window, and loads
the appropriate presets.
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MIDI File Import
PROCEDURE
1. Select File > Import > MIDI File.
2. Optional: If a project is open, choose if you want to create a new project.
If you select No, the MIDI file is imported into the current project.
3. In the file dialog that opens, locate and select the MIDI file and click Open.
RESULT
The MIDI file is imported. The result depends on the contents of the MIDI file and the setting you
made in the Import Options section in the Preferences dialog (MIDI—MIDI File page).
It is also possible to import a MIDI file from disk by dragging it from the File Explorer/macOS
Finder into the Project window. The Import Options apply as well.
RELATED LINKS
Import Options for MIDI Files on page 319
Markers on page 368
Yamaha XF Format
Nuendo supports the Yamaha XF format. XF is an extension of the standard MIDI file format that
allows you to save song-specific data with a MIDI file of type 0.
When importing a MIDI file containing XF data, this data is placed in parts on separate tracks
called XF Data, Chord Data, or SysEx Data. You can edit such a part in the List Editor to add or
change lyrics, for example.
IMPORTANT
Do not change the order of events within the XF data or the event data itself, unless you have a
lot of experience with XF data.
Nuendo can also export XF data as part of a MIDI file of type 0. If you do not want to export the
XF data together with the MIDI data, mute or delete the tracks containing the XF data.
MIDI Loops
In Nuendo, you can import MIDI loops.
To import MIDI loops, use the MediaBay. MIDI loops have the file extension .midiloop.
RELATED LINKS
Importing MIDI Loops on page 846
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Quantizing MIDI and Audio
Quantizing means moving recorded audio or MIDI and positioning it on the nearest grid position
that is musically relevant. Quantizing is designed to correct errors, but you can also use it in a
creative way.
You can quantize audio and MIDI to a grid or to a groove. You can also quantize multiple audio
tracks simultaneously.
Audio and MIDI can be quantized at the same time. However, what exactly happens during
quantizing differs for audio and MIDI:
● Audio quantizing affects the audio event starts or the content of your audio.
● MIDI quantizing can affect the starts of MIDI events in a part, the MIDI event lengths, or the
MIDI event ends.
NOTE
Quantizing is based on the original position of the events. Therefore, you can freely try out
different quantize settings without the risk of destroying anything.
RELATED LINKS
Quantizing Audio Event Starts on page 323
Quantizing Audio Event Lengths (AudioWarp Quantizing) on page 324
Quantizing MIDI Event Starts on page 322
Quantizing MIDI Event Lengths on page 323
Quantizing MIDI Event Ends on page 323
Quantize Functions
The quantize functions are available in the Edit menu and in the Snap and Quantize sections of
the Project window toolbar.
Reset Quantize
Reverts your audio or MIDI to its original, unquantized state, and resets any length
changes that you performed in the Quantize Panel.
Quantize Panel
Opens the Quantize Panel.
Advanced Quantize
From this submenu, you can select the following functions:
● Quantize MIDI Event Lengths
Cuts off the ends of selected MIDI events so that the events match the length
quantize value. The start positions are kept.
● Quantize MIDI Event Ends
Moves the ends of MIDI events to the nearest grid positions.
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Quantizing MIDI Event Starts
Quantize Presets
PREREQUISITE
You have set up a quantize grid on the Quantize Presets pop-up menu on the Project window
toolbar.
PROCEDURE
1. Perform one of the following actions:
● In the Key Editor, select the MIDI events that you want to quantize.
● In the Project window, select a MIDI part.
2. Select Edit > Quantize.
RESULT
The starts of the selected MIDI events or all events of the selected MIDI part are quantized.
Events that do not match exact note positions are moved to the closest grid position. The note
lengths are maintained.
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Quantizing MIDI Event Lengths
PREREQUISITE
You have set up a length quantize value on the Length Quantize pop-up menu on the Key
Editor toolbar.
PROCEDURE
1. Perform one of the following actions:
● In the Key Editor, select the MIDI events that you want to quantize.
● In the Project window, select a MIDI part.
2. Select Edit > Advanced Quantize > Quantize MIDI Event Lengths.
RESULT
The ends of the selected MIDI events are cut off so that the events match the length quantize
value. The start positions are kept.
NOTE
If you have selected Quantize Link in the Length Quantize pop-up menu of the Key Editor
toolbar, the events are resized according to the grid that is set up in the Quantize Presets pop-
up menu. The Swing, Tuplet, and Catch Range settings on the Quantize Panel are taken into
account.
PREREQUISITE
You have set up a quantize grid on the Quantize Presets pop-up menu on the Project window
toolbar.
PROCEDURE
1. Perform one of the following actions:
● In the Key Editor, select the MIDI events that you want to quantize.
● In the Project window, select a MIDI part.
2. Select Edit > Advanced Quantize > Quantize MIDI Event Ends.
RESULT
The ends of the MIDI events are moved to the nearest grid positions.
PREREQUISITE
You have set up a quantize grid on the Quantize Presets pop-up menu on the Project window
toolbar.
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Quantizing Audio Event Lengths (AudioWarp Quantizing)
PROCEDURE
1. In the Project window, select an audio event, a sliced loop, or an audio part.
2. Select Edit > Quantize.
RESULT
The event snap point, or, if not available, the start of the audio event, is quantized. Event starts
that do not match exact note positions are moved to the closest grid positions.
NOTE
If you use the Quantize function on an audio part, the starts of the events inside the part are
quantized.
PROCEDURE
1. Perform one of the following actions:
● Select the audio event that you want to quantize.
● Select a range of the event that you want to quantize.
2. On the toolbar, activate AudioWarp Quantize On/Off.
3. Perform one of the following actions:
● Click Quantize Presets, and select a quantize grid preset from the pop-up menu.
● Click Open Quantize Panel, and define the quantize grid with the available parameters.
4. Select Edit > Quantize.
RESULT
The audio event is quantized, that is, its warp markers are aligned with the quantize grid by
applying time stretch, and the audio sections between the warp markers are stretched or
compressed to fit into the time interval that you set up on the Quantize Presets pop-up menu.
NOTE
If you use a quantize value of 1/4 on audio that is based on 16th notes, the warp markers at the
1/4 note positions are quantized to the grid, and the remaining warp markers are moved,
keeping the relative distances between the warp markers.
RELATED LINKS
Quantize Panel on page 326
Slices on page 598
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
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Quantizing Multiple Audio Tracks
2. Click Folder.
3. Click Add Track.
4. Move all audio tracks that you want to quantize into the folder track.
NOTE
The audio on all tracks must have the same start and end positions.
5. Select the folder track and activate Group Editing in the track list.
6. In the event display, select one of the events.
All audio events contained in the folder track are selected.
7. On the Project window toolbar, click Open Quantize Panel to open the Quantize Panel.
8. Make your changes in the Slice Rules section of the Quantize Panel, and click Slice.
The audio events in the edit group are sliced.
9. Make your changes in the quantize section of the Quantize Panel, and click Quantize.
The sliced events are quantized.
10. Optional: To correct overlaps or gaps in the quantized audio, make your changes in the
Crossfades section of the Quantize Panel, and click Crossfade.
RESULT
The audio events are quantized.
RELATED LINKS
Quantize Panel on page 326
Group Editing Mode on page 238
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Folder.
3. Click Add Track.
4. Move all audio tracks that you want to quantize into the folder track.
NOTE
The audio on all tracks must have the same start and end positions.
5. Select the folder track and activate Group Editing in the track list.
6. In the event display, select one of the events.
All audio events contained in the folder track are selected.
7. On the Project window toolbar, activate AudioWarp Quantize On/Off.
8. Click Open Quantize Panel to open the Quantize Panel.
9. Make your changes in the Warp Marker Creation Rules section of the Quantize Panel, and
click Create.
10. Make your changes in the Quantize Settings section of the Quantize Panel, and click
Quantize.
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Quantize Panel
RESULT
AudioWarp quantizing is applied to all tracks in the edit group.
RELATED LINKS
Quantize Panel on page 326
Group Editing Mode on page 238
Quantize Panel
The Quantize Panel allows you to define how to quantize audio or MIDI to the grid or to a
groove. Depending on what method you choose, different parameters are shown.
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Quantize Panel
Quantize Presets
To the top of the Quantize Panel the quantize presets are shown. Here, you can load and save
presets that include all settings for quantizing.
Select Preset
Allows you to select a preset.
Save Preset
Allows you to save the current settings as a preset, so that they become available on all
Quantize Presets pop-up menus.
Remove Preset
Allows you to remove the selected preset.
Rename Preset
Opens a dialog where you can rename the selected preset.
PROCEDURE
1. In the Project window, double-click the audio event from which you want to extract the
timing.
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Quantize Panel
RESULT
The groove is extracted from the audio event and made available in the Quantize Presets pop-
up menu on the Project window toolbar.
RELATED LINKS
Creating a Groove Quantize Map on page 601
Quantize Presets on page 327
● To access the options for quantizing to a musical grid, select a musical time format from the
Select Preset pop-up menu on the Quantize Panel.
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Quantize Panel
Grid
Allows you to select the basic value for the quantize grid.
Swing
Offsets every second position in the grid, creating a swing or shuffle feel.
NOTE
Swing is only available if Grid is set to a straight value and Tuplet is deactivated.
Catch Range
Allows you to set a value that determines that quantizing affects only audio or MIDI
within the set distance from the grid lines. This is reflected in the grid display.
Safe Range
Creates a safe zone before and after the quantize positions. If you specify a distance in
ticks (120 ticks = one 16th note), events that lie within this zone are not quantized. This
way, slight variations are kept.
Grid Display
Shows the quantize grid. Quantized audio or MIDI is moved to the positions indicated
by the vertical grid lines.
Tuplet
Creates rhythmically more complex grids by dividing the grid into smaller steps, and
thereby creating n-tuplets.
Rough
Allows you to set a distance in ticks, so that your audio or MIDI is quantized to random
positions within the specified distance from the quantize grid. This allows for slight
variations and, at the same time, prevents your audio or MIDI from ending up too far
away from the grid.
NOTE
Soft quantizing is based on the current, quantized positions and not on the original
event positions. You can repeatedly use the soft quantize mode to gradually move your
audio or MIDI closer to the quantize grid until you have found the right timing.
AudioWarp
Quantizes the content of your audio event by applying time stretch. The warp markers
are aligned with the defined quantize grid.
MIDI CC
Moves controllers related to MIDI notes (pitchbend, etc.) automatically with the notes
when these are quantized.
Reset Quantize
Resets your audio or MIDI to its original, unquantized state.
IMPORTANT
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Quantize Panel
Auto
Applies any changes immediately to the selected parts or events. A way of using this
feature is to set up a playback loop and adjust the settings until you are satisfied with
the result.
Quantize
Applies your settings.
To access the options for quantizing to a groove, select a MIDI part from an audio loop, an audio
event with hitpoints, or sliced audio, and perform one of the following actions:
● Drag the part or event to the grid display in the middle of the Quantize Panel.
● Select Edit > Advanced Quantize > Create Groove Quantize Preset.
Position
Determines how much the timing of the groove affects the music.
NOTE
NOTE
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Quantize Panel
Safe Range
Allows you to create a safe zone before and after the quantize positions. If you specify
a distance in ticks (120 ticks = one 16th note), events that lie within this zone are not
quantized. This way, slight variations are kept.
Grid display
Shows the quantize grid. Quantized audio or MIDI is moved to the positions indicated
by the vertical grid lines.
Pre-Q
Allows you to select a musical grid to which you can quantize your audio or MIDI first.
This gets the notes closer to their groove destination.
NOTE
If you apply a shuffle groove to a 16th-note pattern, for example, set up a pre-quantize
value of 16 to straighten up the timing before applying the groove quantizing.
Max. Move
Allows you to select a note value to specify a maximum distance that the audio or MIDI
can be moved.
Orig. Position
Sets the original starting position of the quantized material as starting point of the
quantizing. This allows you to synchronize material that does not start from bar 1 of
the project.
Rough Quantize
Allows you to set a distance in ticks so that your audio or MIDI is quantized to random
positions within the specified distance from the quantize grid. This allows for slight
variations and, at the same time, prevents your audio or MIDI from ending up too far
away from the grid.
NOTE
Soft quantizing is based on the current, quantized positions and not on the original
event positions. You can repeatedly use the soft quantize mode to gradually move your
audio or MIDI closer to the quantize grid until you have found the right timing.
AudioWarp
Quantizes the content of your audio event by applying time stretch. The warp markers
are aligned with the defined quantize grid.
MIDI CC
Moves controllers related to MIDI notes (pitchbend, etc.) automatically with the notes
when these are quantized.
Reset Quantize
Resets your audio or MIDI to its original, unquantized state.
IMPORTANT
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Quantize Panel
Auto
Applies any changes immediately to the selected parts or events. A way of using this
feature is to set up a playback loop and adjust the settings until you are satisfied with
the result.
Quantize
Applies your settings.
RELATED LINKS
Creating Groove Quantize Presets on page 327
● To access the Slice Rules section, move your audio tracks to a folder track, activate Group
Editing, and open the Quantize Panel.
Hitpoint Tracks
Lists all audio tracks of your edit group that have hitpoints.
Priority
Click and drag to the right or to the left to specify a priority. The hitpoints of the track
with the highest priority determine slice positions for the audio on all tracks. If the
zoom factor is high enough, cutting positions are marked in the Project window by
vertical lines.
Range
Allows you to specify the distance in which two hitpoints on different tracks are
considered to mark the same beat.
Offset
Allows you to set an offset that determines how far before the actual hitpoint position
an audio event is sliced. This allows for slight variations of the cutting position and is
useful if you want to create crossfades at the slice positions. Furthermore, it helps to
avoid cutting off signals on tracks that do not contain any hitpoints.
Slice
Slices all audio events of the edit group, and sets the event snap points to the position
of the hitpoint with the highest priority.
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Quantize Panel
Reset
Undoes the slicing and restores the original state of the audio events.
RELATED LINKS
Options for AudioWarp Quantizing Multiple Audio Tracks on page 333
Crossfades Section on page 333
AudioWarp Quantizing Multiple Audio Tracks on page 325
Group Editing Mode on page 238
Crossfades Section
The Crossfades section becomes available after you have sliced the audio events. The functions
in this section allow you to correct the overlaps or the gaps that might appear due to the re-
positioning of your audio.
Clicking Crossfade cuts the end of the first event at the start position of the following event (in
case of overlaps), and stretches the second event until it starts at the end of the previous event
(in case of gaps).
In some cases, you might want to achieve seamless transitions, applying crossfades after closing
the gaps. For this purpose, use the following parameters:
Length
Specifies the length of the crossfade area.
RELATED LINKS
Crossfade Editor on page 341
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Quantize Panel
Priority
In this column, you can define a priority for each track. The track with the highest
priority defines where the warp markers are created.
If you set up the same priority for several tracks, the warp marker position is defined
by the track that contains the first hitpoint within the specified range. This is decided
for each warp marker position anew.
● To specify a priority, click and drag to the right or to the left.
If no star is shown, the hitpoints on the corresponding track are not taken into
account.
Range
Two hitpoints on different tracks are considered to mark the same beat if they are
located within a certain distance from each other. The Range parameter specifies this
distance. The following rules apply:
● If one of the tracks has a higher priority, its hitpoint is used to create the warp
marker.
● If the tracks have the same priority, the first hitpoint in the range is used.
Reset
Undoes the creation of warp markers.
Create
Creates warp markers for all the tracks.
RELATED LINKS
Options for Quantizing Multiple Audio Tracks on page 332
AudioWarp Quantizing Multiple Audio Tracks on page 325
Group Editing Mode on page 238
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Envelopes
Fades allow you to gradually increase or decrease the volume at the start or end of audio events
or audio clips, and to create smooth transitions.
NOTE
The more event-based fades you apply, the more processing power is used.
Clip-based fades are applied to the audio clip. Events that refer to the same clip will have the
same fades.
● Crossfades
Crossfades allow you to create smooth transitions for consecutive audio events on the same
track. Crossfades are always event-based.
● Auto fades
Auto fades allow you to automatically apply short fade ins and fade outs to the events on
specific audio tracks. You can also apply them globally on all audio tracks. This creates
smooth transitions between events.
● Event envelopes
Event envelopes are volume curves for audio events or audio clips. They allow for volume
changes not only at the start or the end, but also within the audio or clip. They can be either
event-based or clip-based.
RELATED LINKS
Event-Based Fades on page 335
Creating Clip-Based Fades on page 339
Crossfades on page 340
Auto Fades and Crossfades on page 347
Event Envelopes on page 349
Event-Based Fades
You can create event-based fade ins and fade outs. These are calculated in real time when you
play back audio events. You can create different fade curves for several events, even if they refer
to the same audio clip.
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Event-Based Fades
RELATED LINKS
Creating and Editing Fades with the Handles on page 336
Creating and Editing Fades with the Range Selection Tool on page 337
Fade Dialog for Event-Based Fades on page 338
PROCEDURE
1. Select the audio events for which you want to create fades and point at one of them with the
mouse.
Triangular fade handles become visible in the upper left and right corners.
● Drag the right fade handle to the left to create a fade out.
RESULT
The fade is applied and shown in the event waveform. If you select multiple events, the same
fade is applied to all selected events.
NOTE
You can change the length of the fades at any time by dragging the handles.
Event Handles
Audio events have a fade-in and a fade-out handle, as well as a volume handle. These handles
provide a quick way to change the fade length or the volume of events in the Project window.
Event handles become visible if you point the mouse at an event or if you select events.
NOTE
To show event handles and fade curves always and not only when you point at events, activate
Show Event Volume Curves Always in the Preferences dialog (Event Display—Audio page).
In the upper left and right corners, you find triangular fade handles that allow you to change the
fade-in or fade-out length. In the top middle, you find a square handle that allows you to change
the volume.
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Event-Based Fades
● To change the fade-in length, drag the fade handle in the upper left to the right or to the left.
● To change the fade-out length, drag the fade handle in the upper right to the left or to the
right.
● To change the volume, drag the volume handle in the top middle up or down.
Fade and volume changes are reflected in the event waveform and on the info line.
NOTE
To change the event volume and the fades with the mouse wheel, activate Use Mouse Wheel for
Event Volume and Fades in the Preferences dialog (Editing—Audio page). When you press
Shift while moving the mouse wheel, and position the mouse pointer somewhere in the left half
of the event, the fade in end point is moved. When the mouse pointer is in the right half of the
event, the fade out start point is moved.
PROCEDURE
1. On the Project window toolbar, select the Range Selection tool.
2. Perform one of the following actions:
● To create a fade in that starts at the event start, select a range that starts at the event
start.
● To create a fade out that ends at the event end, select a range that ends at the event
end.
● To create a fade in and a fade out, select a range in the middle of the event.
● To create fades on multiple tracks, select a range that spans multiple audio events on
multiple audio tracks.
3. Select Audio > Adjust Fades to Range.
PROCEDURE
1. Select one or more audio events in the Project window.
2. Perform one of the following actions:
● To create a fade in, select Audio > Apply Standard Fade In.
● To create a fade out, select Audio > Apply Standard Fade Out.
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Event-Based Fades
RESULT
An event-based fade of the same length and shape as the default fade is applied.
NOTE
To change the default fade, select Audio > Open Fade Editor(s), set up the fade and click As
Default.
RELATED LINKS
Fade Dialog for Event-Based Fades on page 338
PROCEDURE
1. Perform one of the following actions:
● To remove the fades for an event, select the event with the Object Selection tool.
● To remove the fades for a range, select the fade area with the Range Selection tool.
2. Select Audio > Remove Fades.
● To open the dialog for event-based fades, create a fade for one or more audio events, select
the events and select Audio > Open Fade Editor(s).
NOTE
If you select several events, you can adjust the fade curves for all selected events at the same
time. This is useful if you want to apply the same type of fade in to more than one event, for
example.
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Creating Clip-Based Fades
PROCEDURE
1. In the Project window, select one or more audio events or a range for which you want to
create a fade.
The length of your selection determines the length of the fade area.
2. Perform one of the following actions:
● To create a fade in, select Audio > Processes > Fade In.
● To create a fade out, select Audio > Processes > Fade Out.
3. In the Direct Offline Processing window, click the Curve Type buttons to specify a fade
curve, or click and drag with the mouse in the curve display to draw in a curve.
4. Optional: Activate Audition to hear the effect of the specified fade on the selected audio
event.
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Crossfades
RESULT
The fade is applied to the audio. You can remove or modify the fades at any time using the
Direct Offline Processing window.
RELATED LINKS
Direct Offline Processing on page 534
Fade In/Fade Out on page 548
On Processing Shared Clips on page 340
Continue
Click Continue to apply the processing to all events that refer to the audio clip.
New Version
Click New Version to create a separate, new version of the audio clip for the selected
event.
Crossfades
Crossfades allow you to create smooth transitions for consecutive audio events on the same
track. Crossfades are always event-based.
You can only create crossfades if the consecutive events or their respective clips overlap.
● If the audio events overlap, a crossfade of the default shape (linear, symmetric) is applied in
the overlapping area.
NOTE
You can edit the default crossfade length and shape in the Crossfade editor.
● If the respective audio clips overlap, the two events are resized so that they overlap, and a
crossfade of the default length and shape is applied in the overlapping area.
● If neither the audio events nor the clips overlap, a crossfade cannot be created.
RELATED LINKS
Crossfade Editor on page 341
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Crossfades
Creating Crossfades
You can create crossfades between two consecutive audio events.
PROCEDURE
1. Perform one of the following actions:
● To create a crossfade between two events, select the Object Selection tool, and select
two consecutive audio events.
● To create a crossfade to a selected range between two events, select the Range
Selection tool, and select a range covering the area where you want to apply a
crossfade.
2. Select Audio > Crossfade or use the key command X .
RESULT
The crossfade is applied.
PROCEDURE
1. Select the Range Selection tool.
2. Select a range between two events that covers the length of the crossfade you want to apply.
3. Select Audio > Adjust Fades to Range.
RESULT
The crossfade length is adjusted to the selected range.
Crossfade Editor
The Crossfade editor allows you to edit crossfades. It shows a fade display of the selected audio
and the fade curves together with fade-in and fade-out curve settings, and common settings.
● To open the Crossfade editor, select one or both crossfaded events, and select Audio >
Crossfade, or double-click the crossfade zone.
NOTE
You can activate a simplified Crossfade editor in the Preferences dialog. Select Editing >
Audio and activate the Simple Crossfade Editor option.
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Crossfades
Length
Specifies the length of the crossfade area.
Overlap
Defines the position of the splice point in the crossfade area.
Volume
Changes the volume of the crossfaded events. This is the same as using the volume
handles in the event display.
Nudge
Nudges the fade area or the audio in the desired direction.
Nudge Range
Specifies the range that is moved when using Nudge.
Nudge modes
Determines what is moved when you use Nudge.
● To move the audio, activate Nudge: Move Audio.
● To move the fade, activate Nudge: Move Fade.
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Crossfades
Chaining Mode
Determines how the audio to the right of the crossfade on the track behaves when you
move the crossfade for an event.
● To move all following events on the track, activate Until End.
● To move all following events on the track up to the next gap, activate Until Gap.
● To move none of the following events on the track, activate None.
NOTE
The behavior is different depending on whether the next audio event on the track
follows seamlessly or with a gap.
Symmetric Fades
Activate this to link the editing controls of the fade-out and fade-in curves. This allows
you to use the fade-out or fade-in controls to move both fade curves by the same
amount.
Presets
Click Save Preset on the Presets pop-up menu to store the crossfade settings so that
you can apply them to other events.
● To remove a preset, select it on the pop-up menu and click Remove Preset.
Default buttons
Click As Default to store the current settings as default. Default settings are used
whenever you create new crossfades.
Click Recall Default to apply the curves and settings of the default crossfade.
Equal Gain
Adjusts the fade curves so that the summed fade-in and fade-out amplitudes are the
same all along the crossfade region. This is often suitable for short crossfades.
Equal Power
Adjusts the fade curves so that the energy (power) of the crossfade is constant all along
the crossfade region.
Equal Power curves have only one editable curve point. You cannot change the curve
shape if this mode is selected.
Auto Zoom
Zooms and centers the display automatically on the current crossfade when you resize
it. This also works when you select the next crossfade using Select Crossfade.
Auto-Scroll
Scrolls the crossfade display during playback, so that the position cursor is always
visible. This only applies when using the Transport panel and it works like the
corresponding function in the Project window.
Zoom to Fade
Zooms and centers the display on the selected crossfade area.
Volume
Allows you to set the audition level.
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Crossfades
Audition buttons
● To audition the fade-out part of the crossfade, click Play Fade Out.
● To audition the whole crossfade, click Play Crossfade.
● To audition the fade-in part of the crossfade, click Play Fade In.
You can set up key commands for this in the Key Commands dialog.
RELATED LINKS
Moving the Crossfade Area with the Nudge buttons on page 345
Moving the Crossfade Area with the Overlap Controls on page 344
Resizing the Crossfade Area on page 346
Key Commands on page 1312
Event Handles on page 336
Auto-Scroll Settings Menu on page 274
In the Crossfade editor, you have the following options to move the crossfade area:
● You can use the Overlap controls to determine how much of the fade-out and how much of
the fade-in event is included in the crossfade area.
● You can use the Nudge buttons in Move Fade mode to move the crossfade area. The audio
events or clips keep their positions.
● You can use the Nudge buttons in Move Audio mode to move the audio of the fade-in event.
The size of the crossfade area is kept.
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Crossfades
overlapping area between two audio events or clips. The audio events or clips keep their
positions.
● If you activate the Symmetric Fades option, the splice point for the fade out and the fade in
is initially situated in the center of the crossfade. If you move the Overlap control for the
fade in, the fade out control moves accordingly.
● If you deactivate the Symmetric Fades option, you can move the Overlap controls
separately to set up different overlap values for the fade-in and fade-out curves. This is
indicated in the Splice Point Offset field.
● To move the fade area, activate Move Fade in the Nudge Mode section.
● To move the audio clip, activate Move Audio in the Nudge Mode section.
● If you activate Symmetric Fades, and the Nudge Mode is set to Move Fade, the fade out
area and the fade in area are moved by the same amount.
You can also move the fade by using the middle handle of the fade out or the fade in curve.
● If you activate Symmetric Fades, and the Nudge Mode is set to Move Audio, the Nudge
buttons in the fade in display move the audio event.
You can also move the audio by clicking the fade in event and dragging with the hand
symbol that appears.
NOTE
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Crossfades
In the Crossfade editor, you have the following options to resize the crossfade area:
● You can use the Length controls to resize the crossfade areas between two audio events or
clips without moving the splice points.
● You can use the fade in curve and fade out curve handles to resize the crossfade area
between two audio events or clips and move the splice points at the same time.
IMPORTANT
To be able to resize a crossfade, it must be possible to resize the corresponding event. If the fade
out event already plays its audio clip to the end, its end point cannot be moved any further to the
right.
● To resize the crossfade area, use the Length controls or the Length fields.
You can also resize the crossfade area by clicking and dragging the length handles for the
fade out and the fade in curve in the crossfade display.
● If you activate Symmetric Fades, the fade out and the fade in lengths are changed by the
same amount.
● If you deactivate Symmetric Fades, you can use the upper Length controls to change the
length of the fade out curve, and the lower controls to change the length of the fade in
curve.
● To resize the crossfade area together with the splice points, drag the right handle of the fade
out curve to the left or drag the left handle of the fade in curve to the right.
● If Symmetric Fades is activated, the length and splice points of both the fade out curve and
the fade in curve are changed.
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Auto Fades and Crossfades
● If Symmetric Fades is deactivated, the right handle of the fade out curve changes the length
and splice point of the fade out curve, and the left handle of the fade in curve changes the
length and splice point of the fade in curve.
Removing Crossfades
You can remove crossfades.
PROCEDURE
1. Perform one of the following actions:
● Select the Object Selection tool and select one of the crossfaded events.
● Select the Range Selection tool and select the crossfades you want to remove.
2. Select Audio > Remove Fades.
RESULT
The selected crossfades are removed.
NOTE
You can also remove a crossfade by clicking and dragging it outside the track.
IMPORTANT
As event-based fades are calculated in real time during playback, applying auto fades to a higher
number of audio events results in a higher demand on the processor.
NOTE
● To open the global Auto Fades dialog, select Project > Auto Fades Settings.
● To open the Auto Fades dialog for a track, right-click in the track list and select Auto Fades
Settings.
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Auto Fades and Crossfades
1 Auto Fade In
Activates auto fade ins.
2 Auto Fade Out
Activates auto fade outs.
3 Auto Crossfades
Activates auto crossfades.
4 Use Project Settings
This is only available if you opened the Auto Fades dialog for individual tracks. Deactivate
this to set up and apply the settings to individual tracks only. If you want a track with
individual auto fade settings to use the global settings again, activate Use Project Settings.
5 Length
Specifies the length of the auto fades or crossfades.
6 As Default
Saves the current settings as default.
7 Fades section
Provides the settings for auto fades.
The Curve Type buttons allow you to determine whether the corresponding fade curve uses
Spline Interpolation , Damped Spline Interpolation or Linear Interpolation .
The Curve Shape buttons give you quick access to common curve shapes.
8 Crossfades section
Provides the settings for auto crossfades.
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Event Envelopes
Equal Gain allows you to adjust the fade curves so that the summed fade-in and fade-out
amplitudes are the same all along the crossfade region.
Equal Power allows you to adjust the fade curves so that the energy (power) of the
crossfade is constant all along the crossfade region.
PROCEDURE
1. Select Project > Auto Fades Settings.
This opens the Auto Fades dialog for the project.
2. Set up the fades as desired.
3. Click OK.
RELATED LINKS
Fade Dialog for Event-Based Fades on page 338
Crossfade Editor on page 341
PROCEDURE
1. Perform one of the following actions:
● Right-click the track in the track list, and from the context menu, select Auto Fades
Settings.
● Select the track, and in the Inspector, click Auto Fades Settings.
The Auto Fades dialog for the track opens.
2. Deactivate Use Project Settings.
Any settings you now make are applied to the track only.
3. Set up the auto fades.
4. Click OK.
Event Envelopes
Event envelopes are volume curves for audio events. They allow you to create volume changes
within the event, not only at the start or end.
On the event envelopes, you can create volume changes by adding curve points with the Draw
tool.
The envelope curve is a part of the audio event. If you move or copy the event, the event
envelope follows.
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Event Envelopes
PROCEDURE
1. Zoom in on the event so that you can view its waveform properly.
2. Select the Draw tool and click at the position in the event where you want to change the
volume.
3. Click with the Draw tool.
RESULT
The volume change is created. The waveform image of the event changes according to the
volume change.
PROCEDURE
● Perform one of the following actions:
● To remove a curve point from the envelope, click on it and drag it outside the event.
● To remove an event envelope curve from a selected event, select Audio > Remove
Volume Curve.
PROCEDURE
1. In the Project window, select the event.
2. Select Audio > Processes > Envelope.
3. In the Direct Offline Processing dialog, make your changes, and click Apply.
RESULT
The volume change is created. The waveform image of the event changes according to the
volume change.
RELATED LINKS
Envelope on page 547
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Arranger Track
The arranger functions in Nuendo allow you to work in a non-linear fashion. Using an arranger
track allows you to specify how and when specific sections are played back, even in live
performances. This way, you do not need to move, copy, and paste events in the Project window.
NOTE
To use the arranger functions, you must add an arranger track and define arranger events.
Arranger events can be of any length. They can overlap and are not bound to the start or end of
existing events and parts. You can order them in a list, and add repeats as desired.
You can edit arranger events using the standard techniques. Copies from arranger events are
independent from the original event.
You can create several arranger chains that allow you to save different versions of a song within
the project.
You can flatten arranger chains to convert them into a linear project.
RELATED LINKS
Adding Arranger Events on the Arranger Track on page 351
Setting up an Arranger Chain and Adding Events on page 355
Flattening the Arranger Chain on page 356
PREREQUISITE
Snap is activated, and Snap Type is set to Events.
PROCEDURE
1. Select Project > Add Track > Arranger.
The arranger track is added.
2. Select the Draw tool and draw an arranger event on the arranger track.
An arranger event is added.
3. Draw as many events as you need.
RESULT
The arranger events are added to your project.
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Arranger Editor
RELATED LINKS
Arranger Track on page 158
Setting up an Arranger Chain and Adding Events on page 355
Snap Function on page 89
Snap Types Menu on page 90
PROCEDURE
1. Select the arranger event that you want to rename.
2. Perform one of the following actions:
● Select the event name on the info line.
● Hold down Alt/Opt and double-click the name in the arranger chain.
3. Enter a new name.
Arranger Editor
The Arranger Editor allows you to set up arranger chains.
● To open the Arranger Editor, select an arranger track, and click Open Arranger Editor in
the track list.
Arranger toolbar
Shows the transport buttons, the arranger transport buttons, and the arranger tools.
NOTE
Initially, the arranger chain is empty. To fill it up, you must add events from the
Arranger Events list.
Arranger Events
Lists the available arranger events in the order they appear on the timeline.
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Arranger Track
Arranger Editor
● To open the Arranger Editor, select an arranger track, and click Open Arranger Editor in
the track list.
Navigates to the first repeat of the current entry in the current arranger chain list.
Navigates to the last repeat of the current entry in the current arranger chain list.
Creates a duplicate of the current arranger chain, containing the same events.
Removes the selected arranger chain. This is only available if you have created more
than one arranger chain.
Flatten Chain
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Arranger Track
Arranger Editor
● To open the Arranger Editor, select an arranger track, and click Open Arranger Editor in
the track list.
To select one of the repeat modes, click the Mode column in the Current Arranger Chain list.
1 Normal
Plays back the arranger chain exactly the way you set it up.
2 Repeat Forever
Repeats the current arranger event in a loop until you click another event in the Arranger
Editor or until you click Play once again.
3 Pause After Repeats
Pauses playback after all repeats of the current arranger event have been played back.
NOTE
During playback, the Counter column indicates which repetition of the event is playing.
● To show the flatten options, open the Arranger Editor, and click Flatten (with Options &
Preferences).
In the Source section, you can specify which arranger chains are flattened.
Current Chain
Flattens the current chain only.
Checked Chains
Opens a list of the available arranger chains where you can activate the arranger tracks
that you want to flatten.
All Chains
Flattens all arranger chains of the current project.
The Destination section allows you to choose where the result of the flattening is saved.
Current Project
This is only available if Source is set to Current Chain. Activate this option if you want
to save the flattened chain in the current project.
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Setting up an Arranger Chain and Adding Events
New Project
Allows you to flatten one or more chains in a new project with the following naming
options:
● Append Chain Name
Appends the chain names to the project name.
● Use Chain Name
Names the new projects after the current arranger chains.
● Add Number
Names the new projects after the old ones and adds a number.
RELATED LINKS
Flattening the Arranger Chain on page 356
PROCEDURE
1. Click e to open the Arranger Editor.
2. Activate Activate Arranger Mode.
3. Perform one of the following actions to add arranger events to the arranger chain:
● Double-click an event in the Arranger Events list.
● Select one or more events in the Arranger Events list, right-click, and select Append
Selected In Arranger Chain.
● Drag an arranger event from the Arranger Events list and drop it in the Current
Arranger Chain list.
● Drag an arranger event from the Project window and drop it in the Current Arranger
Chain list.
4. Click Play.
RESULT
The arranger events are played back in the order that you specified in the arranger chain.
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Setting up an Arranger Chain and Adding Events
RELATED LINKS
Arranger Chain Repeat Modes on page 354
PREREQUISITE
Arranger Mode is activated.
PROCEDURE
1. Open the Arranger Editor.
2. Click Create New Chain.
RESULT
A new, empty arranger chain is activated. This is reflected by a new name in the Select Active
Chain pop-up menu and a new, empty Current Arranger Chain list.
RELATED LINKS
Arranger Chain Repeat Modes on page 354
PREREQUISITE
You have saved a copy of the project before flattening the arranger chain.
NOTE
Flattening the arranger chain may remove events and parts from the project. Only use Flatten
when you know you do not want to edit the arranger track/chain any more. If in doubt, save a
copy of the project before flattening the arranger chain.
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Jump Mode
PROCEDURE
1. Select the arranger chain that you want to convert into a linear project.
2. Optional: Click Flatten (with Options & Preferences)
NOTE
If you realize that you want to do further adjustments, click Go Back. The activated flatten
options are kept.
4. Click Flatten.
RESULT
The events and parts in the project are reordered, repeated, resized, moved and/or deleted, so
that they correspond exactly to the arranger chain.
Jump Mode
If you have set up an arranger track and play it back, you have live access to the playback order.
This way, you can loop your arranger events with more flexibility regarding the length of the
playback.
PREREQUISITE
An arranger chain is set up and the arranger mode is activated.
PROCEDURE
1. Play back your project.
2. In the lower part of the Inspector, open the Jump Mode pop-up menu, and select an option
from the pop-up menu.
This determines how long the active arranger event is played, before jumping to the next
one.
3. In the Arranger Events list of the Inspector, click the arrow to the left of the arranger event
that you want to trigger.
RESULT
The arranger event is looped according to your settings, until you click another arranger event.
NOTE
You can assign key commands to trigger arranger events in the Arranger category of the Key
Commands dialog.
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Arranging Music to Video
RELATED LINKS
Jump Mode Options on page 358
● To show the Inspector for the arranger track, select the arranger track in the track list.
None
Jumps to the next section immediately.
4 Bars, 2 Bars
Jumps to the next arranger event after 2 or 4 bars. If the current arranger event is
shorter than 2 or 4 bars, playback jumps to the next arranger event at the event end.
1 Bar
Jumps to the next section at the next barline.
1 Beat
Jumps to the next section at the next beat.
End
Plays the current section to the end, then jumps to the next section.
PREREQUISITE
You have connected and set up an external sync master device to your computer. You have
created a new, empty project and added a MIDI track.
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Arranging Music to Video
PROCEDURE
1. Create a MIDI part that starts at position 00:00:00:00 and ends at position 00:01:00:00.
2. Create a MIDI part that starts at position 00:01:00:00 and ends at position 00:02:00:00.
3. Create a MIDI part that starts at position 00:02:00:00 and ends at position 00:03:00:00.
4. On the Transport panel, activate Sync.
5. Select Project > Add Track > Arranger.
The arranger track is added.
6. On the arranger track, add arranger events at the positions of the MIDI parts.
7. Set up the arranger chain A-A-B-B-C-C.
8. Activate Arranger mode and start playback.
9. On your external sync master device, start external timecode at position 00:00:10:00.
In your project, the position 00:00:10:00 is located, and arranger part A is played back.
10. Start your external sync master device at a position that does not match the project start
time, for example, 00:01:10:00.
In your project, the position 00:01:10:00 is located, and arranger part A is played back.
RESULT
If you position the external sync master device to a position that does not match the project start
time, Nuendo automatically jumps to the right position in the arranger track.
NOTE
The reference for the external timecode can be MIDI or any other timecode that can be
interpreted by Nuendo.
RELATED LINKS
Arranger Track on page 158
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Transpose Functions
The transpose functions for audio and MIDI in Nuendo allow you to change the pitches of audio
and MIDI for playback without changing the actual MIDI notes or the audio.
● An entire project by changing the Project Root Key on the Project window toolbar.
● Specific sections of your project by creating a transpose track and adding transpose events.
● Individual parts or events by changing their transpose value on the Project window info line.
IMPORTANT
As a general rule, always set the root key first when you work with content with a defined root
key.
NOTE
To transpose MIDI notes on a selected track, you can also use MIDI modifiers. If you want to
change the actual notes, use the MIDI transpose functions in the Transpose Setup dialog and in
the MIDI effects (see the separate document Plug-in Reference).
RELATED LINKS
Transposing with the Project Root Key on page 361
Transposing Sections of a Project with Transpose Events on page 364
Transposing Individual Parts or Events using the Info Line on page 366
MIDI Modifiers on page 881
Transpose and Velocity on the Info Line on page 889
Transpose Setup Dialog on page 900
To change the Project Root Key, use the Project Root Key pop-up menu on the Project window
toolbar.
If you change the project root key, loops that already contain root key information will follow
automatically.
RELATED LINKS
Transposing with the Project Root Key on page 361
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Project Root Key
PREREQUISITE
You have opened a project that contains audio loops with different root keys.
PROCEDURE
1. Optional: Select the drum and percussion loops in your project and set the Global
Transpose setting on the info line to Independent.
This setting excludes the loops from being transposed.
2. On the Project window toolbar, open the Project Root Key pop-up menu and set a root key
for the project.
This changes the root key for the entire project and transposes the loops to match this key.
RESULT
The loops follow the project root key.
RELATED LINKS
Excluding Individual Parts or Events from Global Transpose on page 367
Transpose Track and Recording on page 366
PROCEDURE
1. On the Project window toolbar, open the Project Root Key pop-up menu and set a root key
for the project.
2. Optional: Select the drum and percussion loops in your project and set the Global
Transpose setting on the info line to Independent.
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Project Root Key
RESULT
All parts or events that do not contain any root key information are set to the project root key.
RELATED LINKS
Excluding Individual Parts or Events from Global Transpose on page 367
PROCEDURE
1. Optional: Select the drum and percussion loops in your project and set the Global
Transpose setting on the info line to Independent.
This setting excludes the loops from being transposed.
2. On the Project window toolbar, open the Project Root Key pop-up menu and set the root
key.
All parts and events are transposed in order to match the root key.
3. Record your music.
RESULT
All recorded audio events and MIDI parts get the project root key information. On the info line,
the Global Transpose setting for recorded events is set to Follow.
PROCEDURE
1. Select Media > Open Pool Window.
2. Open the View/Attributes pop-up menu, and activate the Root Key option.
The Key column is displayed in the Pool window.
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Transpose Track
3. Click the Key column for the audio event or part that you want to assign a different root key
to, and select a key from the pop-up menu.
RESULT
The root key of the audio event or part is changed. The corresponding audio file, however,
remains unchanged. If you change the project root key, the audio events or parts keep their own
root key settings, and are transposed to match the Project Root Key.
NOTE
NOTE
Save the root key in the audio file by selecting the audio event in the event display, and by
selecting Audio > Bounce Selection.
PROCEDURE
1. In the event display, select the MIDI part.
2. In the Project window info line, click Root Key and select a key from the pop-up menu.
RESULT
The root key of the MIDI part is changed. If you change the project root key, the MIDI parts keep
their own root key settings, and are transposed to match the Project Root Key.
Transpose Track
The transpose track allows you to transpose the entire project or sections of it. This function is
useful if you want to create harmonic variations.
For this function to work, you must add transpose events. These transpose events allow you to
transpose specific sections of your project in semitones.
EXAMPLE
If your singer does not reach a certain pitch, you can transpose the entire project by adding a
transpose track and creating a transpose event with the value -2 semitones. After recording, set
the transpose event back to 0.
EXAMPLE
If you want to brighten up your loops in C major, you can transpose them by adding a transpose
track and creating a transpose event with the value 5. This transposes them by 5 semitones, so
that the subdominant on F major is played back.
EXAMPLE
If you want to turn your song more interesting, you can transpose the last chorus of your project
by adding a transpose track and creating a transpose event with the value 1.
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Transpose Track
PROCEDURE
1. Select Project > Add Track > Transpose.
The transpose track is added to the track list. You can only have one transpose track in a
project.
2. Select the Draw tool and click on the transpose track.
A transpose event is created from the point where you clicked until the end of the project.
4. Click the value in the lower left corner of the event, and enter a transpose value between -24
and 24 semitones.
5. Play back your project.
RESULT
The sections of your project that are situated at the same time positions as the transpose events
are transposed.
RELATED LINKS
Excluding Individual Parts or Events from Global Transpose on page 367
PROCEDURE
● In the track list of the transpose track, click Mute Transpose Events.
RESULT
The transpose events are not taken into account during playback.
Transpose Lock
The lock function on the transpose track allows you to prevent your transpose events from being
moved or changed by mistake.
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Keep Transpose in Octave Range
This ensures that nothing is transposed by more than seven semitones, and that your music
never sounds unnatural because the pitch was raised too high or too low. We also recommend
activating this function, when you work with audio loops.
EXAMPLE
You have opened the Key Editor and activated Indicate Transpositions .
You have added a transpose track and activated Transpose in Octave Range .
If you add a transpose event with a value of 8 semitones or higher, the chord is transposed to the
nearest interval or pitch.
Indicate Transpositions
For MIDI parts, you can get a visual feedback that allows you to compare the original sounds and
the music transposed for playback.
● To activate Indicate Transpositions for a MIDI part, open the part in the Key Editor, and
click Indicate Transpositions.
If Indicate Transpositions is deactivated, the original pitches of the notes in the MIDI part are
shown.
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Transpose on the Info Line
If your project contains a transpose track with transpose events, and you record audio or MIDI,
the following happens:
● Global Transpose is automatically set to Independent for the recorded parts or events.
● The project root key is not taken into account.
If your project does not contain a transpose track or if no transpose events are added, the
following happens:
● Global Transpose is automatically set to Follow for the recorded parts or events.
● The recorded parts or events get the project root key.
To do this, change the transpose value in the Transpose field on the info line.
The Transpose field also indicates transpositions introduced by changing the Project Root Key.
PROCEDURE
1. Select the event or part that you want to transpose.
2. On the Project window info line, click the Transpose field and enter a transpose value in
semitones.
NOTE
If the project already contains global transpose changes, it might be useful to activate Keep
Transpose in Octave Range.
RESULT
The event is transposed accordingly. The transpose value is added to any global transpose
change that you have created by using the root key or the transpose track.
RELATED LINKS
Keep Transpose in Octave Range on page 365
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Excluding Individual Parts or Events from Global Transpose
PROCEDURE
1. Select the event or part that you want to exclude from being transposed.
2. On the info line, click the Global Transpose field to set the value to Independent.
Events that are excluded from Global Transpose show a symbol in the upper right corner.
RESULT
If you change the project root key or add transpose events, the Independent parts or events are
not affected.
NOTE
Ready-made parts or events that are tagged as drums or FX, are automatically set to
Independent.
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Markers
Markers are used to locate certain positions quickly. There are two types of markers: position
markers and cycle markers.
If you often find yourself jumping to a specific position within a project, you should insert a
marker at this position. You can also use markers to make range selections or for zooming.
Markers are located on marker tracks. For postproduction purposes, you can add up to 32
marker tracks. This is useful for viewing and working with Edit Decision Lists and CSV files.
A video cut detection allows you to add markers at all video cut positions.
You can show vertical marker lines that indicate marker positions on all tracks throughout the
entire project. Marker lines are shown in the Project window and in the Global Tracks section of
the Key Editor Inspector.
RELATED LINKS
Position Markers on page 368
Cycle Markers on page 368
Marker Track on page 377
Event Opacity on page 1361
Event Display - Markers on page 1364
Showing/Hiding Marker Lines in the Project Window on page 369
Showing/Hiding Marker Lines in the Key Editor on page 370
Showing/Hiding Individual Tracks on page 70
Showing/Hiding Global Tracks in the Key Editor on page 962
EDL Files on page 1253
CSV Files on page 383
Adding Markers at Video Cut Positions on page 1254
Position Markers
Position markers allow you to save a specific position.
Position markers on the marker track are shown as marker events: vertical lines with the marker
description (if assigned) and number beside it. If you select a marker track, all its markers are
shown in the Inspector.
Cycle Markers
By creating cycle markers you can save any number of left and right locator positions as start
and end positions of a range and recall them by double-clicking on the corresponding marker.
Cycle markers are shown on a marker track as two markers bridged by a horizontal line. Cycle
markers are ideal for saving sections of a project.
By defining cycle markers for different actors when post-synchronizing a film project, you can
quickly navigate to the sections and repeat or record them again by activating Activate Cycle on
the Transport panel.
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Showing/Hiding Marker Lines in the Project Window
PROCEDURE
● To set the left locator to the cycle marker start and the right locator to the cycle marker end,
perform one of the following actions:
● Double-click on a cycle marker.
● From the Cycle pop-up menu in the track list, select a cycle marker.
RESULT
The left and right locators are moved to encompass the cycle marker.
● To add a cycle marker, press Ctrl/Cmd , click and drag on the marker track.
● To change the start/end position of a cycle marker, drag the start/end handle.
● To move a cycle marker to another position, drag the upper border.
● To delete a cycle marker, click with the Erase tool.
If you hold down Alt/Opt when you click, all consecutive markers are deleted.
● To cut a range in a cycle marker, select a range in the cycle marker and press Ctrl/Cmd - X .
● To set the marker start/end of the selected cycle marker to the cursor position, select
Project > Markers to open the Markers window, and select Functions > Set Marker
Start/End to Cursor.
● To set the left and right locators, double-click a cycle marker.
● To zoom in on a cycle marker, press Alt/Opt and double-click the cycle marker.
PREREQUISITE
● You have added at least one marker track and one marker to your project.
● The marker track is visible and not filtered out with the Visibility tab.
PROCEDURE
● In the Project window track list, right-click a marker track and select an option from the
Show Marker Lines menu.
You can show marker lines of the active marker track, of all marker tracks, or you can hide
them.
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Showing/Hiding Marker Lines in the Key Editor
RESULT
In the Project window event display, marker lines are shown according to your settings.
NOTE
The Show Marker Lines options are also available in the Preferences dialog (Event Display—
Markers page).
Marker lines are shown behind other events on other tracks. If you need a more pronounced
indication of the lines, consider lowering the Event Opacity in the Preferences dialog (Event
Display page).
RELATED LINKS
Event Display - Markers on page 1364
PREREQUISITE
● You have added at least one marker track and one marker to your project.
● The marker track is visible and not filtered out with the Visibility tab.
PROCEDURE
1. In the Key Editor Inspector, activate the Global Tracks section.
2. In the track list of the Global Tracks section, activate one or more marker tracks.
3. In the Project window track list, right-click a marker track and select an option from the
Show Marker Lines menu.
You can show marker lines for the active marker track, for all marker tracks, or you can hide
them.
RESULT
In the event display for global tracks in the Key Editor, marker lines are shown according to your
settings.
NOTE
The Show Marker Lines options are also available in the Preferences dialog (Event Display—
Markers page).
Marker lines are shown behind other events on other tracks. If you need a more pronounced
indication of the lines, consider lowering the Event Opacity in the Preferences dialog (Event
Display page).
RELATED LINKS
Event Display - Markers on page 1364
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Markers Window
Markers Window
In the Markers window, you can view and edit markers. The markers on the active marker track
are displayed in the marker list in the order in which they occur in the project.
Functions menu
Lists all functions available in the Marker window.
Reset Filters
Allows you to remove all filters for all columns.
Filter Markers
Allows you to specify which marker type is shown in the marker list.
Markers list
Shows the markers in the order in which they occur in the project.
Details View
Shows the attributes that are set up for the details view.
ADR Panel
Shows the ADR functions.
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Markers Window
Marker Settings
Shows the marker settings.
● To move to the previous/next marker in the list, press the Up Arrow / Down Arrow keys.
● To jump to the first/last marker, press the Page Up / Page Down keys.
● To step through the attributes of a marker, select a marker, then click again and press Tab .
● To step back, press Shift - Tab .
NOTE
When working with video, you can use the Markers window as a spotting list (a list of timecode
values) to position your audio events according to the video events.
RELATED LINKS
Locating to Markers on page 1260
● To sort the marker list by a specific attribute (except Row Count), click on the corresponding
column header.
● To reorder the marker attributes, drag and drop the corresponding column headers.
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Markers Window
● To adjust the width of a column, place the mouse pointer between two column headers and
drag left or right.
NOTE
No matter by which attribute you sort, the second sort criterion will always be the position
attribute.
Marker Settings
You can make general marker settings for your project.
● To open the marker settings, select Project > Markers, and click Marker Settings .
Sync Selection
If this option is activated, the Markers window selection is linked to the selection in the
Project window.
Marker Attributes
Marker attributes are shown in the marker list of the Markers window by default.
Locate
An arrow indicates which marker is at the project cursor position (or closest to the
project cursor). If you click in this column, the project cursor is moved to the
corresponding marker position. This column cannot be hidden.
ID
This column shows the marker ID numbers.
Position
In this column, you can view and edit the markers’ time positions (or start positions for
cycle markers). This column cannot be hidden.
End
In this column, you can view and edit the end positions of cycle markers.
Length
In this column, you can view and edit the length of cycle markers.
Description
Here you can enter names or descriptions for markers.
RELATED LINKS
Marker IDs on page 377
Cycle Markers on page 368
Filtering Attributes on page 375
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Markers Window
● To show other attributes, click Set up Attribute Columns, and select other attributes from
the pop-up menu.
The most common attributes for postproduction are listed in categories according to their
usage.
The number in brackets following the category name helps to get a quick overview of how
many attributes of a certain category are displayed as columns in the Marker window.
● To show all attributes in the Marker window, select Set up Attribute Columns > Show all.
● To hide all attributes in the Marker window, select Set up Attribute Columns > Hide all.
This hides all attributes except for Locate and Position.
● To show only the columns that are used for at least one marker, select Set up Attribute
Columns > Show only used attributes.
● To consecutively number the rows in the marker list, select Set up Attribute Columns > Row
Count.
This can be useful when using filters for certain attributes.
Editing Attributes
There are 3 different types of attributes: Text, Number, and Yes/No switch. Depending on the
type, you can enter text or numerical values, or activate/deactivate the corresponding checkbox.
● To edit a marker attribute, select the corresponding marker, click in the desired attribute
column, and make your changes.
● To change the attributes of several markers, select the markers and activate the checkbox
for the attribute.
All selected markers change their attributes accordingly. Note that this does not work when
clicking on a timecode value or a text field.
NOTE
To navigate in the list of marker attributes, you can also use the Tab key and the Up Arrow ,
Down Arrow , Left Arrow , and Right Arrow keys.
● To sort the marker list by a specific attribute, click on the corresponding column header.
NOTE
No matter by which attribute you sort, the second sort criterion will always be the position
attribute.
● To reorder the marker attributes, drag and drop the corresponding column headers.
● To adjust the width of a column, place the mouse pointer between two column headers and
drag left or right.
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Markers Window
Filtering Attributes
When you are working with many markers so that the list is very long, you may want to filter the
list to show only markers with a certain attribute value, such as the name of a character. Filter
settings are not saved in the project or defaults.
PROCEDURE
1. Right-click on the column header of the attribute that you want to use for the filter.
2. From the Filter <Attribute Title> submenu, select the desired attribute value.
RESULT
The marker list is filtered according to your settings, and the column header changes its color to
indicate that a filter is applied.
● To remove the filter, right-click the column header and select Reset <Attribute Title> Filter.
● To remove all filters for all columns, click Reset Filters.
The filters are also reset if you change the displayed marker track or hide a filtered attribute.
PROCEDURE
1. Click Show Details View.
2. Click Set up Attributes Columns for Details and select the options from the pop-up menu.
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Markers Window
Set up Attribute Columns for Details is displayed next to Set up Attribute Columns.
RESULT
The attributes are shown in the details view. You can edit the marker details in the same way as
in the marker list.
To hide the details view, click Show Details View again.
PROCEDURE
1. Click Set up Attribute Columns and select Define User Attributes.
NOTE
To remove a user attribute, select it and click Remove User Attribute -. The attribute is
removed from the list and the pop-up menu.
3. Enter a name for the new attribute and define its type.
4. Optional: Click Store as Defaults to save your user attributes as default.
New projects will contain these attributes in the User Defined category of the Set up
Attribute Columns pop-up menu.
5. Click OK.
RESULT
The new attribute is added to the list of available attributes and can be displayed in the Marker
window.
NOTE
To restore your previously saved user attributes, click Restore Defaults. This removes any
attributes that are not saved as defaults.
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Marker Track
Marker IDs
Each time you add a marker, it is automatically and sequentially assigned an ID number, starting
from 1.
IDs for cycle markers are shown in brackets and start from 1 . ID numbers can be changed at any
time – this allows you to assign specific markers to key commands.
NOTE
If you move a marker from one marker track to another by drag and drop in the Project window,
and the marker ID is already used on this track, the inserted marker automatically gets a new ID.
PROCEDURE
1. Open the Markers window.
2. Select the marker track whose ID numbers you want to reassign.
3. Open the Functions pop-up menu and select either Reassign Position Marker IDs or
Reassign Cycle Marker IDs.
RESULT
The marker IDs of the selected type are reassigned to match the order of markers on the marker
track.
Marker Track
Marker tracks are used for adding and editing markers.
1 Add Marker
Adds a position marker at the cursor position.
2 Add Cycle Marker
Adds a cycle marker at the cursor position.
3 Locate pop-up menu
If you select a position or a cycle marker in this pop-up menu, the corresponding marker in
the event display or in the Markers window is selected.
4 Activate this track
Activates the marker track.
5 Cycle pop-up menu
If you select a cycle marker in this pop-up menu, the left and right locators are set to the
corresponding cycle marker.
6 Zoom pop-up menu
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Marker Track
If you select a cycle marker in this pop-up menu, the view zooms to the corresponding cycle
marker.
7 Toggle Time Base
Sets the track time base.
8 Lock
Locks the marker track. When a marker track is locked, you cannot edit the track and its
markers. However, you can still rename the track or change its status (active/inactive).
9 Network Controls
10 Marker event (inactive)
Shows an inactive marker event.
11 Marker event (active)
Shows an active marker event.
12 Cycle marker event (inactive)
Shows an inactive cycle marker event.
13 Cycle marker event (active)
Shows an active cycle marker event.
● To add a marker track to the project, select Project > Add Track > Marker.
● To move a marker track to another position in the track list, click and drag it up or down.
● To remove one or more marker tracks, right-click them in the track list and select Remove
Selected Tracks.
● To remove an empty marker track, select Project > Remove Empty Tracks.
This also removes any other tracks that are empty.
NOTE
When you remove all marker tracks, the marker track that you removed last (including all its
markers) is moved to the clipboard. If you later insert a new marker track, this track is pasted
from the clipboard into the track list.
A possible scenario would be to create a marker track with cycle markers for sections of the
audio, and another marker track with important sync points in the video. You can also use
multiple marker tracks to insert markers for different users in a network or different narrators in
a movie.
You can name marker tracks by double-clicking on the marker track name in the track list or the
Inspector and entering a new name.
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Marker Track
● When you add a new marker track, this track is automatically active.
● When you remove an active track, the topmost marker track in the track list is activated.
When using cycle markers for zooming, only the cycle markers of the active track are
displayed on the Zoom pop-up menu.
● When exporting an audio mixdown of the audio between the cycle markers, only the cycle
markers of the active track are displayed in the Export Audio Mixdown dialog.
● Most marker key commands affect the active track.
RELATED LINKS
Editing Cycle Markers on page 369
Importing and Exporting Markers on page 381
PREREQUISITE
You have added at least two marker tracks to the project and named them.
PROCEDURE
1. Select Edit > Key Commands.
2. In the Marker category, set up a key command for Insert and name Marker.
This command adds a position marker, opens the Markers window and activates the
Description column.
3. Set up key commands for Activate next Marker Track and Activate previous Marker
Track.
4. Activate the marker track for the first narrator, and play back the video file.
5. At the position where the first dialogue section should be replaced, trigger Insert and name
Marker.
The Marker window opens with the Description column active, so that you can insert a
name for the new marker.
6. Enter a name or description for the section, and press Return to confirm.
A new marker is created on the active track in the Project window.
7. Activate the track on which you want to insert the next marker using the Activate next/
previous Marker Track key command.
A message informs you that a different marker track is now active.
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Marker Track
8. Trigger the Insert and name Marker key command at the position where the next dialogue
section should be replaced.
Repeat this procedure for all markers that you want to insert.
● To add a position marker, click Add Marker or use the Draw tool.
● To add a cycle marker, click Add Cycle Marker or use the Draw tool.
● To select a marker, use the standard techniques.
● To resize a cycle marker, select it and drag the handles. You can also do this numerically on
the info line.
● To move a marker, select it and drag it. You can also edit marker positions on the info line.
If you move markers from one track to another, the marker gets the numbering of the first
free marker ID on the track where it is dropped.
● To remove a marker, select it and press Delete or use the Erase tool.
RELATED LINKS
Marker IDs on page 377
Marker Track on page 377
PROCEDURE
1. Set markers at the start and end of the section that you want to move or copy.
2. Select the Range Selection tool and double-click on the marker track between the markers.
Everything in the project within the marker boundaries is selected. Any functions or
processing you perform now affect the selection only.
3. Click on the marker track in the selected range and drag the range to a new position.
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Importing and Exporting Markers
If you hold down Alt/Opt while you drag the range, the selection in the Project window is
copied instead.
EDLs are cut lists or representations of video edits that can be used to align audio events to a
reference video file. They contain reel and timecode data that help you to detect the exact
position of each video clip. Most EDLs are simple ASCII files created by offline editing systems,
but you can also create, open, and edit them manually with a text editor.
The information contained in an EDL can be used in Nuendo to place audio events in the Project
window at the specific timecode positions that correspond to the edits made in the video editing
suite.
EDLs allow you to edit your audio according to the cuts of a video. When you import an EDL in
Nuendo together with the cut video file, each cut described in the EDL is indicated by a marker.
NOTE
Every track in the EDL results in a new marker track in Nuendo. 1 video track and up to 4 audio
tracks of the EDL can be imported.
RELATED LINKS
EDL Files on page 1253
Importing an EDL
You can import the data that is contained in a EDL file to marker tracks.
PROCEDURE
1. Optional: Create a new project.
This is not strictly necessary, but helps you keep track of things.
2. Set up the project frame rate according to the frame rate of the EDL that you want to import.
For EDL import, Nuendo supports the frame rates 24 fps, 25 fps, 29.97 fps, 29.97 dfps, 30 fps,
and 30 dfps.
3. Select File > Import > EDL CMX3600.
4. Select the file that you want to import and click Open.
5. In the Import Options dialog in the Import column, activate the marker tracks that you
want to import.
You can also select all tracks by clicking Select All Tracks.
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Importing and Exporting Markers
6. In the sections Marker Options - Video and Marker Options - Audio, select whether you
want to import position or cycle markers.
7. Click OK to import the EDL file.
If there are EDL edits outside the current project range, you are asked if you want the range
to be automatically adjusted.
● Number scene naming (25-3-5) where the first number signifies the scene, the second the
setting or shooting angle, and the third the take number.
As separators, the following characters can be used:
● comma ,
● semicolon ;
● full stop .
● hyphen -
● underscore _
● slash /
● backslash \
Recommendations
When exporting EDLs from your offline editing system, keep the following rules in mind in order
to achieve the best import results in Nuendo:
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Importing and Exporting Markers
NOTE
Make sure that you set the correct export options in your video editing application when creating
the EDL.
CSV Files
In Nuendo, you can import CSV (Comma Separated Values) files that were created with an
additional program (taker program, etc.) or manually (text editor, Excel, Open Office, etc.). The
values in the file should be separated by comma, semicolon, or tab and must contain at least the
timecode information. Make sure that the CSV file uses the file extension .csv.
On import, the data in the CSV file will be interpreted as markers. For example, these help you to
detect the exact timecode position of each audio or video clip. This is extremely useful if you
want to create dubbed or synchronized audio versions of your video.
PROCEDURE
1. Optional: Create a new project.
This is not strictly necessary, but helps you keep track of things.
2. Set up the project frame rate according to the frame rate of the CSV file that you want to
import.
For CSV import, Nuendo supports the frame rates 24 fps, 25 fps, 29.97 fps, 29.97 dfps, 30 fps,
and 30 dfps.
3. Select File > Import > CSV Marker.
4. Select the file that you want to import and click Open.
5. In the CSV Import - Encoding dialog, make your changes and click OK to apply them.
If you are not sure which encoding method was used, select the Autodetect option.
NOTE
The Preview section gives you visual feedback of how Nuendo interprets the data contained
in the CSV file. If the data is not displayed correctly, try another encoding method.
6. In the CSV Import - Attribute Selection dialog, make your changes and click OK to apply
them.
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Importing and Exporting Markers
NOTE
7. In the Import Options dialog, select the tracks that you want to import by activating the
corresponding tracks in the Import column to the left, or select all tracks by clicking Select
All Tracks.
8. Click OK to import the CSV file and close the dialog.
RESULT
The data contained in the CSV file is imported into marker tracks in Nuendo.
RELATED LINKS
CSV Import - Encoding on page 384
CSV Import - Attribute Selection on page 385
● To open the Export Options dialog, select File > Export > CSV Marker.
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Importing and Exporting Markers
1 Encoding
Allows you to select the encoding method of the file that you want to import. If you are not
sure which encoding method was used, select Autodetect.
2 Separator
Allows you to select the separator type of the CSV file that you want to import.
3 Preview
Gives you visual feedback of how Nuendo interprets the data contained in the CSV file.
NOTE
● To open the CSV Import - Attribute Selection dialog, select File > Import > CSV Marker,
and select a CSV file. In the CSV Import - Encoding dialog, make your changes and click OK.
NOTE
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Importing and Exporting Markers
Allows you to specify by what column the markers are sorted. This specifies that all lines with
the same value in the split column are imported into the same marker track in Nuendo.
PROCEDURE
1. Set up the markers for your project.
2. Select File > Export > CSV Marker.
3. In the Export Options dialog, activate the marker tracks that you want to export in the
Export column.
To select all marker tracks, click Select All.
4. On the right of the dialog, make your changes.
5. Optional: To specify which marker attributes you want to export, click Select Attributes, and
in the CSV Export - Attribute Selection dialog, make your changes.
Click OK to confirm your attribute selection and close the Select Attributes dialog.
6. Click OK to export your markers as a CSV file.
Export Options
The Export Options dialog allows you to specify which marker tracks are exported and how the
files are encoded.
● To open the Export Options dialog, select File > Export > CSV Marker.
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Importing and Exporting Markers
Export column
Allows you to activate the tracks that you want to export.
Select All
Allows you to activate all tracks for export.
Encoding
Allows you to select an encoding format for the CSV file.
Separator
Allows you to specify the kind of separator used in the CSV file.
Export Marker ID
Activate this if you want to export the marker ID.
Select Attributes
Allows you to open the CSV Export - Attribute Selection dialog where you can specify
which marker attributes you want to export.
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Importing and Exporting Markers
Attribute Selection
The Attribute Selection section of the Export Options dialog allows you to specify which
attributes should be exported.
● To open the Attribute Selection section of the Export Optionsdialog, select File > Export >
CSV Marker, and click Select Attributes.
RELATED LINKS
Marker Attributes on page 373
NOTE
If you import a standard MIDI file created in other applications, all markers are merged on one
marker track.
RELATED LINKS
Importing MIDI Files on page 320
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Importing and Exporting Markers
● To include any markers in the MIDI file, activate Export Markers in the Export Options
dialog.
NOTE
To be able to export markers via MIDI export, your project must contain at least one marker
track.
RELATED LINKS
Exporting MIDI Tracks as Standard MIDI Files on page 177
RELATED LINKS
Importing Tracks from Track Archives on page 173
RELATED LINKS
Track Export on page 176
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ADR
The ADR Panel allows you to perform ADR (Automated Dialogue Replacement) and language
dubbing tasks.
To get the most out of the ADR functions, it is important that you understand the following
concepts:
In the marker list, you can select cycle markers to set the start and end position for Rehearse,
Record, and Review.
If no marker is selected and Free Run is deactivated, the start position for any ADR status is
determined by the left locator. If Free Run is activated, the start position is determined by the
project cursor position.
NOTE
You can also select multiple markers, for example, to combine multiple takes.
RELATED LINKS
ADR Statuses on page 391
ADR Modes on page 391
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ADR Statuses
ADR Statuses
The ADR statuses are transport functions that were designed specifically for ADR tasks.
1 Rehearse
Allows you to play back the take, so that the artist can rehearse it.
2 Record
Allows you to record the take on the record-enabled track.
3 Review
Allows you to play back the recorded take for review.
NOTE
The ADR statuses take into account all settings in the ADR Setup window.
RELATED LINKS
ADR Setup on page 393
ADR Modes
You can activate or deactivate Free Run mode.
NOTE
The ADR modes take into account all settings in the ADR Setup window.
Free Run On
Activate Free Run for more flexibility. It allows you to use the project cursor position as
the ADR start position. You can set the project cursor position manually or using a
marker in the marker list. Free Run works as follows:
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ADR Panel
● If you click Rehearse, the left locator is set to the project cursor position and playback starts
from there. If Pre is enabled, playback starts with the pre-roll that you defined in the ADR
Setup window. Playback stops when you click Stop.
● If you click Record, the project cursor jumps to the take start position and recording starts. If
Pre is enabled, playback starts at the beginning of the pre-roll phase and recording starts
when the take start position is reached. Recording stops when you click Stop.
● If you click Review, the project cursor jumps to the take start position and playback starts. If
Pre is enabled, playback starts at the beginning of the pre-roll phase. Playback stops when
you click Stop.
NOTE
If Return to Start Position on Stop is activated in the Preferences dialog (Transport page),
the project cursor returns to the take start position.
ADR Panel
The ADR Panel is located in the lower part of the Markers window.
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ADR Setup
RELATED LINKS
ADR Modes on page 391
ADR Setup - Signal Switchboard on page 395
ADR Setup on page 393
ADR Setup
The ADR Setup dialog allows you to set up your ADR project.
● To open the ADR Setup dialog, select Project > ADR Panel, and click Setup .
● General
● Video
● Signal Switchboard
● To open the General tab, select Project > ADR Panel, click Setup , and click the General
tab.
1 Pre-roll/Post-roll
Allows you to enter a Pre-roll/Post-roll value.
NOTE
You can set a value for Audio Pre-Record Seconds in the Preferences dialog (Record—
Audio page). The post-record time corresponds to the post-roll time.
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ADR Setup
Allows you to specify which tracks you want to use as guide, M&E, and mic signal.
3 Record-Enable Target Track
Allows you to automatically record-enable the target track. To enable this, you must set up
the Target Track marker attribute.
4 Record File Naming Scheme
Allows you to specify a naming scheme for the recorded files that is added to the track name
as a suffix.
● To open the Video tab, select Project > ADR Panel, click Setup , and click the Video tab.
1 Pre-roll/Post-roll
Allows you to enter a Pre-roll/Post-roll value.
NOTE
You can set a value for Audio Pre-Record Seconds in the Preferences dialog (Record—
Audio page). The post-record time corresponds to the post-roll time.
2 Primary Swipe
Activate this to display a bar that swipes from the left to the right side of the Video Player
window as a take start indicator. The Pre-roll value defines the duration of the swipe.
Activate Swipe to Center to display two bars that swipe from the left and right sides to the
center of the Video Player window.
3 Counter
Activate this to display a count-in by numbers as a take start indicator in the Video Player
window. Specify a start number in the value field to the right. The interval between each
count is one second. The metronome is automatically synchronized with the counter.
Activate Invert Counter to invert the order of the displayed numbers.
Activate Show Black during Pre-/Post-roll to show a black picture during pre-roll and post-
roll.
4 Show Dialogue during ADR/Always Show Dialogue
These options allow you to show the dialogue attribute of the selected marker.
Activate Show Dialogue during ADR to display the Dialogue marker attribute as a video
overlay in the Video Player window during one of the ADR modes.
Activate Always Show Dialogue to always display the dialogue marker attribute.
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ADR Setup
● To open the Signal Switchboard tab, select Project > ADR Panel, click Setup , and click
the Signal Switchboard tab.
NOTE
In the MixConsole, make sure that the Control Room and Cue channels are set up correctly.
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Setting Up ADR Tracks
PROCEDURE
1. Create an audio track or a group and name it so that you can recognize it as the guide track.
2. Set the Output Routing pop-up menu to the stereo output bus that is set as the Main Mix.
PROCEDURE
1. Create an audio track or group and name it so that you can recognize it as the M&E track.
2. Set the Output Routing pop-up menu to the stereo output bus that is set as the Main Mix.
PROCEDURE
1. Create an audio track for the Mic Signal.
2. In the Inspector, set the Input Routing pop-up menu to your microphone input bus.
3. Set the Output Routing pop-up menu to the output bus that is set as the Main Mix.
4. Activate Monitor for the mic signal track.
NOTE
If you use a mic signal track, set the Auto Monitoring mode to Manual in the Preferences
dialog (VST page). Otherwise, select Tapemachine Style.
PROCEDURE
1. Create as many other audio tracks as you need.
2. In the Inspector of each track, set the Input Routing pop-up menu to your microphone bus.
3. Set the Output Routing pop-up menu to the output bus that is set as the Main Mix.
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Setting Up the ADR Environment
PROCEDURE
1. Select Studio > Audio Connections > Control Room.
2. Activate Enable/Disable Control Room.
3. Click Add Channel and add at least one Cue channel.
PROCEDURE
1. Select File > Import > Video File and navigate to the video file that you want to import.
2. Select the guide track, select File > Import > Audio File, and import the audio file for the
dialogue that you want to replace.
3. Select the M&E track, select File > Import > Audio File, and import the music and effect
sounds.
4. Play back the guide track and set up cycle markers for all dialogue that you want to re-
record.
NOTE
If you have a take list from a dedicated ADR taker application or an Excel sheet, you can also
import this.
PROCEDURE
1. Select Project > ADR Panel.
2. Click Setup .
The ADR Setup window opens.
3. Click General.
4. In the ADR Track Assignment section, use the Guide, M&E, and Mic Signal pop-up menus
to select the tracks that you want to use as guide, M&E, and mic signal tracks.
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Setting Up the ADR Environment
PROCEDURE
1. On the ADR Panel, click Setup.
2. In the ADR Setup window, click Signal Switchboard.
The signal switchboard shows all ADR tracks (sources) for the Control Room (destination) in
the upper section and the cues 1 to 4 (destinations) in the lower section.
3. Activate the checkboxes for the signals that you want to hear on each ADR track.
To hear the source signal of a specific ADR track during pre-roll, activate the Pre option for
that track. To hear the signal during the take, activate Take. To hear the signal during post-
roll, activate Post.
NOTE
In the MixConsole, make sure that the Control Room and Cue channels are set up correctly.
RELATED LINKS
ADR Setup - Signal Switchboard on page 395
PROCEDURE
1. On the ADR Panel, click Setup.
2. Select the General tab and enter values for Pre-roll and Post-roll.
NOTE
You can set a value for Audio Pre-Record Seconds in the Preferences dialog (Record—
Audio page). The post-record time corresponds to the post-roll time.
RELATED LINKS
ADR Setup - General on page 393
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Rehearsing Takes
PREREQUISITE
The Dialogue attribute is assigned manually or has been imported via a CSV file.
PROCEDURE
1. In the Markers window, click Set up Attribute Columns, and activate ADR > Dialogue.
The Dialogue column is displayed in the Markers window.
2. On the ADR Panel, click Setup.
3. In the ADR Setup window, click Video.
4. In the Video Overlays section, activate Show Dialogue during ADR.
RESULT
The dialogue of the selected marker is shown in the Video Player window during rehearse,
record, and review.
NOTE
You can activate Always Show Dialogue if you want to see the dialogue always, not only during
ADR.
PROCEDURE
1. In the Markers window, click Set up Attribute Columns, and activate General > Target
Track.
The Target Track column is displayed in the Markers window.
2. On the ADR Panel, click Setup.
3. In the ADR Setup window, click General.
4. In the Recording section, activate Record-Enable Target Track.
RESULT
You can now use the Target Track column of the Markers window to type in the number of the
track. If you have imported this attribute with the take list, it is shown automatically.
NOTE
Only numbers are allowed as values for the target track attribute.
Rehearsing Takes
Before you start the actual recording, you can activate Rehearse so that the dubbing artist can
rehearse the take first.
PREREQUISITE
Define takes by creating cycle markers and set up the Signal Switchboard as required.
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Recording Takes
PROCEDURE
1. In the markers list, select the marker for the take that you want to record.
2. On the ADR Panel, click Rehearse.
PREREQUISITE
You are rehearsing a take.
PROCEDURE
● On the ADR Panel, click Record.
● If you click Record during the pre-roll phase, playback continues and recording starts
only at the take start position.
● If you click Record during the take phase, recording starts directly at the cursor position.
Recording Takes
PREREQUISITE
The dubbing artist has rehearsed the take and is ready to record. You have record-enabled the
track on which you want to record.
NOTE
To combine track selection and record-enabling, activate Enable Record on Selected Audio
Track in the Preferences dialog (Editing—Project & MixConsole page).
PROCEDURE
● On the ADR Panel, click Record.
RESULT
The take is recorded.
Reviewing Takes
You can play back a recorded take so that the director and the artist can review it.
PROCEDURE
● On the ADR Panel, click Review.
RESULT
The take is played back so that the director and the artist can review it.
NOTE
If you cannot hear the recorded take, open the Signal Switchboard tab and make sure that Take
is activated in Review mode for Other Audio for the Control Room and Cue 1.
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Reviewing Takes
NOTE
You can select the next marker in the marker list by clicking Locate Next Marker in Markers
Window on the ADR Panel. If Sync Selection is activated in the Marker Settings, the
corresponding take is also selected in the Project window. Make sure that Track Selection
Follows Event Selection is deactivated in the Preferences dialog (Editing page).
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MixConsole
The MixConsole provides a common environment for producing mixes in stereo or surround. It
allows you to control level, pan, solo/mute status, etc. for audio and MIDI channels. Furthermore,
you can set up the input and output routing for multiple tracks or channels at the same time. You
can undo/redo MixConsole parameter changes for an open project at any time.
You can open the MixConsole in a separate window or in the lower zone of the Project window.
While the MixConsole in the lower zone of the Project window features the key functions for
mixing, the separate MixConsole window gives you access to additional functions and settings.
RELATED LINKS
MixConsole in Lower Zone on page 402
MixConsole Window on page 405
To open a MixConsole in the lower zone of the Project window, do one of the following:
● Press Alt/Opt - F3 .
● Select Studio > MixConsole in Project Window.
The MixConsole in the lower zone of the Project window is divided into the following sections:
1 Page selector
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MixConsole in Lower Zone
Allows you to select what page is displayed in the fader section: the channel faders, the
insert effects for a channel, or the send effects. The top button allows you to show/hide the
toolbar.
2 Toolbar
The toolbar shows tools and shortcuts for settings and functions in the MixConsole.
3 Fader section
The fader section is always visible and shows all channels in the same order as in the track
list.
RELATED LINKS
Fader Section on page 429
Inserts on page 440
Sends on page 452
Filtering Channel Types on page 420
Undoing/Redoing MixConsole Parameter Changes on page 416
Linking Channels on page 424
Functions Menu on page 427
PROCEDURE
1. Click Show/Hide Left Zone on the Project window toolbar to activate the Left Zone.
2. At the top of the left zone, click the Visibility tab.
3. At the bottom of the left zone, click the Track tab.
4. Click to the left of a track name to activate/deactivate the visibility for a channel.
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MixConsole in Lower Zone
RESULT
The track in the track list and the corresponding MixConsole channel are shown/hidden in the
lower zone of the Project window.
RELATED LINKS
Opening the Visibility on page 69
Showing/Hiding Individual Tracks on page 70
Visibility on page 68
PROCEDURE
1. At the top of the left zone, click the Visibility tab.
2. At the bottom of the left zone, click the Zones tab.
RESULT
The channel is locked. Locked channels are always displayed.
RELATED LINKS
Opening the Zones on page 71
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MixConsole Window
MixConsole Window
You can open the MixConsole in a separate window.
● Press F3 .
● Select Studio > MixConsole.
● On the Project window toolbar, click Open MixConsole.
NOTE
This is only visible on the toolbar if the Media & MixConsole Windows section is activated.
1 Toolbar
The toolbar shows tools and shortcuts for settings and functions in the MixConsole.
2 Left Zone
The left zone features the following tabs:
● The Visibility tab with the following tabs:
● The Channel tab allows you to show/hide individual channels from the MixConsole.
● The Zones tab allows you to determine and lock the position of certain MixConsole
channels.
● The History tab lists all MixConsole parameter changes, and allows you to undo/redo
specific changes.
● The Snapshots tab lists all snapshots of MixConsole settings, and allows you to recall
them later.
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MixConsole Window
3 Fader section
The fader section is always visible and shows all channels in the same order as in the track
list.
Apart from the main sections, you can also access the following sections from within the
MixConsole window:
1 Channel overview
Displays all channels as boxes. If you have more channels than can be displayed in the
window, you can use the channel overview to navigate to other channels and select them.
2 Meter bridge
Allows you to monitor the levels of your channels.
To select a meter type, open the meter bridge context menu and select either PPM or Wave.
3 Equalizer curves
Allows you to draw an EQ curve. Click in the curve display to open a larger view where you
can edit the curve points.
4 Channel racks
Allows you to show additional channel controls as needed.
5 Pictures
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MixConsole Window
Allows you to add a picture to the selected channel. Pictures can help you identify your
MixConsole channels quickly.
6 Notepads
Allows you to enter notes and comments about a channel. Each channel has its own
notepad.
7 Channel Latencies
Allows you to show the latencies caused by insert effects or channel strip modules.
8 Control Room/Meter (Right Zone)
Allows you to divide the studio environment into the performing area (studio) and the
engineer/producer area (control room).
RELATED LINKS
MixConsole Left Zone on page 407
MixConsole Toolbar on page 410
Project Window Toolbar on page 48
Fader Section on page 429
Channel Racks Selector on page 422
Track Pictures Browser on page 183
Adding Notes to a MixConsole Channel on page 457
Channel Latency Overview on page 458
Control Room on page 479
Master Meter on page 493
Loudness Meter on page 495
Channel Strips on page 445
● To show/hide the left zone of the MixConsole, click Show/Hide Left Zone in the MixConsole
window toolbar.
The following tabs are available at the top of the left zone:
Visibility
Lists all channels contained in your project, and allows you to show/hide specific
channels.
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MixConsole Window
History
Lists all MixConsole parameter changes, and allows you to undo/redo specific
changes.
Snapshots
Lists all MixConsole snapshots that you saved, and allows you to recall snapshots.
The following tabs are available at the bottom of the left zone:
Channel
Lists all channels contained in your project.
Zones
Allows you to lock the position of specific channels.
RELATED LINKS
Undoing/Redoing MixConsole Parameter Changes on page 416
MixConsole Toolbar on page 410
MixConsole Visibility
The Visibility tab in the MixConsole lists all channels contained in your project, and allows you
to show/hide specific channels.
● To show/hide channels, check/uncheck them by clicking to the left of the channel name.
● To collapse/expand groups and folders, click the group or folder name.
NOTE
The MixConsole in the lower zone of the Project window does not follow any visibility changes
that you perform in the MixConsole window and vice versa.
RELATED LINKS
Synchronizing Channel and Track Visibility on page 408
PROCEDURE
1. In the left zone of the MixConsole, open the Visibility tab.
2. Click Sync Visibility of Project and MixConsole: On/Off .
3. Select Sync Project and MixConsole to synchronize the channel visibility with the track
visibility.
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MixConsole Window
RESULT
The track and channel visibility are synchronized.
NOTE
Channels that are locked on the Zones tab are not synchronized.
RELATED LINKS
MixConsole Visibility on page 408
Synchronizing Track and Channel Visibility on page 71
MixConsole Zones
The Zones tab lists all channels contained in your project, and allows you to lock the position of
specific channels.
● To lock channels on the left/right of the fader section, click the left or right dots next to the
channel names.
Locked channels are excluded from scrolling. They are always visible.
NOTE
The MixConsole in the lower zone of the Project window does not follow any visibility changes
that you perform in the MixConsole window and vice versa.
MixConsole History
The History tab lists all MixConsole parameter changes, and allows you to undo/redo specific
changes.
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● To undo MixConsole parameter actions, click the orange line in the history list and drag it
up.
● To redo MixConsole parameter actions, click the orange line in the history list and drag it
down.
NOTE
You can also undo/redo MixConsole parameter actions by using the corresponding buttons in
the MixConsole toolbar.
RELATED LINKS
Undoing/Redoing MixConsole Parameter Changes on page 416
MixConsole Snapshots
The Snapshots tab lists all snapshots of MixConsole settings, and allows you to recall them later.
This is useful if you want to compare different versions of a mix.
In Nuendo, you can save up to 10 snapshots for audio-related channels. These save settings for
input/output, audio, VST instrument, sampler track, group, FX, and VCA fader channels.
Snapshots are saved with the project.
● To recall a specific MixConsole snapshot, select it in the list, and click Recall Snapshot x .
● To set up the recall settings, right-click in the list, and select MixConsole Snapshot Recall
Settings.
NOTE
RELATED LINKS
Renaming MixConsole Snapshots on page 417
Recalling MixConsole Snapshots via the Snapshots Tab on page 417
MixConsole Snapshot Recall Settings on page 419
MixConsole History on page 409
MixConsole Toolbar
The toolbar contains tools and shortcuts for settings and functions in the MixConsole.
NOTE
The MixConsole toolbar in the lower zone of the Project window contains a limited set of tools.
MixConsole History
Undo/Redo
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MixConsole Snapshots
Save MixConsole Snapshot
Left Divider
Left Divider
Allows you to use the left divider. Tools that are placed to the left of the divider are
always shown.
Search
Find Track/Channel
Allows you to create configurations that are useful for switching quickly between
different visibility setups.
Opens the channel filter that allows you to show/hide all channels of a certain channel
type.
Racks
Select Rack Types
Opens the rack selector that allows you to show/hide specific racks.
Rack Settings
Locators
Go to Left Locator Position
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Transport Buttons
Go to Previous Marker/Zero
Moves the project cursor to the previous marker/zero position on the timeline.
Rewind
Moves backward.
Forward
Moves forward.
Activate Cycle
Stop
Stops playback.
Start
Starts playback.
Transport Record
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Time Displays
Primary Time Display
Shows the position of the project cursor in the selected time format.
Allows you to select a time format for the primary time display.
Shows the position of the project cursor in the selected time format.
Allows you to select a time format for the secondary time display.
Markers
Jump to Marker
State Buttons
Deactivate All Mute States
Bypass Inserts
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Bypass EQs
Bypass Sends
Link Group
Link/Unlink Selected Channels
Absolute Mode
Zoom Palette
Reduce Channel Width
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Shows the meters for average audio processing load and the disk cache load.
Right Divider
Right Divider
Tools that are placed to the right of the divider are always shown.
Set up Toolbar
Set up Toolbar
Opens a pop-up menu where you can set up which toolbar elements are visible.
Finding Channels
The Find Track/Channel function allows you to find specific channels. This is useful if you have a
large project with many channels or if you have hidden channels using the visibility features.
PROCEDURE
1. Click Find Track/Channel on the MixConsole toolbar to open a selector that lists all
channels.
2. In the search field, enter the name of the channel.
As you type, the selector filters automatically.
3. In the selector, select the channel and press Return .
RESULT
The channel is selected in the channel list.
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NOTE
If the channel was outside the view or hidden, it is now shown. Channels that are hidden using
Set Channel Type Filter are not shown.
NOTE
MixConsole parameters that change due to read automation actions are not part of the
MixConsole history.
● On the MixConsole toolbar in the MixConsole window or in the lower zone of the Project
window, click Undo or Redo.
● Press Alt/Opt - Z to undo MixConsole parameter changes or press Alt/Opt - Shift - Z to
redo parameter changes.
● Volume changes
● Panorama changes
● Changes on the Routing rack
● Filter, gain, and phase changes in the Pre rack
● Plug-in changes in the Inserts rack
● EQ changes
● Changes on the Channel Strip rack
● Changes on the Sends rack
● Changes on the Cue Sends rack
● Changes on the Direct Routing rack
IMPORTANT
RELATED LINKS
MixConsole History on page 409
MixConsole Toolbar on page 410
PROCEDURE
● On the toolbar, click Save MixConsole Snapshot.
RESULT
The MixConsole settings are saved in a snapshot. You can save up to 10 snapshots. These are
shown on the Snapshots tab in the left zone of the MixConsole.
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NOTE
RELATED LINKS
MixConsole Snapshot Recall Settings on page 419
PROCEDURE
1. In the left zone of the MixConsole, open the Snapshots tab.
2. Double-click the snapshot name and type in a new name for the snapshot.
3. Press Return .
PROCEDURE
● Do one of the following:
● On the MixConsole toolbar, click MixConsole Snapshot Functions, and select Update
Selected Snapshot: Snapshot x.
● On the Snapshots tab, right-click the snapshot that you want to update, and select
Update Selected Snapshot: Snapshot x.
RESULT
The snapshot is updated.
NOTE
RELATED LINKS
MixConsole Snapshot Recall Settings on page 419
PREREQUISITE
You have saved at least one MixConsole snapshot.
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PROCEDURE
1. In the left zone of the MixConsole, open the Snapshots tab.
2. Optional: Click MixConsole Snapshot Functions and select MixConsole Snapshot Recall
Settings to open a dialog where you can activate the settings that you want to recall, and
click OK.
3. Select the snapshot that you want to recall, and click Recall Snapshot x .
NOTE
Automation data is not saved in MixConsole snapshots. If you recall a snapshot to a channel
that contains automation data, you get a warning message.
RESULT
The snapshot is recalled and the settings are applied. If you recall a snapshot during playback,
you might hear a short gap, depending on how different the settings are from the current state.
RELATED LINKS
MixConsole Snapshot Recall Settings on page 419
PREREQUISITE
You have saved at least one MixConsole snapshot.
PROCEDURE
1. On the toolbar, click MixConsole Snapshot Functions.
2. From the menu, select the snapshot that you want to recall.
NOTE
Automation data is not saved in MixConsole snapshots. If you recall a snapshot to a channel
that contains automation data, you will get a warning message.
RESULT
The snapshot is recalled and the settings are applied. If you recall a snapshot during playback,
you might hear a short gap, depending on how different the settings are from the current state.
RELATED LINKS
MixConsole Snapshot Recall Settings on page 419
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PREREQUISITE
You have saved at least one MixConsole snapshot.
PROCEDURE
1. In the left zone of the MixConsole, open the Snapshots tab.
2. Select the snapshot for which you want to add comments.
3. In the Snapshot Notes section of the Snapshots tab, type in your notes.
● Open the MixConsole Snapshot Functions pop-up menu on the MixConsole toolbar, and
select MixConsole Snapshot Recall Settings.
● In the left zone of the MixConsole, right-click in the Snapshots tab, and select MixConsole
Snapshot Recall Settings.
The following options allow you to specify which settings are recalled:
Pre (Filters/Gain/Phase)
Activate this to recall the filters, gain and phase settings.
Inserts
Activate this to recall the inserts.
EQ
Activate this to recall the equalizers.
Channel Strip
Activate this to recall the channel strip modules.
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Sends
Activate this to recall the sends.
Pan
Activate this to recall the panorama.
Volume
Activate this to recall the volume.
PROCEDURE
1. Click Set Channel Type Filter.
This opens the channel types filter.
2. Click to the left of a channel type to uncheck it and hide all channels of that type.
RESULT
Channels of the filtered type are removed from the fader section and the color of the Set
Channel Type Filter button changes to indicate that a channel type is hidden.
The button displays the name of the active configuration. A list of configurations is shown as
soon as you create at least one configuration. To load a configuration, select it from the menu.
Channel visibility configurations are saved with the project.
Add Configuration
Opens the Add Configuration dialog that allows you to save the configuration and
enter a name for it.
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Update Configuration
If you change the active configuration, this is indicated by an asterisk after the
configuration name. Use this function to save changes to the active configuration.
Rename Configuration
Opens the Rename Configuration dialog that allows you to rename the active
configuration.
Delete Configuration
Allows you to delete the active configuration.
Saving Configurations
To quickly switch between different channel setups, you can save configurations. The
configurations contain visibility and zone settings as well as the show/hide status of channel
types and racks.
PROCEDURE
1. Set up the configuration that you want to save.
2. On the toolbar, click Channel Visibility Configurations.
3. From the pop-up menu, select Add Configuration.
4. In the Add Configuration dialog, enter a name for the configuration.
5. Click OK.
RESULT
The configuration is saved and you can return to it at any time.
To open the Channel Visibility Agents pop-up menu, do one of the following:
● To open the Channel Visibility Agents pop-up menu, click Channel Visibility Agents on the
toolbar.
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NOTE
You can assign key commands for the channel visibility agents in the Channel & Track Visibility
category of the Key Commands dialog.
PROCEDURE
1. On the MixConsole toolbar, click Channel Visibility Agents.
2. Select Undo Visibility Change or Redo Visibility Change.
Rack Selector
The rack selector allows you to activate specific MixConsole functions that are organized in
racks, such as routing, insert, or send handling.
● To open the rack selector, click Select Rack Types on the MixConsole toolbar.
Depending on the channel type, you can activate/deactivate the following racks:
Hardware
Allows you to control your audio hardware effects. This rack is only available if
supported by your hardware.
Routing
Allows you to set up the input and output routing. For MIDI, you can also select the
MIDI channel.
Pre (Filters/Gain/Phase)
For audio-related channels, it contains input filter and gain controls along with Phase
and Gain controls. For MIDI channels, it contains an Input Transformer control.
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Inserts
Allows you to select insert effects for your channel.
Sends
Allows you to select send effects for your channel.
Direct Routing
Allows you to set and activate outputs for all selected channels at once.
Device Panels
Allows you to view the available device panels.
VCA
Allows you to view and set connections to VCA faders.
RELATED LINKS
MixConsole Toolbar on page 410
● To open the Rack Settings pop-up menu, click Rack Settings on the MixConsole toolbar.
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RELATED LINKS
MixConsole Toolbar on page 410
Linking Channels
You can link selected channels in the MixConsole to form a link group. Any change that is
applied to one channel is mirrored by all linked channels, depending on which settings are
activated in the link group settings.
The Link Group options on the MixConsole toolbar allow you to link channels and to edit links
and linking configuration.
● To open the Link Group Settings dialog, click Link on the MixConsole toolbar.
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Volume
Activate this to link the volume of the linked channels.
Pan
Activate this to link the panorama of the linked channels.
EQ
Activate this to link the equalizers of the linked channels.
Sends
Activate this to link the sends of the linked channels.
Inserts
Activate this to link the inserts of the linked channels.
Mute/Solo/Listen
Activate this to link the mute, solo, and listen states of the linked channels.
Automation Read/Write
Activate this to link the automation read/write states of the linked channels.
Routing
Activate this to link the routing of the linked channels.
Selection
Activate this to link the selection of the linked channels.
Record Enable/Monitor
Activate this to link the record enable/monitor states of the linked channels.
NOTE
By default, the volume, sends, routing, and selection settings are activated.
Display Line
Whenever you create a link group, a display line is added on top of the fader section in the
MixConsole.
The display line shows the number and the name of the created link group and provides a Link
Settings pop-up menu that allows you to edit the link group settings.
On the display line, you can change the name of the link group by double-clicking and entering a
different name. If you hold down a modifier key and double-click the name, the Link Group
Settings dialog opens.
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Linked Channels
Shows which channels are linked in the link group.
RELATED LINKS
Changing the Link Group Settings on page 426
Adding Channels to Link Groups on page 427
Removing Channels from Link Groups on page 427
VCA Faders on page 474
PROCEDURE
1. Select the channels that you want to link.
2. On the MixConsole toolbar, click Link.
3. In the Link Group Settings dialog, activate the parameters that you want to link.
4. Click OK.
RESULT
The number and name of the link group is indicated above the channel name in the display line.
NOTE
● If you link groups, insert and channel strip module linking is applied at the slot level. For
example, if you change the settings for insert slot 3 on one channel, these changes are also
applied to slot 3 on the other channels. Insert effects in other slots remain unaffected.
● If you select a channel that belongs to a link group, all channels in this link group are
selected by default. To prevent the multiple selection of all channels that belong to a link
group, deactivate Selection in the Link Group Settings dialog.
RELATED LINKS
Link Group Settings Dialog on page 424
● To change the link settings for an existing link group, select the group, on the MixConsole
toolbar, click Edit Link Group Settings, and change the settings in the Link Group Settings
dialog.
● To unlink channels, select one of the linked channels and click Link on the MixConsole
toolbar.
● To prevent the multiple selection of all channels that belong to a link group, deactivate
Selection in the Link Group Settings dialog.
● To make individual settings and changes for a channel in a link group, activate Sus on the
MixConsole toolbar or press Alt/Opt .
● To make absolute instead of relative value changes, activate Abs on the MixConsole toolbar.
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NOTE
The automation tracks for linked channels are not affected by the Link function.
RELATED LINKS
Link Group Settings Dialog on page 424
PROCEDURE
1. On the display line of the channel that you want to add, open the Link Settings pop-up
menu.
2. Select Included in Link Group: <None> and select the link group.
RESULT
The channel is added to the link group.
PROCEDURE
1. On the display line of the channel that you want to remove, open the Link Settings pop-up
menu.
2. Select Included in Link Group: <link group name>, and from the link group list, select
None.
RESULT
The channel is removed from the link group.
PROCEDURE
1. Select the channels that you want to link.
2. On the MixConsole toolbar, activate Q-Link.
NOTE
You can also press Shift - Alt/Opt to temporarily link channels. In that case, the link is only
active as long as you press the keys.
RESULT
The changes are applied to all selected channels until you deactivate Q-Link.
Functions Menu
The Functions Menu contains tools and shortcuts for settings and functions in the MixConsole.
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● To open the Functions Menu, click Functions Menu on the MixConsole toolbar.
Zoom
Opens a submenu where you can increase or reduce the channel width and the rack
height.
EQ/Filter Transition
Allows you to change the EQ/Filter Transition mode from Soft to Quick.
Link MixConsoles
You can link multiple MixConsole windows. This allows you to display all channels that
are visible in the fader section in different windows on different monitors, for example.
The scrollbars, the visibility configurations, filters, and the toolbar functions that affect
the fader section are linked.
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NOTE
The MixConsole in the lower zone of the Project window is excluded from the link
function.
RELATED LINKS
MixConsole Toolbar on page 410
PROCEDURE
1. Select the channels with the settings that you want to save.
2. Select Functions Menu > Save Selected Channels.
3. In the file dialog, specify the file name and location.
4. Click Save.
RESULT
The settings for the selected channels are saved with the file extension .vmx. The input/output
routing is not saved.
PROCEDURE
1. Select the same number of channels that you selected when you saved your MixConsole
settings.
The loaded MixConsole settings are applied in the same order as originally saved. For
example, if you have saved the settings for channels 4, 6, and 8, and apply these settings to
channels 1, 2, and 3, the settings saved for channel 4 are applied to channel 1, the settings
saved for channel 6 to channel 2, and so on.
2. Select Functions Menu > Load Selected Channels.
3. In the Load Selected Channels dialog, select the .vmx file and click Open.
RESULT
The channel settings are applied to the selected channels.
NOTE
When you apply loaded MixConsole settings to fewer channels, some of the saved settings are
not applied. Since the saved settings are applied from left to right as shown in the MixConsole,
the settings for the channels furthest to the right are not applied to any channels.
Fader Section
The fader section is the heart of the MixConsole. It shows input and output channels together
with audio, instrument, MIDI, group, FX, VCA fader, and ReWire channels.
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NOTE
If a channel is deactivated on the Visibility tab or if its channel type is deactivated, it is not shown
in the fader section. The MixConsole in the lower zone of the Project window does not follow
any visibility changes you perform in the MixConsole window and vice versa. It is linked to the
track visibility of the Project window.
NOTE
All fader section functions and settings are also available in the MixConsole in the lower zone of
the Project window.
RELATED LINKS
Changing the Link Group Settings on page 426
Channel Settings on page 459
Write/Read Automation on page 804
Showing/Hiding MixConsole Channels in the Lower Zone on page 403
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Pan Control
For each audio-related channel with at least a stereo output configuration, you can find a pan
control at the top of the fader section. For MIDI channels, the pan control sends out MIDI pan
messages. The result depends on how your MIDI instrument is set to respond to pan.
The pan control allows you to position a channel in the stereo spectrum. This control is different
for stereo and surround configurations. Channels with a multi-channel output configuration
feature a miniature VST MultiPanner control.
● To make fine adjustments, hold down Shift when you move the pan control.
● To select the default center pan position, hold down Ctrl/Cmd , and click the pan control.
● To edit the value numerically, double-click the pan control.
RELATED LINKS
Creating New Projects on page 103
Surround Sound on page 739
● To activate this panner, open the context menu for a pan control and select Stereo
Combined Panner.
● To set the pan independently for the left and right channels, hold down Alt/Opt and drag
left or right.
● To reverse the left and right channels, pan the left channel to the right and the right to the
left.
The area between the pan controls changes the color to indicate that the channels are
reversed.
● To sum two channels, set them to the same pan position (mono).
Note that this increases the volume of the signal.
● To specify the default stereo panner mode for new audio tracks, set the Default Stereo
Panner Mode in the Preferences dialog (VST page).
Pan Bypass
You can bypass the panning for all audio-related channels.
● To activate panning bypass, click the button to the left or press Ctrl/Cmd - Alt/Opt - Shift
and click the pan control.
● To deactivate panning bypass, press Ctrl/Cmd - Alt/Opt - Shift and click again.
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You can also click and hold Solo to activate solo defeat. In this mode, the channel is not
muted when you solo another channel. Alt/Opt -click again to deactivate solo defeat.
Listen Mode
The listen mode allows you to quickly check the signal that is coming from selected channels
without interrupting and interfering with the actual mix. During a recording session it allows the
sound engineer in the control room to attenuate the signal that is coming from one of the
musicians while the recording continues undisturbed, for example.
NOTE
To enable the listen mode, you need to enable the Control Room.
Volume
Each channel in the fader section of the MixConsole has a volume fader. The fader levels are
displayed below the fader, in dB for audio-related channels and as MIDI volume (0 to 127) for
MIDI channels.
For audio channels, the volume fader controls the volume of the channel before it is routed to an
output bus, directly or via a group channel. For output channels, the volume fader controls the
master output level of all audio channels that are routed to an output bus. For MIDI channels,
the volume fader controls the volume changes in the MixConsole by sending out MIDI volume
messages to the connected instruments that are set to respond to MIDI messages.
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Right-click the channel meter and select one of the following options from the Global Meter
Settings menu:
Reset Meters
Resets the meters.
PROCEDURE
1. In the Preferences dialog, select Metering > Appearance.
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NOTE
3. Do one of the following to set the level position for a color change:
● Double-click a level position to the right of the meter scale and enter the level (dB) value.
To enter dB values smaller than zero, add a minus sign before the entered number.
● Click a level position and drag it to a specific level, and press Shift for more accurate
positioning.
● Click a level position and nudge it up or down with the Up Arrow / Down Arrow keys,
and press Shift for faster positioning.
4. Click the upper or lower part of a color handle so that a frame is shown, and in the color
picker, select a color.
Selecting the same color for the upper and lower part of the handle results in a meter that
changes its colors gradually. Different colors indicate level changes even more precisely.
NOTE
● To add more color handles, click Add, or Alt -click at a level position to the right of the
meter scale. Each new handle is automatically associated with a default color.
● To remove a handle, select the handle and click Remove, or Ctrl/Cmd -click the handle.
5. Click OK.
RELATED LINKS
Metering - Appearance on page 1370
Level Meters
The channel meters show the level when you play back audio or MIDI. The Meter Peak Level
indicator shows the highest registered level.
● To reset the peak level, Alt/Opt -click the Meter Peak Level value.
NOTE
Input and output channels have clipping indicators. When they light up, lower the gain or the
levels until the indicator is no longer lit.
Input Levels
When recording digital sound, it is important to set the input levels high enough to ensure low
noise and high audio quality. At the same time, you must avoid clipping (digital distortion).
PROCEDURE
1. Select Functions Menu > Global Meter Settings > Meter Position and activate Input.
In this mode, the input channel level meters show the level of the signal at the input of the
bus, before any adjustments, such as input gain, EQ, effects, level, or pan are made. This
allows you to check the level of the unprocessed signal coming into the audio hardware.
2. Play back the audio and check the level meter for the input channel.
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The signal should be as loud as possible without exceeding 0 dB, that is, the clipping
indicator for the input bus should not light up.
3. If necessary, adjust the input level in one of the following ways:
● Adjust the output level of the sound source or the external mixer.
● If possible, use the audio hardware’s own application program to set the input levels.
Refer to the documentation for the audio hardware.
● If your audio hardware supports the ASIO control panel function, it may be possible to
make input level settings. To open the ASIO control panel, select Studio > Studio Setup
and in the Devices list, select your audio card. When this is selected, you can open the
control panel by clicking Control Panel in the settings section to the right.
4. Optional: Select Functions Menu > Global Meter Settings > Meter Position and activate
Post-Fader.
NOTE
This allows you to check the level of the audio being written to a file on your hard disk, which
is only necessary if you make any adjustments to the input channel.
5. Optional: In the Channel Racks section, in the Inserts rack, click a slot and select an effect,
or in the Equalizers rack, make your EQ settings.
For some effects you may want to adjust the level of the signal going into the effect. Use the
input gain function for this. Press Shift or Alt/Opt to adjust the input gain.
6. Play back the audio and check the level meter of the input channel.
The signal should be reasonably loud without exceeding 0 dB, that is, the clipping indicator
for the input bus should not light up.
7. If necessary, use the input channel fader to adjust the signal level.
Clipping
Clipping typically occurs in the audio hardware when an analog signal is too loud and therefore
converted to digital in the hardware’s A/D converters.
Clipping can also occur when the signal from the input bus is written to a file on your hard disk.
The reason for this is that you can make settings for the input bus, adding EQ, effects, etc. to the
signal while it is being recorded. This may raise the level of the signal, which causes clipping in
the recorded audio file.
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Channel Racks
The Channel Racks section contains specific MixConsole functions, such as routing, insert, or
send handling. These are organized in racks.
NOTE
The MixConsole in the lower zone of the Project window features the Inserts and the Sends
rack only.
RELATED LINKS
Routing on page 437
Pre (Filters/Gain/Phase) on page 439
Inserts on page 440
Equalizers (EQ) on page 442
Channel Strips on page 445
Sends on page 452
Cue Sends on page 453
Direct Routing on page 454
Track Quick Controls on page 456
Device Panels on page 457
NOTE
Drag and drop works between different channels or different rack slots on the same channel.
When you drag, a visual feedback indicates the sections where you can drop your settings.
● To move the rack settings from one rack to another, drag the rack and drop it on the rack to
which you want to move the settings.
● To copy the rack settings from one rack to another, press Alt/Opt , drag the rack, and drop it
on the rack to which you want to copy the settings.
● To copy the channel settings from one channel to another, drag the channel and drop it on
the channel to which you want to copy the settings.
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● To copy the channel settings from one channel to another, including the direct routing and
output routing settings, press Alt/Opt , drag the channel, and drop it on the channel to
which you want to copy the settings.
You can copy rack and channel settings between different types of channels, provided that the
target channels have corresponding settings.
● For example, copying from input/output channels leaves the sends settings in the target
channel unaffected.
● For projects with surround sound, any insert effects that are routed to surround speaker
channels become muted when the settings are pasted to a mono or stereo channel.
Routing
The Routing rack allows you to configure input and output routing, that is, setting up input and
output busses.
NOTE
Input busses are used when you record on an audio track. In this case, you must select from
which input bus the audio is received.
NOTE
The settings that you make for the input channel will be a permanent part of the recorded audio
file.
Output busses are used when you play back an audio, group, or FX channel. In this case, you
must route the channel to an output bus.
Setting up Routing
You can set up the input and output busses in Routing rack of the MixConsole.
PREREQUISITE
Set up busses and group channels in the Audio Connections window.
PROCEDURE
1. On the MixConsole toolbar, click Racks and activate Routing to show the Routing rack
above the fader section.
2. Click one of the slots of the Routing rack to open the input or the output routing pop-up
menu for a channel.
3. In the routing selector, select an entry.
● To set up the routing for multiple selected channels simultaneously, press Shift -
Alt/Opt and select a bus.
● To set several selected channels to incrementing busses (the second selected channel to
the second bus, the third to the third bus, etc.), press Shift and select a bus.
● To disconnect input or output bus assignments, select No Bus.
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Input Busses
The input routing selector only lists busses that correspond to the channel configuration.
NOTE
If you select a group channel as input for an audio channel, you can record a downmix.
For mono channels, the following input routing configurations are available.
● Mono input busses or individual channels within a stereo or surround input bus.
● External inputs that are configured on the Control Room tab of the Audio Connections
window.
These can be mono or individual channels within a stereo or surround bus. They can also be
routed to the Talkback input.
● Mono output busses, mono group output busses, or mono FX channel output busses.
These should not lead to feedback.
RELATED LINKS
Routing on page 437
For stereo channels, the following input routing configurations are available.
● Mono or stereo input busses or stereo child busses within a surround bus.
● External inputs that are configured on the Control Room tab of the Audio Connections
window.
These can be mono input busses or stereo input busses. They can also be routed to the
Talkback input.
● Mono or stereo output busses, mono or stereo group output busses, and mono or stereo FX
channel output busses.
These should not lead to feedback.
RELATED LINKS
Routing on page 437
For surround channels, the following input routing configurations are available.
RELATED LINKS
Routing on page 437
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Output Busses
For output busses any assignment is possible.
You can route the output of audio, instrument, group, FX and rewire channels to output, group,
FX channels, or use it as effect side-chain source.
Routing the outputs from multiple audio channels to a group allows you to control the channel
levels using one fader, and to apply the same effects and equalization to all the channels.
PREREQUISITE
You have created and set up a group channel track in stereo.
PROCEDURE
1. Route the group channel track to an output bus.
2. Add effects to the group channel as insert effects.
3. Route the mono audio track to the group channel.
RESULT
The signal from the mono audio track is sent directly to the group, where it passes through the
insert effect in stereo.
Pre (Filters/Gain/Phase)
The Pre rack for audio-related channels features a high-cut and a low-cut filter as well as gain
and phase settings.
NOTE
For MIDI channels, the Pre rack allows you to open the Input Transformer.
NOTE
You cannot edit the Pre rack settings in the EQ curve display.
RELATED LINKS
Input Transformer Window on page 880
Equalizer Settings on page 443
PROCEDURE
1. On the MixConsole toolbar, click Racks and activate Pre (Filters/Gain/Phase) to show the
Pre rack above the fader section.
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2. Click to the left of the high-cut filter to activate the high-cut filter. You have the following
options:
● Drag the slider to adjust the cutoff frequency.
The available range spans from 20 kHz to 50 Hz.
● Click Select Filter Slope on the right of the high-cut filter to select a filter slope.
You can choose between 6, 12, 24, 36, and 48 dB. The default value is 12 dB.
3. Click to the left of the low-cut filter to activate the low-cut filter. You have the following
options:
● Drag the slider to adjust the cutoff frequency.
The available range spans from 20 Hz to 20 kHz.
● Click Select Filter Slope on the right of the low-cut filter to select a filter slope.
You can choose between 6, 12, 24, 36, and 48 dB. The default value is 12 dB.
RESULT
The changed settings are visible in the curve display. If you deactivate the high-cut and low-cut
filters, the filter curves are removed from the display. Bypassed high-cut and low-cut filters are
displayed in a different color.
PROCEDURE
1. On the MixConsole toolbar, click Racks and activate Pre (Filters/Gain/Phase) to show the
Pre rack above the fader section.
2. Drag the Gain slider to the left or to the right to cut or boost the gain.
PROCEDURE
1. On the MixConsole toolbar, click Racks and activate Pre (Filters/Gain/Phase) to show the
Pre rack above the fader section.
2. Activate Phase to invert the phase polarity for the signal.
Inserts
The Inserts rack for audio-related channels features insert effect slots that allow you to load
insert effects for a channel. For MIDI channels you can load MIDI inserts.
RELATED LINKS
Audio Effects on page 502
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PROCEDURE
1. On the MixConsole toolbar, click Racks and activate Inserts to show the Inserts rack above
the fader section.
2. Click one of the insert slots to open the insert selector.
3. Click an insert effect to select it.
RESULT
The selected insert effect is loaded and automatically activated. Its plug-in panel opens.
PROCEDURE
● Do one of the following:
● Right-click an insert effect in a pre-fader position, and from the context menu, select Set
as last Pre-Fader Slot.
● Click and drag the separator for pre-/post-fader slots up or down.
RESULT
The number of pre-fader and post-fader slots is adjusted. The color and the separator line show
which effect is pre-fader and which is post-fader.
● To bypass all inserts, click Bypass at the top of the Inserts rack.
● To bypass a single insert, click the button on the left of the inserts slot.
● To deactivate bypass, click the button again.
PROCEDURE
1. Right-click an insert effect.
2. From the context menu, select Activate/Deactivate Side-Chaining.
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PROCEDURE
● In the top right corner of the Inserts rack, open the Presets pop-up menu and perform one
of the following actions:
● To save the current settings as a preset, select Save FX Chain Preset and name your
preset.
● To load a preset, select Load FX Chain Preset and select a preset.
NOTE
You can also apply inserts together with EQ and channel strip settings from track presets.
You can load, tag, and save FX chain presets in the MediaBay.
RELATED LINKS
Applying FX Chain Presets on page 544
Equalizers (EQ)
The Equalizers (EQ) rack is only available for audio-related channels. It features a built-in
parametric equalizer with up to 4 bands for each audio channel.
NOTE
PROCEDURE
1. On the MixConsole toolbar, click Racks and activate Equalizers to show the EQ rack above
the fader section.
2. Click Activate/Deactivate Band to activate an EQ band.
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Equalizer Settings
You can make equalizer settings for the 4 bands. These have different default frequency values
and different Q names. However, they all have the same frequency range (20 Hz to 20 kHz). You
can specify different filter types for each individual module.
1 Bypass EQ
Click to bypass all EQ bands.
2 Curve display
Click on the display in a channel to show a larger version. The display is also available in the
Equalizers section of the track Inspector in the Project window and in the Channel
Settings window.
Clicking the curve display enlarges the view and shows a cross-hair cursor. The current
mouse position shows the frequency, note value, offset, and level at the top or bottom of the
display.
● Click to add a curve point and activate the corresponding EQ band.
● Double-click the curve point to deactivate it.
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NOTE
You cannot edit the high-cut and low-cut filters in the curve display. To edit the filters, open
the Pre rack.
3 Select Preset
Opens a pop-up menu where you can load/save a preset.
4 Activate/Deactivate Band
Click to activate/deactivate an EQ band.
Band Settings
1 Activate/Deactivate Band
Activates/Deactivates the equalizer band.
2 Gain
Sets the amount of cut or boost. The range is ±24 dB.
3 Frequency
Sets the center frequency of the frequency range to be cut or boosted. You can set the
frequency either in Hz or as a note value. If you enter a note value, the frequency is
automatically displayed in Hz. For example, a note value of A3 sets the frequency to 440 Hz.
When you enter a note value, you can also enter a cent offset. For example, enter A5 -23 or
C4 +49.
NOTE
Ensure that you enter a space between the note and the cent offset. Only in this case, the
cent offsets are taken into account.
4 Q-Factor
Determines the width of the affected frequency range. Higher values give narrower
frequency ranges.
5 Select EQ Band Type
Opens a pop-up menu where you can select an EQ type for the band. Bands 1 and 4 can act
as parametric, shelving, or high/low-cut filters. EQ bands 2 and 3 are always parametric
filters.
RELATED LINKS
Making Filter Settings on page 439
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Saving/Loading EQ Presets
You can save and load EQ presets.
PROCEDURE
● In the top right corner of the EQ rack, open the presets pop-up menu and perform one of
the following actions:
● To save the current settings as a preset, select Save Preset and name your preset.
● To load a preset, select Load Preset and select a preset.
NOTE
You can also apply EQ together with insert and channel strip settings from track presets. You
can load, tag, and save EQ presets in the MediaBay.
Channel Strips
The Channel Strip rack is only available for audio-related channels. It allows you to load built-in
processing modules for separate channels. You can change the position of specific modules in
the signal flow via drag and drop.
NOTE
Noise Gate
Allows you to silence audio signals below a set threshold level. As soon as the signal
level exceeds the set threshold, the gate opens to let the signal through.
Compressor
Allows you to create smooth compression effects. Drag the compressor up or down to
change its position in the signal flow.
EQ
Allows you to make EQ settings.
Tools
Provides various tools.
Sat
Allows you to add warmth to the sound.
Limit
Allows you to avoid clipping even at high levels.
Noise Gate
Noise gating silences audio signals below a set threshold. As soon as the signal level exceeds the
threshold, the gate opens to let the signal through.
Threshold
Determines the level at which Gate is activated. Signal levels above the set threshold
trigger the gate to open, and signal levels below the set threshold close the gate.
Range
Adjusts the attenuation of the gate when it is shut. The higher the value, the higher the
level of the signal that passes through the shut gate.
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Attack
Sets the time after which the gate opens when it is triggered.
Release
Sets the time after which the gate closes.
Listen Filter
Allows you to monitor the filtered signal.
Activate Filter
Activates/Deactivates the internal side-chain and allows you to set up a filter to modify
the signal detection.
Auto Release
Automatically finds the best release setting for the audio material.
Filter Frequency
If the internal side-chain is activated, this parameter sets the filter frequency for the
signal detection.
Q-Factor
If the internal side-chain is activated, this parameter sets the resonance of the filter for
the signal detection.
State LED
Indicates whether the gate is open (LED lights up in green), closed (LED lights up in
red), or in an intermediate state (LED lights up in yellow).
Compressor
This channel strip module reduces the dynamic range of the audio, making softer sounds louder
or louder sounds softer, or both.
Open the pop-up menu to select between Standard Compressor, Tube Compressor, and
VintageCompressor.
Standard Compressor
The Standard Compressor allows you to create smooth compression effects. Drag the
compressor up or down to change its position in the signal flow.
Threshold
Determines the level where the compressor kicks in. Only signal levels above the set
threshold are processed.
Ratio
Sets the amount of gain reduction that is applied to signals above the set threshold. A
ratio of 3:1 means that for every 3 dB the input level increases, the output level
increases by 1 dB.
Attack
Determines how fast the compressor responds to signals above the set threshold. If
the attack time is long, more of the early part of the signal passes through
unprocessed.
Release
Sets the time after which the gain returns to the original level when the signal drops
below the threshold.
Auto Make-Up
Automatically adjusts the output for gain loss.
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Auto Release
Automatically finds the best Release setting for the audio material.
Make-Up Gain
Compensates for output gain loss that is caused by compression.
RELATED LINKS
Standard Compressor – Details View on page 464
Tube Compressor
The Tube Compressor with integrated tube-simulation allows you to achieve smooth and warm
compression effects. The VU meter shows the amount of gain reduction. This compressor
features an internal side-chain section that lets you filter the trigger signal.
Input Gain
Determines the compression amount. The higher the input gain, the more
compression is applied.
Output Gain
Sets the output gain.
Attack
Determines how fast the compressor responds. If the attack time is long, more of the
initial part of the signal passes through unprocessed.
Release
Sets the time after which the gain returns to the original level.
Auto Release
Automatically finds the best Release setting for the audio material.
Drive
Controls the amount of tube saturation.
Mix
Sets the level balance between the dry signal and the wet signal.
RELATED LINKS
Tube Compressor – Details View on page 464
VintageCompressor
Input Gain
In combination with the Output Gain setting, this parameter determines the
compression amount. The higher the input gain setting and the lower the output gain
setting, the more compression is applied.
Output Gain
Sets the output gain.
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Attack
Determines how fast the compressor responds. If the attack time is long, more of the
early part of the signal passes through unprocessed.
Release
Sets the time after which the gain returns to its original level.
Auto Release
Automatically finds the best Release setting for the audio material.
RELATED LINKS
VintageCompressor - Details View on page 465
EQ
You can make equalizer settings for the 4 bands. These have different default frequency values
and different Q names. However, they all have the same frequency range (20 Hz to 20 kHz). You
can specify different filter types for each individual module.
1 Activate/Deactivate Band
Activates/Deactivates the equalizer band.
2 Select EQ Band Type
Opens a pop-up menu where you can select an EQ type for the band. Bands 1 and 4 can act
as parametric, shelf, or high/low-cut filters. EQ bands 2 and 3 are always parametric filters.
3 Gain
Sets the amount of cut or boost. The range is ±24 dB.
4 Q-Factor
Determines the width of the affected frequency range. Higher values give narrower
frequency ranges.
5 Frequency
Sets the center frequency of the frequency range to be cut or boosted.
Tools
Provides tools that allow you to reduce sibilance and attenuate or boost the gain of the attack
and release phase of your audio.
DeEsser
This channel strip module reduces excessive sibilance, primarily for vocal and speech recordings.
Basically, it is a special type of compressor that is tuned to be sensitive to the frequencies
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produced by the s-sound. Close proximity microphone placement and equalizing can lead to
situations where the overall sound is just right, but there is a problem with sibilants.
Threshold
Sets a threshold for the incoming signal level above which the plug-in starts to reduce
the sibilants.
Reduction
Controls the intensity of the de-essing effect.
Auto Threshold
Automatically and continually chooses an optimum threshold setting independent of
the input signal. The Auto Threshold option does not work for low-level signals
(<-30 dB peak level). To reduce the sibilants in such a signal, set the threshold manually.
Release
Sets the time after which the de-essing effect returns to zero when the signal drops
below the threshold.
Solo
Allows you to solo the frequency band to find the appropriate position and width of
that band.
Diff
Allows you to listen to the sounds that the de-esser removes from the signal.
Low-Frequency
Allows you to set the low frequency band.
High-Frequency
Allows you to set the high frequency band.
EnvelopeShaper
This channel strip module can be used to attenuate or boost the gain of the attack and release
phase of audio material. You can use the knobs to change parameter values. Be careful with
levels when boosting the gain and if needed reduce the output level to avoid clipping.
Attack
Changes the gain of the attack phase of the signal.
Release
Changes the gain of the release phase of the signal.
Attack Length
Determines the length of the attack phase.
Output Gain
Sets the output level.
Sat
Allows you to add warmth to the sound. Open the pop-up menu to select between Magneto II,
Tape Saturation, and Tube Saturation.
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Magneto II
This channel strip module simulates the saturation and compression of recording on analog tape
machines.
Saturation
Determines the amount of saturation and the generation of overtones. This leads to a
small increase in input gain.
Low-Frequency
Sets the frequency range of the spectrum band to which the tape effect is applied.
To avoid the saturation of lower frequencies, set the value to 200 Hz or 300 Hz.
HF-Adjust
Sets the amount of high frequency content of the saturated signal.
High-Frequency
Sets the frequency range of the spectrum band to which the tape effect is applied.
To avoid the saturation of very high frequencies, set this parameter to values below 10
kHz.
HF-Adjust On/Off
Activates/Deactivates the HF-Adjust filter.
Solo
Allows you to hear only the set frequency range including the tape simulation effect.
This helps you to determine the appropriate frequency range.
Output
Allows you to adjust the output level.
Tape Saturation
This channel strip module simulates the saturation and compression of recording on analog tape
machines.
Drive
Controls the amount of tape saturation.
Low-Frequency
This is a low shelving filter with fixed frequency.
High-Frequency
This is a high-cut filter. Use the frequency fader to reduce harshness of the output
signal.
Dual
Simulates the use of two tape machines.
Auto Gain
Adjusts the gain automatically.
Output
Sets the output gain.
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Tube Saturation
This channel strip module simulates the saturation and compression of recording of analogue
tube compressors.
Drive
Controls the amount of tube saturation.
Low-Frequency
This is a low shelving filter with fixed frequency.
High-Frequency
This is a high-cut filter. Use the frequency fader to reduce harshness.
Output Gain
Sets the output gain.
Limit
Allows you to avoid clipping even at high levels. Open the pop-up menu to select between
Brickwall Limiter, Maximizer, and Standard Limiter.
Brickwall Limiter
Brickwall Limiter ensures that the output level never exceeds a set limit. Due to its fast attack
time, Brickwall Limiter can reduce even short audio level peaks without creating audible
artifacts. However, this channel strip module creates a latency of 1 ms.
Threshold
Determines the level where the limiter kicks in. Only signal levels above the set
threshold are processed.
Release
Sets the time after which the gain returns to the original level when the signal drops
below the threshold.
Auto Release
Automatically finds the best Release setting for the audio material.
Maximizer
This channel strip module raises the loudness of audio material without the risk of clipping.
Optimize
Determines the loudness of the signal.
Mix Amount
Sets the level balance between the dry signal and the wet signal.
Output
Determines the maximum output level. Set this to 0 dB to avoid clipping.
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Standard Limiter
This channel strip module is designed to ensure that the output level does not exceed a set
output level, to avoid clipping in following devices. Standard Limiter can adjust and optimize the
Release parameter automatically according to the audio material, or it can be set manually.
Input
Adjusts the input gain.
Release
Sets the amount of time it takes for the gain to return to its original level. If Auto
Release is activated, Standard Limiter automatically finds the best release setting for
the audio material.
Output
Determines the maximum output level.
PROCEDURE
● In the top right corner of the Channel Strip rack, open the Presets pop-up menu and
perform one of the following actions:
● To save the current settings as a preset, select Save Strip Preset and name your preset.
● To load a preset, select Load Strip Preset and select a preset.
NOTE
You can also apply channel strip settings together with insert and EQ settings from track
presets. You can load, tag, and save strip presets in the MediaBay.
RELATED LINKS
Loading Strip Presets on page 734
Sends
The Sends rack for audio-related channels features send effect slots that allow you to load send
effects and value sliders that for determining the send level for a channel. For MIDI channels, the
Sends rack features send effect slots that allow you to load send effects.
You can use sends to route audio, instrument, group, FX and rewire channels to output, group,
FX channels, or use them as effect side-chain sources.
PROCEDURE
1. On the MixConsole toolbar, click Racks and activate Sends to show the rack above the fader
section.
2. Click one of the send slots to open the send selector.
3. Click a send effect to select it.
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● To bypass all sends, click the bypass button at the top of the Sends rack.
● To deactivate bypass, click the button again.
PROCEDURE
1. Right-click on the send slot to open the context menu.
2. Select Add FX Channel to <send name>.
3. In the Add FX Channel Track window, select the effect and configuration.
4. Click OK.
RESULT
The FX channel track is added in the Project window, and the send is automatically routed to it.
Cue Sends
Cue sends allow you to create discrete cue mixes that performers can listen to during recording.
Essentially, cue sends are stereo aux sends that are routed to cue channel outputs in the Control
Room.
NOTE
For every cue channel defined in the Audio Connections window, each channel in the
MixConsole has a cue send, with level, pan, and pre/post-fader selection.
PREREQUISITE
Create a cue channel in the Audio Connections window and activate the Control Room.
PROCEDURE
1. On the MixConsole toolbar, click Racks and activate Cue Sends to show the rack above the
fader section.
2. Click one of the slots to open the send selector.
The cue sends are displayed.
3. Click on the left of the slot to activate the cue send.
RESULT
You can now change the level and pan settings.
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Direct Routing
In addition to the main output, the Direct Routing rack allows you to set up 7 routing
destinations that are positioned post-fader and post-panner in the signal path. This way, you can
switch the destination of channels and create different mix versions in one go.
In the Direct Routing rack, the first routing slot mirrors the routing of the main output.
Direct routing is available for audio, instrument, sampler, FX channel tracks, groups, and output
busses. You can also set and activate outputs for several selected channels at once.
RELATED LINKS
Setting up Direct Routing on page 454
Automatic Downmixing on page 455
PROCEDURE
1. On the MixConsole toolbar, click Racks and activate Direct Routing.
The Direct Routing rack is shown above the fader section.
2. Select all channels for which you want to set up the same destinations, press Shift - Alt/Opt
and click in the first slot of the Direct Routing rack.
3. In the routing selector, select the main output for the selected channels.
NOTE
We recommend that you choose the same set of destinations for all channels that belong
together. The main output should also have the widest channel configuration, since it is used
as a reference for all additional output destinations.
IMPORTANT
The routing of the main output in the first Direct Routing slot defines the channel width. For
several functions in Nuendo, for example, Export Audio Mixdown or surround panning, to
work as expected, the main output routing must be set correctly.
PROCEDURE
1. Play back your project and take note of the positions where routing changes are necessary.
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NOTE
To switch destinations for multiple channels simultaneously, select these channels and keep
Shift - Alt/Opt pressed when activating a different destination.
PROCEDURE
1. Set up your output busses as routing destinations.
2. In the Direct Routing rack, open the context menu and activate Summing Mode for all
channels that you want to sum.
NOTE
To activate this setting for all channels at once use the Link function.
3. Activate all outputs to which you want to route the selected channels.
RELATED LINKS
Setting up Routing on page 437
Automatic Downmixing
The output in the first Direct Routing slot defines the channel width. Since the other
destinations are positioned post-panner in the signal path, they have the same channel width to
start with, and the signal needs to be converted accordingly by downmixing. Nuendo does that
automatically.
NOTE
Always select the output with the widest channel configuration in the first slot. It is not
recommended to use a setup where the main output has fewer channels than the direct routing
destination even though it is technically possible. Upmixing might lead to unexpected side
effects.
When performing an automatic downmix from 5.1 to stereo, the levels are adjusted as follows:
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L R C Lfe Ls Rs
Center and Lfe signals are split into L and R channels, Ls and Rs are sent to L and R respectively,
but reduced in volume.
When performing an automatic downmix from 7.1 Music (Dolby) to 5.1, the levels are adjusted as
follows:
L R C Lfe Ls Rs Sl Sr
L 0.0 -3.01
R 0.0 -3.01
C 0.0
Lfe 0.0
Ls 0.0 -3.01
Rs 0.0 -3.01
Sl and Sr signals are split into L/R and Ls/Rs respectively, but reduced in volume.
This saves you from having to click your way through the various windows and sections
pertaining to your track.
NOTE
PROCEDURE
1. On the MixConsole toolbar, click Racks and activate Track Quick Controls to show the rack
above the fader section.
2. Click one of the slots to open a selector.
3. Select a parameter from the list.
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RESULT
The selected parameter is loaded and automatically activated as Track Quick Control.
RELATED LINKS
Parameter Assignment on page 858
Device Panels
You can display device panels, for example, for external MIDI devices, audio track panels, or VST
insert effect panels.
NOTE
For information on how to create or import MIDI device panels, see the separate document MIDI
Devices.
RELATED LINKS
Device Panels on page 896
PROCEDURE
1. On the MixConsole toolbar, click Set up Window Layout, and activate Notepads.
The Notepads section is shown above the fader section.
2. Select the channel for which you want to add notes, click in the notepad section and enter
your notes.
3. To close the notepad, press Esc , or click in another section of the MixConsole.
PREREQUISITE
You have manually or automatically assigned track/channel colors.
PROCEDURE
1. Select Edit > Preferences.
2. Open the User Interface page, and select Track & MixConsole Channel Colors.
3. In the Colorize Tracks and MixConsole Channels section, activate MixConsole Channels.
4. Optional: To adjust the brightness of a selected channel, adjust the Selected Channel
Brightness slider.
NOTE
By default, the selected channel is shown in gray. If you want to display the selected channel
in color, activate Show Color for Selected Channel. You can then discern it from the other
channels by its pronounced color strength.
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5. Click OK.
RESULT
The channel colors are applied to the channel controls.
RELATED LINKS
Automatically Assigning Colors to New Tracks/Channels on page 183
Colorizing Single Tracks on page 95
Colorizing Selected Tracks on page 95
User Interface on page 1375
User Interface - Track & MixConsole Channel Colors on page 1376
● To show the channel latency display in the fader section of the MixConsole, click Set up
Window Layout on the toolbar and activate Channel Latencies.
● To open an overview of the latencies for a specific channel, click Open Channel Latency
Overview.
Name
The name of the effect that causes the latency.
Type
Indicates if the latency is caused by an insert effect, a channel strip module or a
panner.
Latency (ms)
Shows the latency in milliseconds.
Latency (Samples)
Shows the latency in samples.
NOTE
If you want any plug-in delay to be compensated during playback, make sure that Constrain
Delay Compensation is deactivated.
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RELATED LINKS
Plug-In Delay Compensation on page 504
Functions Menu on page 427
Constrain Delay Compensation on page 845
MixConsole Window on page 405
Channel Settings
You can open each MixConsole channel in a separate Channel Settings window. This allows for
better overview and editing of individual channels and their settings.
The channel selection in the Channel Settings window is synchronized with the channel
selection in the MixConsole, and the track selection in the Project window.
NOTE
To separate the channel selection in the Channel Settings window from the channel selection in
the MixConsole, open the Functions Menu on the toolbar of the Channel Settings window, and
deactivate Follow ‘e’ buttons or selection changes.
To separate the channel selection in the Channel Settings window from the track selection in the
Project window, deactivate Sync Selection in Project Window and MixConsole in the
Preferences dialog (Editing—Project & MixConsole page).
To open the channel settings for an audio-related channel, do one of the following:
● In the fader section of the MixConsole, select the channel, and click Edit Channel Settings.
● In the track list, select the track, and in the top section of the Inspector, click Edit Channel
Settings.
● In the track list, select the track, and on the track click Edit Channel Settings.
1 Toolbar
The toolbar shows tools and shortcuts for settings and functions in the Channel Settings
window.
2 Inserts/Strip
The Inserts section features insert effect slots that allow you to load insert effects for a
channel. The Strip section allows you to load built-in processing modules for separate
channels.
3 Channel Strip/Equalizer
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MixConsole Window
The Channel Strip section allows you to load built-in processing modules for separate
channels. The Equalizer section features a built-in parametric equalizer with up to 4 bands
for each audio channel.
4 Sends/Cue Sends
The Sends section features send effect slots that allow you to load send effects. The Cue
Sends section allows you to create discrete cue mixes that performers can listen to during
recording.
5 Direct Routing
The Direct Routing section allows you to set up 7 routing destinations that are positioned
post-fader and post-panner in the signal path. This way, you can switch the destination of
channels and create different mix versions in one go.
6 Fader
The fader section shows the current channel.
7 Output Chain
The output chain allows you to keep track of more complicated output routings.
The sections are arranged in zones at the left and right of the Channel Settings window.
RELATED LINKS
Channel Settings – Channel Inserts on page 462
Channel Settings – Channel Strip on page 463
Channel Settings – Equalizer on page 468
Channel Settings – Channel Sends on page 470
Channel Settings – Direct Routing on page 471
Channel Settings – Channel Faders on page 472
Equalizer Settings on page 443
Routing Editor on page 511
Direct Routing on page 454
Channel Navigation
Go to Last Edited Channel
Shows the channel that you last edited in the Channel Settings window. This is only
available if you have edited at least 2 channels.
Shows the next channel in the Channel Settings window. This is only available if you
have edited at least 2 channels.
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MixConsole Window
Search Channels
Allows you to search for specific channels and show them in the Channel Settings
window.
Left Divider
Left Divider
Tools that are placed to the left of the divider are always shown.
Channel Sources
Input
Go to Input/Select an Input
Channel Name
Channel Name
Shows the name of the channel that is shown in the Channel Settings window.
Channel Destinations
Go to Output/Select an Output
Output
Edit Instrument
Edit VST Instrument
Allows you to open the VST instrument control panel. This is only available for MIDI and
instrument channels.
Output Chain
Show Output Chain
Shows the output chain. This allows you to keep track of more complicated output
routings.
Track Templates
Load/Save Track Preset
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MixConsole Window
Channel Functions
Functions Menu
Opens a pop-up menu where you can select a Channel Settings function.
Set up Toolbar
Opens a pop-up menu where you can set up which toolbar elements are visible.
Bypass Inserts
Bypasses the insert effects for the channel.
Inserts
Allows you to add insert effects for the channel.
Preset Management
Allows you to load or save FX Chain presets.
Strip
Allows you to activate and set up channel strip modules for the channel.
Routing
Allows you to set up the routing for insert effects.
RELATED LINKS
Channel Settings on page 459
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MixConsole Window
NOTE
You can reset the channel strip modules for the channel by Alt/Opt -clicking this
button.
Channel Strip
Allows you to activate and set up channel strip modules for the channel.
Preset Management
Allows you to load or save strip presets.
● Noise Gate
● Compressor
● EQ
● Tools
● Sat
● Limit
You can change the position of channel strip modules in the signal chain by dragging.
RELATED LINKS
Noise Gate on page 445
Compressor on page 446
EQ on page 448
Tools on page 448
Sat on page 449
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MixConsole Window
RELATED LINKS
Standard Compressor on page 446
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MixConsole Window
● Character
● Low/High switch for Ratio
● Side-chain section with Frequency, Filter Type, Q-Factor, and Monitor
● Input Gain meter
● Output Gain meter
RELATED LINKS
Tube Compressor on page 447
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MixConsole Window
● Mix
● Ratio buttons
● Input Gain meter
● Output Gain meter
● Gain Reduction meter
RELATED LINKS
VintageCompressor on page 447
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MixConsole Window
● Classic
This mode is suited for all styles of music.
● Modern
This mode is particularly suited for contemporary styles of music. Release allows you to set
the overall release time, Recover allows for a faster signal recovering at the beginning of the
release phase.
● Soft Clip
Activate this to start limiting or clipping the signal softly and to generate harmonics that add
a warm, tube-like characteristic to the audio material.
● High resolution input/output meter with gain reduction.
RELATED LINKS
Maximizer on page 451
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MixConsole Window
Bypass Equalizers
Bypasses the equalizer settings for the channel.
NOTE
Preset Management
Allows you to load or save equalizer presets.
Equalizer Settings
Opens the Equalizer Settings panel.
Equalizer display
Allows you to make equalizer settings for the 4 bands in a large EQ curve display with
several modes.
Here, you can also view and edit the reference and the comparison channel.
NOTE
You can modify the color settings for the EQ Reference Channel and the EQ
Comparison Channel in the Preferences dialog (User Interface—MixConsole Rack
Colors page).
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MixConsole Window
Equalizer Controls
Allows you to make equalizer settings for the 4 bands in a large EQ curve display with
several modes.
RELATED LINKS
Channel Settings on page 459
● To open the Equalizer Settings panel, click Equalizer Settings in the Equalizer section of
the Channel Settings window.
Comparing Channels
You can compare the EQ settings and the spectral curves of two channels in the equalizer display
of the Channel Settings window.
PROCEDURE
1. In the MixConsole, select a channel that you want to compare to another one, and click Edit
Channel Settings.
2. In the Channel Settings window, open the Channel Strip/Equalizer section, and activate
the Equalizer section.
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MixConsole Window
RESULT
You have now compared and edited the settings for two channels. To compare the reference
channel with another channel, open the Select Comparison Channel pop-up menu again, and
select a new comparison channel.
RELATED LINKS
Equalizer Settings Panel on page 469
Channel Settings – Equalizer on page 468
User Interface on page 1375
Bypass Sends
Bypasses the send effects for the channel.
Sends—Destinations
Allows you to set up a destination for the send effects for the channel.
Sends—Panning
Allows you to set up panning for the send effects.
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MixConsole Window
Cue Sends
Allows you to add cue send effects for the channel.
RELATED LINKS
Channel Settings on page 459
● To open the Direct Routing section in the Channel Settings window, click Set up Window
Layout, and activate Direct Routing.
The Direct Routing section allows you to set up routing destinations that are positioned post-
fader and post-panner in the signal path. This way, you can switch the destination of channels
and create different mix versions in one go.
RELATED LINKS
Channel Settings on page 459
Direct Routing on page 454
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MixConsole Window
RELATED LINKS
Fader Section on page 429
Channel Settings on page 459
For this to work, the section must have the focus. If a section has the keyboard focus, the border
that surrounds it is highlighted in a specific color.
PROCEDURE
1. Click in an empty area of the section to activate the keyboard focus.
2. Press Tab to activate the next section. This allows you to cycle forward through the sections.
3. Press Shift - Tab to activate the previous section.
Navigating in a Section
Once you have activated the focus for a section, you can control it with the computer keyboard.
In the channel racks section and in the fader section, controls that are selected for keyboard
control are indicated by a red border.
● To navigate through the controls, use the Up Arrow , Down Arrow , Left Arrow , or
Right Arrow keys.
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MixConsole Window
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VCA Faders
VCA faders serve as remote controls for channel faders in the MixConsole.
VCA stands for Voltage-Controlled Amplifier. VCA faders were originally found on hardware
mixing desks. They allowed the user to control the volume levels of several mixer channels with
only one fader. To assign channel faders to a VCA fader, the respective channels must be
physically connected with the VCA fader.
In Nuendo, the VCA fader function is based on the same concept. VCA faders can be connected
with different types of audio-related channels. This allows the VCA faders to control the volume
of the connected channels. A channel can be connected to only one VCA fader.
From a technical perspective, moving a VCA fader to a different dB level adds or subtracts the
new value to or from the original values of the connected channels.
EXAMPLE
A channel has a level of -6 dB, the VCA fader is at the 0 position. If you move the VCA fader to a
level of +3 dB, this value is added to the level of the connected channel. The connected channel
now has a level of -3 dB.
VCA faders have no panner. Their fader handles have a color different from the other fader
channels. If you change the name and the color of the VCA fader, this is reflected in the
connected channels on the VCA rack.
1 Peak meter that displays the summed up level of the meters of all connected channels
2 Fader handle
3 Fader name and color
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Creating VCA Faders in the MixConsole
RELATED LINKS
VCA Fader Automation on page 476
Creating Smooth Transitions Between Automation Events (Bézier Automation Curves) on page
808
Link Group Settings Dialog on page 424
PROCEDURE
1. Select Studio > MixConsole.
2. Right-click in the fader section, and select Add VCA Fader.
RESULT
This creates an unassigned VCA fader, and places it at the right end of the fader section in front
of the output channels.
RELATED LINKS
VCA Rack on page 476
Creating VCA Faders for a Selection of Channels on page 475
VCA Fader Track on page 148
Add Track Dialog – VCA on page 148
NOTE
You can also connect VCA faders to a selection of channels using the VCA rack.
PROCEDURE
1. Select several channels in the MixConsole.
2. Right-click one of the selected channels.
3. In the context menu, select Add VCA Fader to Selected Channels.
RESULT
A VCA fader is created and placed to the right of the selected faders. In the Project window, the
VCA track is placed below the selected tracks.
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VCA Faders
Nested VCA Faders
RELATED LINKS
Connecting Several Channels with VCA Faders on page 478
If you use several VCA faders that control different channels, you can create another VCA fader
that controls the VCA faders. This allows you to control the volume level of more than one
selection of connected channels at the same time.
Technically, a VCA fader that controls other VCA faders affects the volume level of all VCA faders
and all connected channels.
EXAMPLE
A VCA fader (main fader) controls a nested VCA fader that has been set to -10 dB. The latter VCA
fader controls a connected channel that had an original level of -3 dB and that is set to -13 dB. If
you change the main fader level from 0 to +4 dB, the controlled VCA fader is set to a level of -6 dB,
and the connected channel is set to a level of -9 dB.
VCA faders have their own, independent automation track. Whenever you write automation for a
VCA fader, it affects the volume automation of the connected channels. The automation of the
connected channels and the VCA fader are combined, which you can hear and see. On the
automation tracks of the connected channels, this is visualized as follows:
● If the VCA fader and its connected channel have volume automation, the VCA fader
automation influences the existing volume automation of the connected channel. The
automation tracks show the original automation and the combined automation of VCA fader
and its connected channels.
● If the VCA fader and its connected channels have volume automation and you select
Combine Automation of VCA and Connected Channel in the context menu of the VCA
fader, the automation of the connected channels takes over the combined automation. The
automation of the VCA fader is reset to its default position. The automation tracks of the
connected channels show the combined automation. The automation tracks of the VCA fader
show the default static value line.
RELATED LINKS
VCA Fader Settings on page 474
Creating Smooth Transitions Between Automation Events (Bézier Automation Curves) on page
808
VCA Rack
The VCA rack allows you to connect channels to VCA faders. You can also let VCA faders control
other VCA faders.
The VCA rack is divided into 2 slots. The top slot shows the name and color of the VCA fader that
controls the connected channel.
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VCA Rack
You can select the VCA fader that you want to connect to the channel and activate/deactivate an
existing connection to the VCA fader. The top slot is available for channels and VCA faders.
The bottom slot shows the number of channels that are connected to a VCA fader. You can
activate/deactivate the connection between the VCA fader and the connected channels. The
bottom slot is only available for VCA faders.
RESULT
The VCA rack is shown.
RESULT
The channel is connected to the VCA fader. The VCA rack slot of the channel displays the name
and the color of the VCA fader. The VCA rack slot of the VCA fader displays the number of
connected channels.
RELATED LINKS
Creating VCA Faders in the MixConsole on page 475
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VCA Rack
PROCEDURE
1. Select several channels in the MixConsole, and activate Q-Link in the MixConsole toolbar.
2. In the VCA rack of one of the selected channels, click the top slot.
3. In the VCA selector, select the name of the VCA fader.
RESULT
All channels are connected to the VCA fader. The VCA rack slots of the channels display the name
and the color of the VCA fader. The VCA rack slot of the VCA fader displays the number of
connected channels.
RELATED LINKS
Using Quick Link on page 427
RELATED LINKS
VCA Fader Automation on page 476
Instead of breaking the connection between VCA fader and channels, the connection and
automation are suspended until you reactivate the connection. You can deactivate the
connection either for a channel or for a VCA fader.
PROCEDURE
● In the VCA rack in the top slot of a VCA fader or a channel, click Activate/Deactivate VCA
Connection.
RESULT
If you deactivate the connection for a channel, only the channel loses the connection temporarily.
The connection between the VCA fader and the other channels remains intact.
If you deactivate the connection for a VCA fader, the connection to all connected channels is
suspended.
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Control Room
The Control Room allows you to divide the studio environment into the performing area (studio)
and the engineer/producer area (control room).
● To open the Control Room in a separate window, select Studio > Control Room.
● To open the Control Room section in the MixConsole window, click Show/Hide Right Zone
on the MixConsole toolbar.
● To open the Control Room section in the Project window, click Show/Hide Right Zone on
the Project window toolbar.
● The Main tab contains all controls that you use regularly during recording, mixing, and
mastering, for example.
● The Inserts tab contains settings that you most probably use only once for a project.
RELATED LINKS
MixConsole Toolbar on page 410
Project Window Toolbar on page 48
PROCEDURE
1. Select Studio > Audio Connections.
2. Click Control Room.
3. Click Add Channel.
A pop-up menu lists all available channel types and shows how many instances of each type
are available.
4. Select a channel type.
For most channel types, a dialog opens that allows you to choose the channel configuration.
5. Click the Audio Device column to set an audio device for the channel type.
6. Click the Device Port column to assign a port for the channel.
IMPORTANT
You cannot assign the same device port to a bus or channel and a Control Room channel at
the same time.
RESULT
The Control Room functions are available for use. If you disable the Control Room, the
configuration is saved and will be restored when you reenable the Control Room.
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Output Routing
Output Routing
For the Control Room to function correctly, you must assign the Main Mix bus to the set of
outputs that contains the mix that you want to hear.
If you only have one output bus, it automatically becomes the Main Mix. All other outputs are
not routed through the Control Room.
The channel width of the Control Room can only be as wide as the Main Mix bus.
All other outputs are not routed through the Control Room.
However, they can be added as additional monitor sources in the Audio Connections window.
When the Control Room is enabled, the Main Mix bus is automatically shown on the Control
Room tab. The reason is that the Main Mix is always available as a monitor source in the Control
Room.
Switching between monitors that share device ports is seamless, multi channel audio is mixed
down to stereo as needed. Only one monitor set can be active at a time.
If your scenario does not require you to assign ports to several monitor channels, it is
recommended to activate the Exclusive Device Ports for Monitor Channels option in the
Preferences dialog (VST—Control Room page). This way, you make sure that you do not
accidentally assign ports to inputs/outputs and monitor channels at the same time.
IMPORTANT
The state of the Exclusive Device Ports for Monitor Channels preference is saved together with
the Control Room presets. Therefore, if you recall a preset, your current setting in the
Preferences dialog might be overwritten.
Monitor Channels
A monitor channel represents a set of outputs that are connected to monitor speakers in the
Control Room.
You can create up to 4 monitor channels for a mono, stereo, or surround speaker configuration.
Each monitor can have its own custom downmix settings, input gain, and input phase settings.
NOTE
Monitor channels can share hardware inputs or outputs with another bus or channel. When you
create the connections for the monitor channels, device ports that are already used for other
busses or channels are shown in red on the Device Port pop-up menu. If you select a used port,
its previous connection is lost.
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Control Room Channels
Monitor Sources
You can set up different monitor sources and use the Control Room Mixer to select the mix
sources that you want to listen to. Different monitor sources for dialogue, sound effects, and
music are useful in post production setups that require more than one mix bus.
You can create up to 8 monitor sources for a mono, stereo, or surround speaker configuration.
These can be input or output busses that you set up in the Inputs/Outputs tab of the Audio
Connections window, or a group channel.
IMPORTANT
If you select a monitor source with a wider configuration than the main mix bus, automatic
downmixing occurs.
Phones Channel
You can use the phones channel in the Control Room to listen to cue mixes.
You can create 1 phones channel for a stereo configuration. It allows you to listen to the main
mix or cue mixes or to external inputs on a pair of headphones. You can also use it for
previewing.
Cue Channels
You can use cue channels for sending cue mixes, also known as headphone mixes, to performers
in the studio during recording.
You can create up to 4 cue channels in mono or stereo for 4 discrete cue mixes. Cue channels
have talkback and click functions. They allow you to monitor the main mix, external inputs, or a
dedicated cue mix.
EXAMPLE
If you have 2 available headphone amplifiers for performers, you can create 1 cue channel for
each cue mix and name them according to their function: vocalist mix, bass player mix, etc.
● To show the cue sends, open the MixConsole and activate Racks > Cue Sends.
External Inputs
You can use external inputs for monitoring external devices, such as CD players, multi-channel
recorders, or any other audio source.
You can create up to 6 external inputs for a mono, stereo, or surround speaker configuration.
NOTE
If you select external inputs as input source of an audio channel, you can record them. In this
case, you do not need to assign the device ports to the input channel.
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Control Room - Main Tab
Talkback Channels
You can use talkback channels for communication between the Control Room and performers in
the studio.
You can create up to 4 talkback channels and assign a mono input channel to each one of them.
You can also use talkback channels as input source for audio tracks and record them. You can
route them to each cue channel and use different levels.
You can insert effects like a compressor or limiter on talkback channels. This ensures that erratic
levels do not disturb performers and that clear communication with everyone is possible.
NOTE
The Auto Disable Talkback Mode option in the Preferences dialog (VST—Control Room page)
allows you to specify how talkback works during playback and recording.
Metering Channel
You can use a metering channel for connecting a hardware metering device.
The metering channel allows you to meter monitoring sources without having the listening
volume affect the meter. This channel is a physical ASIO output which feeds the same signal that
goes through the meter channel.
NOTE
The Control Room Main tab is divided into a number of sections that you open by clicking their
header. To open several sections simultaneously, use Ctrl/Cmd -click.
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Control Room - Main Tab
External
The External section allows you to use external inputs for monitoring external devices. It is only
shown if you have added more than one external input in the Audio Connections window.
To switch to another external input, click the input name and select a new external input from
the pop-up menu.
Monitor Sources
The Monitor Sources section allows you to select which monitor sources are routed to the
Control Room.
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Control Room - Main Tab
Allows you to listen to several submixes at the same time. For this to work, you must activate
the monitor sources that you want to include.
2 Monitor Sources
Allows you to listen to a monitor source. If you want to listen to only one source, deactivate
Multiple Monitor Sources.
To listen to a monitor source exclusively, even if Multiple Monitor Sources is activated, Alt/
Opt -click a monitor source.
To deactivate several monitor sources, even if Multiple Monitor Sources is activated, Shift -
click the monitor source buttons.
Cue Channel
The Cue Channel section allows you to set up cue channels for sending cue mixes.
Channels
The Channels section shows the speaker arrangement of the Main Mix bus.
You can use the solo functions to listen to individual channels of the Main Mix. You can also use
this to test your multi-channel speaker system and make sure that the correct channels are
routed to the speakers.
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Control Room - Main Tab
To open the Main Mix bus in the MixConvert V6 plug-in, double-click the channel display.
RELATED LINKS
MixConvert V6 on page 763
Monitors
The Monitors section allows you to select and configure the monitor sets.
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Control Room - Main Tab
Downmix Presets
The Downmix Presets section allows you to configure downmix presets.
RELATED LINKS
MixConvert V6 on page 763
VST AmbiDecoder Panel on page 794
Phones
The Phones section allows you to use the phones channel in the Control Room to listen to cue
mixes.
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Control Room - Main Tab
Use the Click Level and Click Panning controls to set the volume and the pan position of
the metronome click.
6 Enable Listen for Output
Enables the listen bus function.
7 Listen Level
Allows you to set the listen level.
1 Source selectors
Allow you to select the source for the Control Room channel. The available sources depend
on the channels that you added to the Control Room. The signal presence indicators in the
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Control Room - Main Tab
upper left corner light up when the source channel is sending data to the Control Room
channel.
2 Dim Signal
Activate this to lower the Control Room level by a fixed amount. This allows a quick
reduction in monitor volume without disturbing the current monitor level. Clicking Dim
again returns the monitor level to the previous setting.
3 Use Reference Level
Enable this button to set the Control Room level to the reference level specified in the
Preferences dialog (VST—Control Room page). The reference level is the level that is used in
calibrated mixing environments, such as film dubbing stages.
4 Activate Metronome Click
Activates the metronome click.
1 Monitor selectors
Allow you to select another monitor source.
2 Downmix Preset selectors
Allow you to select another downmix preset.
3 Activate Talkback
Allows you to activate talkback for communication between the Control Room and the
performers in the studio. Click to activate, click and hold for momentary mode.
4 Talk Off
If you add more than 1 talkback channel, Talk Off becomes available. This allows you to
deactivate all activated talkback channels.
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Control Room - Inserts Tab
Allows you to adjust the volume of the Main Mix or monitor source when channels are in
listen mode. This keeps listen-enabled channels in context with the Main Mix. If the Listen
Dim level is set to the minimum value, you only hear the listen-enabled channels.
6 Talk Dim
When Talkback is active, this slider controls how much the output of all the channels in the
Control Room is reduced to prevent unwanted feedback.
The Control Room Inserts tab is divided into a number of sections that you open by clicking
their headers.
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Control Room - Inserts Tab
Input Gain
● To balance the level of external inputs, for example, CD players and other sources to the
Main Mix level, for A/B comparisons.
● To balance the level of your monitor systems, so that switching between sets of speakers
does not change the playback volume.
Input Phase
Inverting the input phase can be useful for external inputs and monitor speaker outputs.
Insert Effects
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Control Room
Setting up a Cue Mix
Monitor Inserts
For surround decoding or brickwall limiting to protect sensitive monitor speakers. Each
monitor channel has a set of eight inserts, all of which are post Control Room faders.
NOTE
You can save the insert slots for Cue, Monitor and Control Room channels by saving a preset on
the Control Room tab of the Audio Connections window. This is useful, as they are not saved
with the project.
RELATED LINKS
Audio Connections Window on page 28
PROCEDURE
1. In the MixConsole, select the channels from which you want to copy the settings.
2. In the Control Room, do one of the following:
● To apply the function only to this cue channel, right-click on a cue channel to open the
context menu.
● To apply the function to all cue channels, click anywhere but on a cue channel to open
the context menu.
3. Select From selected mixer channels and select one of the functions.
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Adjusting the Overall Cue Send Level
This means that when you create a “more me” mix, you may find that there is not enough
headroom available in the cue send to raise levels without introducing clipping.
PROCEDURE
1. In the MixConsole, select the channels that you want to modify.
2. In the Control Room, right-click a cue channel to open the context menu.
3. Select From selected mixer channels > Change Cue Sends Levels.
4. Activate Relative Mode.
This way, you adjust the existing levels. By deactivating Relative Mode, all cue sends are set
to the same absolute level.
5. Adjust the level as necessary.
The level of all selected cue sends is adjusted by the set amount.
6. Click OK.
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Metering and Loudness
Nuendo provides a master meter that works as a multi-channel true peak meter, and a loudness
meter that allows you to measure the loudness in compliance with the loudness
recommendation R 128 of the European Broadcasting Union (EBU).
Metering
Nuendo provides a master meter and a loudness meter that can be shown in the right zone of
the Project window and the MixConsole, or in a separate window in the Control Room.
Master Meter
The master meter is a multi-channel true peak meter.
● To open the master meter, select the Master tab at the bottom of the meter display in the
MixConsole or in the Control Room.
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Metering
NOTE
You can customize the appearance of the meter for all scales individually in the
Preferences dialog (Metering—Appearance page).
RMS/Peak meter
Shows the RMS and peak hold values as blue lines and the peak values as gray lines.
RMS Max.
Shows the maximum RMS value.
Peak Max.
Shows the maximum peak value.
RELATED LINKS
Control Room on page 479
Metering - Appearance on page 1370
Meter Settings Pane on page 497
Displaying Meters
Meters can be displayed in the right zone of the Project window and the MixConsole, or in a
separate window in the Control Room.
PROCEDURE
1. In the Project window or in the MixConsole, click Show/Hide Right Zone to show the right
zone with the Control Room/Meter.
2. Click the Meter tab at the top of the Control Room/Meter section.
By default, the master meter is displayed.
Loudness Measurement
Loudness measurements that correspond to the recommendation R 128 of the European
Broadcasting Union (EBU) consider loudness, loudness range, and maximum true peak level
values.
Loudness Measurement
The following measurements are performed:
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Metering
● Integrated Loudness
Average loudness that is measured over the whole program in LUFS (Loudness Unit,
referenced to Full Scale).
According to the loudness recommendation R 128, audio should be normalized at -23 LUFS
(±1 LU).
● Short-Term Loudness
Loudness that is measured every second on an audio block of 3 seconds. This gives
information about the loudest audio passages.
● Momentary Loudness
Maximum value of all momentary loudness values that are measured every 100 ms in an
audio range of 400 ms.
Loudness Range
The loudness range measures the dynamic range over the whole program in LU (Loudness
Units). It reports the ratio between the loudest and the quietest non-silent sections. The audio is
divided into small blocks. There is one audio block every second, and each block lasts 3 seconds
so that the analyzed blocks overlap.
The top 10 % of the quiet blocks and the top 5 % of the loud blocks are excluded from the final
analysis. The calculated loudness range is the ratio between the loudest and quietest remaining
audio blocks. This measurement helps you to decide how much compression or expansion must
be applied to the audio.
True Peak
When a digital signal is converted to an analog signal, EBU R 128 recommends that you rather
measure an estimation of the real peaks instead of relying on digital peaks. This avoids clipping
and distortion.
Scales
The loudness meter offers two different scales:
● The EBU +9 scale has a range from -18.0 LU to +9.0 LU (-41.0 LUFS to -14.0 LUFS).
● The EBU +18 scale has a range from -36.0 LU to +18 LU (-59.0 LUFS to -5.0 LUFS).
Loudness Meter
The Loudness meter allows you to analyze, measure, and monitor the loudness of your project in
real time during playback or mixing.
● To open the loudness meter, select the Loudness tab at the bottom of the meter display in
the right zone of the Project window or the MixConsole, or in the Control Room.
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Metering
Loudness meter
Shows the Integrated value as a triangle in the left meter scale and the Short-Term
value as a triangle in the right meter scale.
Measure Loudness
Activates the loudness measurement.
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Metering
Reset Loudness
Resets all loudness values.
Momentary Max.
Shows the maximum value of all momentary loudness values, based on a time window
of 400 ms. The measurement is not gated.
Short-Term
Shows the maximum value of all short-term loudness values, based on a time window
of 3 s. The measurement is not gated.
Integrated
Shows the average loudness measured from start to stop. The period of measurement
is shown in the Time display. The recommended value for the integrated loudness is
-23 LUFS. This absolute value is the reference point for the relative LU scale where -23
LUFS equals 0 LU.
Range
Shows the dynamic range of the audio measured from start to stop. This value helps
you to decide how much dynamic compression you can apply. The recommended
range for highly dynamic audio, such as film music, is 20 LU.
True Peak
Shows the true peak level of the audio. The maximum permitted true peak level in
production is -1 dB.
Time
Shows the duration of the integrated loudness measurement.
Dialogue
Shows the percentage of speech that is detected in the audio.
NOTE
You can switch the gating mode in the Loudness tab at the bottom of the meter
display in the right zone of the Project window or the MixConsole, or in the Control
Room.
RELATED LINKS
Displaying Meters on page 494
Control Room on page 479
Metering and Loudness on page 493
Meter Settings Pane on page 497
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Metering
Momentary Max.
Allows you to specify a reference value and a tolerance value for the maximum
momentary loudness. If higher values are detected, the clipping indicator in the
loudness meter turns red.
Short-Term
Allows you to specify a reference value and a tolerance value for the short-term
loudness. If higher values are detected, the clipping indicator in the loudness meter
turns red.
Integrated
Allows you to specify a reference value and a tolerance value for the integrated
loudness. If higher values are detected, the clipping indicator in the loudness meter
turns red.
True Peak
Allows you to specify a reference value and a tolerance value for the true peak level. If
higher values are detected, the clipping indicator in the loudness meter turns red.
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Loudness Track
AES 17
Activates the AES17 standard that adds an offset of 3 dB to the RMS value.
Resolution
Allows you to set the length of audio that is measured and averaged between 1 ms and
1000 ms. Lowering the resolution raises the influence of short passages of loud/weak
audio on the RMS value and vice versa.
RELATED LINKS
Loudness Meter on page 495
Master Meter on page 493
Loudness Track
The loudness track allows you to record the loudness of your whole project or of specific
sections.
● To add a loudness track, select Project > Add Track > Loudness.
1 Loudness curve
Shows the loudness values that were detected during the loudness measurement.
2 Reference loudness level
Shows the EBU R 128 reference loudness level of -23 LUFS (0 LU).
3 True peaks
Shows the detected true peaks that exceed the reference value that you can set up in the
Loudness Settings dialog.
RELATED LINKS
Loudness Track Controls on page 168
Loudness Track Inspector on page 167
PROCEDURE
1. Select Project > Add Track > Loudness.
The loudness track is added to the track list. The EBU 128 reference loudness level of -23
LUFS (0 LU) is displayed as a horizontal line in the event display.
2. In the track list for the loudness track, activate Activate Loudness Calculation.
3. Activate Enable Recording of Loudness Curve.
4. Play back your project.
RESULT
The short-term loudness level is measured in real time at the cursor position. The corresponding
loudness curve is written to the loudness track.
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Normalizing Loudness on Export
RELATED LINKS
Loudness Track Controls on page 168
PROCEDURE
1. Select Project > Add Track > Loudness.
The loudness track is added to the track list. The EBU 128 reference loudness level of -23
LUFS (0 LU) is displayed as a horizontal line in the event display.
2. Set up the left and right locators to encompass the section that you want to analyze.
3. In the track list for the loudness track, activate Activate Loudness Calculation.
4. Set up the left and right locators to encompass the section that you want to analyze.
5. Click Quick Analysis.
RESULT
The loudness curve is created for the defined section and displayed on the loudness track.
RELATED LINKS
Loudness Track Controls on page 168
● To access the Normalize to Integrated Loudness settings, select File > Export > Audio
Mixdown.
Dialogue-Gated Measurement
If this option is activated and at least 15 % of speech are detected, a dialogue-gated
loudness measurement according to ITU-R BS.1770-1 is used. If less speech is detected,
a program-gated measurement according to ITU-R BS.1770-3 is used.
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Audio Effects
Nuendo comes with a number of included effect plug-ins that you can use to process audio,
group, instrument, and ReWire channels.
The effects and their parameters are described in the separate document Plug-in Reference.
NOTE
To apply audio effects to individual audio events, use Direct Offline Processing.
Insert Effects
Insert effects are inserted in the signal chain of an audio channel. This way, the whole channel
signal passes through the effect.
Use insert effects for effects such as distortion, filters, or other effects that change the tonal or
dynamic characteristics of the sound.
To add and edit insert effects, you can use the following inserts sections:
Send Effects
Send effects can be added to FX channel tracks, and the audio data to be processed can be
routed to the effect. This way, the send effects remain outside the audio channel’s signal path.
Each audio channel has 8 sends, each of which can be freely routed to an effect (or to a chain of
effects).
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● To control the balance between the dry and wet sound individually for each channel.
● To use the same effect for several different audio channels.
To edit send effects, you can use the following sends sections:
RELATED LINKS
Direct Offline Processing on page 534
VST Standard
Audio effects can be integrated in Nuendo thanks to the VST standard. At the moment, the VST 3
and VST 2 standards are supported.
The VST 3 plug-in standard offers improvements like smart plug-in processing and side-chain
inputs. VST 3 retains full backwards compatibility to VST 2.
To activate smart plug-in processing, activate Suspend VST 3 plug-in processing when no audio
signals are received in the Preferences dialog (VST—Plug-ins page).
NOTE
Check the processor for the passage with the largest number of events playing simultaneously to
make sure that your system offers the required performance at every time position.
Side-Chain Inputs
Several VST 3 effects feature side-chain inputs. These allow you to control the operation of the
effect via external signals that are routed to the side-chain input.
RELATED LINKS
Side-Chaining on page 519
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Insert Effects
Plug-in delay compensation is featured throughout the entire audio path maintaining the sync
and timing of all audio channels.
VST 3 dynamics plug-ins with look-ahead functionality feature a Live button that allows you to
disengage the look-ahead. This minimizes latency during real-time recording. For details, see the
separate document Plug-in Reference.
To avoid latency during real-time recording or real-time playback of VST instruments, you can
also use Constrain Delay Compensation.
RELATED LINKS
Constrain Delay Compensation on page 845
MixConsole Window on page 405
Tempo Sync
Plug-ins can receive timing and tempo information from Nuendo. This is useful to synchronize
plug-in parameters, such as modulation rates or delay times, to the project tempo.
Timing and tempo information is provided to plug-ins of the standard VST 2.0 or later.
To set up tempo sync, you must specify a base note value. Straight, triplet, or dotted note values
(1/1 to 1/32) are supported.
For details about the included effects, see the separate document Plug-in Reference.
Insert Effects
Insert effects can be inserted in the signal chain of an audio channel. This way, the whole channel
signal passes through the effect.
You can add up to 16 different insert effects independently for each audio-related channel (audio
track, group channel track, FX channel track, instrument channel, or ReWire channel) or output
bus.
The signal passes through the insert effects corresponding to their slot position from top to
bottom.
You can define post-fader insert slots for any channel. Post-fader insert slots are always post-EQ
and post-fader.
NOTE
To show all post-fader slots in the MixConsole, open the Rack Settings and activate Fixed
Number of Slots.
Use post-fader slots for insert effects where you want the level to remain unchanged after the
effect. Dithering and maximizers are typically used as post-fader insert effects for output busses,
for example.
NOTE
If you want to use an effect with identical settings on several channels, set up a group channel
and apply your effect as a single insert for this group.
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Insert Effects
RELATED LINKS
Dither Effects on page 523
Changing the Number of Pre-Fader/Post-Fader Slots on page 441
Adding Insert Effects to Group Channels on page 506
Rack Settings Menu on page 423
PROCEDURE
1. Select the audio track.
2. In the track list, click Edit Channel Settings.
The Channel Settings window for the audio channel opens.
3. In the Inserts section, click the first insert slot on the Inserts tab, and select an effect from
the selector.
RESULT
The selected insert effect is loaded and activated, and the audio is routed through it. The effect
control panel is opened.
RELATED LINKS
Effect Control Panel on page 523
PROCEDURE
1. Select Studio > MixConsole to open the MixConsole.
2. In the fader section, perform one of the following actions:
● Locate the input channel and click Edit Channel Settings to edit the input bus.
● Locate the output channel and click Edit Channel Settings to edit the output bus.
The Channel Settings window for the selected channel opens.
3. In the Inserts section, click the first insert slot on the Inserts tab, and select an effect from
the selector.
RESULT
The selected insert effect is added to the bus and activated. The effect control panel is opened.
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Insert Effects
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Group.
3. Open the Audio Outputs pop-up menu, and select the desired output bus.
4. Click Add Track.
The group track is added to the track list.
5. In the Inspector for the group track, open the Inserts section.
6. Click the first effect slot and select an effect from the selector.
7. In the Inspector for the audio tracks, open the Output Routing pop-up menus and select
the group.
RESULT
The signal from the audio track is routed through the group channel and passes through the
insert effect.
RELATED LINKS
Add Track Dialog – Group Channel on page 143
PREREQUISITE
Your project contains some tracks that you want to route to a group channel.
PROCEDURE
1. In the track list, right-click the tracks that you want to route to a group channel, and select
Add Track > Group Channel to Selected Channels.
2. In the Add Track dialog, open the Configuration pop-up menu, and select a channel
configuration for the group channel track.
3. Open the Folder Setup pop-up menu, and select if you want to create group channel tracks
inside or outside a dedicated folder.
4. Click OK.
RESULT
The group channel track is added to the track list. In the Output Routing pop-up menu of the
selected tracks, the group is selected. The tracks are routed to the group channel.
RELATED LINKS
Add Track Dialog – Group Channel on page 143
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Insert Effects
PREREQUISITE
You have added at least one insert effect to an audio channel.
PROCEDURE
1. Select Studio > MixConsole.
2. In the Inserts rack, locate the insert effect that you want to copy.
3. Hold down Alt/Opt , and drag the insert effect on an insert slot.
RESULT
The insert effect is copied. If the destination slot already contains an insert effect, the previously
existing effect is moved down one slot.
PREREQUISITE
You have added at least one insert effect to an audio channel.
PROCEDURE
1. Select Studio > MixConsole.
2. In the Inserts rack, locate the insert effect that you want to rearrange.
3. Drag the insert effect to another insert slot.
RESULT
The insert effect is removed from the source slot and placed on the destination slot. If the
destination slot already contains an insert effect, this effect is moved to the next insert slot.
PREREQUISITE
You have added an insert effect to an audio channel.
PROCEDURE
1. In the track list, select the audio track with the insert effect that you want to deactivate.
2. In the Inspector, open the Inserts section, and Alt/Opt -click Bypass Insert.
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Insert Effects
RESULT
The effect is deactivated and all processing is terminated, but the effect is still loaded.
PREREQUISITE
You have added an insert effect to an audio channel.
PROCEDURE
1. In the track list, select the audio track with the insert effect that you want to bypass.
2. In the Inspector, open the Inserts section, and click Bypass Insert.
RESULT
The effect is bypassed, but still processing in the background.
RESULT
The insert effect is removed from the audio channel.
PREREQUISITE
You have made all settings for the track and you are sure that you do not need to edit it
anymore.
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Insert Effects
PROCEDURE
1. In the Inspector for the audio track that you want to freeze, click Freeze Audio Channel.
RESULT
The output of the track including all pre-fader insert effects is rendered to an audio file.
The frozen audio track is saved in the Freeze folder that can be found in the following location:
● Windows: within the Project folder
● macOS: User/Documents
In the MixConsole, the frozen audio channel is indicated by a snowflake symbol above the
channel name. You can still adjust the level and panning, make EQ settings, and adjust the effect
sends.
Mono or stereo effects can only process 1 or 2 channels, whereas surround-capable plug-ins are
applied to all speaker channels, or to a subset of these.
● To set up to what speaker channels the insert effect is applied, use the Routing Editor.
RELATED LINKS
Routing Editor on page 511
PROCEDURE
1. Open the control panel.
2. Click Select requested input configuration, and from the pop-up menu, select an input
configuration.
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Insert Effects
The first entry is always identical with the channel configuration of the track. Below this, all
possible channel subsets of the default configuration that are supported by Nuendo are
shown.
RESULT
The selected input configuration is applied.
NOTE
PROCEDURE
1. In the track list, click Edit Channel Settings to open the Channel Settings window for the
track on which the effect is inserted.
2. In the Inserts section, click Routing to open the Routing tab.
3. Double-click the signal diagram for the insert effect to open the Routing Editor.
The first speaker channels of the track are routed through the available FX channels.
4. Optional: Activate Link to link the input and output channel assignment.
5. Click the arrow buttons to route different speaker channels through the effect.
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Insert Effects
RESULT
The effect is routed through different channels of the audio.
NOTE
To route a stereo plug-in through all 6 channels of a 5.1 track, add 3 instances of it and use
different speaker channels for each instance.
RELATED LINKS
Routing Editor on page 511
Routing Editor
The Routing Editor allows you to set up, to what speaker channels the effect is applied to.
● To open the Routing Editor, select the track that contains the insert effect, and click Edit
Channel Settings. In the Channel Settings window, click the Inserts tab, and then the
Routing tab. Double-click the signal diagram for the insert effect.
The Routing Editor shows the channels in the current configuration, with signals passing from
top to bottom.
1 Outputs
The lower squares represent the outputs from the effect plug-in.
2 Effect plug-in
The field in the middle represents the effect plug-in.
3 Inputs
The upper squares represent the inputs to the effect plug-in.
4 Connections
The lines represent the connections.
5 Input channel assignment
These buttons allow you to assign the input channels.
6 Link
Activate this to link the input and output channel assignment.
7 Output channel assignment
These buttons allow you to assign the output channels.
8 Reset
This button allows you to reset the original channel setup.
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VST Effect Selector
Routing Connections
In the Routing Editor, you can set up the routing connections.
NOTE
You can only make settings in the Routing Editor if you route multi-channel audio through an
effect that supports fewer channels.
Routing Connection
The audio on the speaker channel is routed through the FX channel and processed by
the effect.
Bypass Connection
The audio on the speaker channel passes the effect without being processed.
Broken Connection
Cross Connection
The audio on the specific channels is processed by the effect and output on other
channels.
In this example, the audio on the Ls-Rs channels is output on the L-R channels. Since
the L-R channels are bypassed, the final L-R output contains both the original L-R
signals and the processed Ls-Rs signals.
● To open the VST effect selector, open the Inserts section of the audio track Inspector, and
on an insert slot, click Select Insert.
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Send Effects
Send Effects
Send effects are outside the signal path of an audio channel. The audio data that is to be
processed must be sent to the effect.
NOTE
In the Preferences dialog (VST page), you can set a default send level. Use Ctrl/Cmd -click to
set the send level to this default value.
RELATED LINKS
FX Channel Tracks on page 513
VST on page 1377
FX Channel Tracks
You can use FX channel tracks as routing destinations for audio sends. The audio is sent to the FX
channel and through any insert effects set up for it.
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Send Effects
When you add an FX channel track, you can select if FX channel tracks are created inside or
outside a dedicated folder. If you select Create Inside Folder, FX channel tracks are shown in a
dedicated folder.
This allows for better overview and editing of the FX channel tracks.
NOTE
RELATED LINKS
Adding FX Channel Tracks on page 514
RESULT
The FX channel track is added to the track list and the selected effect is loaded into the first
available insert effect slot of the FX channel.
RELATED LINKS
Add Track Dialog – Effect on page 146
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Send Effects
4. Open the Effect pop-up menu, and select an effect for the FX channel track.
5. Open the Configuration pop-up menu, and select a channel configuration for the FX
channel track.
6. Open the Folder Setup pop-up menu, and select if you want to create FX channel tracks
inside or outside a dedicated folder.
7. Click Add Track.
RESULT
The FX channel track is added to the track send slot.
PROCEDURE
1. In the track list, select all tracks to which you want to add an FX channel.
2. Right-click one of the tracks, and select Add Track > FX Channel to Selected Channels.
3. In the Add Track dialog, open the Effect pop-up menu and select an effect for the FX
channel track.
4. Open the Configuration pop-up menu, and select a channel configuration for the FX
channel track.
5. Open the Folder Setup pop-up menu, and select if you want to create FX channel tracks
inside or outside a dedicated folder.
6. Click OK.
RESULT
The FX channel track is added to the track list. The selected effect is loaded into the first available
insert effect slot of the FX channel, and to the first available send effect slot of all channels that
you selected.
RELATED LINKS
Add Track Dialog – Effect on page 146
PREREQUISITE
You have added an FX channel track and set up the correct output bus in the Output Routing
pop-up menu.
PROCEDURE
1. In the track list for the FX channel track, click Edit Channel Settings.
The Channel Settings window for the FX channel track opens.
2. In the Inserts section, click an insert slot on the Inserts tab, and select an effect from the
selector.
RESULT
The selected effect is added as an insert effect to the FX channel track.
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Send Effects
PROCEDURE
1. Select the audio track.
2. In the track list, click Edit Channel Settings to open the Channel Settings window.
3. In the Sends section, click Select Destination for an effect slot, and select the FX channel
track from the selector.
RESULT
The audio is routed through the FX channel.
RELATED LINKS
Adding FX Channel Tracks on page 514
● Pre-fader sends
The audio channel signal is sent to the FX channel before the audio channel volume fader.
● Post-fader sends
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Send Effects
The audio channel signal is sent to the FX channel after the audio channel volume fader.
● To move a send to pre-fader position, open the Channel Settings window for the audio
channel, right-click a send and select Move to Pre-Fader.
● To move a send to post-fader position, open the Channel Settings window for the audio
channel, right-click a send and select Move to Post-Fader.
The Pre-/Post-Fader button indicates that the send is in post-fader position.
NOTE
If you activate Mute Pre-Send when Mute in the Preferences dialog (VST page), sends in pre-
fader mode are muted if you mute their channels.
NOTE
Depending on the routing, different pan controls are available for the sends.
The send panners will then follow the pan for the channel, making the stereo imaging as
clear and true as possible.
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Send Effects
NOTE
In the Preferences dialog (VST page), you can set this as a default behavior for all channels.
NOTE
You can reset the pan control to the center position by Ctrl/Cmd -clicking on the pan control.
RELATED LINKS
Surround Sound on page 739
This determines how much of the signal from the audio channel is routed to the FX channel.
RESULT
The effect level is adjusted according to your settings.
NOTE
To determine how much of the signal from the FX channel is sent to the output bus, open the
Channel Settings window for the FX channel track and adjust the effect return level.
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Side-Chaining
Side-Chaining
Many VST 3 effects support side-chaining. Side-chaining allows you to use the output of one track
to control the action of an effect on another track.
● Modulation
● Delay
● Filter
NOTE
For detailed descriptions of the plug-ins that feature side-chaining, see the separate document
Plug-in Reference.
NOTE
● Certain combinations of tracks and side-chain inputs may lead to feedback loops and added
latency. If this is the case, the side-chain options are not available.
● Side-chain connections are only kept when you move an effect within a channel. When you
drag and drop an effect between channels, or when you copy an effect into another effect
slot, the side-chain connections are lost.
RELATED LINKS
Side-Chain Routing on page 521
Triggering a Delay Effect with Side-Chain Signals on page 519
Triggering a Compressor with Side-Chain Signals on page 520
Creating Side-Chain Connections From Multiple Inputs on page 522
PROCEDURE
1. Select the audio track that contains the audio you want to delay.
2. Select Project > Duplicate Tracks.
The events on the duplicated track are only used to reduce the volume of the effect that is
added to the original track.
3. Select the original track.
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Side-Chaining
4. In the Inspector, open the Inserts section and select Delay > PingPongDelay, for example.
5. On the effect control panel, make your effect settings, and click Activate/Deactivate Side-
Chaining.
RESULT
The signals from the duplicated track are routed to the effect. Every time the audio signals on the
track set in, the delay effect is deactivated.
NOTE
To ensure that audio signals of low or medium volume also silence the delay effect, you can
adjust the volume of the duplicated track.
RELATED LINKS
Side-Chaining on page 519
Side-Chain Routing on page 521
PREREQUISITE
You have set up a project with a bass guitar and a bass drum track, for example, and you want to
lower the bass guitar volume each time the bass drum hits.
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Side-Chaining
PROCEDURE
1. Select the bass guitar track.
2. In the Inspector, open the Inserts section.
3. Click the first effect slot, and from the selector, select Dynamics > Compressor.
4. On the effect control panel, make your effect settings, and click Activate/Deactivate Side-
Chaining.
5. On the effect control panel, click Set up Side-Chain Routing.
6. Click Add Side-Chain Source, and select the bass drum track from the selector.
7. Optional: Adjust the send level in the Level value field.
RESULT
You have connected the bass drum track side-chain to the Compressor on the destination track.
The bass drum signal triggers the Compressor on the bass guitar track. When you now play back
the project, the bass guitar is compressed whenever the signals on the bass drum track exceed
the set threshold.
RELATED LINKS
Side-Chaining on page 519
Side-Chain Routing on page 521
Side-Chain Routing
The Side-Chain Routing panel allows you to set up the side-chain routing for the selected plug-
in.
● To open the Side-Chain Routing panel, click Set up Side-Chain Routing on the plug-in
control panel.
Activate/Deactivate Side-Chaining
Activates/Deactivates the side-chain functionality.
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Name
Shows the name of the side-chain source.
Type
Shows the type of the side-chain source.
Level
Allows you to adjust the send level.
Meter
Shows the volume level of the input track.
Pre-/Post-Fader
Allows you to set the insert to pre-fader position or to post-fader position.
RELATED LINKS
Side-Chaining on page 519
Creating Side-Chain Connections From Multiple Inputs on page 522
PREREQUISITE
Your effect plug-in supports several side-chain inputs. You can use the Squasher plug-in, for
example, that supports up to 3 side-chain inputs.
You can also use Frequency 2 that supports up to 8 side-chain inputs.
PROCEDURE
1. In the Project window, select an audio track.
2. In the track list, click Edit Channel Settings.
The Channel Settings window for the audio channel opens.
3. In the Inserts section, click the first insert slot on the Inserts tab, and from the selector
select the effect plug-in that supports several side-chain inputs.
The selected insert effect is loaded and activated, and the audio is routed through it. The
effect control panel opens.
4. On the effect control panel, click Set up Side-Chain Routing.
5. In the Side-Chain Routing panel, click Select the Plug-in Side-Chain Input, and from the
pop-up menu, select the plug-in input for which you want to add a side-chain source.
The number of available side-chain inputs depends on the plug-in.
6. Click Add Side-Chain Source and select a source from the pop-up menu.
7. Optional: Repeat the steps above to activate more plug-in inputs.
8. Adjust the effect plug-in as required and do not forget to activate the corresponding side-
chain inputs.
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Dither Effects
RESULT
The number of possible side-chain inputs determines the number of bands that can be
controlled by side-chain sources.
RELATED LINKS
Side-Chaining on page 519
Side-Chain Routing on page 521
Dither Effects
Dither effects allow you to control the noise that is produced by quantization errors that can
occur when you mix down to a lower bit depth.
Dithering adds a special kind of noise at an extremely low level to minimize the effect of
quantization errors. This is hardly noticeable and preferable to the distortion that otherwise
occurs.
RELATED LINKS
Export Audio Mixdown on page 1161
Rack Settings Menu on page 423
External Effects
You can integrate external effect devices into the sequencer signal flow by setting up external FX
busses.
An external FX bus is a combination of outputs (sends) and inputs (returns) on your audio
hardware, along with a few additional settings.
All external FX busses you have created are available on the effect pop-up menus. If you select an
external effect as an insert effect for an audio track, the audio is sent to the corresponding audio
output, processed in your hardware effect and returned via the specified audio input.
RELATED LINKS
Audio Connections on page 28
External Instruments and Effects on page 37
● To open the control panel for a plug-in, click the effect slot.
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Effect Control Panel
1 Activate Effect
Activates/Deactivates the effect.
2 Bypass Effect
Allows you to bypass the effect.
3 Read Automation/Write Automation
Allows you to read/write automation for the effect parameter settings.
4 Switch between A/B Settings
Switches to setting B when setting A is active, and to setting A when setting B is active.
5 Apply current settings to A and B
Copies the effect parameters of effect setting A to effect setting B, and vice versa.
6 Activate/Deactivate Side-Chaining
Activates/Deactivates the side-chain functionality.
7 Set up Side-Chain Routing
Allows you to set up the side-chain routing for the selected plug-in.
8 Preset browser
Opens the preset browser where you can select another preset.
9 Load previous Program/Load next Program
Loads the previous/next program in the preset browser.
10 Preset Management
Opens a pop-up menu that allows you to save or load a preset.
11 Add VST Plug-in Picture to Media Rack
Adds a picture of the VST plug-in to the Media rack. This is only available for plug-ins of other
vendors.
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Effect Control Panel
12 Routing selector
Allows you to select an input configuration for the effect. To reset the input configuration to
its default setting, click Reset Input Configuration.
13 Functions menu
Opens a pop-up menu with specific functions and settings.
NOTE
For detailed information about the included effects and their parameters, see the separate
document Plug-in Reference.
RELATED LINKS
Hiding/Showing Effect Control Panels on page 526
Default Preset
Allows you to define and save a default preset.
Activate Outputs
Allows you to activate one or more outputs for the effect.
Activate/Deactivate Side-Chaining
Activates/Deactivates side-chaining for the effect.
NOTE
This option is only available for VST 3 effect that support side-chaining.
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Effect Control Panel
NOTE
RELATED LINKS
General on page 1364
Side-Chaining on page 519
PREREQUISITE
You have adjusted the parameters for an effect.
PROCEDURE
1. On the control panel for the effect, click Switch between A/B Settings.
This copies the initial parameter setting A to setting B.
2. Fine-tune the effect parameters.
These parameter settings are now saved as setting B.
RESULT
You can now switch between both settings by clicking Switch between A/B Settings. You can
compare them, make further adjustments or just go back to setting A. Settings A and B are saved
with the project.
PROCEDURE
● Select Window > Hide Plug-in Windows.
NOTE
RESULT
The control panels are hidden and sent to the back of the application. To show them again, select
Show Plug-in Windows.
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Effect Presets
RELATED LINKS
Effect Control Panel on page 523
PROCEDURE
● Select Window > Close All Plug-in Windows.
NOTE
RESULT
The control panels are closed.
RELATED LINKS
Effect Control Panel on page 523
Effect Presets
Effect presets store the parameter settings of an effect. The included effects come with a number
of presets that you can load, adjust, and save.
RELATED LINKS
Loading Presets for Effects on page 528
Loading Insert Presets on page 531
Preset Browser
The preset browser allows you to select a VST preset for the loaded effect.
● To open the preset browser, click the preset browser field in the effect control panel.
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Effect Presets
The Results section of the presets browser lists the available presets for the selected effect.
PREREQUISITE
You have loaded an effect, either as a channel insert or into an FX channel, and the effect control
panel is open.
PROCEDURE
1. Click the preset browser field at the top of the control panel.
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Effect Presets
RESULT
The preset is loaded.
PROCEDURE
1. Open the Preset Management pop-up menu.
RESULT
The effect preset is saved.
RELATED LINKS
Attribute Inspector on page 727
PROCEDURE
1. Open the Preset Management pop-up menu.
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Effect Presets
RESULT
The effect settings are saved as default preset. Every time you load the effect, the default preset
is loaded automatically.
PROCEDURE
1. Open the control panel for the effect that you want to copy.
2. Right-click the control panel and select Copy <plug-in name> Setting from the context
menu.
3. Open another instance of the same effect.
4. Right-click the control panel and select Paste <plug-in name> Setting from the context
menu.
PREREQUISITE
You have loaded a combination of insert effects and the effect parameters are set up for each
effect.
PROCEDURE
1. Select the track.
2. In the Inspector, open the Inserts section.
3. On the Inserts tab, click Preset Management and select Save FX Chain Preset.
4. In the Save FX Chain Preset pane, enter a name for the new preset in the New Preset
section.
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Effect Presets
5. Click OK.
RESULT
The insert effects and their effect parameters are saved as insert preset.
RELATED LINKS
Applying FX Chain Presets on page 544
PREREQUISITE
You have saved a combination of insert effects as insert presets.
PROCEDURE
1. Select the track to which you want to apply the new preset.
2. In the Inspector, open the Inserts section.
3. On the Inserts section, click Preset Management and select Load FX Chain Preset.
4. Select an insert preset.
RESULT
The effects of the insert effect preset are loaded and any plug-ins that were previously loaded for
the track are removed.
PROCEDURE
1. Select the track to which you want to apply the new preset.
2. In the Inspector, open the Inserts section.
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System Component Information Window
3. On the Inserts tab, click Preset Management and select From Track Preset.
4. In the track preset pane, select the preset that contains the insert effects you want to load.
5. Double-click to load the effects and close the pane.
RESULT
The effects used in the track preset are loaded.
RELATED LINKS
Track Presets on page 201
● To open the System Component Information window, select Studio > More Options >
System Component Information.
Active
Allows you to activate or deactivate a plug-in.
Instances
The number of plug-in instances that are used in Nuendo.
Name
The name of the plug-in.
Vendor
The manufacturer of the plug-in.
File
The name of the plug-in, including its file name extension.
Path
The path in which the plug-in file is located.
Category
The category of each plug-in.
Version
The version of the plug-in.
SDK
The version of the VST protocol with which the plug-in is compatible.
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System Component Information Window
NOTE
A plug-in may be in use even if it is not activated in the left column. The left column only
determines whether or not the plug-in is visible on the effect selectors.
● The system component information file contains information on the installed/available plug-
ins, their version, vendor, etc.
● The XML file can then be opened in any editor application supporting the XML format.
NOTE
PROCEDURE
1. In the System Component Information window, right-click in the middle of the window and
select Export.
2. In the dialog, specify a name and location for the system component information export file.
3. Click Save to export the file.
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Direct Offline Processing
Direct Offline Processing allows you to instantly add plug-in effects and audio processes to the
selected audio events, clips, or ranges, without destructing the original audio.
Applying offline effects is common practice in dialogue editing and sound design. Offline
processing has several advantages over applying real-time mixer effects:
● The workflow is clip-based. This allows you to apply different effects to events on the same
track.
● The MixConsole can be kept clean from insert effects and parameter changes. This
facilitates later mixing by another person, on a different system.
● Less CPU load is used.
Direct Offline Processing allows you to undo any changes regarding plug-in effects and audio
processes, at any point and in any order. You can always revert to the original version. This is
possible because processing does not affect the actual audio files.
● A new audio file is created in the Edits folder within your project folder.
This file contains the processed audio, and the processed section of the audio clip refers to it.
● The original file remains unaffected.
The unprocessed sections still refer to it.
All applied offline processing is saved with the project and can still be modified after reopening
the project. Direct Offline Processing operations on the selected audio are persistent in track
archives and project backups, and when using network collaboration or copying processes
between projects.
NOTE
If you export audio via Game Audio Connect or as an AAF file, all offline processing is
automatically made permanent.
Processing is always applied to the selection. This can be one or multiple events in the Project
window or in the Audio Part Editor, an audio clip in the Pool, or a selection range on one or
multiple events in the Project window or in the Sample Editor. If a selection is shorter than the
audio file, only the selected range is processed.
If you select an event that is a shared copy, and therefore refers to a clip that is used by other
events in the project, you can decide how to proceed:
NOTE
This only works if Open Options Dialog is selected for the On Processing Shared Clips setting in
the Preferences dialog (Editing—Audio page).
RELATED LINKS
Modifying Processes on page 545
Applying Offline Processing Permanently on page 547
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Direct Offline Processing Workflow
● You can add processing by adding plug-ins or audio processes. Furthermore, you can add FX
chain presets, track presets, or effect favorites within the Direct Offline Processing window,
or drag plug-ins or plug-in chains from Inserts or from the Media rack.
● If you add a plug-in effect or a process, its last used parameter settings are loaded. You can
reset it to its default settings by clicking Reset to Default Values.
● You can keep a plug-in effect or a process in the process panel by activating Pin Process.
This allows you to apply it consecutively to several audio events with the same settings.
● All changes are instantly applied to the audio.
NOTE
You can change this by deactivating Auto Apply in the Direct Offline Processing window.
This can be necessary if you work with long events or if you use plug-ins that have a learning
function.
● If you modify parameters or remove processing, these changes are instantly applied to the
audio.
● You get a visual feedback while a process is running.
NOTE
You can add, modify, or delete plug-in effects or audio processes at any time, even if a
process is running. A new rendering process is instantly started.
● You can undo and redo all Direct Offline Processing operations by using Ctrl/Cmd - Z or
Shift - Ctrl/Cmd - Z .
● If an event is locked, you cannot edit it in the Direct Offline Processing window.
● You can apply all offline processing permanently to the audio.
● If you load a project with offline processing of plug-in effects or audio processes that are not
available on your computer, these processes are shown as Not available in the Direct
Offline Processing window.
RELATED LINKS
Direct Offline Processing Window on page 536
Auto Apply on page 536
Key Commands for Direct Offline Processing on page 556
Locking Events on page 238
Applying Offline Processing Permanently on page 547
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Direct Offline Processing Window
Auto Apply
When you add or modify plug-in effects or audio processes, the processing is by default
automatically applied to the audio. If you work with long events or if you use plug-ins with
learning function, you can deactivate Auto Apply.
● You must click Apply or use the corresponding key command to apply processing to the
audio.
NOTE
If the Direct Offline Processing window has the focus, you can also press Return to apply
the processing.
● You must click Discard or use the corresponding key command to cancel processing.
IMPORTANT
Audio processes without adjustable parameters, for example, Reverse or Silence, are instantly
applied to the audio, even if Auto Apply is deactivated.
NOTE
RELATED LINKS
Applying Plug-in Effects with Learning Function on page 541
Key Commands on page 1312
Built-In Audio Processes on page 547
NOTE
Processes without adjustable parameter settings, such as Silence, do not open the Direct
Offline Processing window when applied from the menu or using a key command.
In the Direct Offline Processing window, the following options and settings are available:
Toolbar
Allows you to add audio processing, to audition the audio with the current edits, and to
make global settings for offline processing.
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Process list
Lists all plug-in effects and built-in audio processes that you add to the selected event,
clip, or range. You can bypass items in this list. An icon at the right of each process
shows the status.
If only a range of a selected event is processed, this is indicated by a waveform icon in
the Range column.
If more than one processed event or clip is selected, the Count column shows how
many instances of each process are used on the whole selection.
You can copy or cut processes with all settings and paste them to other events, clips, or
ranges, delete them, and make offline processing permanent by using the context
menu.
If a process is not available on your computer, it is shown as Not available.
Process panel
Allows you to modify, reset, or delete the selected plug-in effect or audio process.
Apply and Discard allow you to apply a new plug-in effect or audio process or a
parameter change manually to the audio or to discard it.
NOTE
● If Auto Apply is activated, the Apply and Discard buttons are not available.
● The effect parameters for plug-ins are described in the separate document Plug-in
Reference.
Favorites
Allow you to add and manage single processes or process batches with dedicated
parameter settings. You can create up to 36 favorites that are available on 4 banks.
RELATED LINKS
Applying Processing on page 539
Bypass Processes on page 546
Copying and Pasting Processes on page 546
Favorites on page 542
Batch Processing on page 543
Applying Offline Processing Permanently on page 547
Applying Processing to Multiple Events on page 540
Auto Apply on page 536
Direct Offline Processing Toolbar on page 537
Add Processes
Add Plug-in
Select Preset
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Direct Offline Processing Window
Add Process
Allows you to add a built-in audio process to the selected event or clip.
Apply Options
Auto Apply
If this option is activated and you add or modify a plug-in effect or an audio process, it
is instantly rendered into the audio and added to the process list in the left zone of the
Direct Offline Processing window.
If this option is deactivated, you can make your changes on the process panel without
rendering your changes instantly into the audio. To add the plug-in effect or the audio
process to the process list, or to apply parameter changes of a process that you already
added, click Apply. To discard a plug-in effect, an audio process, or a parameter
change, click Discard.
NOTE
● The Auto Apply function for instant rendering is suited for most workflows.
However, if you work with long events, you might want to deactivate it.
● Activating Auto Apply deactivates Pin Process automatically.
Pin Process
If this option is activated and you add a plug-in effect or an audio process, you can
apply it with the same settings consecutively to several audio events.
To render the plug-in effect or the audio process into an event, select the event and
click Apply. To discard the plug-in effect or audio process, click Discard.
NOTE
● Pin Process is useful if you work with plug-ins that have a learning function or if
you want to apply the same amount of an effect to an event multiple times.
● Activating Pin Process deactivates Auto Apply automatically.
Left Divider
Left Divider
Tools that are placed to the left of the divider are always shown.
Audition
Audition
Allows you to audition the selected audio with all processing from the top of the
process list up to the selected process in the list. All processes below are ignored
during playback.
Audition Loop
Audition Volume
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Direct Offline Processing Window
Allows you to extend the process range over the left and right of the event borders.
This allows you to enlarge the event at a later stage with all applied processing.
Tail
Tail in ms
Allows you to add time at the end of the rendered files. This way, reverb and delay
effects can fully fade out.
Right Divider
Right Divider
Tools that are placed to the right of the divider are always shown.
Shows/Hides the left zone of the Direct Offline Processing window that contains the
process list.
NOTE
RELATED LINKS
Auto Apply on page 536
Process Range Extension on page 544
Tail on page 544
Applying Processing
You can add processing to one or multiple events, clips, or ranges in the Direct Offline
Processing window. This includes plug-in effects, audio processes, and Sample Editor
operations, such as Cut, Paste, Delete, and using the Draw tool.
The Auto Apply function for instant rendering is suited for most workflows. However, if you work
with long events or if you use plug-ins that have a learning function, you might want to
deactivate it.
PROCEDURE
1. Do one of the following:
● Select an event or a range in the Project window.
● Select a clip in the Pool.
● Select a range in the Sample Editor.
● Select an event or a range in the Audio Part Editor.
2. Select Audio > Direct Offline Processing.
3. Do one of the following:
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Direct Offline Processing Window
● On the Direct Offline Processing toolbar, click Add Process and select an audio
process.
● On the Direct Offline Processing toolbar, click Add Plug-in and select a plug-in effect.
● In the Media rack, click the VST Effects tile, select a plug-in effect, and drag it to the
process list in the left zone.
IMPORTANT
● You can select all installed VST plug-ins for offline processing. However, not every plug-in
is suited for offline processing.
● If you apply a stereo effect to mono audio material, the left side of the effect’s stereo
output is used.
The selected plug-in effect or audio process is added to the process list.
4. Activate Audition and make your changes on the process panel.
You get a visual feedback while a process is running. However, even if the processing is not
finished, you can activate Audition at any time.
5. Optional: If Auto Apply is deactivated, choose whether you want to apply the processing to
the audio or to discard it.
● Click Apply to add the plug-in effect or audio process to the process list and render it
into the audio.
● Click Discard to discard the plug-in effect or audio process. The process panel is
emptied.
RESULT
The plug-in effect or audio process is rendered into the audio.
In the Project window, the Pool or the Audio Part Editor, the processed events show a
waveform symbol.
● To apply plug-ins or audio processes to multiple events at once, select the audio and add,
modify, or delete the processing.
If you select multiple events, the Count column of the process list shows how many instances of
each process are used on the whole audio selection. The processes in the process list are ordered
alphabetically.
NOTE
Applying plug-in effects to multiple events that have different channel configurations may lead to
unwanted results depending on the plug-in used.
NOTE
In the Direct Offline Processing window, you can also edit the audio processing of multiple clips
in the Pool simultaneously.
RELATED LINKS
Built-In Audio Processes on page 547
Direct Offline Processing Window on page 536
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PREREQUISITE
Your project contains tracks with audio insert plug-in effects.
PROCEDURE
1. Select an audio event, clip, or range.
2. Select Audio > Direct Offline Processing.
3. Do one of the following:
● In the MixConsole or Inspector, click an Inserts slot with a loaded plug-in and drag the
plug-in to the Direct Offline Processing process list.
● In the MixConsole, click the Inserts rack header and drag the entire rack with all loaded
plug-ins to the Direct Offline Processing process list.
NOTE
The plug-in effect or the complete plug-in chain is instantly added to the process list, even if
Auto Apply is deactivated.
RESULT
The plug-in effect or the complete plug-in chain is rendered into the audio with its current
parameter settings.
PROCEDURE
1. Select an audio range that you want to use for training the plug-in about the noise spectrum.
For example, you can use a pause that only contains noise and no dialog.
2. In the Direct Offline Processing window, activate Pin Process.
3. Add the noise reduction plug-in and activate its learning mode.
4. On the Direct Offline Processing window toolbar, activate Audition Loop.
5. Activate Audition.
6. When you have trained the plug-in, deactivate its learning mode.
7. Deactivate Audition.
8. Select the whole event.
9. Click Apply or use the corresponding key command.
RESULT
Noise reduction is applied to the whole event with the current parameter settings.
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Favorites
For plug-ins or audio processes that you use frequently, you can create favorites in the Direct
Offline Processing window.
Favorites allow you to instantly apply single or multiple plug-ins and audio processes with
dedicated parameter settings to the selected audio. You can create up to 36 favorites on 4 banks
by dragging plug-ins and audio processes to the favorites section below the process list.
RELATED LINKS
Creating Favorites on page 542
Applying Processing via Favorites on page 543
Batch Processing on page 543
Creating Favorites
In the Direct Offline Processing window you can create favorites for frequently used plug-ins or
processes with dedicated parameter settings.
PREREQUISITE
The process list contains plug-ins or audio processes with parameter settings that you want to
save as favorites.
PROCEDURE
1. Optional: In the favorites section, select a bank.
2. Do one of the following:
● In the process list, select one or multiple processes, and drag them to the favorites
section.
NOTE
If you drag multiple processes, you must enter a batch name in the New Batch window.
● In the Media rack, click the VST Effects tile, select a plug-in effect, and drag it to the
favorites section.
RESULT
A single favorite or a batch of favorites is created on the selected bank in the favorites section.
RELATED LINKS
Batch Processing on page 543
PREREQUISITE
Your project contains tracks with audio insert plug-in effects.
PROCEDURE
1. Select an audio event, clip, or range.
2. Select Audio > Direct Offline Processing.
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RESULT
A single favorite or a batch of favorites is created on the selected bank in the favorites section.
NOTE
If you apply plug-in effects or audio processes by clicking a favorite, the processing is instantly
rendered to the audio, even if Auto Apply is deactivated.
PROCEDURE
1. Select one or multiple events.
2. In the Direct Offline Processing window, click a favorite.
RESULT
The corresponding plug-in, audio process, or process batch is instantly applied to the audio.
RELATED LINKS
Favorites on page 542
Auto Apply on page 536
Batch Processing on page 543
Batch Processing
Direct Offline Processing allows you to save multiple plug-in effects or audio processes with
dedicated settings as batches in the Favorites section, and to apply these batches with one click.
You can also apply FX chain presets or insert effects of track presets as batches.
● You can create batches by dragging multiple processes from the process list to the favorites
section.
● You can apply a batch to the audio by clicking the corresponding favorite.
● You can apply FX chain presets or insert effects of track presets as batches by clicking Select
Preset in the Direct Offline Processing toolbar.
NOTE
● Batches are instantly applied to the audio, even if Auto Apply is deactivated.
● Batches are saved globally.
● If batches contain plug-in effects that are not available on your computer, these batches are
applied without the plug-ins.
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RELATED LINKS
Creating Favorites on page 542
Applying Processing via Favorites on page 543
Applying FX Chain Presets on page 544
Auto Apply on page 536
NOTE
Batches are instantly applied to the audio, even if Auto Apply is deactivated.
PROCEDURE
1. In the Direct Offline Processing toolbar, click Select Preset and choose to load an FX chain
preset or an insert effect from a track preset.
2. From the selector, select an FX chain preset or a track preset.
RESULT
The effects of the FX chain preset or track preset are instantly applied to the audio.
RELATED LINKS
Auto Apply on page 536
Saving Insert Presets on page 530
Track Presets on page 201
This setting allows you to enlarge the event even after applying the processing.
● To extend the process range, click Extend Process Range in ms on the Direct Offline
Processing toolbar and specify a value in milliseconds.
NOTE
● For this to work, audio must be available outside the event borders.
● This setting works globally for all events.
Tail
You can add time at the end of the rendered audio when applying plug-in effects.
Adding tail avoids that a reverb tail or a delay effect is cut off. Tail is added at the end of the event
and the event is automatically resized.
● To add tail when applying a plug-in effect, click Tail in ms on the Direct Offline Processing
toolbar and specify a value in milliseconds.
NOTE
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● Tail is added only if you add plug-in effects. If you add audio processes, for example Gain, no
tail is added.
● If you add tail to an event that you have manually resized before, the tail is added but the
event length is not adjusted automatically. Therefore, you must adjust the event manually. In
this case, the tail is mixed with the underlying audio clip.
RELATED LINKS
Event Resize Options on page 228
Modifying Processes
You can delete or modify some or all processing from a clip in the Direct Offline Processing
window. This includes the audio processes on the Processes pop-up menu, any applied plug-in
effects, and Sample Editor operations, such as Cut, Paste, Delete, and drawing with the Draw
tool.
The Auto Apply function for instant rendering is suited for most workflows. However, if you work
with long events or if you use plug-ins that have a learning function, you might want to
deactivate it.
PROCEDURE
1. Do one of the following:
● Select the processed event in the Project window or in the Audio Part Editor.
NOTE
In the Project window or in the Audio Part Editor, processed events are indicated by a
waveform symbol in the upper right corner.
NOTE
In the Pool, processed clips are indicated by a waveform symbol in the Status column.
NOTE
Alternatively, you can right-click the process list and select Delete.
● To delete all processing applied to the event, right-click the process list and select Delete
All.
5. Optional: If Auto Apply is deactivated, choose whether you want to apply your parameter
changes to the audio or to discard them.
● Click Apply to apply the parameter changes to the audio.
● Click Discard to discard the parameter changes.
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RELATED LINKS
Direct Offline Processing Window on page 536
Pool Window Columns on page 676
PROCEDURE
● Click a plug-in effect or an audio process and move it by dragging.
RESULT
The offline processing operations are rendered into the audio in the specified order.
Bypass Processes
In the Direct Offline Processing window, you can bypass processes. This allows you to hear the
audio without the processes.
● To activate/deactivate bypass for a process, click the Bypass Process button on the left of
the process.
NOTE
PROCEDURE
1. Select a processed audio event, clip, or range.
NOTE
2. In the Direct Offline Processing window, select one or multiple items in the process list.
3. Right-click the process in the process list and select Copy from the context menu.
4. Select the events or clips where you want to paste the process.
5. In the Direct Offline Processing window, right-click the process in the process list and select
Paste.
RESULT
The copied processes and all parameter settings are added to the process list of the selected
audio.
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Built-In Audio Processes
PREREQUISITE
You have applied plug-in effects or audio processes to an event, clip, or range and you are sure
that you do not need to edit the processing anymore.
IMPORTANT
PROCEDURE
1. Select the processed event, clip, or range.
2. Select Audio > Make Direct Offline Processing Permanent.
NOTE
Alternatively, select Make All Permanent in the context menu of the Direct Offline
Processing process list.
3. Click OK.
RESULT
● All processing and applied effects are permanently added to the selected event, clip, or
range.
● The process list is emptied.
● The event or clip is no longer marked as offline-processed by a waveform symbol.
IMPORTANT
Audio processes without adjustable parameters, for example, Reverse or Silence, are instantly
applied to the audio, even if Auto Apply is deactivated.
Envelope
Envelope allows you to apply a volume envelope to the selected audio.
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Built-In Audio Processes
Envelope display
Shows the shape of the envelope. The resulting waveform shape is shown in a dark
tone, with the current waveform shape in a light tone.
● To add a curve point, click the curve.
● To move a curve point, click and drag.
● To remove a curve point, click and drag it outside the display.
Fade display
Shows the shape of the fade curve. The resulting waveform shape is shown in a dark
tone, with the current waveform shape in a light tone.
● To add points, click the curve.
● To change the curve shape, click and drag existing points.
● To remove a point from the curve, drag it outside the display.
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Built-In Audio Processes
Gain
Gain allows you to change the gain, that is, the level of the selected audio.
Gain
Allows you to set a gain value between -50 dB and +20 dB.
NOTE
In case of clipping, lower the Gain value and use the Normalize audio process instead.
This allows you to increase the level of the audio as much as possible without causing
clipping.
RELATED LINKS
Normalize on page 549
Invert Phase
Invert Phase allows you to invert the phase of the selected audio.
For stereo audio files, a pop-up menu is available. It allows you to specify which channels are
phase-inverted: the left channel, the right channel, or both.
Normalize
Normalize allows you to raise or lower the level of audio that was recorded at an inappropriate
input level. You can use the maximum peak level or the loudness of the audio as normalization
reference.
Peak Normalization
Allows you to normalize your audio based on the maximum peak level. Maximum
Peak Level in dBFS sets a maximum peak level for the audio, between -50 dB and 0 dB.
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Built-In Audio Processes
From this maximum level, the current maximum level of the selected audio is
subtracted, and the gain is raised or lowered by the resulting amount.
Loudness Normalization
Allows you to normalize your audio based on the integrated loudness, according to the
recommendation R 128 of the European Broadcasting Union (EBU). Integrated
Loudness in LUFS sets a loudness value for the audio, between -34 LUFS and 0 LUFS.
NOTE
● For audio shorter than 0.4 s, no loudness normalization is applied in order to avoid
unexpectedly high gain changes.
● Normalizing a highly dynamic signal based on the integrated loudness may cause
peaks over 0 dB. To avoid this, we recommend that you add the Brickwall Limiter
plug-in after the Normalize process.
Program-Gated
Uses program-gated loudness measurement according to EBU R 128.
Dialogue-Gated
Uses dialogue-gated loudness measurement according to ITU-R BS.1770. Threshold
allows you to specify the percentage of speech in the audio below which program-
gated measurement is used automatically.
NOTE
RELATED LINKS
Loudness Measurement on page 494
Pitch Shift
Pitch Shift allows you to change the pitch of the audio with or without affecting its length. You
can also create harmonies by specifying several pitches or apply pitch shift based on an envelope
curve.
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Built-In Audio Processes
Keyboard display
Shows a graphic overview of the transposition where the root note is indicated in red
and the transposed key is indicated in blue.
NOTE
The indicated root note has nothing to do with the key or pitch of the original audio, it
just provides a way to display transpose intervals.
● To change the root note, use the settings in the Pitch Shift Base section, or hold
Alt , and click the keyboard display.
● To specify a transpose interval, click one of the keys.
● To specify a chord, activate Multi Shift and click several keys.
To remove a transpose interval, click a blue key.
Fine-Tune
Allows you to specify the amount of pitch shift in cents.
Preview Settings
Volume
Allows you to lower the volume of the pitch-shifted sound. This is not available if Time
Correction is activated.
NOTE
The indicated root note has nothing to do with the key or pitch of the original audio, it
just provides a way to display transpose intervals.
Multi Shift
Activate this to specify several transpose keys and create multi-part harmonies. If the
intervals you add make up a standard chord, this chord is displayed to the right.
● To include the original, untransposed sound, click the root key in the keyboard
display so that it is displayed in blue.
Algorithm Settings
Time Correction
Activate this option to shift the pitch without affecting the length of the audio. If this is
deactivated and you raise the pitch, the audio section is shortened.
MPEX 4 Preset
Allows you to select an MPEX 4 algorithm.
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RELATED LINKS
Time Stretch and Pitch Shift Algorithms on page 558
Envelope display
Shows the shape of the envelope curve over the waveform image of the audio selected
for processing. Envelope curve points above the center line indicate a positive pitch
shift, curve points below the center line indicate a negative pitch shift. Initially, the
envelope curve is a horizontal, centered line, indicating zero pitch shift.
● To add a curve point, click the curve.
● To move a curve point, click and drag.
● To remove a curve point, click and drag it outside the display.
● To remove all curve points, click Reset above the envelope display.
Transpose
Allows you to specify the amount of pitch shift in semitones.
Fine-Tune
Allows you to specify the amount of pitch shift in cents.
Algorithm Settings
Time Correction
Activate this option to shift the pitch without affecting the length of the audio. If this is
deactivated, raising the pitch shortens the audio section and vice versa, much like
changing the playback speed on a tape recorder.
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Built-In Audio Processes
MPEX 4 Preset
Allows you to select an MPEX 4 algorithm.
RELATED LINKS
MPEX on page 558
If your audio signal contains too large a component of direct current, you may notice that it is
not centered around the zero level axis. This is called DC offset.
● To verify if your audio contains DC offsets, select the audio and select Audio > Statistics.
IMPORTANT
DC offset is normally present throughout the entire recording. Therefore, always apply Remove
DC Offset to complete audio clips.
RELATED LINKS
Statistics Window on page 566
Resample
Resample allows you to change the length, tempo, and pitch of an event.
If you resample to a higher sample rate, the event gets longer and the audio plays back at a
slower speed with a lower pitch. If you resample to a lower sample rate, the event gets shorter
and the audio plays back at a faster speed with a higher pitch.
Difference
Allows you to resample the event by specifying the difference between the original
sample rate and the new sample rate.
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Built-In Audio Processes
Reverse
Reverse allows you to reverse the audio selection so that it sounds as if you play back a tape
backwards. There are no adjustable parameters for this audio process.
Silence
Silence allows you to replace the selection with silence. There are no adjustable parameters for
this audio process.
Stereo Flip
Stereo Flip allows you to manipulate the left and right channels of stereo audio selections.
Flip Left-Right
Swaps the left and right channel.
Left to Stereo
Copies the left channel sound to the right channel.
Right to Stereo
Copies the right channel sound to the left channel.
Merge
Merges both channels on each side for mono sound.
Subtract
Subtracts the left channel information from the right. This function is typically used for
karaoke background as it removes the centered mono material from a stereo signal.
Time Stretch
Time Stretch allows you to change the length and tempo of the selected audio without affecting
the pitch.
Define Bars
You can set the length of the selected audio and the time signature in this section.
Bars
Allows you to set the length of the selected audio in bars.
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Beats
Allows you to set the length of the selected audio in beats.
Signature
Allows you to set the time signature.
Original Length
This section contains information and settings regarding the audio that is selected for
processing.
Length in Samples
Shows the length of the selected audio in samples.
Length in Seconds
Shows the length of the selected audio in seconds.
Tempo in BPM
Allows you to enter the actual tempo of the audio in beats per minute. This option
allows you to time-stretch the audio to another tempo, without having to compute the
actual time stretch amount.
Resulting Length
These values change automatically if you adjust the Time Stretch Ratio to stretch the audio so
that it fits within a specific time span or tempo.
Samples
Shows the resulting length in samples.
Seconds
Shows the resulting length in seconds.
BPM
Shows the resulting tempo in beats per minute. For this to work, the Original Length
values must be specified.
Range
These settings allow you to set a range for the time stretch.
Use Locators
Allows you to set the Range values to the left and right locator positions, respectively.
Algorithm
Allows you to select a time stretch algorithm.
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Key Commands for Direct Offline Processing
RELATED LINKS
Time Stretch and Pitch Shift Algorithms on page 558
If you add plug-in effects or audio processes using key commands, the following applies:
● If you add plug-ins or audio processes directly, their current settings are used.
● If you add plug-ins or audio processes via favorites or batches, the dedicated settings of the
favorites or batches are used.
● The Direct Offline Processing window opens. This does not apply if the selected process
does not feature any adjustable parameters or if the window is in the background or
minimized.
● You can apply offline processing by using key commands even if Auto Apply is deactivated.
If the corresponding section in the Direct Offline Processing window has the focus, the
following default key commands apply:
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Key Commands for Direct Offline Processing
To define key commands for further Direct Offline Processing operations, and for directly
adding particular plug-in effects, audio processes, favorites, or batches use the Key Commands
dialog.
RELATED LINKS
Favorites on page 542
Batch Processing on page 543
Direct Offline Processing Window on page 536
Transport on page 1374
Auto Apply on page 536
Key Commands on page 1312
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Nuendo 11.0.0
Time Stretch and Pitch Shift
Algorithms
In Nuendo, time-stretching and pitch-shifting algorithms are used for offline processes, in the
Sample Editor, or for the Flattening Realtime Processing function. Depending on the feature,
élastique, MPEX, or Standard algorithm presets are available.
RELATED LINKS
Time Stretch on page 554
Pitch Shift on page 550
Sample Editor on page 573
élastique on page 558
MPEX on page 558
Standard on page 559
Limitations on page 560
élastique
The élastique algorithm is suited for polyphonic and monophonic material.
élastique Pro
For best audio quality, without formant preservation.
élastique efficient
Requires less computing power, but has a lower audio quality than the Pro modes.
Time
Favors timing accuracy over pitch accuracy.
Pitch
Favors pitch accuracy over timing accuracy.
Tape
Locks the pitch shift to the time stretch as if playing back a tape with varying speed. If
you stretch the audio material, the pitch decreases automatically. This variant has no
effect if you use it with event transpose or the transpose track.
MPEX
MPEX is an alternative high-quality algorithm.
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Standard
NOTE
If you apply Pitch Shift as an offline process, you can choose between the regular setting and a
setting where the formants are preserved for each quality setting.
Standard
The Standard algorithm is optimized for CPU-efficient realtime processing.
Standard – Drums
For percussive sounds. This mode does not change the timing of your audio. If you use
it with certain tuned percussion instruments, you may experience audible artifacts. In
this case, try Mix mode as an alternative.
Standard – Plucked
For audio with transients and a relatively stable spectral sound character like plucked
instruments.
Standard – Pads
For pitched audio with slower rhythm and a stable spectral sound character. This
minimizes sound artifacts, but the rhythmic accuracy is not preserved.
Standard – Vocals
For slower signals with transients and a prominent tonal character like vocals.
Standard – Mix
For pitched material with a less homogenous sound character. This mode preserves
the rhythm and minimizes the artifacts.
Standard – Custom
Allows you to set the time-stretching parameters manually.
Standard – Solo
For monophonic material like solo woodwind/brass instruments or solo vocals,
monophonic synths or string instruments that do not play harmonies. This mode
preserves the timbre of the audio.
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Limitations
Grain Size
Allows you to determine the size of the grains in which the standard time-stretching
algorithm splits the audio. Low grain size values lead to good results for material that
has many transients.
Overlap
This is the percentage of the whole grain that will overlap with other grains. Use higher
values for material with a stable sound character.
Variance
This is a percentage of the whole length of the grains, and sets a variation in
positioning, so that the overlapping area sounds smooth. A variance setting of 0
produces a sound akin to time stretching used in early samplers, whereas higher
settings produce more rhythmic smearing effects but fewer audio artifacts.
Limitations
Applying time stretching or pitch shifting to audio material can lead to a degradation in audio
quality and to audible artifacts. The result depends on the source material, the particular stretch
and pitch operations applied, and the selected audio algorithm preset.
As a rule of thumb, smaller changes in pitch or duration cause less degradation. However, there
are additional issues one should be aware of when working with time stretching and pitch
shifting algorithms.
NOTE
In rare cases, editing warped audio events may cause discontinuities at the edit points. You can
then try to move the edit point to a different position or bounce the audio event prior to editing.
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Audio Functions
Nuendo offers particular functions for analyzing the audio in your project.
RELATED LINKS
Detect Silence Dialog on page 561
Spectrum Analyzer Window on page 564
Statistics Window on page 566
● To open the Detect Silence dialog for a selected audio event, clip, or selection range, select
Audio > Advanced > Detect Silence.
NOTE
If you select multiple events, you can process the selected events successively with individual
settings or apply the same settings to all selected events simultaneously.
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Audio Functions
Detect Silence Dialog
Waveform display
Allows you to zoom in on and out of the waveform by using the zoom slider to the right
or by clicking in the waveform and moving the mouse up or down.
You can scroll the waveform by using the scrollbar, or by using the mouse wheel.
You can adjust the Open Threshold and Close Threshold values by moving the
squares at the beginning and at the end of the audio file.
Open Threshold
When the audio level exceeds this value, the function opens and lets the sound pass.
Audio material below the set level is detected as silence.
Close Threshold
When the audio level drops below this value, the function closes and detects sounds
below this level as silence. This value cannot be higher than the Open Threshold value.
Linked
Activate this option to set the same values for Open Threshold and Close Threshold.
NOTE
If your audio contains repeated short sounds, and this results in too many short open
sections, try raising this value.
Pre-roll
Causes the function to open slightly before the audio level exceeds the Open
Threshold value. Use this option to avoid removing the attack of sounds.
Post-roll
Causes the function to close slightly after the audio level drops below the Close
Threshold value. Use this option to avoid removing the natural decay of sounds.
Non-silent Sections
Shows the number of events that are created if you click Process.
Add as Regions
Creates regions of the non-silent sections.
Region Name
Allows you to specify a name for the non-silent sections.
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Detect Silence Dialog
Strip Silence
Splits the event at the beginning and end of each non-silent section, and removes the
silent sections in between.
Auto
Activate this option to analyze the audio event and update the display automatically
every time you change the settings.
NOTE
If you are working with very long files, consider deactivating the Auto option as this
may slow down the process.
Compute
Analyzes the audio event and redraws the waveform display to indicate which sections
are considered silent.
Preview
Allows you to listen to the result before it is processed.
Process
Processes the audio according to your settings.
RELATED LINKS
Removing Silent Sections on page 563
PROCEDURE
1. Select one or multiple audio events with silent sections in the Project window.
2. Select Audio > Advanced > Detect Silence.
3. In the Detect Silence dialog, make your changes.
4. Click Compute to analyze the audio.
The audio is analyzed and the waveform is redrawn to indicate which sections are
considered silent according to your settings. The number of detected regions is displayed.
5. Optional: Click Preview to listen to the result.
The event is played back and the sections are silenced according to your settings.
6. Optional: In the Detection section, readjust the settings until you are satisfied with the
result.
7. Optional: In the Output section, activate Add as Regions.
8. In the Output section, activate Strip Silence.
9. Click Process.
RESULT
The event is split and the silent sections are removed.
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Audio Functions
Spectrum Analyzer Window
RELATED LINKS
Detect Silence Dialog on page 561
● To open the Spectrum Analyzer window for a selected audio event, clip, or selection range,
select Audio > Spectrum Analyzer.
Frequency display
Shows the frequency graphs for the analyzed audio.
If you move the mouse pointer over a certain position, the channel, frequency, note,
and level at that position are shown in the value field at the top of the display.
Channel selector
For multi-channel audio, this pop-up menu allows you to select which channels are
shown in the frequency display.
Zoom slider
Allows you to zoom in and out horizontally.
RELATED LINKS
Analyzing the Audio Spectrum on page 565
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Audio Functions
Spectrum Analyzer Window
PROCEDURE
1. Select an audio event, clip, or a selection range.
2. Select Audio > Spectrum Analyzer.
RESULT
The audio spectrum of the selected event, clip, or selection range is displayed as a two-
dimensional graph in the Spectrum Analyzer window.
RELATED LINKS
Comparing Level Values on page 565
PROCEDURE
1. Move the mouse pointer to the first position and right-click to select it.
2. Move the mouse pointer to the second frequency position.
RESULT
The difference in level between the positions is displayed as value D in the value field.
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Audio Functions
Statistics Window
RELATED LINKS
Spectrum Analyzer Window on page 564
Statistics Window
The Statistics function analyzes the selected audio events, clips, or selection ranges.
● To open the Statistics window for a selected audio event, clip, or selection range, select
Audio > Statistics.
Channel
Shows the name of the analyzed channel.
Peak Amplitude
Shows the largest amplitude in dB.
True Peak
Shows the maximum absolute level of the audio signal waveform in the continuous
time domain.
DC Offset
Shows the amount of DC offset as a percentage and in dB.
Bit Depth
Shows the current calculated bit depth.
Estimated Pitch
Shows the estimated pitch.
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Statistics Window
Sample Rate
Shows the sample rate.
Max. RMS
Shows the highest RMS value.
Integrated Loudness
Shows the average loudness over the whole title in LUFS (Loudness Unit, referenced to
Full Scale) in accordance with EBU R 128 that recommends to normalize audio at -23
LUFS.
Loudness Range
Shows the dynamic range over the whole title in LU (Loudness Units). This value allows
you to see if dynamic processing is needed.
Loudness Range
Shows the dynamic range over the whole program in LU (Loudness Units). This value
allows you to see if dynamic processing is needed. The measurement is dialogue-
gated.
Dialogue
Shows the percentage of speech that is detected in the audio.
RELATED LINKS
Remove DC Offset Option on page 553
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Nuendo 11.0.0
Game Audio Connect
Game Audio Connect makes it easy to transfer game audio assets to game audio engines or
middleware, such as Audiokinetic Wwise. As a sound designer, you create and edit game audio
assets in Nuendo and directly transfer them to your game audio engine.
An audio engine that is enabled for Game Audio Connect is able to locate your audio parts, either
on a local hard disk, in a network, or in a version control system. From your game audio engine,
you can select an audio asset and make Nuendo open the project that contains it.
● To open the Game Audio Connect window, select Project > Game Audio Connect.
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Game Audio Connect
Game Audio Connect Settings Dialog
● To open the Game Audio Connect Settings dialog, select Project > Game Audio Connect
and click the Settings button.
Metadata
Sets the type of metadata storage. Metadata is used to locate audio assets in Nuendo
projects. By default, metadata is embedded in the rendered audio file.
If the metadata is stored in a separate file, this file has the extension .amd.
Use Perforce
Activates the Perforce feature.
User Name
Allows you to enter your Perforce user name.
Password
Allows you to enter your Perforce password.
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Setting Up Game Audio Connect for Network Communication
PREREQUISITE
The network address in your game audio engine is set to the IP address of the computer that is
running Nuendo.
PROCEDURE
1. In Nuendo, open the Game Audio Connect Settings dialog.
2. In the Game Engine Connection section, activate the Enable Game Engine Network
Connection option.
3. Specify the Local Game Audio Connect TCP Port.
The default port may be in use by another software on your system. In this case, specify
another port to establish a network connection.
RESULT
Nuendo and your game audio engine are connected.
RELATED LINKS
Game Audio Connect Settings Dialog on page 569
Perforce Integration
Game Audio Connect provides a Perforce integration that allows version control for Nuendo
projects.
Perforce Settings
The Perforce settings in the Game Audio Connect Settings dialog allow you to enable Perforce.
● To open the Game Audio Connect Settings dialog, select Project > Game Audio Connect
and click the Settings button.
Use Perforce
Activates Perforce.
Server
Allows you to set the Perforce server address.
User
Allows you to enter your Perforce user name.
Password
Allows you to enter your Perforce password.
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Rearrange Audio Assets for Editing
After importing audio assets to your project, you often have many adjacent events on one track.
To make editing easier, you can use the Set Spacer between Selected Events function to
rearrange all events at a specific distance.
You can also use this function on a marker track to create multiple position or cycle markers at
the same distance on the timeline, allowing you to use them as export markers.
RELATED LINKS
Setting Spacers between Events on page 219
To rename your assets, use the Rename Events from List dialog to load a script list in .csv
or .txt file format that allows you to match the dialog with the recorded events or parts. You
can also copy and paste content from a text editor directly to the Rename Events from List
dialog.
RELATED LINKS
Renaming Events from List on page 225
To render and export audio assets you have the following possibilities:
● Drag audio events from the Project window and drop them in the drop zone of the Game
Audio Connect window.
● Select audio events in the Project window and use the key command that you have set up
for Trigger Export to Game Audio Engine in the Game Audio Connect category of the Key
Commands dialog.
● Use the Export Selected Events dialog.
● Use the Export Audio Mixdown dialog.
NOTE
If you export audio assets for use in your game audio engine, you must activate the Insert
iXML Chunk option.
RELATED LINKS
Game Audio Connect Window on page 568
Exporting Selected Events on page 240
File Formats on page 1176
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Game Audio Connect
Export Audio Assets to a Game Audio Engine
PROCEDURE
1. Select a sound effect in your game audio engine.
2. Drag the corresponding audio events from the Project window and drop them in the drop
zone of the Game Audio Connect window.
NOTE
Alternatively, you can use the key command that you have set up for Trigger Export to
Game Audio Engine in the Game Audio Connect category of the Key Commands dialog.
RESULT
The render operation is triggered for the dragged events. The rendered audio files are
automatically exported to the connected game audio engine.
RELATED LINKS
Render Selection Dialog on page 1158
Setting Up Game Audio Connect for Network Communication on page 570
PREREQUISITE
You have composed several audio events, audio/MIDI parts, or markers for a music segment.
PROCEDURE
1. In your game audio engine, select the music segment option.
In Wwise, for example, open the project explorer, and select the root node Interactive Music
Hierarchy.
2. Select the audio events, audio/MIDI parts, and the position and cycle markers that make up
the music segment in the Project window.
3. Drag the music segment to the drop zone of the Game Audio Connect window.
NOTE
Alternatively, you can use the key command that you have set up for Trigger Export to
Game Audio Engine in the Game Audio Connect category of the Key Commands dialog.
RESULT
The render operation is triggered for the dragged events using the current settings. The
rendered files are automatically transferred to the connected game audio engine. The tempo
and time signature are exported for the music segment.
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Nuendo 11.0.0
Sample Editor
The Sample Editor provides an overview of the selected audio event. It allows you to view and
edit audio by cutting and pasting, removing, or drawing audio data, and by processing audio.
Editing is non-destructive so that you can undo modifications at any time.
You can open the Sample Editor in a separate window or in the lower zone of the Project
window. This is useful if you want to access the Sample Editor functions from within a fixed zone
of the Project window.
NOTE
If you select Audio > Set up Editor Preferences, the Preferences dialog opens on the Editors
page. Make your changes to specify if you want the Sample Editor to open in a separate window
or in the lower zone of the Project window.
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Sample Editor
1 Toolbar
Contains tools for selecting, manipulating, and playing back audio.
2 Info Line
Shows information about the audio.
3 Overview
Shows an overview of the whole audio clip and indicates which part of the clip is shown in
the waveform display.
4 Sample Editor Inspector
Contains audio editing tools and functions.
NOTE
The Inspector for the lower zone editor is shown in the left zone of the Project window.
5 Ruler
Shows the timeline and the display format of the project.
6 Waveform display
Shows the waveform image of the edited audio clip.
7 Regions
Allows you to add and edit regions.
NOTE
The info line, the overview line, and the regions can be activated/deactivated by clicking Set up
Window Layout on the toolbar and activating/deactivating the corresponding options.
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Sample Editor
Sample Editor Toolbar
RELATED LINKS
Opening the Editor in the Lower Zone on page 75
Opening the Editor Inspector on page 66
Sample Editor Toolbar on page 575
Info Line on page 579
Overview Line on page 580
Sample Editor Inspector on page 580
Ruler on page 583
Waveform Display on page 584
Regions List on page 590
● To show or hide the toolbar elements, right-click the toolbar and activate or deactivate the
elements.
Static Buttons
Solo Editor
Left Divider
Left Divider
Tools that are placed to the left of the divider are always shown.
View Options
Show Audio Event
Highlights the section corresponding to the edited event in the waveform display and
the overview line.
NOTE
This button is not available if you opened the audio event from the Pool. You can
adjust the start and end of the event in the clip by dragging the event handles in the
waveform display.
Shows the waveform images of all audio events that you selected in the Project
window.
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Sample Editor
Sample Editor Toolbar
NOTE
Use the Currently Edited Audio Event pop-up menu to select the audio event that you
want to edit.
Lists all audio events that are opened in the Sample Editor, and allows you to activate
an audio event for editing.
Auto-Scroll
Auto-Scroll
Allows you to activate Page Scroll or Stationary Cursor and to activate Suspend Auto-
Scroll When Editing.
Preview
Audition
Audition Loop
Audition Volume
Tool Buttons
Range Selection
Selects ranges.
Zoom
Draw
Play
Allows you to play back the clip from the position where you click until you release the
mouse button.
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Sample Editor
Sample Editor Toolbar
Scrub
Time Warp
Acoustic Feedback
Acoustic Feedback
Automatically plays back a VariAudio segment when you modify the pitch.
Snap
Snap to Zero Crossing
Restricts editing to zero crossings, that is, positions where the amplitude is zero.
Snap On/Off
Musical Information
Musical Mode
Locks audio clips to the project tempo by using realtime time stretching.
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Sample Editor
Sample Editor Toolbar
Allows you to select a color scheme for VariAudio segments. This makes it easier to see
which segments belong to which event when working with several audio events.
Right Divider
Right Divider
Tools that are placed to the right of the divider are always shown.
This button is available in the lower zone editor. It opens the editor in a separate
window.
This button is available in the editor window. It opens the editor in the lower zone of
the Project window.
Show/Hide Regions
Set up Toolbar
Opens a pop-up menu where you can set up which toolbar elements are visible.
RELATED LINKS
Auto-Scroll Settings Menu on page 274
Suspend Auto-Scroll When Editing on page 274
PROCEDURE
1. On the toolbar, activate the Scrub tool.
2. Click in the waveform display and keep the mouse button pressed.
The project cursor moves to the position where you clicked.
3. Drag to the left or right.
RESULT
The audio is played back, and you can hear at which position the cursor is located.
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Sample Editor
Info Line
NOTE
You can determine the speed and pitch of the playback by dragging faster or slower.
PROCEDURE
1. On the audio waveform, locate the sample position that you want to edit and zoom in to the
highest zoom level.
2. Select the Draw tool.
3. Click at the beginning of the section that you want to correct and draw in the new curve.
RESULT
A range selection covering the edited section is automatically applied.
NOTE
The Draw tool cannot be used when the VariAudio section is open.
Info Line
The info line shows information about the audio clip, such as the audio format and the selection
range.
● To show or hide the info line, click Set up Window Layout on the toolbar and activate or
deactivate Info Line.
The on/off status of the info line in the Sample Editor window and in the lower zone editor
are independent of each other.
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Overview Line
NOTE
Initially, length and position values are displayed in the format specified in the Project Setup
dialog.
Overview Line
The overview line displays the whole clip, and indicates which part of the clip is shown in the
waveform display.
● To show or hide the overview line, click Set up Window Layout on the toolbar and activate
or deactivate the Overview option.
The on/off status of the overview line in the Sample Editor window and in the lower zone
editor are independent of each other.
1 Event Start
Shows the start of the audio event if Show Audio Event is activated on the toolbar.
2 Selection
Shows which section is selected in the waveform display.
3 Event End
Shows the end of the audio event if Show Audio Event is activated on the toolbar.
4 Waveform display
Shows the section of the audio that is displayed in the waveform display.
● You can specify which section of the audio is shown by clicking in the lower half of this
display and dragging to the left or right.
● You can zoom in or out horizontally by dragging the left or right edge of this display.
● You can show a different section of the audio by clicking in the upper half of this display
and dragging a rectangle.
5 Snap Point
Shows the start of the audio event if Show Audio Event is activated on the toolbar.
● In the Sample Editor window, you can show or hide the Inspector by clicking Set up
Window Layout on the toolbar and activating or deactivating Inspector.
NOTE
In the lower zone editor, the Inspector is always shown in the left zone of the Project
window.
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Sample Editor Inspector
RELATED LINKS
Opening the Editor Inspector on page 66
Definition Section
The Definition section allows you to adjust the audio grid and define the musical context of your
audio. You can use the available functions to match an audio file or audio loop to the project
tempo.
● To open the Definition section, click its tab in the Sample Editor Inspector.
AudioWarp Section
The AudioWarp section allows you to perform timing settings for your audio. This includes
applying Swing and manually changing the rhythm of the audio by dragging beats to time
positions on the grid.
● To open the AudioWarp section, click its tab in the Sample Editor Inspector.
VariAudio Section
The VariAudio section allows you to edit single sounds of your audio file and change their pitch
or timing. Furthermore, you can extract MIDI from your audio.
● To open the VariAudio section, click its tab in the Sample Editor Inspector.
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Sample Editor Inspector
RELATED LINKS
VariAudio Inspector Section on page 614
Hitpoints Section
The Hitpoints section allows you to edit hitpoints to slice your audio. Here you can create groove
quantize maps, markers, regions, events, and warp markers based on hitpoints.
● To open the Hitpoints section, click its tab in the Sample Editor Inspector.
Range Section
The Range section allows you to edit ranges and selections or create a sampler track from the
selected range.
● To open the Range section, click its tab in the Sample Editor Inspector.
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Ruler
Select
Opens a pop-up menu with functions to select ranges.
Start
Shows the start position of the selection range.
End
Shows the end position of the selection range.
Length
Shows the length of the selection range.
Zoom
Opens a pop-up menu with the zoom functions for ranges.
Process Section
The Process section regroups the most important audio editing commands from the Audio and
Edit menus.
● To open the Process section, click its tab in the Sample Editor Inspector.
Ruler
The ruler shows the timeline and display format of the project, the project tempo grid.
When the Definition section is open, an additional ruler is shown below the project tempo grid.
It displays the musical structure of the audio file, the audio tempo grid.
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Waveform Display
Waveform Display
The waveform display shows the waveform image of the edited audio clip.
NOTE
You can show the waveform images of multiple selected audio events at once by activating
Show All Selected Audio Events on the Sample Editor toolbar.
NOTE
You can set up a wave image style in the Preferences dialog (Event Display—Audio page).
Zooming Vertically
You can zoom in the waveform vertically. This allows you to see a specific detail of the waveform.
PROCEDURE
● Drag the vertical zoom slider down to zoom in or up to zoom out.
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Waveform Display
NOTE
If the VariAudio section is open, you can also zoom vertically if you deactivate Zoom Tool
Standard Mode: Horizontal Zooming only in the Preferences dialog (Editing—Tools page)
and drag a rectangle with the Zoom tool.
RESULT
The vertical scale changes relative to the height of the Sample Editor.
Zooming Horizontally
You can zoom in the waveform horizontally. This allows you to zoom in or out on the time scale.
PROCEDURE
● Drag the horizontal zoom slider to the right to zoom in or to the left to zoom out.
RESULT
The horizontal zoom setting is shown on the info line as samples per pixel. You can zoom in
horizontally to a scale of less than one sample per pixel. This is required for using the Draw tool.
NOTE
● If you have zoomed in to one sample per pixel or less, the appearance of the samples
depends on the Interpolate Audio Waveforms option in the Preferences dialog (Event
Display—Audio page).
Zoom Submenu
The Zoom submenu of the Edit menu contains options for zooming in the Sample Editor.
Zoom In
Zooms in one step, centering on the project cursor.
Zoom Out
Zooms out one step, centering on the project cursor.
Zoom Full
Zooms out so that the whole clip is visible in the waveform display.
Zoom to Selection
Zooms out so that the whole clip is visible in the waveform display. If the VariAudio
section is open, this zooms in horizontally and vertically so that the current selection
fills the waveform display.
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Range Editing
Zoom to Event
Zooms in so that the waveform display shows the section of the clip corresponding to
the edited audio event. This is not available if you have opened the Sample Editor from
the Pool.
Zoom In Vertically
Zooms in one step vertically.
Undo/Redo Zoom
Allows you to undo/redo the last zoom operation.
Range Editing
In the Sample Editor you can edit selection ranges. This option is useful if you want to quickly
edit or process a specific section in the audio waveform, or if you want to create a new event or
clip.
You can only select one range at a time. The selection is indicated in the Selection field on the
info line.
The Range section in the Sample Editor Inspector contains functions for working with regions.
RELATED LINKS
Range Section on page 582
Shared Copies on page 236
Selecting a Range
PREREQUISITE
Snap to Zero Crossing is activated on the toolbar. This option ensures that the start and the end
of the selection are always at zero crossings.
PROCEDURE
1. On the toolbar, activate the Range Selection tool.
2. Click at the position in the waveform display where you want the range to start and drag to
the position, where you want the range to end.
3. Optional: Perform one of the following actions to resize the selection range:
● Drag the left or the right edge of the selection to a new position.
● Hold down Shift and click at a new position.
RESULT
The selected range is highlighted in the waveform display.
NOTE
You can also use the functions in the Select pop-up menu to select ranges.
RELATED LINKS
Select Menu on page 587
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Range Editing
Select Menu
Select All
Selects the whole clip.
Select None
Deselects everything.
Select in Loop
Selects the audio between the left and the right locator.
Select Event
Selects only the audio that is included in the edited event. If the VariAudio section is
open and you segmented the audio, all segments that start or end within the event
boundaries are selected.
Locate Selection
Moves the project cursor to the beginning or end of the current selection. This option
is available if you have selected one or several events or made a selection range.
Loop Selection
Activates playback from the start of the selection and keeps starting over again at the
selection end.
All
Selects the whole clip.
None
Deselects everything.
In Loop
Selects the audio between the left and right locator.
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Range Editing
Select Event
Selects the event.
PROCEDURE
1. Select a range.
2. Drag the selection range to an audio track in the Project window.
RELATED LINKS
Selecting a Range on page 586
PROCEDURE
1. Select a range.
2. Click the selected range and select Audio > Bounce Selection.
3. Perform one of the following actions:
● Click Replace if you want to replace the original.
● Click No if you want to keep the original.
RESULT
A new Sample Editor window opens with the new clip. It refers to the same audio file as the
original clip, but it contains the audio corresponding to the selection range only.
PROCEDURE
1. Select a range.
If you select no range, the event start/end is used.
2. Open the Range section in the Sample Editor Inspector.
3. Click Create Sampler Track.
RESULT
A new Sampler Track is created and added to the track list. The new sampler track contains your
range selection.
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Range Editing
● To edit a selection range, open the Process section in the Sample Editor Inspector, and
select one of the Basic Commands pop-up menu functions.
NOTE
If you edit ranges of events that are shared copies, you are asked whether you want to create a
new version of the clip. Select New Version if you want to edit the event, select Continue if all
shared copies should be edited.
Cut
Cuts the selected range from the clip and saves it in the clipboard. The section to the
right of the range is moved to the left to fill the gap.
Copy
Copies the selected range to the clipboard.
Paste
Replaces the selected range with the data from the clipboard.
Delete
Removes the selected range from the clip. The section to the right of the range is
moved to the left to fill the gap.
Insert Silence
Inserts a silent section with the same length as the current range selection at the
selection start. The selected range is not replaced, but moved to the right.
RELATED LINKS
Shared Copies on page 236
Applying Offline Processing Permanently on page 547
● To apply a plug-in effect or an audio process to a selection range, open the Process section
in the Sample Editor Inspector, and select one of the options in the Add Plug-in pop-up
menu or in the Add Process pop-up menu.
NOTE
If you apply offline processing to ranges of events that are shared copies, you are asked whether
you want to create a new version of the clip. Select New Version if you want to edit the event,
select Continue if all shared copies should be edited.
RELATED LINKS
Direct Offline Processing on page 534
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Regions List
Regions List
Regions are sections within an audio clip that allow you to mark important sections in the audio.
You can add and edit regions for the selected audio clip in the regions zone.
● To show or hide the Regions, click Set up Window Layout on the toolbar and activate or
deactivate Regions.
Creating Regions
PREREQUISITE
You have clicked Set up Window Layout on the toolbar and activated Regions.
PROCEDURE
1. On the Sample Editor toolbar, activate the Range Selection tool and in the waveform
display, select the range that you want to convert into a region.
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Regions List
RESULT
The region is added to the regions list.
RELATED LINKS
Creating Regions on page 601
PREREQUISITE
The audio event from which you want to create regions is opened in the Sample Editor and the
hitpoints are set at the correct positions.
PROCEDURE
● In the Hitpoints section of the Sample Editor Inspector, click Create Regions.
RESULT
Regions are created between two hitpoint positions and shown in the Sample Editor.
PROCEDURE
● Perform one of the following actions:
● Drag the Region Start or Region End handle to a different position in the waveform
display.
● Double-click the Start or End field in the regions list and enter a new value.
NOTE
The positions are shown in the display format selected for the ruler and info line, but are
relative to the start of the audio clip.
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Snap Point
Removing Regions
PREREQUISITE
You have clicked Set up Window Layout on the toolbar and activated Regions. You have created
regions.
PROCEDURE
1. In the regions list, select the region that you want to remove.
2. Above the regions list, click Remove Region.
RESULT
The region is removed from the regions list.
PREREQUISITE
You have clicked Set up Window Layout on the toolbar and activated Regions. You have created
regions.
PROCEDURE
1. Select the region in the regions list.
2. Drag the region to the desired position in the Project window.
RESULT
An event is created from the region.
Snap Point
The snap point is a marker within an audio event that can be used as a reference position.
● To show the snap point, activate Show Audio Event on the toolbar.
The snap point is set at the audio event start, but you can move it to another relevant position in
the audio.
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Snap Point
The snap point is used when Snap is activated and you insert a clip from the Sample Editor in
the event display. It is also used when you move or copy events in the event display.
In the Sample Editor, you can edit the following snap points:
NOTE
The clip snap point serves as a template for the event snap point. However, it is the event snap
point that is taken into account when snapping.
IMPORTANT
When you set the grid start in the Definition section, the snap point is moved to the grid start.
RELATED LINKS
Sample Editor Toolbar on page 575
PROCEDURE
1. Optional: On the Sample Editor toolbar, select the Scrub tool.
This allows you to audition the audio while setting the snap point.
2. Move the mouse pointer over the snap point, and drag it to the desired position in the audio
event.
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Snap Point
The mouse pointer becomes a hand symbol and a tooltip indicates that you can set the snap
point.
RESULT
The event snap point is adjusted to the position where you dragged it.
NOTE
You can also adjust the snap point by setting the project cursor at the desired position and
selecting Audio > Snap Point to Cursor.
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Hitpoints
Hitpoints mark musically relevant positions in audio files. Nuendo can detect these positions and
create hitpoints automatically by analyzing onsets and melodic changes of the audio.
NOTE
All hitpoint operations can be performed in the Sample Editor window and in the lower zone
editor.
When you add an audio file to your project by recording or by importing, Nuendo automatically
detects hitpoints. In the Project window, hitpoints are shown for the selected event, provided
that the zoom factor is high enough.
The hitpoint functions are available in the Hitpoints section of the Sample Editor.
NOTE
Calculating Hitpoints
When you add an audio file to your project by recording or by importing, Nuendo automatically
detects hitpoints.
PROCEDURE
1. Import or record an audio file.
Nuendo automatically detects hitpoints.
NOTE
2. Select the audio event in the Project window and make sure the zoom factor is high enough.
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Calculating Hitpoints
RESULT
The calculated hitpoints for the selected event are shown in the Project window.
NOTE
You can disable automatic hitpoint detection by deactivating Enable Automatic Hitpoint
Detection in the Preferences dialog (Editing—Audio page).
● To filter hitpoints, open the audio event in the Sample Editor and open the Hitpoints
section.
Threshold
Filters hitpoints by their peaks. Drag the slider to the right to discard hitpoints of
quieter crosstalk signals, for example.
Intensity
Filters hitpoints by their intensity. Drag the slider to the right to discard less intense
hitpoints.
Minimum Length
Filters hitpoints by their distance between two hitpoints. This option allows you to
avoid creating slices that are too short.
Beats
Filters hitpoints by their musical position. This option allows you to discard hitpoints
that do not fit within a certain range of a defined beat value.
PREREQUISITE
The audio event is opened in the Sample Editor, and in the Hitpoints section, hitpoints are
filtered by their peak and/or intensity, by their distance, or by their musical position.
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Calculating Hitpoints
PROCEDURE
1. In the Hitpoints section in the Sample Editor Inspector, activate the Edit Hitpoints tool.
2. Move the mouse to the waveform display and click between two hitpoints.
The mouse pointer changes to a speaker icon and the tooltip Play back Slice is shown. The
slice is played back from the beginning to the end.
3. To disable a hitpoint that you do not need, press Shift and click on the line that represents
the hitpoint.
The mouse pointer changes to a cross icon and the tooltip Disable Hitpoints is shown.
Disabled hitpoints are not taken into account for further operations.
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Locating to Hitpoints in the Project Window
The mouse pointer changes to a double arrow and the tooltip Move Hitpoint is shown.
Moved hitpoints are locked by default.
7. To make sure that a hitpoint is not accidentally filtered out, lock it by pointing at it and
clicking.
The tooltip Lock Hitpoint is shown.
RESULT
The hitpoints are edited according to your settings.
NOTE
To reset a hitpoint to its original state, press Ctrl/Cmd - Alt/Opt until the tooltip Enable/Unlock
Hitpoints is shown and click.
RELATED LINKS
Hitpoint Filters in the Hitpoint Section on page 596
PREREQUISITE
Enable Automatic Hitpoint Detection is activated in the Preferences dialog (Editing—Audio
page).
PROCEDURE
1. Select the audio track that contains the audio event for which you want to locate hitpoints.
2. Perform one of the following actions:
● Press Alt/Opt - N to navigate to the next hitpoint.
● Press Alt/Opt - B to navigate to the previous hitpoint.
RESULT
The project cursor jumps to the respective hitpoint.
Slices
You can create slices from hitpoints, where each slice ideally represents an individual sound or
beat of the audio.
You can use these slices to change tempo and timing of the audio without affecting its pitch and
quality.
NOTE
Slices are created in the Sample Editor and edited in the Audio Part Editor.
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Slices
Slicing Audio
Slicing audio is useful if you want to change tempo and timing of the audio without affecting its
pitch and quality.
PREREQUISITE
The audio event is opened in the Sample Editor and the hitpoints are set at the correct positions.
NOTE
When slicing audio, all events referring to the edited clip are also replaced.
PROCEDURE
● Perform one of the following actions:
● In the Hitpoints section in the Sample Editor Inspector, click Create Slices.
● Select Audio > Hitpoints > Create Audio Slices from Hitpoints.
RESULT
The areas between the hitpoints are sliced and become separate events. The original audio event
is replaced by an audio part containing the slices.
RELATED LINKS
Slices and the Project Tempo on page 600
Audio Part Editor on page 638
PREREQUISITE
You have created a multi-track drum recording and set up an edit group for all the tracks.
PROCEDURE
● Select the folder track, and select Audio > Hitpoints > Divide Audio Events at Hitpoints.
RESULT
The audio of all tracks in the folder track is sliced.
RELATED LINKS
Quantizing Multiple Audio Tracks on page 324
Group Editing Mode on page 238
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Hitpoints
Slices
RELATED LINKS
Closing Gaps on page 600
Deleting Overlaps on page 600
Musical Mode on page 605
Making Global Auto Fade Settings on page 349
Making Auto Fade Settings for Individual Tracks on page 349
Closing Gaps
If the project tempo is slower than the tempo of the original audio event, there may be audible
gaps between the slice events in the part. You can close these gaps so that the audio plays
without any breaks.
PROCEDURE
● Do one of the following:
● Select Audio > Advanced > Close Gaps (Time Stretch) to apply time stretch to each slice
and close the gaps.
Consider activating auto fades for the corresponding audio track, and setting the fade-
out to 10 ms to eliminate clicks.
● Select Audio > Advanced > Close Gaps (Crossfade) to apply crossfades to the slices and
close the gaps.
NOTE
If you decide to change the tempo again, undo your actions and use the original, unstretched
file.
Deleting Overlaps
If the project tempo is higher than the tempo of the original audio event, the slice events in the
part may overlap. You can delete these overlaps.
PROCEDURE
1. Right-click the track in the track list and from the context menu, select Auto Fades Settings.
2. In the Auto Fades dialog, activate Auto Crossfades.
3. Click OK.
4. Select the overlapping events in the part and select Audio > Advanced > Delete Overlaps.
RESULT
The sound is smoothed out.
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Creating a Groove Quantize Map
PREREQUISITE
The audio event from which you want to extract the timing is opened in the Sample Editor, and
the hitpoints are set at the correct positions.
PROCEDURE
● In the Hitpoints section in the Sample Editor Inspector, click Create Groove.
RESULT
The groove is extracted from the audio event and automatically selected in the Quantize Presets
pop-up menu on the Project window toolbar.
Creating Markers
You can create markers at hitpoint positions. This allows you to snap to hitpoint positions.
PREREQUISITE
The audio event from which you want to create markers is opened in the Sample Editor, and the
hitpoints are set at the correct positions.
PROCEDURE
● In the Hitpoints section in the Sample Editor Inspector, click Create Markers.
RESULT
If your project has no marker track, a marker track is added and activated automatically, and a
marker is created at every hitpoint position.
RELATED LINKS
Markers on page 368
Creating Regions
You can create regions at hitpoint positions. This allows you to isolate recorded sounds.
PREREQUISITE
The audio event from which you want to create regions is opened in the Sample Editor, and the
hitpoints are set at the correct positions.
PROCEDURE
● In the Hitpoints section in the Sample Editor Inspector, click Create Regions.
RESULT
Regions are created between two hitpoint positions and shown in the Sample Editor.
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Hitpoints
Creating Events
RELATED LINKS
Creating Regions on page 590
Creating Events
You can create events at hitpoint positions.
PREREQUISITE
The audio event from which you want to create events is opened in the Sample Editor, and the
hitpoints are set at the correct positions.
PROCEDURE
● In the Hitpoints section in the Sample Editor Inspector, click Create Events.
RESULT
Events are created between two hitpoint positions.
PREREQUISITE
The audio event from which you want to create warp markers is opened in the Sample Editor,
and the hitpoints are set at the correct positions.
PROCEDURE
● In the Hitpoints section in the Inspector, click Create Warp Markers.
RESULT
Warp markers are created at every hitpoint position.
RELATED LINKS
Tempo Matching Audio on page 604
PREREQUISITE
The audio event from which you want to create MIDI notes is opened in the Sample Editor, and
the hitpoints are set at the correct positions.
PROCEDURE
1. In the Hitpoints section in the Sample Editor Inspector, click Create MIDI Notes.
2. In the Convert Hitpoints to MIDI Notes dialog, set up the parameters.
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Creating MIDI Notes
3. Click OK.
RESULT
A MIDI track is added to your project, and MIDI notes are created at every hitpoint position.
Velocity Mode
Allows you to select a velocity mode:
● If you want the velocity values of the created MIDI notes to vary according to the
peak levels of the corresponding hitpoints, select Dynamic Velocity.
● If you want to assign the same velocity value to all created MIDI notes, select Fixed
Velocity.
Velocity
Sets the Fixed Velocity.
Pitch
Sets a note pitch for all created MIDI notes.
Length
Sets a note length for all created MIDI notes.
Destination
Allows you to select a destination:
● To place the MIDI part on the first selected MIDI or instrument track, select First
Selected Track.
NOTE
Any MIDI parts from previous conversions on this track will be deleted.
● To create a new MIDI track for the MIDI part, select New MIDI Track.
● To copy the MIDI part to the clipboard, select Project Clipboard.
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Tempo Matching Audio
Nuendo offers several functions that allow you to match the tempo of audio in your project.
In the Sample Editor window and in the lower zone editor, you can perform the following tempo
matching operations:
NOTE
In the Project window, you can match the tempo of different audio events using the Audio
Alignment tool. This allows you to match the timing of audio events on different tracks.
RELATED LINKS
Stretching Audio Events to the Project Tempo on page 605
Musical Mode on page 605
Auto Adjust on page 607
Manual Adjust on page 608
Free Warp on page 609
Audio Alignment on page 220
Algorithm Presets
You can select an algorithm preset that is applied for realtime playback and time stretching.
The Warping Algorithm for Audio Clip pop-up menu on the Sample Editor toolbar contains
various presets that determine the audio quality of the realtime time stretching.
These presets are sorted into the categories élastique and Standard according to the
technology used.
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Stretching Audio Events to the Project Tempo
The algorithm preset affects warp changes in Musical Mode, FreeWarp, Swing, and Audio
Alignment. For the VariAudio warping and pitching features Standard – Solo is applied
automatically.
RELATED LINKS
Algorithm Presets on page 604
Time Stretch and Pitch Shift Algorithms on page 558
Audio Alignment on page 220
PROCEDURE
1. Select File > Import > Audio File, select the audio loop that you want to import, and click
OK.
2. Select the audio loop in the project.
3. Select Audio > Advanced > Stretch to Project Tempo.
RESULT
The audio loop is stretched to match the project tempo.
Musical Mode
The Musical Mode allows you to tempo-match audio loops to the project tempo.
If you activate Musical Mode for an audio clip, realtime time stretching is applied to the clip so
that it matches the project tempo. The audio events adapt to any tempo changes in Nuendo, just
like MIDI events.
In the Sample Editor, you can activate Musical Mode in the AudioWarp section, the Definition
section, and the toolbar.
NOTE
● You can also activate/deactivate Musical Mode from within the Pool by clicking the
corresponding checkbox in the Musical Mode column.
● Nuendo supports ACID® loops. These loops are standard audio files but with embedded
tempo/length information. When ACID® files are imported into Nuendo, Musical Mode is
automatically activated and the loops will adapt to the project tempo.
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Musical Mode
PROCEDURE
1. Select File > Import > Audio File, and select an audio loop in the file dialog.
2. In the Project window, double-click the imported audio loop to open it in the Sample Editor.
3. Open the Definition section and verify the rulers.
The project tempo grid shown in the upper ruler and the grid of your audio shown in the
lower ruler do not match.
4. On the toolbar, verify that the length in bars corresponds to the length of the imported
audio file. If necessary, listen to your audio and enter the correct length in bars and beats.
5. On the toolbar, open the Algorithm pop-up menu, and select a preset.
6. Listen to the loop and if necessary correct the Bars and Beats values on the toolbar.
7. Activate Musical Mode.
RESULT
The loop is warped and stretched to the project tempo. The rulers reflect the change.
In the Project window, the audio event shows a note symbol and a warp symbol. This indicates
that time stretching has been applied.
RELATED LINKS
Algorithm Presets on page 604
Applying Swing
The Swing function allows you to add swing to audio that sounds too straight.
PREREQUISITE
You have opened your audio in the Sample Editor, and Musical Mode is activated.
PROCEDURE
1. On the toolbar, open the Algorithm pop-up menu, and select a preset.
2. Open the AudioWarp section, and from the Resolution pop-up menu select a grid
resolution.
This defines the positions that the swing is applied to. If you select 1/2, the swing is applied
in steps of half notes, for example.
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Auto Adjust
RESULT
This offsets the grid positions and creates a swing or shuffle feel. If you selected 1/2, every
second position in the grid is offset.
Auto Adjust
The Auto Adjust function is useful if you do not know the tempo of your audio file, or if the beat
is not straight. It allows you to extract a definition grid from your audio. After that, you can
tempo match the file to the project tempo with the Musical Mode.
The Auto Adjust function extracts a local definition grid that you can match with the project
tempo using Musical Mode.
RELATED LINKS
Musical Mode on page 605
PREREQUISITE
You have defined a range in your audio clip or event that starts and ends at a barline.
PROCEDURE
1. Double-click the audio clip or event in the Project window to open it in the Sample Editor.
2. Open the Definition section, and select a value from the Grid pop-up menu.
This determines the grid resolution for your audio.
3. With the Range Selection tool, select the section that you want to use in your project, and
that covers one or several bars.
NOTE
If you do not select a range, the grid is calculated for the audio event. If no audio event is
defined, the grid is calculated for the clip. Make sure that the event or clip starts and ends on
a barline.
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Manual Adjust
RESULT
The definition grid is calculated for the selected section. The snap point moves to the start of the
selected range. The audio tempo definition ruler changes to reflect your edits, and bars and
beats positions are marked with vertical lines.
Manual Adjust
The Manual Adjust function is useful if you need to manually modify the grid and tempo of your
audio file. This is the case if the extraction of a definition grid with the Auto Adjust function did
not bring satisfying results, for example.
The Manual Adjust function allows you to correct the local definition grid. After this, you can
match it with the project tempo using Musical Mode.
RELATED LINKS
Musical Mode on page 605
PROCEDURE
1. Double-click the audio clip or event in the Project window to open it in the Sample Editor.
2. Open the Definition section, and activate Manual Adjust.
3. Move the mouse pointer to the beginning of the audio clip.
The tooltip Set Grid Start is shown, and the mouse pointer turns into a double arrow.
4. Click and drag to the right until the first downbeat and release the mouse button.
This matches the grid start and the snap point with the first main beat. The audio tempo
definition ruler changes to reflect your edits.
5. In the upper part of the waveform, move the mouse pointer to the vertical line nearest to the
second bar.
The tooltip Stretch Grid and a blue vertical line are shown.
6. Click and drag to the position of the first downbeat in the second bar and release the mouse
button.
This sets the beginning of the next bar. All following bar positions in the grid are stretched or
compressed so that all bars have the same length.
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Tempo Matching Audio
Free Warp
7. In the lower part of the waveform, move the mouse pointer over the grid lines.
The tooltip Set Bar Position (Move Following Bars) and a green vertical line are shown.
8. For incorrect bar positions, click and drag the green vertical line to the position of the first
downbeat of the following bar and release the mouse button.
This also moves the bars to the right. The area to the left remains unaffected.
9. Move the mouse pointer over the grid lines for single beats.
The tooltip Set Beat Position and a blue vertical line are shown.
10. Click and drag the grid line to align single, incorrect beat positions and release the mouse
button.
NOTE
You can remove misplaced beat edits by pressing any modifier key and clicking with the
Erase tool.
RESULT
The definition grid is corrected, the audio tempo definition ruler reflects your edits.
Free Warp
The Free Warp tool allows you to correct the timing of individual positions in the audio material.
This is useful if you want to synchronize audio to video.
You can create and edit warp markers and drag them to musically relevant time positions in an
audio event. This way, the audio before and after the warp marker is stretched. The amount of
stretch is shown next to the warp marker handle.
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Free Warp
A stretch factor higher than 1.0 indicates that the audio preceding the warp marker is stretched,
a stretch factor lower than 1.0 indicates that the audio is compressed.
NOTE
The Free Warp tool snaps to hitpoint positions and warp markers.
RESULT
The beat is now aligned with the corresponding position in the project.
RELATED LINKS
Auto Adjust on page 607
Manual Adjust on page 608
Musical Mode on page 605
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Nuendo 11.0.0
Tempo Matching Audio
Flattening Realtime Processing
A tooltip is shown to indicate that you can drag to correct the warp marker position.
RESULT
The warp marker moves to the new position and the audio is stretched or compressed
accordingly.
NOTE
RESULT
The warp marker is removed from the waveform.
RESULT
The warp markers are removed from the waveform, and the warp edits of the waveform are
reset.
NOTE
PROCEDURE
1. Select the audio events that you want to process.
2. Perform one of the following actions:
● Select Audio > Realtime Processing > Flatten Realtime Processing.
● In the Process section of the Sample Editor, click Flatten.
3. In the Flatten Realtime Processing dialog, select an algorithm preset.
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Flatten Realtime Processing Dialog
4. Click OK.
RESULT
Any loop that was previously stretched in realtime plays back exactly the same, but the warp
markers discarded.
RELATED LINKS
MPEX on page 558
● To open the Flatten Realtime Processing dialog, select one or more audio event in the
Project window, and select Audio > Realtime Processing > Flatten Realtime Processing.
NOTE
Algorithm Preset
Allows you to select an algorithm preset.
PREREQUISITE
You have stretched an audio event in the Sample Editor with the Free Warp tool, or in the
Project window with the Object Selection tool in Sizing Applies Time Stretch mode.
PROCEDURE
1. Select the audio event that you want to unstretch.
2. Select Audio > Realtime Processing > Unstretch Audio.
RESULT
All realtime time stretching is removed.
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Pitch Editing and Time
Correction with VariAudio
The VariAudio features in Nuendo allow you to edit pitch, and correct the timing and intonation
of individual notes in monophonic vocal recordings.
All VariAudio operations can be performed in the Sample Editor window and in the lower zone
editor. Any modifications to the audio material can be undone.
NOTE
The VariAudio features are optimized for monophonic recordings of vocals. It may work well for
other monophonic recordings, such as saxophone, as well. However, the quality of the result
depends greatly on the recording.
Before you can edit the pitch and correct the timing of monophonic recordings, Nuendo must
analyze the audio and split it into segments. These segments are graphic representations of the
individual notes.
NOTE
Due to the data gained during segmentation, the audio and thus the size of your project can
increase.
RELATED LINKS
Segmenting Monophonic Audio on page 617
Segments and Gaps on page 618
The following processes and edits may lead to the reanalysis of the audio material:
● All offline processes in the Processes submenu of the Audio menu, except Envelope, Fade
In, Fade Out, Normalize, and Silence.
● Effect processes in the submenu Audio > Plug-ins.
● Cutting, pasting, deleting, or drawing in the Sample Editor.
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VariAudio Inspector Section
Edit VariAudio
Activates the audio analysis, splits the audio into segments that are shown in the
waveform image, and enables VariAudio editing.
Smart Controls
Allows you to select how many smart controls are shown on the segments. Default
shows the frequently used smart controls, while All shows all smart controls.
MIDI Input
Allows you to change the pitch of a segment via MIDI input.
Quantize Pitch
Allows you to quantize the pitch of a segment.
Straighten Curve
Allows you to straighten the pitch curve of a segment.
Shift Formant
Allows you to shift the formants of a segment without affecting the pitch or timing.
Volume
Allows you to edit the volume of a segment.
Functions
Opens a pop-up menu with other functions.
RELATED LINKS
VariAudio Section on page 581
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Smart Controls
Smart Controls
Each segment has smart controls that allow you to change the start and end points of the
segment and to perform pitch changes, volume editing, formant shifting, and timing
modifications of the associated audio.
● To show the smart controls on a segment, zoom in on the segment, and move the mouse
pointer over it.
NOTE
In the Smart Controls pop-up menu in the Sample Editor Inspector you can select All
mode to show all smart controls or Default to show the frequently used smart controls.
1 Tilt
This smart control is only shown if you select All in the Smart Controls pop-up menu in the
Sample Editor Inspector.
It allows you to tilt the pitch curve upwards or downwards. The smart control on the left
allows you to tilt the start of the curve, the smart control on the right allows you to tilt the
end of the curve. Press Alt/Opt to rotate the curve around the tilt/rotate anchor.
2 Set Tilt/Rotate Anchor
This smart control is only shown if you select All in the Smart Controls pop-up menu in the
Sample Editor Inspector.
By default, the pitch curve is tilted or rotated around the center of the segment. This smart
control allows you to move the anchor to the left or to the right.
3 Straighten Pitch Curve
This smart control is shown by default.
It allows you to straighten the pitch curve. This also works on a selection of segments.
4 Set Range for Straighten Pitch Curve
This smart control is only shown if you select All in the Smart Controls pop-up menu in the
Sample Editor Inspector.
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Smart Controls
By default, the entire pitch curve is straightened. These smart controls allow you to set a
range for Straighten Pitch Curve. Use this smart control for several selected segments to
set the same range for all selected segments.
5 Warp Start/Correct Segment Start
This smart control is shown by default.
Allows you to warp the segment start. Press Alt/Opt to correct the segment start.
6 Warp End/Correct Segment End
This smart control is shown by default.
Allows you to warp the segment end. Press Alt/Opt to correct the segment end.
7 Volume
This smart control is only shown if you select All in the Smart Controls pop-up menu in the
Sample Editor Inspector.
Allows you to edit the volume of the segment. To mute a segment, turn the volume down.
This also works on a selection of segments.
8 Glue Segments
This smart control is shown by default.
Allows you to glue the segment to the adjacent segment. This also works on a selection of
segments.
9 Split Segment
This smart control is shown by default.
Allows you to split the segment. This also works on a selection of segments.
10 Quantize Pitch
This smart control is shown by default.
Allows you to quantize the pitch of the segment to the nearest semitone position. This also
works on a selection of segments.
11 Shift Formant
This smart control is only shown if you select All in the Smart Controls pop-up menu in the
Sample Editor Inspector.
Allows you to shift the formants of the segment. This also works on a selection of segments.
RELATED LINKS
Navigation and Zoom on page 619
Tilting a Pitch Curve on page 627
Straightening Pitch Curves on page 628
Pitch Snap Mode on page 623
Warping Segments on page 629
Changing the Start and End Point of Segments on page 622
Splitting Segments on page 620
Gluing Segments on page 621
Quantizing Pitches on page 625
Formant Shifting on page 631
Editing Volume on page 632
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Segmenting Monophonic Audio
PROCEDURE
1. In the Project window, double-click the monophonic vocal recording to open the Sample
Editor.
2. In the Sample Editor Inspector, click VariAudio to open the VariAudio section.
A waveform image of the audio is shown.
3. Activate Edit VariAudio.
RESULT
Nuendo automatically analyzes the audio and splits it into segments that are shown in the
waveform image. The segments allow you to associate the individual notes to their pitch that is
displayed on the piano keyboard to the left, and their duration that is displayed on the timeline.
If you move the mouse pointer over a segment, the pitch of that segment is shown on the
segment.
NOTE
RELATED LINKS
Segments and Gaps on page 618
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Segments and Gaps
1 Pitch Position
The pitch position of the segments is displayed on the piano keyboard to the left of the
waveform. If you move the mouse pointer over a segment, the pitch of that segment is also
shown on the segment. Pitches represent the perceived fundamental frequency of the note.
The average pitch of a segment is calculated from its pitch curve.
2 Time Position
The time position and the length of the segments are indicated by the timeline.
3 Audio Waveform
The audio waveform is always shown as mono, even if you have opened a stereo or multi-
channel file.
4 Gap
The gaps in between segments represent the non-tonal portions of the analyzed audio.
These can be caused by breath sounds or rests, for example.
NOTE
Gaps, caused by weak audio signals or audio sections with unclear pitch information, such as
consonants or effect sounds, must be included in the segments manually. To do this, you
must change the start and end points of a segment. Otherwise, later pitch modifications
affect only the tonal portions.
5 Segment
The segments represent the tonal portions of the analyzed audio. The pitch and time
position of the segments allow you to associate the segments to the original audio.
6 Pitch Curve
The pitch curves that are shown in the segments represent the progression of the pitch.
RELATED LINKS
Changing the Start and End Point of Segments on page 622
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Pitch Editing and Time Correction with VariAudio
Auditioning
Auto
Segments that belong to the same voice get the same color.
Event
Segments get the same color as the corresponding event in the Project window.
Pitch
Segments get colors depending on their pitches.
Chord Track
Segments that match the corresponding chord or scale events on the chord track get a
specific color.
Auditioning
You can audition the segments one by one or in a loop, or play them back from the beginning to
the end.
PROCEDURE
● Do one of the following:
● Select the segments and activate Audition.
NOTE
● Select the Play tool and click the position where you want to start playback.
RELATED LINKS
Sample Editor Toolbar on page 575
● To navigate through the segments, use the Left Arrow key or the Right Arrow key on your
computer keyboard.
● To zoom in on segments, hold down Alt/Opt and draw a selection rectangle.
● To zoom out, hold down Alt/Opt and click in an empty area of the waveform.
● To zoom out to show all segments, hold down Alt/Opt and double-click in an empty area of
the waveform.
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Segment Editing
Segment Editing
Segment editing might be necessary if the original audio contains non-tonal portions of the
analyzed audio, that is, signals or sections with unclear pitch information, such as consonants or
effect sounds.
Non-tonal portions of the analyzed audio might not be included in a segment. If this is the case,
pitch changes, volume editing, formant shifting, or timing modifications affect only the tonal
portions. On the other hand, segments can contain unwanted notes or tonal portions.
To prevent this, you can edit the segments manually by using the smart controls.
NOTE
Changing the length of a segment may lead to a different average pitch and therefore to a pitch
change.
RELATED LINKS
Changing the Start and End Point of Segments on page 622
Splitting Segments on page 620
Gluing Segments on page 621
Deleting Segments on page 621
Segments and Gaps on page 618
Smart Controls on page 615
Splitting Segments
If a segment includes more than one note, you can split it.
PREREQUISITE
You have opened the audio in the Sample Editor and activated Edit VariAudio in the VariAudio
section.
PROCEDURE
1. Select one or several segments.
2. On the Sample Editor toolbar, activate Audition to audition the segments.
3. Compare the segments with the pitch curve for each note.
4. If a segment includes more than one note, do one of the following:
● Use the smart control for Split Segment on the bottom edge of the segment, and click.
● Hold down Alt/Opt , and click anywhere above the smart control for Split Segment.
RESULT
The segment is split and the average pitch is recalculated.
NOTE
Splitting a segment may lead to a different average pitch and therefore to a pitch change.
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Segment Editing
RELATED LINKS
Segmenting Monophonic Audio on page 617
Smart Controls on page 615
Gluing Segments
If a single sound is spread over multiple segments, you can glue these segments.
PREREQUISITE
You have opened the audio in the Sample Editor and activated Edit VariAudio in the VariAudio
section.
PROCEDURE
1. On the Sample Editor toolbar, activate Audition to audition the segments.
2. Compare the segments with the pitch curve for each note.
3. Do one of the following:
● Use the smart control for Glue Segments on the bottom left edge of a segment, and
click to glue it to the previous segment.
● Use the smart control for Glue Segments on the bottom right edge of a segment, and
click to glue it to the next segment.
● Select several contiguous segments, use the smart control for Glue Segments on the
bottom left or right edge of one of the segments, and click to glue the selected
segments.
RESULT
The segments are glued together. The average pitch of the segment is recalculated.
RELATED LINKS
Segmenting Monophonic Audio on page 617
Smart Controls on page 615
Deleting Segments
You can delete segments. This is useful if a segment only contains non-tonal portions of the
audio, and therefore does not require any pitch editing.
PREREQUISITE
You have opened the audio in the Sample Editor and activated Edit VariAudio in the VariAudio
section.
PROCEDURE
1. Select one or several segments.
2. On the Sample Editor toolbar, activate Audition to audition the segments.
3. Compare the segments with the pitch curve for each note.
4. Select the segment that you want to delete, and press Backspace .
RESULT
The segment is deleted.
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Pitch Changes
RELATED LINKS
Segmenting Monophonic Audio on page 617
PREREQUISITE
You have opened the audio in the Sample Editor and activated Edit VariAudio in the VariAudio
section.
PROCEDURE
1. Select one or several segments.
2. On the Sample Editor toolbar, activate Audition to audition the segments.
3. Compare the start and end positions of the segments with the pitch curve.
4. Do one of the following:
● If a segment starts too early or too late, hold down Alt/Opt , move the mouse pointer
over the smart control on the middle left corner of the segment, and click and drag to
the right or to the left.
● If a segment ends too early or too late, hold down Alt/Opt , move the mouse pointer
over the smart control on the middle right corner of the segment, and click and drag to
the right or to the left.
NOTE
You can only drag the segment start or end until the boundaries of the next segment.
Segments cannot overlap.
RESULT
The start and end positions of the segments are changed according to your edits. The average
pitch of the segment is recalculated.
NOTE
Changing the length of a segment may lead to a different average pitch and therefore to a pitch
change.
RELATED LINKS
Segmenting Monophonic Audio on page 617
Smart Controls on page 615
Pitch Changes
You can change the pitch of audio segments for corrective or creative purposes. By changing
note pitches, you can change the melody of the original audio.
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Pitch Changes
To change the pitch of audio segments, you can use the VariAudio section in the Sample Editor
Inspector, or the smart controls.
RELATED LINKS
VariAudio Inspector Section on page 614
Smart Controls on page 615
● You can set the Pitch Snap Mode in the VariAudio section of the Sample Editor Inspector.
Absolute
Segments snap to the next semitone.
Relative
Segments snap to the next semitone, but they keep their original deviation in cents, if
available.
Off
Segments do not snap, and you can edit the pitch freely.
NOTE
You can also assign a key command to toggle the Pitch Snap Mode.
PREREQUISITE
The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section.
PROCEDURE
1. Optional: Activate Acoustic Feedback to audition pitch modifications while editing.
2. Select one or several segments, and move the mouse pointer over it.
The mouse pointer becomes a hand symbol.
NOTE
If you hold down Shift and double-click a segment, all following segments of the same pitch
are selected.
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Pitch Changes
NOTE
You can change the Pitch Snap Mode on the fly. Use Shift to enter Off mode, Ctrl/Cmd to
enter Absolute mode, and Alt to enter Relative mode.
RESULT
The Solo algorithm is selected automatically and the segment pitch is raised or lowered
according to your settings.
NOTE
The more the pitch deviates from the original pitch, the less likely it is that your audio sounds
natural.
RELATED LINKS
Select Submenu on page 216
PREREQUISITE
The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section. You have connected and
set up a MIDI keyboard.
PROCEDURE
1. Select one or several segments.
NOTE
If you hold down Shift and double-click a segment, all following segments of the same pitch
are selected.
2. In the VariAudio section, activate Change Note Pitch via MIDI Input.
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Pitch Changes
NOTE
The more the pitch deviates from the original pitch, the less likely it is that your audio sounds
natural. You cannot choose pitches above C5 and below E0.
RESULT
The Solo algorithm is selected automatically, and the segment pitch is raised or lowered
according to the note you play. If you select several segments, the pitch of the first selected
segment is changed to the pitch of the MIDI note you play and the pitches of the other segments
are changed by the same amount.
NOTE
The MIDI Input only affects the pitches of the segments. MIDI controller data are ignored.
RELATED LINKS
On-Screen Keyboard on page 288
Pitch Snap Mode on page 623
● To switch between Still mode and Step mode, Alt -click MIDI Input.
Still mode
Use this mode if you want to change the pitches of individual segments or selections.
Step mode
Use this mode if you want to step through the segments while changing their pitches.
This allows you to work in a more creative way, for example, to develop completely new
melody lines via MIDI.
After you have assigned a MIDI note to a segment, the next segment is automatically
selected.
RELATED LINKS
Step Input on page 977
Quantizing Pitches
You can quantize the audio pitch to the nearest semitone position.
PREREQUISITE
The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section.
PROCEDURE
1. Select one or several segments.
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Pitch Changes
NOTE
If you hold down Shift and double-click a segment, all following segments of the same pitch
are selected.
2. In the VariAudio section of the Sample Editor Inspector, move the Quantize Pitch slider to
the right.
NOTE
You can also quantize the pitch by dragging the Quantize Pitch smart control in the middle
of the bottom edge of the segment upwards or downwards.
RESULT
The Solo algorithm is selected automatically, and the segment pitch is quantized softly.
NOTE
In the Sample Editor category of the Key Commands dialog, you can set up a key command for
Quantize Pitch. If you use the key command, the segments are immediately quantized to the
next semitone position.
RELATED LINKS
Key Commands on page 1312
Smart Controls on page 615
IMPORTANT
The pitch curve displays the progression of the pitch for the tonal portion of the audio segment.
For non-tonal portions of the audio, pitch curves cannot be shown.
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Pitch Changes
This allows you to correct pitch deviations for individual segments. These include deviations
from the tonal center.
● Straightening the pitch curve
This allows you to reduce the degree of fluctuation or vibrato for individual segments.
RELATED LINKS
Setting Tilt/Rotate Anchors on page 627
Tilting a Pitch Curve on page 627
Rotating a Pitch Curve on page 628
Straightening Pitch Curves on page 628
Straightening Ranges of Pitch Curves on page 629
PREREQUISITE
The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section.
PROCEDURE
1. In the Sample Editor Inspector, set Smart Controls to All.
2. Drag the smart control for Set Tilt/Rotate Anchor in the center of the upper edge of the
segment to the left or to the right.
RESULT
The anchor is set to the position where you released the mouse button, and is used as a
reference point when you tilt or rotate the pitch curve.
RELATED LINKS
Smart Controls on page 615
Tilting a Pitch Curve on page 627
Rotating a Pitch Curve on page 628
PREREQUISITE
The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section.
PROCEDURE
1. In the Sample Editor Inspector, set Smart Controls to All.
2. Optional: Move Set Tilt/Rotate Anchor to the left or to the right to adjust the reference
point for tilting.
3. Do one of the following:
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Pitch Changes
● To tilt the start of the curve, drag the smart control for Tilt in the upper left corner of the
segment upwards or downwards.
● To tilt the end of the curve, drag the smart control for Tilt in the upper right corner of
the segment upwards or downwards.
RESULT
The Solo algorithm is selected automatically, and the pitch curve is tilted according to your
settings.
RELATED LINKS
Smart Controls on page 615
Setting Tilt/Rotate Anchors on page 627
PREREQUISITE
The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section.
PROCEDURE
1. In the Sample Editor Inspector, set Smart Controls to All.
2. Optional: Move Set Tilt/Rotate Anchor to the left or to the right to adjust the reference
point for the rotation.
If you do not move the anchor, the pitch curve is rotated around the center of the segment.
3. Press Alt/Opt , and drag the smart control for Tilt in the upper left or the upper right corner
of the segment upwards or downwards.
RESULT
The Solo algorithm is selected automatically, and the pitch curve is rotated around the anchor.
RELATED LINKS
Setting Tilt/Rotate Anchors on page 627
PREREQUISITE
The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section.
PROCEDURE
1. Select one or several segments.
NOTE
If you hold down Shift and double-click a segment, all following segments of the same pitch
are selected.
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Timing Modifications
● Drag the smart control for Straighten Pitch Curve in the center of the upper edge of a
segment upwards or downwards.
● In the Sample Editor Inspector, move the Straighten Curve slider to the right.
RESULT
The Solo algorithm is selected automatically, and the pitch curves are straightened.
RELATED LINKS
Smart Controls on page 615
Straightening Ranges of Pitch Curves on page 629
PREREQUISITE
The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section.
PROCEDURE
1. In the Sample Editor Inspector, set Smart Controls to All.
2. Drag the smart control for Set Range for Straighten Pitch Curve in the upper left corner of
the segment to the right to set the start of the range.
3. Drag the smart control for Set Range for Straighten Pitch Curve in the upper right corner
of the segment to the left to set the end of the range.
4. Drag the smart control for Straighten Pitch Curve in the center of the upper edge of the
segment upwards or downwards.
RESULT
Only the defined range of the pitch curve is straightened. The Solo algorithm is selected
automatically.
Timing Modifications
Modifying the timing of segments, or warping, is useful if you want to align a musical accent to a
certain time position or change the timing of segments in monophonic recordings.
If you warp audio segments, warp markers are created. These are shown in the VariAudio and
the AudioWarp sections of the Sample Editor Inspector.
To modify the timing of audio segments, you can use the VariAudio section in the Sample Editor
Inspector or the smart controls.
RELATED LINKS
VariAudio Inspector Section on page 614
Smart Controls on page 615
Warping Segments
PREREQUISITE
The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section.
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Showing MIDI Reference Tracks
PROCEDURE
● Do one of the following:
● Drag the smart control for Warp Start to the left or to the right.
● Drag the smart control for Warp End to the left or to the right.
RESULT
The Solo algorithm is selected automatically. The timing of the segment and the adjacent
segments is changed according to your settings. Warp markers are shown below the ruler to
indicate which portions of the audio are stretched.
NOTE
Timing modifications introduced this way do not adapt to the project tempo. If this is what you
want, use Musical Mode.
RELATED LINKS
Smart Controls on page 615
Correcting Warp Marker Positions on page 610
Deleting Warp Markers on page 611
PREREQUISITE
● The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section.
● Your MIDI track contains a MIDI part with MIDI events that play a melody that you want to
use as a reference for your audio.
PROCEDURE
● In the VariAudio section of the Sample Editor Inspector, open the Select MIDI Reference
Track pop-up menu and select the MIDI track that you want to use as a reference for your
audio.
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Formant Shifting
RESULT
The events of the selected MIDI track are shown in the Sample Editor event display as lines.
Their color adapts to the VariAudio Segment Colors setting. You can use the Pitch or the Chord
Track option, for example, to associate the pitches of audio and MIDI.
The MIDI reference track selection applies to all Sample Editors in a project. It is saved with the
project.
NOTE
● You cannot edit MIDI data that is shown from within the Sample Editor.
● You cannot show MIDI reference tracks if you have opened the Sample Editor from the
Pool.
RELATED LINKS
VariAudio Segment Colors Menu on page 619
Formant Shifting
Formants are the harmonic frequencies that occur in the human voice. They define the timbre
and alter the perception of how a vocal has been performed (more from the diaphragm than
from the throat, for example). Formant shifting does not affect the pitch or timing of a segment.
PREREQUISITE
The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section.
PROCEDURE
1. Select one or several segments.
2. In the VariAudio section of the Sample Editor Inspector, move the Shift Formant slider to
the left or to the right.
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Editing Volume
You can set positive and negative percentages. 0 leaves the original unaffected.
NOTE
If Smart Controls is set to All, you can also shift the formant by dragging the smart control
in the lower left corner of the segment upwards or downwards.
RESULT
The Solo algorithm is selected automatically, and the formant is shifted.
RELATED LINKS
Smart Controls on page 615
Editing Volume
You can raise or lower the volume of the audio for a segment or mute it.
PREREQUISITE
● The audio file is segmented and the segments are correct. You have opened the audio in the
Sample Editor and activated Edit VariAudio in the VariAudio section.
● You have selected All from the Smart Controls pop-up menu in the Sample Editor
Inspector.
PROCEDURE
● Do one of the following:
● Drag the smart control for Volume in the lower right corner of the segment upwards or
downwards.
● In the VariAudio section of the Sample Editor Inspector, drag the Volume slider to the
left or right.
NOTE
To mute a segment, turn down the volume, or select the segment and select Edit > Mute.
RESULT
The volume of the segment is changed.
Functions Menu
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Functions Menu
Extract MIDI
Opens the Extract MIDI dialog that allows you to specify which audio data is used to
create a MIDI part. The entire audio event is taken into account.
Reanalyze Audio
Resets the segmentation and reanalyzes the entire audio event.
RELATED LINKS
Extract MIDI Dialog on page 634
Generating Harmony Voices for Monophonic Audio on page 636
Flattening Realtime Processing on page 636
PREREQUISITE
The audio file is segmented and the segments are correct. All pitch and timing changes are
completed. You have opened the audio in the Sample Editor and activated Edit VariAudio in the
VariAudio section.
PROCEDURE
1. In the VariAudio section, open the Functions menu, and select Extract MIDI.
2. In the Extract MIDI dialog that opens, make your changes and click OK.
RESULT
A MIDI part is created according to your settings.
RELATED LINKS
Segmenting Monophonic Audio on page 617
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Functions Menu
● To open the Extract MIDI dialog, open the VariAudio section of the Sample Editor
Inspector, activate Edit VariAudio in the VariAudio section, and in the Functions menu,
click Extract MIDI.
NOTE
If you work with an external MIDI device, set it to the same Pitchbend Range value.
NOTE
If you work with an external MIDI device, set it to the same Pitchbend Range value.
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Functions Menu
NOTE
This works only with a connected VST instrument that is compatible with Note
Expression.
Volume Mode
Allows you to specify how volume information from the audio is extracted. The following options
are available:
Fixed Velocity
Assigns the same velocity to all created MIDI notes. In the Velocity field you can
specify a velocity value.
Dynamic Velocity
Assigns an individual velocity value to each created MIDI note according to the
amplitude of the audio signal.
NOTE
This option works only with a connected VST instrument that is compatible with Note
Expression.
Destination
Allows you to specify where the MIDI part is placed. The following options are available:
Project Clipboard
Copies the MIDI part into the clipboard. This option allows you to insert it at the
desired position on a MIDI or instrument track in the Project window.
NOTE
If you opened the Sample Editor from the Pool and the audio file is not part of your project, the
MIDI part is inserted at the beginning of the project.
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Harmony Voices for Audio
PROCEDURE
1. Optional: Select the segments that you want to flatten.
If you do not select anything, all segments are flattened.
2. In the VariAudio section, open the Functions menu, and select Flatten Realtime
Processing.
3. In the Flatten Realtime Processing dialog, select an algorithm preset.
NOTE
For time stretch factors between 0.5 and 2, you can choose Realtime or MPEX as algorithm
preset. For other time stretch factors, Realtime is automatically set.
4. Click OK.
RESULT
Any loop that was previously pitch shifted plays back exactly the same, but Musical Mode is
deactivated, and VariAudio data, such as pitch changes, volume editing, and formant shifting, is
lost.
● You can have Nuendo create default harmony voices for your audio.
● You can create a chord track with some chords first, and then create harmony voices for your
audio based on that track.
In both cases, a VariAudio analysis is performed for the selected audio event, and up to 4 copies
of the corresponding track are created. These new tracks that are named Soprano, Alto, Tenor,
and Bass contain independent copies of the selected audio event.
If you use the function without a chord track, the voices are distributed by default. If you create a
chord track with some chords and set the original track to follow the chord track in Single Voice
mode, the harmony voices are distributed according to the chord voicing.
PROCEDURE
1. Optional: Add a chord track to your project and set it up.
2. Select File > Import > Audio File and import a monophonic audio file.
3. In the Project window, select the audio event.
4. Select Audio > Generate Harmony Voices.
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Harmony Voices for Audio
5. Specify the number of voices that you want to create, enter a value for the vibrato reduction,
and click OK.
RESULT
The audio event is analyzed and VariAudio segments are created automatically. A copy of the
event with altered pitches is created for every voice and placed on a newly created track.
NOTE
● If you added a chord track, the pitches of the resulting voices follow the soprano, alto, tenor,
and bass voices from the chord track voicing.
● If you work without the chord track, the generated VariAudio segments of voice number 1
(soprano) are transposed 3 semitones upwards in relation to the original audio. The
segments of voice numbers 2, 3, and 4 (alto, tenor, and bass) are transposed 3, 6, and 9
semitones downwards.
RELATED LINKS
Adding the Chord Track on page 1051
● To open the Generate Harmony Voices dialog, select an audio event in the Project window,
and select Audio > Generate Harmony Voices.
Number of Voices
Allows you to select, how many voices are generated. You can generate up to 4 voices.
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Audio Part Editor
The Audio Part Editor provides an overview of the selected audio parts. It allows you to view,
audition and edit parts by cutting and pasting, crossfading, drawing level curves, or by
processing parts. Editing is non-destructive so that you can undo modifications at any time.
You can open the Audio Part Editor in a separate window or in the lower zone of the Project
window. Opening the Audio Part Editor in the lower zone of the Project window is useful if you
want to access the Audio Part Editor functions from within a fixed zone of the Project window.
To open an audio part in the Audio Part Editor, do one of the following:
NOTE
If you select Audio > Set up Editor Preferences, the Preferences dialog opens on the Editors
page. Make your changes to specify if you want the Audio Part Editor to open in a separate
window or in the lower zone of the Project window.
The Audio Part Editor in the lower zone of the Project window:
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Audio Part Editor Toolbar
1 Toolbar
Contains tools for selecting, editing, and playing back audio parts.
2 Info Line
Displays information on the audio parts.
3 Ruler
Displays the timeline and the display format of the project.
RELATED LINKS
Opening the Editor in the Lower Zone on page 75
Opening the Editor Inspector on page 66
Ruler on page 60
Info Line on page 62
Audio Part Editor Toolbar on page 639
● To show or hide the toolbar elements, right-click the toolbar and activate or deactivate the
elements.
Info/Solo
Solo Editor
Left Divider
Left Divider
Tools that are placed to the left of the divider are always shown.
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Audio Part Editor Toolbar
Auto-Scroll
Link Project and Lower Zone Editor Cursors
Links timelines, cursors, and zoom factors of the lower zone editor and the Project
window.
NOTE
You cannot activate Link Project and Lower Zone Editor Cursors if Independent
Track Loop is active.
Auto-Scroll
Allows you to activate Page Scroll or Stationary Cursor and to activate Suspend Auto-
Scroll When Editing.
Preview
Audition
Audition Loop
Audition Volume
Tool Buttons
Object Selection
Range Selection
Selects ranges.
Zoom
Erase
Split
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Audio Part Editor Toolbar
Mute
Comp
Assembles takes.
Draw
Play
Allows you to play back the clip from the position where you click until you release the
mouse button.
Scrub
Time Warp
Shows/Hides part borders for the active audio part, within the left and right locators.
Lists all parts that were selected when you opened the editor, and allows you to
activate a part.
Nudge Palette
Trim Start Left
Increases the length of the selected element by moving its start to the left.
Decreases the length of the selected element by moving its start to the right.
Move Left
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Audio Part Editor Toolbar
Move Right
Decreases the length of the selected element by moving its end to the left.
Increases the length of the selected element by moving its end to the right.
Snap
Snap to Zero Crossing
Restricts editing to zero crossings, that is, positions where the amplitude is zero.
Snap On/Off
Snap Type
Grid Type
Grid Type
Allows you to select a grid type. The options depend on the display format that is
selected for the ruler. If you select Seconds as ruler format, time-based grid options
are available. If you select Bars+Beats as ruler format, musical grid options are
available.
Quantize
Soft Quantize On/Off
Quantize Presets
Apply Quantize
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Audio Part Editor Toolbar
Event Colors
Select Color for Selected Tracks or Events
NOTE
If you activate Independent Track Loop, the Link Project and Lower Zone Editor
Cursors function is automatically deactivated in the lower zone editor.
Right Divider
Right Divider
Tools that are placed to the right of the divider are always shown.
This button is available in the lower zone editor. It opens the editor in a separate
window.
This button is available in the editor window. It opens the editor in the lower zone of
the Project window.
Show/Hide Info
Set up Toolbar
Opens a pop-up menu where you can set up which toolbar elements are visible.
RELATED LINKS
Link Project and Lower Zone Editor Cursors on page 77
Auto-Scroll Settings Menu on page 274
Suspend Auto-Scroll When Editing on page 274
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Audio Part Editor
Info Line
Info Line
The info line shows information about the audio part, such as the start, end, length, or the time
stretch algorithm.
● To show or hide the info line, activate Show/Hide Info on the toolbar.
The on/off status of the info line in the Audio Part Editor window and in the lower zone
editor are independent of each other.
RELATED LINKS
Audio Part Editor Toolbar on page 639
Ruler
The ruler shows the timeline and the display format of the project.
You can select a separate display format by clicking on the arrow button on the right. Select an
option from the pop-up menu.
Lanes
Lanes can make it easier to work with several audio events in a part. Moving some of the events
to another lane can make selecting and editing much easier.
If Snap is deactivated and you want to move an event to another lane without accidentally
moving it horizontally, press Ctrl/Cmd while dragging it up or down.
RELATED LINKS
Track Handling on page 170
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Operations
Operations
All operations can be performed in the Audio Part Editor window and in the lower zone editor.
Zooming, selecting and editing in the Audio Part Editor is done just as in the Project window.
NOTE
If a part is a shared copy, any editing you perform affects all shared copies of this part.
RELATED LINKS
Project Window on page 46
Shared Copies on page 236
Audition
When auditioning with the Play tool or the Audition tool, audio will be routed directly to the
Control Room or to the main mix (the default output bus) if the Control Room is disabled.
PROCEDURE
1. Do one of the following:
● To play back the section between the first and last selected event, select the events with
the Object Selection tool.
● To play back a range, select a range with the Range Selection tool.
● To start playback from the current cursor position, set the project cursor to that position.
2. On the toolbar, click Audition.
NOTE
If you activate Audition Loop, playback continues until you deactivate Audition.
RELATED LINKS
Audio Part Editor Toolbar on page 639
RESULT
You are auditioning the audio part. The audition will stop at the end of the part you clicked on.
RELATED LINKS
Audio Part Editor Toolbar on page 639
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Operations
PROCEDURE
1. Activate Independent Track Loop on the toolbar.
NOTE
If you activate Independent Track Loop, the Link Project and Lower Zone Editor Cursors
function is automatically deactivated in the lower zone editor.
If it is not visible, right-click the toolbar and add the Independent Track Loop section.
2. Ctrl/Cmd -click in the ruler to set the start and Alt/Opt -click to set the end of the loop.
NOTE
You can also edit the loop start and end positions numerically in the fields next to the Loop
button.
RESULT
The loop is indicated in blue in the ruler.
NOTE
The events are looped as long as the Loop button is activated and the Audio Part Editor is open.
RELATED LINKS
Setup Options on page 1337
Audio Part Editor Toolbar on page 639
Scrub
In the Audio Part Editor, the Scrub tool has a separate icon on the toolbar. Apart from that,
scrubbing works exactly as in the Project window.
RELATED LINKS
Scrubbing on page 214
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Operations
Therefore, the toolbar features functions to make working with multiple parts easier and more
comprehensive:
● The Currently Edited Part pop-up menu lists all parts that were selected when you opened
the editor, and lets you select which part is active for editing.
When you select a part from the list, it is automatically made active and centered in the
display.
NOTE
You can also activate a part by clicking on it with the Object Selection tool.
● Edit Active Part Only lets you restrict editing operations to the active part only.
If you select Edit > Select > All with this option activated, all events in the active part are
selected, but not the events in other parts.
● You can zoom in on an active part so that it is displayed in its entirety in the window by
selecting Edit > Zoom > Zoom to Event.
● Show Part Borders can be used if you want to see clearly defined borders for the active part.
If this option is activated, all parts except the active one are grayed out, making the borders
easily discernible. There are also two markers in the ruler with the name of the active part,
marking its beginning and end. These can be moved freely to change the part borders.
● It is possible to cycle between parts, making them active using key commands. In the Key
Commands dialog, there are two functions in the Edit category: Activate Next Part and
Activate Previous Part. If you assign key commands to these, you can use them to cycle
between parts.
RELATED LINKS
Key Commands on page 1312
Audio Part Editor Toolbar on page 639
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Extensions in Nuendo
Nuendo supports extensions such as Audio Random Access (ARA). ARA allows you to integrate
compatible programs as plug-ins into your DAW. This integration allows for random access to
audio events in the musical context of your project.
To be able to use a program as an extension, you must first install and register that program.
After that, Nuendo automatically loads the extension, and you can activate it from within the
program.
All extensions that are installed on your system are listed in the System Component
Information window (Extensions page). Extensions that might lead to stability problems or even
cause the program to crash are deactivated. If you still want to use them, you must activate them
manually in the System Component Information window.
In Nuendo, extensions are integrated in the Editor. Information such as project timeline and
tempo are shared between the Project window and the Editor.
RELATED LINKS
Activating an Extension in Nuendo on page 648
System Component Information Window on page 532
Editor for Extensions on page 649
PREREQUISITE
You have installed and registered the extension.
PROCEDURE
1. In the Project window, select the audio event that you want to edit.
2. Do one of the following:
● Select Audio > Extensions, and select the desired extension.
● Right-click the audio event, select Extensions, and select the desired extension.
● Click the Extension field on the info line, and select the desired extension.
NOTE
If the Extension field is not shown, right-click the info line to open a context menu that
allows you to configure the visible items and their order.
RESULT
The extension is activated and its interface is shown in the Editor. From here, you can edit the
audio event.
In the Project window, the audio event shows a symbol in the upper right corner. This indicates
that an extension is active.
For further information about the functions of the extension, refer to its documentation.
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Editor for Extensions
RELATED LINKS
Setup Context Menus on page 1337
To edit an audio event with an extension in the Editor, select the audio event in the Project
window, and do one of the following:
The Editor for Melodyne in the lower zone of the Project window
3 Extension editor
Shows the user interface of the activated extension and gives you access to its functions.
Nuendo gives you an acoustic feedback of the changes during editing. Edits that you
perform with the extension are saved with the project.
For further information about the functions of the selected extension, refer to its
documentation.
4 Add Events/Remove Events
Automatically activates/deactivates the extension for all events that you select in the Project
window.
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Activating the Extension for Further Audio Events
NOTE
Extensions cannot be open in the lower zone Editor and in a separate window at the same
time.
PREREQUISITE
● Your project contains at least two audio events, and you have activated the extension for one
of them.
● The extension Editor is open in the lower zone of the Project window.
PROCEDURE
1. In the extension Editor, activate Add Events.
2. In the Project window, select the audio event for which you want to activate the extension.
NOTE
To activate the extension for several events, drag a selection rectangle to select events and
click one of them.
RESULT
The extension is activated for that audio event and the audio event is shown in the extension
Editor.
PREREQUISITE
● The extension Editor is open in the lower zone of the Project window.
PROCEDURE
1. In the extension Editor, activate Remove Events.
2. In the Project window, select the audio event for which you want to deactivate the
extension.
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Audio Event Editing
NOTE
To deactivate the extension for several events, drag a selection rectangle to select events
and click one of them.
RESULT
The extension is deactivated for that audio event and in the lower zone of the Project window,
the audio event is shown in the Sample Editor.
If you activate the extension for an audio event, you can instantly work on it in the extension
Editor. All editing that you perform in the extension Editor is automatically rendered into the
original file and there is no need to permanently apply the edits by bouncing the audio event. As
a consequence, you can apply event fades and envelopes as well as warp edits on the edited
events. In addition, the audio input for audio events remains in the buffer memory.
In the Project window, you can split, copy, paste, and resize audio events that you edited with
the extension, and you can revert changes by using Undo.
Limitations
If the extension is activated, you can only edit it with the tools available in the extension Editor.
You cannot access any of the Sample Editor options. You cannot warp that event, activate
Musical Mode, perform Hitpoint editing, AudioWarp Quantizing, Direct Offline Processing,
Sizing Applies Time Stretch, Generate Harmony Voices, or Audio Alignment.
You cannot transpose the event using the info line, nor fine-tune it or invert its phase.
NOTE
All offline processes that you applied to the audio event before activating the extension for it are
preserved and become available again when you deactivate the extension for the event.
NOTE
If you edit multiple selected events in the Project window, be aware that events for which you
activated the extension are not affected by the mentioned functions.
RELATED LINKS
Event Resize Options on page 228
Splitting Events on page 231
Duplicating Events on page 235
Pasting Events on page 234
On Processing Shared Clips on page 1357
Specifying an Audio Pre-Record Time on page 301
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Nuendo 11.0.0
Sampler Tracks
The sampler track feature allows you to chromatically play back any audio from your audio
sample library via MIDI. You can create and edit new sounds based on specific samples, and
integrate them into an existing project.
● The Sampler Control section in the lower zone of the Project window. Here you can load
and edit audio samples, choose between different playback modes, or transfer samples to
Steinberg VST instruments.
● A sampler track in your project that allows you to control the playback of the sample that is
loaded in Sampler Control via MIDI.
RELATED LINKS
Sampler Control on page 653
Sampler Tracks on page 136
Creating Sampler Tracks on page 653
Nuendo allows you to load mono or stereo samples in .wav or .aiff file format or REX and REX2
audio files created by ReCycle from Propellerhead Software into Sampler Control.
● To load an audio sample, drag it from the MediaBay, the Project window event display, or
the File Explorer/macOS Finder and drop it in Sampler Control.
IMPORTANT
If Sampler Control already contains an audio sample, this sample and all its settings are
overwritten.
NOTE
● Audio samples that you load into Sampler Control are not copied to the project audio folder.
If you want to archive or share your project including all audio samples that you have loaded
into Sampler Control, you must create a self-contained project.
● In the Pool, all audio samples that you have loaded into Sampler Control are listed in a
dedicated sampler track subfolder in the main audio folder.
● Imported REX and REX2 files are converted to files in .wav format. These files are stored in a
wav folder, created in addition to the original file.
In Sampler Control, playback mode is automatically set to Slice with slice markers set as
defined in the imported REX file.
RELATED LINKS
Self-Contained Projects on page 115
Pool on page 674
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Sampler Tracks
Loading MIDI Parts into Sampler Control
NOTE
For this to work, the instrument track or the MIDI track must be routed to a VST instrument.
● To load a MIDI part, drag it from the MediaBay, the Project window event display, or the File
Explorer/macOS Finder and drop it in Sampler Control.
IMPORTANT
Nuendo creates an audio file from the MIDI part. This includes the instrument sound and the
channel settings from the VST instrument or the return channel. The audio file is copied to the
project audio folder.
RELATED LINKS
VST Instruments on page 834
Instrument Track Inspector on page 134
MIDI Track Inspector on page 140
● In the Project window, select an audio event and select Audio > Create Sampler Track.
● In the MediaBay, right-click an audio file and select Create Sampler Track.
● In the Sample Editor Inspector, open the Range section and click Create Sampler Track.
This creates a sampler track from the selected range. If no range is selected, the entire event
is used.
● On the context menu of the track list, select Add Sampler Track.
In this case, Sampler Control is empty and you must load an audio sample by dragging.
Sampler Control
If the sampler track is selected, Sampler Control is available in the lower zone of the Project
window. Sampler Control allows you to view, edit, and play back samples or specific sections of
the samples.
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Sampler Control
1 Toolbar
Contains tools that allow you to select and edit the audio sample, to organize track presets,
and to transfer the sample with its settings to an instrument.
2 Waveform display/Envelope editor
Shows the waveform image of the sample and allows you to define the playback range for
the sample and to set a loop.
If the envelope editors for the pitch, filter, or amp section are shown, you can adjust their
envelope curve settings here.
3 Playback and Sound Parameter section
Allows you to make settings for different playback modes (Normal, AudioWarp, and Slice),
tuning and pitch modulation (Pitch section), filtering (Filter section), and level and
panorama (Amp section).
4 Keyboard section
Allows you to set the key range of the sample, its root key, and the modulation range of the
pitchbend wheel. These settings are used if you work with an external MIDI device.
RELATED LINKS
Creating Sampler Tracks on page 653
Waveform Display on page 658
Envelope Editors on page 663
Playback and Sound Parameters on page 659
Keyboard Section on page 667
Read Automation
Write Automation
This LED indicates incoming MIDI messages via the selected MIDI input. The LED lights
up on receiving note-on and controller messages. This way, you can check if Nuendo
and your MIDI keyboard are connected to the same MIDI device input.
Restricts sample editing to zero crossings, that is, to positions where the amplitude is
zero.
Auto-Scroll
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Sampler Control
Preset section
Shows the name of the track preset that is loaded for the sampler track. You can also
save and load presets.
Opens the Import Audio dialog that allows you to load an audio file into Sampler
Control.
NOTE
If Sampler Control already contains an audio file, the original file is replaced by the
new file.
File Name
Tempo
Shows the tempo of the loop, as read from the sample file or calculated from the
sample length. In Slice playback mode, you can adjust this value manually.
Root Key
Shows the root key that determines the pitch of the sample. You can change the root
key by entering a new value in the value field or by dragging the root key handle on the
Sampler Control keyboard.
Fixed Pitch
If a sample is triggered by a MIDI note other than the one defined by the Root Key
setting, the sample is pitched accordingly. If Fixed Pitch is activated, the relation
between played note and root key is disregarded and all keys play the sample just as it
was recorded.
NOTE
Loop Mode
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Sampler Control
● If this is set to Alternate Until Release, the loop alternates forward and backward
for as long as you hold the key.
NOTE
Signature
Shows the detected time signature of the sample. You can adjust this value manually.
NOTE
Bars/Beats
These value fields show the detected length of the sample in bars and beats. You can
adjust these values manually, which affects the grid and the tempo.
NOTE
Grid
NOTE
One Shot
The sample is played back once from beginning to end, regardless of any loop settings.
Normalize Sample
Normalizes the sample by detecting the highest peak level in the sample and adjusting
the gain to reach the set Normalization Level value. Sample Gain allows you to
modify the gain value manually afterwards.
Trim Sample
Trims the sample to a selected range. If no range is selected, the sample is trimmed to
the range that is set with the sample start/end markers. Revert to Full Sample resets
the sample to its original range.
NOTE
Reverse Sample
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Sampler Control
Reverses the sample. This allows you to play back the sample backwards.
Monophonic Mode
Activates monophonic playback. For solo instruments, this usually results in a more
naturally sounding performance. If monophonic playback is activated, a note that was
stolen by another note is retriggered if you still hold the stolen note when you release
the new one. This way, you can play trills by holding one note and quickly and
repeatedly pressing and releasing another note, for example.
NOTE
If Legato Mode is activated as well and you play legato notes, only the pitch of the
sample is set to the new note, but the sample is not retriggered and the envelopes
keep running.
If this option is activated, the current Sampler Control parameter settings are kept if
you load another sample into Sampler Control.
NOTE
Parameters that are directly related to the sample, for example, sample start/end, loop
start/end, root key, or tempo are not kept, and instead taken from the new sample.
MIDI Reset
Stops playback and resets all MIDI controllers to their default values.
This is useful, for example, if you want to stop playback of a long audio sample in One
Shot mode.
Allows you to transfer the audio sample with all its Sampler Control settings to an
instrument that is loaded to a new instrument track.
RELATED LINKS
Setting the Root Key Manually on page 669
Setting up Loops for Audio Samples on page 669
Normalizing Samples on page 671
Transferring Samples from Sampler Control to VST Instruments on page 672
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Nuendo 11.0.0
Sampler Tracks
Sampler Control
Waveform Display
The waveform display shows the waveform of your audio sample. It allows you to define the start
and end of the audio sample, of the loop, and of the fade-in/-out.
Ruler
The ruler shows the timeline in the specified display format.
● To select the format, click the arrow button to the right of the ruler and select an option from
the pop-up menu.
You can display bars and beats, seconds, or samples.
Zooming
● To zoom in/out on the time and level axes, use the horizontal and vertical zoom sliders or the
corresponding key commands.
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Sampler Tracks
Sampler Control
RELATED LINKS
Key Commands on page 1312
RELATED LINKS
Playback Section on page 659
Pitch Section on page 662
Filter Section on page 662
Amp Section on page 663
Playback Section
In the playback section, you can choose between different ways samples are played back.
Normal Playback
In this playback mode, you can choose the quality for sample playback. When samples are played
back with another than their original pitch, you can choose between different algorithms for
transposing them in real time.
Quality
Sets the playback quality.
● Standard, High, Best, and Extreme provide different algorithms for transposing
samples in real time. The higher the quality setting, the better the suppression of
artifacts, particularly in higher frequencies, and the higher the processor load. For
samples with little high-frequency content, we recommend to use Standard
quality.
● Vintage allows for a deliberate reduction of playback quality by lowering the bit
and sample rate to emulate the artifacts of early samplers. Turntable emulates a
memory-optimized sampling workflow of the past, where turntables were sampled
at a higher speed to record short samples, and then tuned down again to correct
for the change in pitch. A value of 45 rpm leads to typical vintage artifacts. A value
of 78 rpm allows you to increase the effect even further.
AudioWarp Playback
This playback mode allows you to apply time stretching and formant shifting to your samples.
You can choose between different warp and sync modes.
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Sampler Control
AudioWarp Mode
● Music mode offers parameters for time stretching.
This mode is suitable for complex material like drum loops and samples of mixed
music. It uses considerably more CPU time than Solo mode.
NOTE
The more the sample is stretched, the higher the CPU load.
● Solo mode offers parameters for time stretching and formant shifting.
This mode is suitable for loops and samples of solo instruments or vocals.
Legato
If this option is deactivated, each note that is played via MIDI starts playback from the
Sampler Control position cursor.
If this option is activated, the first note starts playback from the position cursor, and
any following notes start from the current playback position for as long as the first
note is held.
Speed
If AudioWarp Sync Mode is set to Off, you can adjust the playback speed of the
sample.
In Music mode, the minimum playback speed adjustment is 12.5 %. Values below this
limit have no effect.
Original BPM
If AudioWarp Sync Mode is set to Tempo, you can enter the original tempo of the
sample in beats per minute. The playback speed of the sample is adjusted to match the
tempo of the host application.
NOTE
This parameter is only available in Solo and in Music mode. In Music mode, the lower
limit of the playback speed adjustment is 12.5 %. Values below this limit have no
further effect.
Formant
Allows you to adjust formant shifting. Formant shifting allows you to avoid so-called
Mickey Mouse effects when pitch-shifting a sample. This is especially useful with
samples of human voices or acoustic instruments.
This parameter is only available in Solo mode.
Slice Playback
In this playback mode, you can slice a sample into several pieces, which are then mapped to the
keyboard, so that every slice can be played individually. Additionally, a corresponding MIDI file is
created, which can be dragged to the project to play the slices either in their original order or
completely rearranged.
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Sampler Control
Selecting Slice mode automatically slices the sample. You can choose between different slice
detection modes or combine them. You can manually adjust the position of the slice markers by
dragging and add or remove slices using Alt -click.
NOTE
Mode
Sets the slice detection mode.
● Transient mode allows you to specify the Threshold that determines the
minimum peak level that a transient needs to become a slice marker.
● Grid mode sets the slice markers according to the Grid Resolution set on the
Sampler Control toolbar.
● Transient + Grid mode combines the conditions of both Transient and Grid
mode.
● Manual mode allows you to add and remove slices manually by Alt -clicking in the
waveform. In this mode, no automatic slice detection is performed.
Threshold
Determines the minimum level that a transient needs to be detected as the start of a
new slice.
Minimal Length
Sets the minimal length of a slice.
Grid Catch
In Transient + Grid slice detection mode, this parameter specifies how close to the
grid a transient marker must be.
Fade In
Sets the fade-in time for all slices of the loop.
Fade Out
Sets the fade-out time for all slices of the loop.
RELATED LINKS
Slicing Samples on page 671
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Sampler Control
Pitch Section
In the Pitch section, you can adjust the tuning and pitch of your audio sample. The pitch
envelope allows you to modulate the pitch over time.
Octave
Sets the pitch of the sample in octave steps.
Coarse
Sets the pitch of the sample in semitone steps.
Fine
Fine-tunes the pitch of the sample in cents (hundredths of a semitone).
LFO
Allows you to select the LFO and to set the LFO modulation depth.
Glide
Specifies the time that is needed to bend the pitch of the sample from one note to the
following note. If you move this control all the way to the left, Glide is deactivated.
If Fingered is activated, the pitch only glides between notes that are played legato.
RELATED LINKS
Envelope Editors on page 663
Filter Section
In the Filter section, you can adjust the tone color of the sample sound. The filter envelope
allows you to control the cutoff frequency to shape the harmonic content over time.
Activate/Deactivate Filter
Activates/Deactivates the filtering effect.
Type
Sets the filter type.
Shape
Sets the filter shape.
Cutoff
Controls the cutoff frequency of the filter.
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Resonance
Sets the filter resonance.
Drive
Determines the level of the input signal and thus the amount of saturation.
LFO
Allows you to select the LFO and to set the LFO modulation depth.
RELATED LINKS
Envelope Editors on page 663
Amp Section
In the Amp section, you can set the volume and the pan of the sample. The amplifier envelope
allows you to shape the volume over time.
Volume
Sets the level of the sample.
Volume LFO
Allows you to select the volume LFO and to set the volume LFO modulation depth.
Pan
Sets the position of the sample in the stereo panorama.
Pan LFO
Allows you to select the pan LFO and to set the pan LFO modulation depth.
RELATED LINKS
Envelope Editors on page 663
Envelope Editors
You can adjust the Pitch, Filter, and Amp envelope curves. Each of these envelopes can contain
up to 128 nodes.
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Sampler Control
Pitch Envelope
Filter Envelope
Amp Envelope
Envelope Amount
Determines how much the selected envelope affects the audio. This parameter allows
for positive and negative values. If the Envelope Amount is set to 0, the envelope has
no effect.
NOTE
Envelope display
Shows the pitch, filter, or amp envelope curve. You can adjust it by adding, moving, and
deleting nodes. The nodes for attack (A), sustain (S), and release (R) are always shown
and cannot be deleted. Next to the release node, the release time of the envelope is
shown.
Mode
Determines how the corresponding envelope is played back when it is triggered.
● Select Sustain to play the envelope from the first node to the sustain node. The
sustain level is held for as long as you play the note. When you release the note,
the envelope continues with the stages following the sustain. This mode is suited
for looped samples.
● Select Loop to play back the envelope from the first node to the loop nodes. Then,
the loop is repeated for as long as the key is held. When you release the note, the
envelope continues playing the stages that follow the sustain. This mode is suited
for adding motion to the sustain of the envelope.
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● Select One Shot to play the envelope from the first to the last node, even if you
release the key. The envelope has no sustain stage. This mode is suited for drum
samples.
● Select Sample Loop to preserve the natural attack of the sample. The decay of the
envelope does not start until the sample has reached the sample loop start.
If you set the second node to the maximum level and use the following nodes to
shape the decay during the loop phase of the sample, the envelope only affects
the loop phase. The attack of the envelope is still executed.
Velocity
Determines how the velocity affects the level of the corresponding envelope.
The level of the envelope depends on the velocity setting and on how hard you hit a
key. Higher values increase the level of the envelope the harder you hit a key.
Time
Sets the time value for the selected node.
Sync
Activates/Deactivates tempo sync for the corresponding envelope. Grid sets the base
note value for tempo-syncing the envelope. Trpl allows you to set triplet base notes.
RELATED LINKS
Selecting Nodes on page 665
Adding and Removing Nodes on page 665
Adjusting the Envelope Curve on page 666
Zoom Functions in the Envelope Editors on page 666
Synchronizing Envelopes to the Project Tempo on page 671
Selecting Nodes
You can select single nodes or multiple nodes. Selected nodes are edited together.
RELATED LINKS
Keyboard Focus in the Project Window on page 84
● To add a node, double-click at the position where you want to add the node.
● To remove a node, double-click it.
● To delete several selected nodes, press Delete or Backspace .
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NOTE
● You cannot remove the attack (A), the sustain (S), or the release node (R).
● All nodes added after the sustain node always affect the release phase of the envelope.
● To zoom in or out, click the + or - buttons to the right of the scrollbar below the envelope
editor or use the corresponding key commands.
● To zoom in or out at the current position, click in the timeline and drag up or down.
● To zoom to a specific region, hold Alt/Opt and click and drag the mouse over the region.
RELATED LINKS
Key Commands on page 1312
LFO Editor
Sampler Control provides two monophonic LFOs. These LFOs are only calculated once and feed
all voices at the same time.
LFO
Allows you to select LFO 1 or 2 for editing.
Sync
Defines how the speed of the corresponding LFO is set.
● Off allows you to set the LFO speed in Hz.
● Tempo + Retrig allows you to set the LFO speed in note values. The resulting rate
depends on the tempo of your project.
● Tempo + Beat allows you to set the LFO speed in note values. The resulting rate
depends on the tempo of your project. Additionally, the current start phase is
calculated based on the current position.
Retrigger
Defines whether the LFO is restarted with the specified start phase when a new note is
triggered. This parameter is available for the sync modes Off and Tempo + Retrig.
● If Off is selected, the LFO is not restarted.
● First Note restarts the LFO when a note is triggered and no other note is held.
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● Each Note restarts the LFO every time that a note is triggered.
MW
Allows you to scale the output level of the LFO using the modulation wheel of your
keyboard. This allows you, for example, to control the vibrato of the sound with the
modulation wheel.
Waveform
Sets the waveform for the selected LFO. You can adjust the selected waveform using
the Shape control to the right.
● Sine produces smooth modulation, suitable for vibrato or tremolo. Shape adds
additional harmonics to the waveform.
● Triangle is similar to Sine. Shape continuously changes the triangle waveform to a
trapezoid.
● Saw produces a ramp cycle. Shape continuously changes the waveform from ramp
down to triangle to ramp up.
● Pulse produces stepped modulation, where the modulation switches abruptly
between two values. Shape continuously changes the ratio between the high and
low state of the waveform. If Shape is set to 50 %, an even square wave is
produced.
● Ramp is similar to the Saw waveform. Shape increasingly puts silence before the
sawtooth ramp up begins.
● Log produces a logarithmic modulation. Shape continuously changes the
logarithmic curvature from negative to positive.
● S & H 1 produces randomly stepped modulation, where each step is different.
Shape puts ramps between the steps and changes the sample and hold signal into
a smooth random signal when fully turned right.
● S & H 2 is similar to S & H 1. The steps alternate between random high and low
values. Shape puts ramps between the steps and changes the sample and hold
signal into a smooth random signal when fully turned right.
Freq
Controls the frequency of the modulation, that is, the speed of the LFO.
If Sync is activated for the corresponding LFO, the speed is specified in fractions of
beats. If Sync is deactivated, you can set the frequency in Hz.
Phase
Sets the initial phase of the waveform when the LFO is retriggered. If RND is activated,
each note starts with a randomized start phase.
Keyboard Section
In the keyboard section of Sampler Control you can set the root key and the key range of the
sample, and the modulation range of the pitchbend wheel on your MIDI keyboard.
Pitchbend
Determines the maximal modulation that is applied when you move the pitchbend
wheel on your MIDI keyboard. You can set the pitchbend range in semitone steps up to
24 semitones.
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Sample Editing and Playback Functions
NOTE
RELATED LINKS
Setting the Root Key Manually on page 669
Setting the Key Range on page 670
PREREQUISITE
You have loaded a sample into Sampler Control.
PROCEDURE
1. In the waveform display, drag the Set Sample Start handle to the right to adjust the sample
start point.
2. Drag the Set Sample End handle to the left to adjust the sample end point.
RESULT
When you trigger the sample, only the defined range between start and end handle is played
back.
NOTE
● You can trim the sample length to the defined playback range by clicking Trim Sample in the
Sampler Control toolbar.
RELATED LINKS
Waveform Display on page 658
Sampler Control Toolbar on page 654
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Sample Editing and Playback Functions
PREREQUISITE
You have loaded a sample into Sampler Control.
PROCEDURE
1. On the toolbar, click Loop Mode and select a loop mode from the pop-up menu.
The Set Sustain Loop Start and Set Sustain Loop End handles and the green loop range
overlay are shown.
2. Drag the Set Sustain Loop Start and Set Sustain Loop End handles to adjust the loop start
and end points.
To create a smooth loop transition, try to match the shape of the green loop range overlay
with the shape of the gray sample waveform.
NOTE
You cannot drag the loop start and end points outside the defined sample range.
RESULT
When you trigger the sample in a loop mode, the defined loop range is used.
RELATED LINKS
Setting Sample Start and End on page 668
NOTE
If you load a sample that does not contain any root key information, the root key is automatically
set to C3.
PROCEDURE
● Do one of the following:
● In the keyboard section of Sampler Control, click and drag the root key handle.
● On the toolbar of Sampler Control, double-click in the Root Key field and enter the new
root key using your computer keyboard, your mouse wheel, or your MIDI keyboard.
RELATED LINKS
Keyboard Section on page 667
Setting the Key Range on page 670
Slicing Samples on page 671
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Sample Editing and Playback Functions
PREREQUISITE
You have loaded a sample into Sampler Control.
PROCEDURE
● In the keyboard section, adjust the key range by dragging the range handles above the
keyboard display.
RESULT
Only keys within the determined key range play a sound when triggered.
RELATED LINKS
Keyboard Section on page 667
PREREQUISITE
You have loaded a sample into Sampler Control and made all sample editing and settings. You
have installed and set up your MIDI keyboard.
PROCEDURE
1. In the track list, activate Monitor for the sampler track.
2. Optional: On the Sampler Control toolbar, activate Fixed Pitch.
This allows you to play back the sample in its original pitch and speed.
3. Hit some notes on your keyboard or use the On-Screen Keyboard to play back the sample.
RESULT
If Fixed Pitch is deactivated, the sample is played back and the pitch is defined by the notes you
play. If you hit lower keys, the sample is played back with a low pitch. If you hit higher keys, the
sample is played back with a high pitch.
If Fixed Pitch is activated, the sample is played back in its original pitch.
RELATED LINKS
Monitoring via Nuendo on page 295
On-Screen Keyboard on page 288
Sampler Control Toolbar on page 654
MIDI Events on page 212
Basic Recording Methods on page 290
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Sample Editing and Playback Functions
PREREQUISITE
You have loaded a sample into Sampler Control.
PROCEDURE
1. In the corresponding envelope section, set Sync to On.
2. Use Grid and Trpl to set a note value. This sets the note resolution to which envelope nodes
snap when coming close enough.
NOTE
● The Time field of an envelope node displays times in fractions of a whole note. The
fraction is always reduced to the smallest possible value, for example, 2/16 is displayed
as 1/8.
● You can also enter note values manually in the Time field. Envelope nodes that do not
exactly match a note value display the closest note value.
Normalizing Samples
You can normalize samples to a target value. An additional gain control allows you to fine-tune
the gain value afterwards.
PREREQUISITE
You have loaded a sample into Sampler Control.
PROCEDURE
1. On the Sampler Control toolbar, set a Normalization Level as target value.
2. Click Normalize Sample.
The sample is normalized to the target value.
3. Use Sample Gain to fine-tune the normalization result.
RELATED LINKS
Sampler Control Toolbar on page 654
Slicing Samples
You can slice samples into several pieces that are mapped to the keyboard, so that you can play
every slice individually.
PREREQUISITE
You have loaded a sample into Sampler Control.
PROCEDURE
1. In the playback section, click Slice.
2. Optional: Change the Slice Mode, adjust the slicing parameters, and add or delete slicing
markers.
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Transferring Samples from Sampler Control to VST Instruments
3. Optional: If you want to increase the number of slices that can be mapped to your keyboard,
lower the root key in the keyboard section.
RESULT
The slices are automatically mapped to the keyboard, starting on the set root key. You can play a
slice by pressing the corresponding key on your MIDI keyboard.
RELATED LINKS
Playback Section on page 659
Setting the Root Key Manually on page 669
Setting the Key Range on page 670
Transferring audio samples from Sampler Control to a VST instrument creates a new instrument
track in the track list. This new track is added below the sampler track. The audio sample and all
its settings are loaded in the VST instrument.
You can transfer audio samples from Sampler Control to the following Steinberg VST
instruments:
● Groove Agent
● Groove Agent SE
● HALion
● Padshop
● Backbone
Transferring a Sample
PREREQUISITE
You have installed Groove Agent, Groove Agent SE, HALion, Padshop, or Backbone. You have
loaded an audio sample in Sampler Control.
PROCEDURE
1. In the Sampler Control toolbar, click Transfer to New Instrument.
2. In the pop-up menu, select the instrument to which you want to transfer the sample.
RESULT
In the track list, a new instrument track is created below the sampler track. The instrument track
has the same name as the sampler track. The audio sample and its settings are loaded in the
selected VST instrument.
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Transferring Samples from Sampler Control to VST Instruments
NOTE
If a parameter is not available for the VST instrument that you have chosen as destination, it is
either not transferred or is adapted to a similar parameter in the VST instrument. The following
applies:
● Groove Agent/Groove Agent SE: LFO and filter settings are not used.
● Padshop: Sample trimming is not used. A transfer in AudioWarp playback mode sets the
grain settings to a Number of 2 grains and the Speed value accordingly. A transfer in Slice
playback mode uses the selected slice only.
● Backbone: Sample trimming is not used. A transfer in AudioWarp playback mode activates
Resynth mode and sets the Speed value accordingly. A transfer in Slice playback mode uses
the selected slice only.
RELATED LINKS
Transferring a Sample on page 672
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Pool
Every time that you record on an audio track, a file is created on your hard disk. A reference to
this file, a clip, is added to the Pool.
● All audio and video clips that belong to a project are listed in the Pool.
● Every project has a separate Pool.
The way the Pool displays folders and their contents is similar to the way the File Explorer/macOS
Finder displays folders and file lists. In the Pool, you can perform operations that affect files on
disk and operations that only affect clips.
Pool Window
The Pool window allows you to manage the media files of the active project.
● On the Project window toolbar, click Open Pool Window. If this icon is not visible, you must
activate the Media & MixConsole Windows option on the toolbar context menu.
● Select Project > Pool.
● Select Media > Open Pool Window.
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Pool Window
Audio folder
Contains all audio clips and regions that are in the project.
If the project contains one or more sampler tracks, a dedicated Sampler Track
subfolder is created in the Audio folder. This subfolder contains all clips of samples
that you have loaded into Sampler Control.
Video folder
Contains all video clips that are in the project.
Trash folder
Contains unused clips that have been moved here for later permanent removal from
the hard disk.
NOTE
You cannot rename or delete these folders, but you can add any number of subfolders.
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Pool Window
Media
Contains the Audio, Video, and Trash folders. If the folders are opened, the clip or
region names are shown and can be edited.
Used
Displays how many times a clip is used in the project. If there is no entry in this column,
the corresponding clip is not used.
Status
Displays various icons that relate to the current Pool and clip status. The following
symbols can be displayed:
● Record folder
Indicates the Record folder.
● Process
Indicates that a clip has been processed.
● Missing
Indicates that a clip is referenced in the project but missing from the Pool.
● External
Indicates that the file the clip relates to is external, for example, located outside
the current Audio folder for the project.
● Recorded
Indicates that the clip has been recorded in the open version of the project. This is
useful for finding recently recorded clips quickly.
Musical Mode
You can use Musical Mode to tempo-match audio loops to the project tempo. The
checkbox in this column allows you to activate or deactivate musical mode. If the
Tempo column displays “???”, you must enter the correct tempo before you can
activate Musical Mode.
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Pool Window
Tempo
Displays the tempo of audio files if available. If no tempo has been specified, the
column displays “???”.
Sign.
Displays the time signature, for example, “4/4”.
Key
Displays the root key if one has been specified for the file.
Algorithm
Displays the algorithm preset that is used if the audio file is processed.
● To change the default preset, click the preset name and select another preset from
the pop-up menu.
Info
For audio clips, this column displays the sample rate, bit depth, number of channels,
and length.
For regions, it displays start and end times in frames.
For video clips, it displays the frame rate, resolution, number of frames, and length.
Type
Displays the file format of the clip.
Date
Displays the date when the audio file was last changed.
Origin Time
Displays the original start position where a clip was recorded in the project. As this
value can be used as a basis for the Insert into Project option in the Media or context
menu, you can change it if the Origin Time value is independent (for example, not for
regions).
In the Pool, you can change the value by editing the Origin Time. In the Project
window, you can change the value by moving the event to a new position and selecting
Audio > Update Origin.
Image
Displays waveform images of audio clips or regions.
Path
Displays the path to the location of a clip on the hard disk.
Reel Name
If you have imported an OMF file, it may include this attribute, which is then shown in
this column. It describes the reel or tape from which the media was originally captured.
NOTE
You can rearrange the order of the columns by clicking a header and dragging left or right.
Show Info
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Pool Window
Audition
Audition Loop
Audition Volume
View/Attributes
Allows you to activate/deactivate the attributes that are displayed in the Pool window.
You can also define custom user attributes.
+/- All
Opens/Closes all folders.
Import
Allows you to import media files to the Pool.
Search
Allows you to search the Pool and connected disks for media files.
Project Folder
Displays the path to the folder of the active project.
Info Line
The info line shows information about the event or part that you selected in the Pool.
● To activate the info line, click Show Info at the left of the toolbar.
Audio Files
The number of audio files in the Pool.
Used
The number of audio files in use.
Total Size
The total size of all audio files in the Pool.
External Files
The number of files in the Pool that do not reside in the project folder (for example,
video files).
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Working with the Pool
Most of the Pool-related main menu functions are also available on the Pool context menu.
Renaming clips or regions in the Pool also renames the referenced files on disk. It is
recommended to rename clips or regions in the Pool. Otherwise, the reference from the clip to
the file may get lost.
PROCEDURE
1. In the Pool window, select a clip or region, and click the existing name.
2. Enter a new name and press Return .
RELATED LINKS
Missing Files on page 685
In the Pool window, right-click a clip and select Edit - Rename Objects, or select a clip and select
Edit > Rename Objects.
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Working with the Pool
Each of the fields found in the left section of the Rename Objects dialog can be used to add an
element to the name for each object.
Depending on the selected element, different renaming options are available on the right side of
the dialog. The following elements are available:
Free Text
Any text that you want to include in the name.
Original Name
The original name given to the object. There are options to remove all numbers, non-
alpha numerics, or only numbers at the beginning or end of the name.
Number
An increasing or decreasing number starting with a minimum amount of digits and a
starting number (for example, 001, 002, etc.).
Project Time
The current location of the clip in the project window using any of the seven ruler
formats (Bars+Beats, Timecode, etc.).
Date
Creation date of the file in several formats.
File Extension
The file type.
Audio Bitsize
The bit depth of the audio file.
Sample Rate
The sample rate of the audio file.
Audio Tempo
The audio tempo for the clip if it has been assigned.
User Attribute
Any of the custom attributes created in the Setup User Attributes dialog.
NOTE
● You can use a prefix to create a space that separates items in the generated name.
● An example of the result is displayed at the bottom of the window. You can also save all of
these parameters as a preset.
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Working with the Pool
NOTE
Duplicating a clip does not create a new file on disk, but a new edit version of the clip that refers
to the same audio file.
PROCEDURE
1. In the Pool window, select the clip that you want to duplicate.
2. Select Media > New Version.
RESULT
A new version of the clip appears in the same Pool folder. The duplicated clip has the same name
as the original but with a version number after it. Regions within a clip are also copied, but keep
their name.
NOTE
The clips are positioned so that their snap points are aligned with the selected insert
position. If you want to adjust the snap point before inserting a clip, double-click a clip to
open the Sample Editor. Here, you can adjust the snap position and then perform the insert
options.
RESULT
The clip is inserted on the selected track or on a new audio track. If several tracks are selected,
the clip will be inserted on the first selected track.
RELATED LINKS
Adjusting the Snap Point on page 593
If you drag the clip into the Project window, the cross-hair cursor and a tooltip are shown. The
tooltip indicates the timeline position where the snap point of the clip is aligned.
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Working with the Pool
If you position the clip in an empty area of the track list, that is, where no track exists, a new track
is created for the inserted event.
NOTE
If you press and hold Shift while dragging the clip from the Pool on an event, the clip in this
event is replaced.
RELATED LINKS
Adjusting the Snap Point on page 593
Replacing Clips in Events on page 210
Cross-Hair Cursor on page 92
PROCEDURE
1. In the Pool window, select the clips that you want to remove, and select Edit > Delete
You can also press Backspace or Delete .
2. Depending on whether the clips are used by an event, you have the following options:
● If the clips are used by an event, click Remove and then click Remove from Pool.
● If the clips are not used by an event, click Remove from Pool.
RESULT
The clips are no longer available in the Pool for this project, but the files still exist on the hard
disk and can be used in other projects, etc. This operation can be undone.
IMPORTANT
Make sure that the audio files that you want to delete are not used in other projects.
PROCEDURE
1. In the Pool window, select the clips that you want to delete from the hard disk, and select
Edit > Delete.
You can also press Backspace or Delete , or drag the clips into the Trash folder.
NOTE
You can retrieve a clip or region from the Trash folder by dragging it back into an Audio or
Video folder.
2. Depending on whether the clips are used by an event, you have the following options:
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Working with the Pool
● If the clips are used by an event, click Remove and then click Trash.
● If the clips are not used by an event, click Trash.
3. Select Media > Empty Trash.
4. Click Erase.
RESULT
The files are deleted from the hard disk.
PREREQUISITE
The Pool window is open.
PROCEDURE
1. Select Media > Remove Unused Media.
2. Do one of the following:
● To move the clips to the Trash folder, select Trash.
● To remove the clips from the Pool, select Remove from Pool.
IMPORTANT
PROCEDURE
1. In the Pool window, select one or more clips.
2. Select Media > Select in Project.
RESULT
All events that refer to the selected clips are now selected in the Project window.
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PROCEDURE
1. In the Project window, select one or more events.
2. Select Audio > Find Selected in Pool.
RESULT
The corresponding clips are located and highlighted in the Pool.
PROCEDURE
1. In the Pool window, click Search on the toolbar.
A search pane appears at the bottom of the window, displaying the search functions.
2. Specify the files that you search for in the Name field.
You can use partial names or wildcards (*).
NOTE
NOTE
Folders that you have recently selected using the Select Search Path function appear on the
pop-up menu, so that you can quickly select them again.
4. Click Search.
The search is started and Search is labeled Stop.
● To cancel the search, click Stop.
When the search is finished, the files that are found are listed on the right.
● To audition a file, select it in the list and use the playback controls to the left (Play, Stop,
Pause, and Loop). If Auto Play is activated, selected files are automatically played back.
● To import a file into the Pool, double-click the file in the list or select it and click Import.
5. To close the search pane, click Search on the toolbar again.
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PROCEDURE
1. Optional: Create user attributes.
2. In the Pool window, click Search on the toolbar.
The search pane is displayed in the lower part of the Pool window.
3. Click Name to open the extended search pop-up menu where you can select and define a
search criterion.
The menu also contains the user attributes that you specified, as well as the Add Filter and
Presets submenus.
The search criteria have the following parameters:
● Name: partial names or wildcards (*)
● Size: less than, more than, equal, between (two values), in seconds, minutes, hours, and
bytes
● Bit Depth: 8 bit, 16 bit, 24 bit, 32 bit, 32 bit float, 64 bit float
● Channels: mono, stereo, and from 3 to 16
● Sample Rate: various values, choose Other for free setting
● Date: various search ranges
4. Select one of the search criteria in the pop-up menu.
The search criterion changes to the selected criterion.
5. Optional: To display more search options, open the extended search pop-up menu, select the
Add Filter submenu, and select an element.
6. Optional: To save your search filter settings as a preset, open the extended search pop-up
menu, select Presets > Save Preset, and enter a name for the preset.
Saved presets are added to the Presets submenu.
7. Optional: To remove a search filter settings preset, open the extended search pop-up menu,
select the preset, and then select Remove Preset.
RELATED LINKS
User Attributes on page 690
Missing Files
When you open a project and one or more files are missing, the Resolve Missing Files dialog
opens. If you click Close, the project opens without the missing files.
In the Pool, you can check which files are considered missing. This is indicated by a question
mark in the Status column.
● The file has been moved or renamed outside the program since you last worked with the
project, and you ignored the Resolve Missing Files dialog when you opened the project for
the current session.
● You have moved or renamed the file outside the program during the current session.
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● You have moved or renamed the folder in which the missing files are located.
PROCEDURE
1. In the Pool window, locate the clips for which files are missing.
2. Check the Status column. If the status of the files is “Reconstructible”, the files can be
reconstructed by Nuendo.
3. Select the reconstructible clips and select Media > Reconstruct.
RESULT
The editing is performed and the edit files are recreated.
PROCEDURE
● In the Pool window, select Media > Remove Missing Files.
RESULT
All missing files from the Pool and the corresponding events from the Project window are
removed.
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Working with the Pool
The audio is routed directly to the Control Room if activated. When the Control Room is
deactivated, the audio is routed to the Main Mix (the default output) bus, bypassing the settings
of the audio channel, effects, and EQs.
NOTE
You can adjust the auditioning level with the miniature level fader on the toolbar. This does not
affect the regular playback level.
If you have activated Audition Loop before you audition, the following happens:
● When you click Audition to audition a clip, the clip is repeated indefinitely until you stop
playback by clicking Audition or Audition Loop again.
● When you click in the waveform image to audition, the section from the selected point to the
end of the clip is repeated indefinitely until you stop playback.
● To open a clip in the Sample Editor, double-click a clip waveform icon or a clip name in the
Media column.
● To open a certain region of a clip in the Sample Editor, double-click a region in the Pool.
You can use this to set a snap point for a clip, for example. When you later insert the clip
from the Pool into the project, the defined snap point allows it to be properly aligned.
RELATED LINKS
Adjusting the Snap Point on page 593
Sample Editor on page 573
Importing Media
The Import Medium dialog lets you import files directly into the Pool.
To open the dialog, select Media > Import Medium, or click Import on the Pool toolbar.
This opens a standard file dialog, where you can navigate to other folders, audition files, etc. The
following audio file formats can be imported:
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Working with the Pool
● Stereo or mono
● Any sample rate
NOTE
Files that have a different sample rate than the project sample rate are played back at the
wrong speed and pitch.
NOTE
You can also use the commands on the Import submenu of the File menu to import audio or
video files into the Pool.
RELATED LINKS
Wave Files on page 1177
Importing ReCycle Files on page 317
Supported Compressed Audio File Formats on page 314
Video File Compatibility on page 1233
MXF Files on page 1305
● To import an audio CD to the Pool, select Media > Import Audio CD.
RELATED LINKS
Importing Audio CD Tracks on page 314
● If you select a file in the Import Medium dialog and click Open, the Import Options dialog
opens.
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Working with the Pool
Split Channels
Splits stereo or multi-channel audio files into a corresponding number of mono files,
one for each channel, and copies the imported files to the Audio folder of the project.
The split files are inserted into the project and into the Pool as separate mono tracks.
The Name Format pop-up menu allows you to specify how the split files are named.
This allows for compatibility with other products when exchanging audio files.
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RELATED LINKS
Pool Window Columns on page 676
Converting Files on page 693
PROCEDURE
1. In the Pool window, select the region that you want to export.
2. Select Audio > Bounce Selection.
3. Select the folder in which you want the new file to be created and click OK.
4. Optional: If you are using the Bounce Selection option to create a separate audio file for a
clip that refers to the same audio file as another clip, enter a name for the new audio file.
RESULT
A new audio file is created in the specified folder. The file has the name of the region and is
automatically added to the Pool.
RELATED LINKS
Creating Audio Events from Regions on page 592
User Attributes
You can define your own attributes for elements in the Pool. This is useful if you have a large
number of audio files in the Pool. You can use the attributes, for example, to sort items in the
Pool.
User attributes have their own columns in the Pool. Each attribute can be defined as checkbox,
text field, or number. You can then specify the user attributes for each file, thus categorizing
them further.
All user attributes that you create are automatically available as search criteria in the Pool. In the
search pane, you can search for values in the user attributes. This allows for a very detailed
search and helps you master even the largest sound database.
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RESULT
The user attributes get their own columns in the Pool.
By default, this is the main Audio folder. However, you can create a new Audio subfolder and
designate this as your Pool Record folder.
NOTE
The folders that you create in the Pool are only for organizing your files in the Pool. All files are
recorded to the folder that you specified as the Pool Record folder.
PROCEDURE
1. In the Pool, select the Audio folder or any audio clip.
NOTE
You cannot designate the Video folder or any of its subfolders as the Pool Record folder.
RESULT
The new folder becomes the Pool Record folder. Any audio recorded in the project is saved in
this folder.
PROCEDURE
1. In the Pool window, select the folder for which you want to create a subfolder.
NOTE
You cannot put audio clips in a video folder and vice versa.
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PROCEDURE
1. In the Pool window, select the clips that you want to process.
2. Select Audio > Direct Offline Processing and select a processing method.
RESULT
A waveform symbol indicates that the clips have been processed.
RELATED LINKS
Direct Offline Processing on page 534
Undoing Processing
You can undo processing that has been applied to clips.
PROCEDURE
1. In the Pool window, select the clip from which you want to remove the processing.
2. Select Audio > Direct Offline Processing.
3. Select the action that you want to remove, and click Delete.
Minimizing Files
You can minimize the audio files according to the size of the audio clips referenced in the project.
The files that are produced using this option only contain the audio file portions that are actually
used in the project.
This can significantly reduce the size of the project if large portions of the audio files are unused.
Therefore, the option is useful for archiving purposes after you have completed a project.
IMPORTANT
This operation permanently changes the selected audio files in the Pool. This cannot be undone.
If you only want to create the minimized audio files as a copy, leaving the original project
untouched, you can use the Back up Project option.
NOTE
PROCEDURE
1. In the Pool window, select the files that you want to minimize.
2. Select Media > Minimize File.
3. Click Minimize.
After the minimizing is finished, the file references in the stored project become invalid.
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RESULT
Only the audio portions that are actually used in the project remain in the corresponding audio
files in the Pool Record folder.
RELATED LINKS
Backing up Projects on page 116
NOTE
Since the audio and video files are only referenced but not saved in the Pool file, the Pool
import is only useful if you have access to all referenced files. These files have preferably the
same file paths as when the Pool was saved.
You can also save and open libraries, that is, stand-alone Pool files that are not associated with a
project.
RELATED LINKS
Working with Libraries on page 693
Converting Files
In the Pool, you can convert files to another format.
PROCEDURE
1. In the Pool window, select the files that you want to convert.
2. Select Media > Convert Files.
3. In the Convert Options dialog, make your changes and click OK.
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● To open the Convert Options dialog, select a clip in the Pool window, and select Media >
Convert Files.
Sample Rate
Allows you to convert to another sample rate.
Bit Depth
Allows you to convert to 16 bit, 24 bit, 32 bit, 32 bit float, or 64 bit float.
Channels
Allows you to convert to mono or stereo interleaved.
File Format
Allows you to convert to Wave, AIFF, MXF, FLAC, Wave 64, or Broadcast Wave Format.
Options
You can use the Options pop-up menu to set one of the following options:
● New Files
Creates a copy of the file in the audio folder and converts this new file according to
the chosen attributes. The new file is added to the Pool, but all clip references still
point to the original, unconverted file.
● Replace Files
Converts the original file without changing clip references. However, the
references are saved with the next save action.
● New + Replace in Pool
Creates a new copy with the chosen attributes, replaces the original file with the
new one in the Pool and redirects the current clip references from the original file
to the new file. Select this option if you want your audio clips to refer to the
converted file, but want to keep the original file on disk, for example, if the file is
used in other projects.
NOTE
This function is not available for MPEG-1 and MPEG-2 video files.
PROCEDURE
1. In the Pool window, select Media > Extract Audio from Video File.
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2. Select the video file from which you want to extract audio and click Open.
RESULT
The audio is extracted from the video file. The audio file gets the same file format and sample
rate/width as in the current project, and the same name as the video file.
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MediaBay and Media Rack
You can manage media files on your computer as well as presets from multiple sources from
within the MediaBay or the Media rack.
The MediaBay window offers advanced functions for working with media files and managing
database items. To show the media files on your computer in the MediaBay, you must scan the
folders or volumes that contain the files so that these are added to the database.
The Media rack in the right zone of the Project window allows you to access some of the most
important MediaBay functions from within a fixed zone of the Project window. For quick access
to specific media files, the Media rack allows you to add specific folders on your computer as
favorites. Media files within the favorite folders that you add in the Media rack are automatically
scanned and added to the database.
RELATED LINKS
MediaBay Window on page 707
Scanning Folders on page 710
Media Rack in Right Zone on page 696
Adding Favorites Using the Favorites Page on page 705
Adding Favorites Using the File Browser Page on page 705
● To open the Media rack in the right zone, click Show/Hide Right Zone on the Project
window toolbar, and at the top of the right zone, click the Media tab.
The Media rack opens on the Home page that features different tiles. These tiles correspond to
the available media types.
RELATED LINKS
Showing/Hiding Zones on page 47
Home Page on page 696
Project Window Toolbar on page 48
Home Page
The Home page gives you access to the tiles that correspond to the available media types, to the
Favorites, and to the File Browser.
● To open the Home page, click the Home navigation control on the Media rack.
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Media Rack in Right Zone
VST Instruments
Shows VST instruments and instrument presets.
VST Effects
Shows VST effects and effect presets.
Presets
Shows track presets, strip presets, pattern banks, FX chain presets, and VST FX presets.
User Presets
Shows track presets, strip presets, pattern banks, FX chain presets, VST FX presets, and
instrument presets that are listed in the User Content folder.
Favorites
Shows your favorite folders and allows you to add new favorites. The folder content is
automatically added to the MediaBay database.
File Browser
Shows your file system and the pre-defined folders Favorites, This Computer, VST
Sound, Factory Content, and User Content where you can search for media files and
access them immediately.
RELATED LINKS
Loading Instrument Presets on page 732
Loading Loops and Samples on page 732
Loading Track Presets on page 732
Loading Effect Plug-In Presets on page 733
Loading FX Chain Presets on page 733
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Media Rack in Right Zone
Favorites Page
The Favorites page allows you to add your own favorite folders to the Media rack.
1 Add Favorite
Opens a file dialog where you can navigate to the location of a folder and add it as a favorite
folder.
2 Favorite folders
The folders that you added as favorites are shown as tiles on the Favorites page.
● To show the content of a folder, click it.
● To delete a folder from the Favorites page, click its close button.
RELATED LINKS
Adding Favorites Using the Favorites Page on page 705
Results Page
The Results page shows all media files that are found in the defined favorite folder.
● To open the Results page, click the Show All Results navigation control on the Media rack.
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RELATED LINKS
Media Rack Navigation Controls on page 703
Setting up the Results List Columns on page 712
Attribute Inspector on page 727
Results Section on page 712
Previewer Section on page 717
● To open the File Browser page, go to the Home page of the Media rack, and click File
Browser.
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RELATED LINKS
Media Rack Navigation Controls on page 703
File Browser Section on page 710
Results Section on page 712
Previewer Section on page 717
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● To open the VST Instruments page, go to the Home page of the Media rack, and click VST
Instruments.
RELATED LINKS
VST Plug-in Manager Window on page 852
Adding Pictures of VST Instruments to the Media Rack on page 706
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● To open the VST Effects page, go to the Home page of the Media rack, and click VST Effects.
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RELATED LINKS
VST Plug-in Manager Window on page 852
Adding Pictures of VST Effects to the Media Rack on page 706
The following controls allow you to perform a text search, and to show all results on the current
page.
1 Search
Allows you to search media files by name or by attribute.
2 Reset Search
Allows you to reset the search.
3 Show All Results
Shows the Results page for a selected tile. If no tile is selected, all media files are shown.
The following controls allow you to navigate from the current page to other pages.
1 Back
Allows you to navigate back to the previous page.
2 Home
Allows you to navigate back to the Home page.
3 Breadcrumb path
Shows the path to the current page and allows you to navigate back to the previous page.
The following controls allow you to set up and modify the Results page.
RELATED LINKS
Home Page on page 696
Results Page on page 698
Media File Attributes on page 725
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Media Rack in Right Zone
The controls on the different pages of the Media rack allow you to browse, filter, select, and to
preview your media files.
The Favorites page and the File Browser page allow you to add folders where your media files
are located as Favorites. This helps you to quickly navigate to these media files.
The tiles and controls on the different pages of the Media rack allow you to browse, filter, select,
and preview the content.
Once you have located the media file, the instrument, or the preset that you want to use, and
selected it in the Results list, you can insert it into your project by using drag and drop, by using
the context menu options, or by double-clicking.
RELATED LINKS
Media Rack in Right Zone on page 696
Results Page on page 698
PROCEDURE
1. In the Media rack, click the VST Instruments tile.
2. Drag an instrument on the track list or on the event display.
NOTE
To exchange the VST instrument of an instrument track, drag the instrument from the Media
rack, and drop it on the top section of the instrument track Inspector. Note that you must
update the track name manually if needed.
RELATED LINKS
Loading Instrument Presets on page 732
PROCEDURE
1. In the Media rack, click the VST Effects tile.
2. Do one of the following:
● Drag an effect on the track list to create an FX channel track.
● To add the effect to an audio-related track, drag the effect from the Media rack, and
drop it in the Inserts or Sends section of the track Inspector.
● To add the effect to an audio-related channel, drag the effect from the Media rack, and
drop it in the Inserts or Sends section of the MixConsole in the lower zone of the
Project window, or the Channel Settings window.
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RELATED LINKS
Loading Effect Plug-In Presets on page 733
PROCEDURE
1. In the Media rack, click the Presets tile.
2. Click Track Presets.
3. Click Audio, VST Instruments, MIDI, Multi, or Sampler depending on the track type.
4. Do one of the following:
● Drag a track preset on the Inspector or in the track list for the corresponding track type.
● Drag a track preset below the track list to add a new track with the track preset loaded.
NOTE
To exchange the track preset of a track, drag the preset from the Media rack, and drop it on
the track in the track list. Note that you must update the track name manually if needed.
RESULT
The track preset is applied.
PROCEDURE
1. In the Media rack, click the Favorites tile.
2. At the top left of the page, click Add Favorite.
3. Select the folder that you want to add as a Favorite.
4. Click OK.
RESULT
● The favorite folder is added to the database.
● On the Favorites page, a new tile with the specified name is added.
● In the File Browser, a new folder with the specified name is added to the Favorites folder.
RELATED LINKS
Favorites Page on page 698
PROCEDURE
1. In the Media rack, click the File Browser tile.
2. In the File Browser, navigate to the folder that you want to add as a favorite and select it.
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RESULT
● The favorite folder is added to the database.
● In the File Browser, a new folder with the specified name is added to the Favorites folder.
● On the Favorites page, a new tile with the specified name is added.
RELATED LINKS
File Browser Page on page 699
PREREQUISITE
You have added the VST instrument of another vendor as a rack or a track instrument.
PROCEDURE
1. Open the control panel of the VST instrument.
2. On the control panel, click Add VST Plug-in Picture to Media Rack.
RESULT
The picture of the VST instrument is shown in the Media rack.
RELATED LINKS
Adding VST Instruments on page 834
VST Instrument Control Panel on page 834
PREREQUISITE
You have added a VST effect from another vendor.
PROCEDURE
1. Open the control panel of the VST effect.
2. On the control panel, click Add VST Plug-in Picture to Media Rack.
RESULT
The picture of the VST effect is shown in the Media rack.
RELATED LINKS
Adding Insert Effects on page 505
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MediaBay Window
MediaBay Window
To open the MediaBay in a separate window, do one of the following:
1 File Browser
Allows you to scan specific folders in your file system, and to add favorites.
2 Toolbar
Contains tools and shortcuts for settings and functions in the MediaBay, and allows you to
switch between the previously defined favorite locations. Favorites in the MediaBay window
are not automatically scanned.
3 Filters
Allows you to filter the Results list using a logical or an attribute filter.
4 Results
Displays all supported media files. You can filter the list and perform text searches.
5 Previewer
Allows you to preview the files shown in the Results list.
6 Attribute Inspector
Allows you to view, edit, and add media file attributes or tags.
RELATED LINKS
File Browser Section on page 710
MediaBay Toolbar on page 708
Adding Favorites on page 711
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MediaBay Window
MediaBay Toolbar
The toolbar contains tools and shortcuts for settings and functions in the MediaBay.
Navigation
Back
Forward
Up
Favorites
Add Favorite
Allows you to select a Favorite to quickly browse to the files you are looking for.
Left Divider
Left Divider
Tools that are placed to the left of the divider are always shown.
Text Search
Search
Allows you to select the media types that are displayed on the Results page.
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Rating Filter
Rating Filter
Results
Update Results
Shuffle Results
Attribute Counter
Attribute Counter
Right Divider
Right Divider
Tools that are placed to the right of the divider are always shown.
MediaBay Settings
MediaBay Settings
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Set up Toolbar
Opens a pop-up menu where you can set up which toolbar elements are visible.
PROCEDURE
1. Click Set up Window Layout.
2. Activate/Deactivate the checkboxes for the sections that you want to show/hide.
3. Click outside the pane to exit the setup mode.
● To open the File Browser section in the MediaBay, click Set up Window Layout and activate
File Browser.
To show the supported media files in the Results section of the MediaBay, you must scan all
folders that you want to include in the search.
You can also add favorite folders. All media files contained in a Favorite are automatically
scanned.
RELATED LINKS
Scanning Folders on page 710
Adding Favorites on page 711
Scanning Folders
To include specific folders in the MediaBay search, you must scan them.
PROCEDURE
1. In the File Browser section of the MediaBay, navigate to the folder that you want to include
in the scan.
2. Activate the checkbox for the folder to activate the scan.
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RESULT
All files that are found in the scanned folder are shown in the Results list. The scan result is
saved in a database file.
The color of the checkmark helps you to identify which folders and subfolders are scanned:
● White indicates that all subfolders are included in the scan.
● Orange indicates that at least one subfolder is excluded from the scan.
The color of the folder indicates the state of the scan:
● Red indicates that a folder is currently being scanned.
● White indicates that all subfolders have been scanned.
● Yellow indicates that at least one subfolder is not yet scanned.
NOTE
Please wait until the MediaBay completes the scan to continue your work.
Adding Favorites
You can add favorite folders using the File Browser section.
PROCEDURE
1. In the File Browser section, navigate to the folder that you want to add as a favorite, and
select it.
2. Right-click the folder or the volume, and from the context menu, select Add Favorite.
3. In the Set Name dialog that opens, enter a name for the folder.
4. Click OK.
RESULT
● In the File Browser section, a new folder with the specified name is added to the Favorites
folder.
● In the Favorites section, the added favorite is available in the Select Defined Favorite pop-
up menu.
● In the Media rack in the right zone of the Project window, a new tile with the specified name
is added on the Favorites page.
NOTE
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RELATED LINKS
Scanning Folders on page 710
Refresh Views
If you change already scanned folders by adding or removing files when Nuendo is closed, you
must rescan the corresponding media folders. This also applies if you modified attributes of your
user content using another program.
If you have made changes to your content and want the changes to be displayed in the
MediaBay, you must refresh the views of the corresponding media folders.
● To refresh a folder, in the File Browser section of the MediaBay, right-click a folder, and
select Refresh Views.
● To display a new drive, in the File Browser section of the MediaBay, right-click the parent
node, and select Refresh Views. You can then scan the drive for media files.
● To update the scan state of the folders after modifying the volume database with another
program, right-click the volume database, and select Refresh Views.
Results Section
The Results list shows all media files that are found in the selected folder in the File Browser.
● To show media files in the Results section, you must select a scanned folder in the File
Browser section of the MediaBay.
NOTE
You can set the maximum number of files that are displayed in the Results list in the MediaBay
Settings.
PROCEDURE
1. In the Results section, select the media types for which you want to make settings.
2. Click Set up Result Columns and do one of the following:
● To show specific columns, activate or deactivate the respective options on the
submenus.
● To remove all columns except Name, select Select None.
● To show the default columns, select Use Defaults.
● To show all columns with set attributes, select All Available.
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MediaBay Window
NOTE
If Allow Editing in Results List is activated in the MediaBay Settings, you can also edit
attributes in the Results list. Otherwise, this is only possible in the Attribute Inspector.
RELATED LINKS
Setting up the MediaBay on page 710
Attribute Inspector on page 727
IMPORTANT
If you delete a file using the File Explorer/macOS Finder, it is still displayed in the Results list,
although it is no longer available to the program. To remedy this, rescan the corresponding
folder.
● To shuffle the Results list, click Shuffle Results in the MediaBay toolbar.
NOTE
This function is not available for files which are part of a VST Sound archive.
PROCEDURE
● In the Results list, right-click a file, and select Show in Explorer/Reveal in Finder.
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MediaBay Window
RESULT
The File Explorer/macOS Finder opens and the corresponding file is highlighted.
PROCEDURE
1. In the MediaBay toolbar, open the Show Media Types selector.
2. Activate the media types that you want to be displayed in the Results list.
RESULT
The files are filtered by the selected media type.
Audio Files
Shows all audio files. The supported formats
are .wav, .w64, .aiff, .aifc, .rex, .rx2, .mp3, .mp2, .ogg, .wma (Windows only).
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Clip Packages
If this option is activated, the list shows all clip packages (file name
extension .package). Clip packages contain a number of audio parts and events,
which make up a special sound.
MIDI Files
Shows all MIDI files (file name extension .mid).
MIDI Loops
Shows all MIDI loops (file name extension .midiloop).
Pattern Banks
Shows all pattern banks (file name extension .patternbank). Pattern banks are
generated via the MIDI plug-in Beat Designer. For more information, see the separate
document Plug-in Reference.
Track Presets
Shows all track presets for audio, MIDI, and instrument tracks (file name
extension .trackpreset). Track presets are a combination of track settings, effects,
and MixConsole settings that can be applied to new tracks of various types.
Plug-in Presets
Shows all VST presets for instrument and effect plug-ins. Furthermore, EQ presets that
you save in the MixConsole are listed. These presets contain all parameter settings for
a particular plug-in. They can be used to apply sounds to instrument tracks and effects
to audio tracks.
Strip Presets
Shows all strip presets (file name extension .strippreset). These presets contain
channel strip effect chains.
FX Chain Presets
Shows all effect chain presets (file name extension .fxchainpreset). These presets
contain insert effect chains.
Video Files
Shows all video files.
Projects
Shows all project files (from Cubase, Nuendo): .cpr, .npr.
RELATED LINKS
Clip Packages on page 210
Pattern Banks Previewer on page 721
Track Presets on page 201
Saving/Loading Strip Presets on page 452
Saving/Loading EQ Presets on page 445
Saving/Loading FX Chain Presets on page 442
Video File Compatibility on page 1233
NOTE
The Rating Filter is not available in the Media rack in the right zone.
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PROCEDURE
● In the Rating Filter section of the MediaBay toolbar, select a value from the Rating Filter
pop-up menu.
NOTE
The Search MediaBay field has the same function as the matches operator of the logical filter.
However, the search is applied to all file attributes.
● Click the field and enter the text that you want to find.
For example, if you are looking for all audio loops relating to drum sounds, enter “drum” in
the search field. The search results will contain loops called “Drums 01”, “Drumloop”, “Snare
Drum”, etc. In addition, all media files with the Drum&Percussion category attribute or any
other attribute that contains “drum” are found. You can also add apostrophes to find exact
matches for the entered words and use boolean operators.
● To reset the text search, delete the text, or click Reset Filters.
RELATED LINKS
Logical Filter on page 723
And [+]
[a and b]
When entering strings separated by “and” (or a plus sign), all files are found that
contain both a and b.
[And] is the default setting when no boolean operator is used, for example, you can
also enter [a b].
Or [,]
[a or b]
When entering strings separated by “or” (or a comma), files are found that contain
either a or b, or both.
Not [-]
[not b]
When entering text preceded by “not” (or a minus sign), all files not containing b are
found.
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Parentheses [()]
[(a or b) + c]
Using parentheses, you can group text strings. In this example, files are found that
contain c and either a or b.
IMPORTANT
When you are searching for files whose names contain a hyphen, put the search text in quotation
marks. Otherwise the program treats the hyphen as the boolean operator “not”.
NOTE
RELATED LINKS
Applying a Logical Filter on page 724
Previewer Section
You can preview individual files in the Previewer section to find out which one to use in your
project.
The elements visible in this section and their functions depend on the media type.
IMPORTANT
The Previewer section is not available for video files, project files, and audio track presets.
RELATED LINKS
MediaBay Settings on page 738
1 Transport controls
Start, stop, pause, and cycle the preview.
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NOTE
If you import an audio file into your project for which Align Beats to Project is activated in
the Previewer, Musical Mode is automatically activated for the corresponding event.
RELATED LINKS
Musical Mode on page 605
NOTE
Selection ranges cannot be used when the Align Beats to Project option is activated in the
Previewer.
● To select a range, move the mouse over the upper part of the waveform, so that it turns into
a pencil, click and drag.
● To deselect the range, drag both handles all the way to the left.
● To preview a MIDI file, load a VST instrument, and select it as output device from the Select
MIDI Output pop-up menu.
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1 Transport controls
Start and stop the preview.
2 Preview Level fader
Specifies the preview level.
3 Output
Allows you to select the output device.
4 Align Beats to Project
Plays back the selected file in sync with the project, starting at the project cursor position.
Note that this can apply real-time time stretching to your MIDI file.
5 Auto Play New Results Selection
Automatically plays back the selected file.
RELATED LINKS
VST Instruments on page 834
NOTE
MIDI loops are always played back in sync with the project.
1 Transport controls
Start and stop the preview.
2 Preview Level fader
Specifies the preview level.
3 Auto Play New Results Selection
Automatically plays back the selected file.
4 Link Playback to Chord Track
Transposes the events of the MIDI loop to play back in context with the chord track. Note
that you need a chord track with chord events for this.
If this option is activated, and you insert a MIDI loop into the project, Follow Chord Track is
automatically activated for the track.
RELATED LINKS
Using Follow Chord Track on page 1067
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VST Presets and Track Presets Previewer for MIDI and Instrument Tracks
The Previewer for VST presets and track presets allows you to listen to presets before you use
them in your project.
● To preview track presets for MIDI or instrument tracks and VST presets, you must send some
MIDI notes to the track preset via MIDI input, using a MIDI file, the Memo Recorder mode,
or via the computer keyboard.
1 Transport controls
Start and stop the preview.
2 Previewer Sequence Mode
Allows you to load a MIDI file to apply the selected preset to the MIDI file. You can also select
the Memo Recorder mode that continually repeats a given sequence of notes as a loop.
3 MIDI Activity
Allows you to monitor incoming MIDI messages.
4 Preview Level fader
Specifies the preview level.
5 Keyboard
You can display the Keyboard in keyboard display mode or in piano display mode.
6 Computer Keyboard Input
Allows you to use your computer keyboard to preview the presets.
RELATED LINKS
Previewing Presets Using the Memo Recorder Mode on page 721
On-Screen Keyboard on page 288
PROCEDURE
1. On the Previewer Sequence Mode pop-up menu, select Load MIDI File.
2. In the file dialog that opens, select a MIDI file and click Open.
The name of the MIDI file is displayed on the pop-up menu.
3. Click Play to the left of the pop-up menu.
RESULT
The notes received from the MIDI file are played back with the settings of the track preset
applied.
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NOTE
The recently used MIDI files are kept on the menu for quick access. To remove an entry from this
list, select it on the menu and then select Remove MIDI File.
NOTE
You cannot use the Memo Recorder mode when previewing presets using a MIDI file.
PROCEDURE
1. On the Previewer Sequence Mode pop-up menu, select Memo Recorder.
2. Activate Play.
3. Play some notes on the MIDI keyboard or on the computer keyboard.
RESULT
The notes are played back with the instrument preset that is selected in the Results section.
When you stop playing notes and wait for 2 seconds, the note sequence that you played until this
moment is played back in a continuous loop.
To use another sequence, start entering notes again.
If you activate Computer Keyboard Input, the computer keyboard is used exclusively for the
Previewer section. However, you can still use the following key commands: Ctrl/Cmd - S (Save),
Num * (Start/Stop Record), Space (Start/Stop Playback), Num 1 (Jump to left locator), Delete
or Backspace , Num / (Cycle on/off), and F2 (Show/Hide Transport panel).
PROCEDURE
1. Activate Computer-Keyboard Input.
2. Play some notes on the computer keyboard.
1 Transport controls
Start and stop the preview.
2 Preview Level fader
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NOTE
You can create drum patterns with the MIDI plug-in Beat Designer. You can find detailed
information on the Beat Designer and its functions in the separate document Plug-in Reference
in the MIDI Effects chapter.
1 Transport Controls
Start, stop, pause, and cycle the preview.
2 Preview Level Fader
Specifies the preview level.
3 Auto Play New Results Selection
Automatically plays back the selected file.
4 Align Beats to Project
Plays back the selected file in sync with the project, starting at the project cursor position.
Note that this can apply realtime time stretching to your audio file.
NOTE
If you import an audio file into your project for which Align Beats to Project is activated in
the Previewer, Musical Mode is automatically activated for the corresponding track.
RELATED LINKS
Clip Packages on page 210
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MediaBay Window
Filters Section
The MediaBay allows you to refine your file searches. You have two possibilities: Logical or
Attribute filtering. You can also save your filter settings in a MediaBay Aspect, which allows for a
quick recall of particular searches.
RELATED LINKS
MediaBay Aspects on page 735
Logical Filter
The logical filter allows you to set up complex search conditions that must be met to find files.
NOTE
The Logical Filter is not available in the Media rack in the right zone.
contains
The search result must contain the text or number specified in the text field to the
right.
matches words
The search result must match the words specified in the text field to the right.
omits
The search result must not contain the text or number specified in the text field to the
right.
equals
The search result must correspond exactly to the text or number specified in the text
field to the right, including any file extension. Text searches are not case-sensitive.
>=
The search result must be higher than or equal to the number specified in the field to
the right.
<=
The search result must be lower than or equal to the number specified in the field to
the right.
is empty
Use this option to find files for which certain attributes have not been specified yet.
matches
The search result must include the text or number entered in the text field to the right.
You can also use boolean operators. Add apostrophes to find exact matches for the
entered words, for example, ‘drum’ AND ‘funky’. This option allows for a very advanced
text search.
in range
If this option is selected, you can specify a lower and an upper limit for the search
result in the fields to the right.
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PREREQUISITE
The folder in which you want to search for files is selected.
PROCEDURE
1. In the Filters section, activate Logical.
2. Click Search in these Attributes to open the Select Filter Attributes dialog.
3. Select the attributes that you want to use.
If you select more than one attribute, the files found match either one or the other attribute.
4. Click OK.
5. On the condition pop-up menu, select one of the search operators.
6. Enter the text or number that you want to find in the field to the right.
NOTE
If you enter 2 or more strings or filter lines, the files that are found match all strings or filter
lines.
● To add more than one string in the text field, enter a Space between them.
● To add another filter line, click + to the right of the text field. You can add up to seven
filter lines in which you can define further search conditions.
● To remove a filter line, click -.
● To reset all search fields to their default settings, click Reset Filter at the top of the
Filters section.
RESULT
The Results list is automatically updated, showing only the files that correspond to your search
conditions.
PREREQUISITE
The folder in which you want to search for files is selected.
PROCEDURE
1. In the Filters section, activate Logical.
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2. Select an attribute on the Search in these Attributes pop-up menu or keep the Any
Attribute setting on.
3. Set the condition to matches.
4. Specify the text that you want to search for in the field to the right using boolean operators.
RELATED LINKS
Performing a Text Search on page 716
The different types of media files have different attributes. For example, .wav audio files have
attributes, such as name, length, size, sample rate, content set, etc., while .mp3 files have
additional attributes, such as artist or genre. In postproduction contexts, you would use
attributes like actor’s text, episode, pull factor, etc.
RELATED LINKS
Attribute Inspector on page 727
Attribute Filter
Assigning attribute values to your files facilitates organizing your media files. The Attribute filter
allows you to view and edit some of the standard file attributes that are found in your media files.
If you click Attribute, the Filters section displays all values that have been specified for the
displayed attribute categories. Selecting one of these values filters the results to display only the
files to which this attribute value is assigned.
NOTE
● Some attributes are directly linked to each other. For example, for each category value, there
are certain sub-category values available. Changing the value in one of these attribute
columns displays different values in the other column.
● Each attribute column displays only the attribute values that are found.
RELATED LINKS
Attribute Inspector on page 727
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NOTE
● In the Results list or the Attribute Inspector, right-click a file and select the attribute value
for which you want to search from the Search for submenu.
The Filters section automatically switches to Logical filtering and the corresponding filter
condition line is displayed.
● To reset the filter, click Go Back.
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Attribute Inspector
When you have selected one or more files in the Results list, the Attribute Inspector shows a
list of attributes and their values.
NOTE
The Attribute Inspector is not available in the Media rack in the right zone.
In the Attribute Inspector, you can also edit and add new attribute values.
The available attributes are divided into several groups (Media, Musical, Preset, etc.), to keep the
list manageable and to facilitate finding items.
Dynamic
Displays all available values for the selected files.
Defined
Displays a configured set of attributes for the selected media type regardless of
whether corresponding values are available for the selected files.
Configuration Mode
When you click Configure Defined Attributes, the configuration mode is enabled.
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Reset to Default
Resets the attribute list to the default settings.
Attribute
Shows the attribute name.
Select
Shows whether an attribute is activated or deactivated.
Type
Shows whether the value for an attribute is a number, text, or a Yes/No switch.
Precision
Shows the number of decimals displayed for number attributes.
RELATED LINKS
Media File Attributes on page 725
Managing Attribute Lists on page 730
Editing Attributes
The search functions, especially the attribute filter, are a powerful media management tool when
making extensive use of tagging, that is, when adding and editing attributes.
Media files are usually organized in complex folder structures to provide a logical way of guiding
the user to certain files, with the folder and/or file names indicating the sound, recording
location, etc.
Tags help you to find a particular sound or loop in such a folder structure.
NOTE
PROCEDURE
1. In the Results list, select the file for which you want to make settings.
The corresponding attribute values are displayed in the Attribute Inspector.
You can also select several files and make settings for them simultaneously. The only
exception is the name attribute, which must be unique for every file.
2. In the Attribute Inspector, click in the Value column for an attribute.
Depending on the selected attribute, the following happens:
● For most of the attributes, a pop-up menu opens from which you can choose a value.
Some of the pop-up menus also have a more entry to open a window with more
attribute values.
● For the Rating attribute, you can click in the Value column and drag left or right to
modify the setting.
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● For the Character attribute (Musical group), the Edit Character dialog opens. To define
values, click a radio button on the left or the right side and then click OK.
3. Set the attribute value.
To remove the attribute value from the selected files, right-click in the corresponding Value
column and select Remove Attribute from the context menu.
PREREQUISITE
Allow Editing in Results List is activated in the MediaBay Settings.
PROCEDURE
1. In the Results list, select the files for which you want to make settings.
You can make settings for several files simultaneously, except for the attribute name, which
must be unique for every file.
2. Click in the column for the value that you want to change and make the settings.
RELATED LINKS
MediaBay Settings on page 738
NOTE
If you edit a large number of files simultaneously, the processing of your edits may take some
time.
Editing attributes is executed in the background so that you can continue with your work as
usual. The Attribute Counter in the MediaBay toolbar displays how many files are still being
updated.
RELATED LINKS
MediaBay Toolbar on page 708
In the MediaBay, the write protection status of files is shown as an attribute in the Attribute
Inspector and in the Write Protection column in the Results list.
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IMPORTANT
You can define attribute values of write-protected files in the MediaBay. These changes are only
saved in the MediaBay database file, they are not saved to disk. This means that if you delete the
preferences, these changes are lost.
NOTE
If the Write Protection and/or the Pending Tags columns are not visible, activate the
corresponding attributes for the file type in the Attribute Inspector.
● To set or remove the write protection attribute for a file, right-click the file in the Results list
and select Set Write Protection/Remove Write Protection.
This is only possible if the file type allows write operations and if you have the necessary
operating system permission.
● When you specify attribute values for a file that is write-protected, this is reflected in the
Pending Tags column next to the Write Protection column in the Results list.
If you rescan the MediaBay content and a media file on your hard disk has changed since
the last scan, the pending tags for this file are lost.
● If a file has pending tags, and you want to write the corresponding attributes to the file, you
must remove the write protection, then right-click the file, and select Write Tags to File.
NOTE
If you use other programs than Nuendo to change the write-protection status of files, you must
rescan the files in the MediaBay to reflect these changes.
RELATED LINKS
Disabling the Preferences on page 1347
Editing Attributes on page 728
PROCEDURE
1. In the Attribute Inspector, click Defined.
2. Click Configure Defined Attributes to enter configuration mode.
3. Open the Select Media Types pop-up menu, activate the media types that you want to
display, and click anywhere in the MediaBay.
The Attribute Inspector now shows a list of all attributes available for these media types.
● If you have activated more than one media type, your settings affect all selected types.
An orange checkmark indicates that the current display settings for an attribute differ
for the selected media types.
● The display settings made for the Mixed Media Types option are applied if you select
files of different media types in the Results list or in the Attribute Inspector.
4. Activate the attributes that you want to be displayed.
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PROCEDURE
1. In the Attribute Inspector, click Defined.
2. Click Configure Defined Attributes to enter configuration mode.
3. Click +.
4. In the Add User Attribute dialog, specify the Attribute Type and the Display Name.
The display name must be unique in the attribute list. The Database Name field indicates if
a certain name is valid or not.
5. Click OK.
RESULT
The new attribute is added to the list of available attributes and is displayed in the Attribute
Inspector and the Results list.
You can set up Favorites, that is, folders or directories on your system that contain media files.
Usually, files are organized in a specific way on your computer. You might have folders reserved
for audio content, folders for special effects, folders for combinations of sounds making up the
ambience noise that you need for a certain film take, etc. These can all be set as different
Favorites in the MediaBay, allowing you to limit the files available in the Results list according
to context.
By using the search and filter options, you can narrow down the results.
You can insert the files into your project by using drag and drop, by double-clicking, or by using
the context menu options.
Once you have found the media files that you were looking for, you can load them into your
project.
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PROCEDURE
1. Do one of the following:
● In the MediaBay, open the media types selector, click MIDI Files, Audio Files, or MIDI
Loops, and select a media file.
● In the Media rack in the right zone, click the Loops & Samples tile, and click the
following tiles until you can select the media files in the Results list.
2. Do one of the following:
● Double-click a media file to create a new instrument or an audio track with the loaded
file.
● Drag the media file to a track in the event display.
RESULT
The media file is inserted on the new track or at the insert position.
RELATED LINKS
Show Media Types Selector on page 714
PROCEDURE
1. Do one of the following:
● In the MediaBay, open the media types selector, click Track Presets, and select a
preset.
● In the Media rack in the right zone, click Presets > Track Presets, and click the following
tiles until you can select the preset in the Results list.
2. Do one of the following:
● Double-click the track preset to create a new track with the loaded preset.
● Drag the track preset to a track to apply the preset to the track.
RESULT
The preset is applied to the track, and all settings of the preset are loaded.
RELATED LINKS
Show Media Types Selector on page 714
PROCEDURE
1. Do one of the following:
● In the MediaBay, open the media types selector, click Plug-in Presets, and select a
preset for an instrument plug-in.
● In the Media rack in the right zone, click the VST Instruments tile, and click the
following tiles until you can select the preset in the Results list.
2. Do one of the following:
● Double-click the instrument preset to create a new instrument track with the loaded
instrument preset.
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● Drag the instrument preset to the track list to create a new instrument track with the
loaded instrument preset.
● Drag the instrument preset to the event display to create a new instrument track with
the loaded instrument preset.
● Drag the instrument preset to an instrument track to apply the preset to the track.
RESULT
The instrument is loaded as a track instrument, and the preset is applied to the instrument track.
RELATED LINKS
Adding VST Instruments to Projects on page 704
Show Media Types Selector on page 714
PROCEDURE
1. Do one of the following:
● In the MediaBay, open the media types selector, click Plug-in Presets, and select a
preset.
● In the Media rack in the right zone, click Presets > VST FX Presets, and click the
following tiles until you can select the preset in the Results list.
2. Do one of the following:
● Drag the plug-in preset to an audio track or its Inserts section in the Inspector.
● Drag the plug-in preset to an empty area of the track list.
RESULT
If you dragged the plug-in preset to an audio track, the first free insert slots are filled with the
corresponding plug-in. If there are no more free slots available, a warning is shown.
If you dragged the plug-in preset to an empty area of the track list, a new FX channel track is
created and the first insert slots of this new track are filled.
RELATED LINKS
Show Media Types Selector on page 714
Adding VST Effects to Projects on page 704
PROCEDURE
1. Do one of the following:
● In the MediaBay, open the media types selector, click FX Chain Presets, and select a
preset.
● In the Media rack in the right zone, click Presets > FX Chain Presets, and click the
following tiles until you can select the preset in the Results list.
2. In the Project window, select an audio track.
3. Drag the preset from the MediaBay or Media rack and drop it on the open Inserts section
of the Inspector.
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RESULT
The FX Chain Preset is applied to the track, and all settings of the preset are loaded. Any inserts
that have previously been loaded are overwritten.
RELATED LINKS
Show Media Types Selector on page 714
PROCEDURE
1. Do one of the following:
● In the MediaBay, open the media types selector, click Strip Presets, and select a preset.
● In the Media rack in the right zone, click Presets > Strip Presets, and click the following
tiles until you can select the preset in the Results list.
2. In the Project window, select an audio track.
3. Drag the preset from the MediaBay or Media rack and drop it on the open Strip section of
the Inspector.
RESULT
The strip preset is applied to the track, and all settings of the preset are loaded.
RELATED LINKS
Show Media Types Selector on page 714
Saving/Loading Strip Presets on page 452
PROCEDURE
1. Do one of the following:
● In the MediaBay, open the media types selector, click Pattern Banks, and select a
preset.
● In the Media rack in the right zone, click Presets > Pattern Banks, and click the
following tiles until you can select the preset in the Results list.
2. Do one of the following:
● Double-click the pattern bank to create a new instrument track with the loaded preset.
● Drag the pattern bank and drop it on an instrument track to apply the pattern bank to
the track.
● Drag the pattern bank and drop it on the track list to create a new instrument track with
the loaded pattern bank.
RESULT
Groove Agent is loaded as a track instrument. A drum map is loaded for the instrument track,
and an instance of the Beat Designer is loaded as an insert effect.
RELATED LINKS
Show Media Types Selector on page 714
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MediaBay Aspects
MediaBay Aspects
You can create configurations of the MediaBay window and save them as aspects. These can be
recalled via the Media menu.
This is helpful if you only want to work with certain sound effect files that reside in a particular
location, for example. Every item in the MediaBay that can be configured can be part of a
MediaBay aspect. You can specify which sections are visible, which media types are browsed for,
which locations are being scanned, and so on. You can also enter a search string and save it with
the aspect.
RESULT
The MediaBay aspect is automatically saved when you close the window or the program. Once
the aspect is created, you can access it via the Media menu.
PROCEDURE
1. Select Media > MediaBay Aspects > Duplicate Aspect and select the aspect that you want
to duplicate.
2. In the Add MediaBay Aspect dialog, enter the name for the new aspect and click OK.
The new MediaBay aspect window opens.
3. Configure the MediaBay window to your liking.
RESULT
The MediaBay aspect is automatically saved when you close the window or the program. Once
the aspect is created, you can access it via the Media menu.
For example, a sound editor might have to work both at home and in a studio, on two different
computers. Therefore, the sound effects are stored on an external storage medium. To be able to
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Working with Volume Databases
connect the external device and directly browse its contents in the MediaBay without having to
scan the device, you have to create a volume database for the external device.
Volume databases can be created for your computer drives or for external storage media. They
contain the same kind of information about the media files on these drives as the regular
MediaBay database.
NOTE
When you launch Nuendo, all available volume databases are automatically mounted. Databases
that are made available while the program is running have to be mounted manually.
RELATED LINKS
Refresh Views on page 712
IMPORTANT
You must select the topmost directory level for this. You cannot create a database file for a
lower-level folder.
NOTE
If you create a volume database on a network drive, multiple users can access it. However,
this can lead to write conflicts as only one user can write to the database at a time.
RESULT
The file information for this drive is written into a new database file. Volume databases are
indicated by the symbol to the left of the drive name.
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NOTE
If the drive contains a large amount of data, this process may take some time.
Volume databases are automatically mounted when Nuendo is launched. They are shown in the
File Browser section and their data can be viewed and edited in the Results list.
RELATED LINKS
Locked Volume Databases on Network Drives on page 737
If this happens, you get a warning message when you launch the program. It shows the name of
the user or system.
● Ask the other user to restart Nuendo so that the lock is automatically released.
● If you cannot get hold of the other user, and you do not need to access the database, click
Ignore Database.
● If you cannot get hold of the other user, and you want to use the database, click Force
unlock to remove the lock.
PROCEDURE
● In the File Browser section, right-click the volume database and select Remove Volume
Database.
RESULT
The metadata is integrated in the local MediaBay database file, and the volume database file is
deleted.
NOTE
If the drive contains a large amount of data, this process may take some time.
● To mount a volume database manually, right-click the external storage medium, drive, or
partition of your computer system that you want to mount and select Mount Volume
Database.
● To unmount a volume database, right-click it and select Unmount Volume Database.
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MediaBay and Media Rack
MediaBay Settings
MediaBay Settings
● To open a pane with settings for the MediaBay, click MediaBay Settings.
NOTE
The MediaBay does not warn you if the maximum number of files has been reached.
There might be situations where a certain file cannot be found because the maximum
number of files was reached.
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Surround Sound
Nuendo provides integrated surround sound features with support for several formats. All audio-
related channels and busses can handle multi-channel speaker configurations. A channel in the
MixConsole can contain either complete surround mixes or an individual speaker channel which
is part of a surround setup.
● You can route audio-related tracks, that is, audio, instrument, and sampler tracks, to
surround channels.
● The VST MultiPanner plug-in is automatically applied to audio-related tracks with a
supported surround configuration, and to output channels with any kind of multi-channel
configuration other than stereo. The VST MultiPanner plug-in is available in the Inspector
and MixConsole and can be used to position channels in the surround field.
● You can create complete mixes with object-based audio content for Dolby Atmos® without
additional software or hardware, and create fully compliant ADM Broadcast Wave files for
playback through a Dolby Atmos Renderer.
● Nuendo supports the recording, playback, and mixing of object-based live ADM productions
in OSC format, and allows for live position tracking when working within an OSC network
environment.
● For virtual reality (VR) or augmented reality (AR) productions, you can create mixes in first-
order, second-order, and third-order Ambisonics format. Nuendo allows you to monitor
Ambisonics mixes on headphones or loudspeaker systems, and supports VR controllers and
head-mounted displays when working with 360° video.
● Third-party panner plug-ins are supported.
● The IOSONO Anymix Pro plug-in can be used as an alternative to the default surround
panner, the VST MultiPanner. For detailed information about Anymix Pro, see the separate
document Plug-in Reference.
● The MixConvert V6 plug-in is used to convert a surround channel into a different format if
the corresponding input/output configuration is not handled by VST MultiPanner. Nuendo
places MixConvert V6 automatically where needed.
● Plug-ins with multi-channel support specifically designed for surround sound mixing tasks
are supported, for example, the Mix6to2 plug-in. Furthermore, any VST 3 plug-in features
multi-channel support and can therefore be used in a surround configuration, even if it was
not specifically designed for surround. For detailed information about all included plug-ins,
see the separate document Plug-in Reference.
● You can export surround mixes in different formats using the Export Audio Mixdown
function.
RELATED LINKS
Preparations for Creating Surround Mixes on page 743
VST MultiPanner on page 746
Object Audio in Nuendo on page 768
Authoring and Mixing for Dolby Atmos on page 769
Authoring and Mixing Object-Based Productions Using Open Sound Control (OSC) on page 787
Ambisonics Mixes on page 791
Switching the Channel Panner on page 763
MixConvert V6 on page 763
Insert Effects in Multi-Channel Configurations on page 509
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Deliverables
Deliverables
A surround mix in Nuendo can be sent as multi-channel audio from the surround output bus to a
recorder, or can be exported to audio files on your hard disk.
Exported surround mixes can either be split to one mono file per speaker channel, or interleaved
to a single file containing all the surround channels.
RELATED LINKS
Export Audio Mixdown on page 1161
LRC
This format uses the channels left, right, and center.
Quadro
This is the original quadraphonic format for music, with one speaker in each corner.
This format was intended for vinyl record players.
5.1
This format, also referred to as Dolby Digital, AC-3, DTS, and MPEG-2 Multichannel,
uses the front channels left, center, and right, the surround channels left and right, and
an additional LFE (Low Frequency Effects) channel.
The center channel is mainly used for speech, the front and surround channels left and
right for music and sound effects, and the LFE channel for boosting low-frequency
content.
7.1
This format, also referred to as 7.1 Music (Dolby), uses the front channels left, center,
and right, the side channels left and right, the surround channels left and right, and an
LFE channel.
7.0.2
This is the same format as 7.1.2 but without an LFE channel.
7.1.2
This format, also referred to as 9.1, is used for channel-based beds in 3D Dolby Atmos®
mixes. In addition to the front channels left, center, and right, the side channels left
and right, the surround channels left and right, and an LFE channel, the 7.1.2 Dolby
Atmos speaker setup provides top channels left and right.
7.1.4
This format is used for 3D mixes. In addition to the front channels left, center, and
right, the side channels left and right, the surround channels left and right, and an LFE
channel, this speaker setup provides top front channels left and right and top back
channels left and right.
7.1.6
This format is used for 3D mixes. In addition to the front channels left, center, and
right, the side channels left and right, the surround channels left and right, and an LFE
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Available Surround Channel Configurations
channel, this speaker setup provides top front channels left and right, top side
channels left and right, and top back channels left and right.
5.0
This format uses the front channels left, center, and right, and the surround channels
left and right.
7.1 Proximity
This format uses the front channels left, center, and right, the surround channels left
and right, an LFE channel, and additional Proximity channels left and right.
NOTE
For detailed information about the Proximity format, see the chapter “Anymix Pro” in
the separate document Plug-in Reference.
6.0 Cine
This format uses the front channels left, center, and right, and the surround channels
left, center, and right.
6.0 Music
This format uses the front channels left and right, the surround channels left and right,
and the side channels left and right.
6.1 Cine
This is the same format as 6.0 Cine but with an LFE channel added. This channel
configuration is used in the Dolby Digital EX and DTS-ES formats.
6.1 Music
This is the same format as 6.0 Music but including an LFE channel.
5.0.4
This format is used for 3D mixes. In addition to the front channels left, center, and
right, and the surround channels left and right, this speaker setup provides top front
channels left and right and top back channels left and right.
5.1.4
This format is used for 3D mixes. In addition to the front channels left, center, and
right, the surround channels left and right, and an LFE channel, this speaker setup
provides top front channels left and right and top back channels left and right.
9.1.4
This is the same format as 7.1.4 but with additional left and right center channels.
9.1.6
This is the same format as 7.1.6 but with additional left and right center channels.
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Available Surround Channel Configurations
22.2
This format allows for creating 3D mixes for ultra-high-definition television formats. It
uses 22 channels arranged in 3 layers (9 upper layer channels, 10 middle layer
channels, 3 lower layer channels) plus 2 LFE channels.
LRCS
This format uses the channels left, right, center, and surround. The surround channel is
center-rear positioned. This is the original surround format that first appeared as Dolby
Stereo in cinema and later as the home cinema format Dolby ProLogic.
LRCS+LFE
This is the same format as LRCS but with an additional LFE channel.
Quadro+LFE
This is the same format as Quadro but with an additional LFE channel.
LRS
This format uses the channels left, right, and surround. The surround channel is
positioned at center-rear.
LRC+LFE
This is the same format as LRC but with an additional LFE channel.
LRS+LFE
This is the same format as LRS but with an additional LFE channel.
8.0 Cine
This is the same format as 7.0 Cine but including a center surround channel.
8.0 Music
This is the same format as 7.0 Music but including a center surround channel.
8.1 Cine
This is the same format as 8.0 Cine but including an LFE channel.
8.1 Music
This is the same format as 8.0 Music but including an LFE channel.
9.0 Cine
This is the same format as 7.0 Cine but with additional left and right side channels.
9.1 Cine
This is the same format as 7.1 Cine but with additional left and right side channels.
10.0 Cine
This is the same format as 9.0 Cine but with an additional center surround channel.
10.1 Cine
This is the same format as 9.1 Cine but with an additional center surround channel.
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Preparations for Creating Surround Mixes
10.2 Experimental
This is an experimental format with 10 surrounding speakers and 2 LFE channels (2
combined 5.1 setups, 1 at the top and 1 at the bottom of the room).
IMPORTANT
In Nuendo, the order of surround channels and side channels follows the specification of
Microsoft Inc. To meet the Dolby specification for side surround channels and surround rear
channels, swap the device ports of surround channels and side channels.
RELATED LINKS
Authoring and Mixing for Dolby Atmos on page 769
Ambisonics Mixes on page 791
RELATED LINKS
Adding Input and Output Busses on page 35
Child Busses
Child busses allow you to route tracks to particular channels within a surround bus. Creating
stereo busses within your surround bus allows you to route stereo tracks directly to a pair of
stereo speakers. You can also add child busses in other surround formats with fewer channels
than the parent bus.
● Once you have created a surround bus, you can add one or several child busses to it by right-
clicking the bus and selecting Add Child Bus.
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Preparations for Creating Surround Mixes
RELATED LINKS
Adding Child Busses on page 35
Surround Routing
The processing format of VST MultiPanner depends on the channel routing. You can use the
Routing and the Direct Routing racks in the MixConsole to route audio-related tracks to output
busses or group channels with a surround configuration.
For example, if a mono source channel is routed to a 5.1 bus, the panner works in 5.1 mode. For
channel-based 3D mixing, the source channel must be routed to an output bus that provides top
channel speakers.
RELATED LINKS
VST MultiPanner on page 746
Routing on page 437
Setting up Direct Routing on page 454
Setup for Dolby Atmos Mixes on page 770
Object Busses on page 777
Channel Routing for Ambisonics Mixes on page 792
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Nuendo 11.0.0
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Preparations for Creating Surround Mixes
● To route a channel to an individual surround channel, select the corresponding output bus of
that speaker channel in the Routing rack.
NOTE
If a stereo audio channel is routed directly to a speaker channel, the left and the right channels
are mixed to mono. The pan control for the audio channel determines the balance between the
left and the right channel in the resulting mono mix. Center pan produces a mix of equal
proportion.
RELATED LINKS
Child Busses on page 743
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Surround Sound
VST MultiPanner
However, you must add a surround input bus in the following cases:
● You have existing audio material in a specific surround format, and you want to transfer this
material to Nuendo as a single, multi-channel file.
● You want to make a live recording with a surround setup.
● You have prepared surround premixes, for example, stems, that you want to record on a
new audio track with a surround configuration.
RELATED LINKS
Audio File Import on page 311
Adding Input and Output Busses on page 35
VST MultiPanner
The VST MultiPanner plug-in allows you to position a sound source in the surround field or to
modify existing premixes. The plug-in distributes the incoming audio in various proportions to
the output surround channels.
In the pan area, the sound sources are shown as blue panning handles. In stereo or multi-
channel configurations, the left and right front channels are shown as a yellow and a red handle.
You can position the sound sources within the room by dragging the panning handles.
To perform rotating movements that you cannot achieve by dragging, you can use the rotation
and orbit controls below the pan area. To adjust the size of the sound source, use the controls for
distributing the signal to the different speaker channels and for advanced scaling.
For 3D channel configurations, object-based audio, and Ambisonics audio, VST MultiPanner
offers additional settings and an additional 3D pan area.
NOTE
Whether you can use VST MultiPanner for a specific input/output configuration depends on
whether this configuration can be mapped by the panner.
RELATED LINKS
VST MultiPanner Plug-in Panel on page 747
Position of the Sound Source on page 754
VST MultiPanner Plug-in Panel for 3D Channel Configurations on page 750
VST MultiPanner Plug-in Panel in Object Mode on page 786
VST MultiPanner Plug-in Panel in Ambisonics Mode on page 793
MixConvert V6 on page 763
Constant power laws ensure that the overall volume as perceived by the listener is always the
same, regardless of the signal panning. This allows you to move the sound source in the pan
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VST MultiPanner
area, disable specific speaker channels, or use the divergence controls without experiencing any
volume changes.
RELATED LINKS
VST MultiPanner Plug-in Panel on page 747
● To open the VST MultiPanner plug-in panel in a separate window, double-click a miniature
view of VST MultiPanner in the Inspector or the MixConsole.
Bed Mode
Sets the panner to bed mode. This mode allows you to create the channel-based bed
mix.
Object Mode
Sets the panner to object mode. This mode allows you to create mixes for object-based
content, for example, in Dolby Atmos format.
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VST MultiPanner
NOTE
Allow you to restrict the movement to one axis when moving the sound source with the
mouse.
NOTE
● The movement restrictions only affect the graphic presentation in the two pan
areas. This means, activating Vertical Movements Only allows movements only
on the y-axis in the Top View area, and movements only on the z-axis in the Rear
View area.
● The movement restriction buttons do not affect the controls in the positioning
section below the pan area.
Reset Parameters
Alt/Opt -click this button to reset all panner parameters to their default values.
Top View
Shows the room from the top and allows you to position the sound source by dragging
the panning handles.
To zoom out of the pan area, activate Overview Mode.
NOTE
Left-Right Pan
Sets the position of the signal on the x-axis.
Rear-Front Pan
Sets the position of the signal on the y-axis.
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VST MultiPanner
Orbit Center
Rotates the sound source including all input channels and the positioning handle
signal around the center of the room.
Click Counter Shot to rotate the sound source by exactly 180 degrees.
Radius
Sets the distance of the sound source from the center of the room when using Orbit
Center.
Center Distribution
Distributes part or all of the center signal to the left and right front speakers.
NOTE
Front Divergence
Determines the attenuation curve that is used when positioning the sound source on
the front x-axis.
Front/Rear Divergence
Determines the attenuation curve that is used when positioning the sound source on
the y-axis.
Rear Divergence
Determines the attenuation curve that is used when positioning the sound source on
the rear x-axis.
Signal Width
Sets the expansion of the sound source on the x-axis. This parameter is only available
for channels with stereo or multi-channel output configurations.
Signal Depth
Sets the expansion of the sound source on the y-axis. This parameter is only available
for channels with multi-channel output configurations.
LFE Level
Sets the signal amount that is sent to the LFE (Low Frequency Effects) channel.
● If the selected input already contains an LFE channel (x.1 configuration), it is
routed through VST MultiPanner, and LFE Level is used to control the volume of
this channel.
● If the selected input does not contain an LFE channel (x.0 configuration), all input
channels are distributed evenly to the output LFE channel. In this case, it might be
useful to raise the volume of this downmix using LFE Level.
NOTE
RELATED LINKS
Movement Restriction Modes on page 755
Overview Mode on page 757
Soloed, Muted, and Disabled Speaker Channels on page 761
Pan Controls on page 757
Rotate and Tilt Controls on page 758
Orbit Controls on page 758
Center Distribution Control on page 759
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VST MultiPanner
NOTE
The processing mode of the panner is determined by the routing of the audio channels. If an
audio channel is routed to a 7.1.2 output bus or group channel, the panner operates in 7.1.2 bed
mode. If the channel is routed to an output bus or group channel in 2D channel configuration,
the 3D panning functions are disabled.
● To open the VST MultiPanner plug-in panel in a separate window, double-click a miniature
view of VST MultiPanner in the Inspector or the MixConsole.
● To show/hide the additional settings and the 3D pan area, click Show/Hide Extended
Display / .
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VST MultiPanner
Top View
Shows the room from the top. The position on the z-axis is represented by the size of
the panning handles: the bigger the panning handle, the higher the sound source is
positioned in the room. To adjust the position on the z-axis, middle-click and drag.
Rear View
Shows the room from the rear and allows you to position the sound source on the x-
axis and z-axis by dragging the panning handles. The position on the y-axis is
represented by the size of the panning handles: the bigger the panning handle, the
nearer the sound source is positioned to the rear of the room. To adjust the position on
the y-axis, middle-click and drag.
Bottom-Top Pan
Sets the position of the signal on the z-axis. If you move this control all the way to the
right, the sound comes from the top speakers only.
Elevation On/Off
Activates/Deactivates the height parameter.
NOTE
Height Divergence
Determines the attenuation curve that is used when positioning sound sources on the
z-axis.
RELATED LINKS
VST MultiPanner Plug-in Panel on page 747
Authoring and Mixing for Dolby Atmos on page 769
Elevation Patterns for 3D Mixing on page 760
Pan Laws for 3D Mixing on page 761
Divergence Controls on page 759
Miniature Views
In the MixConsole, in the Channel Settings window, and in the Inspector, miniature views of
VST MultiPanner allow basic panning operations.
While you must open the plug-in panel to access all of the panner features, you can perform
basic panning operations also in the following areas:
● In the MixConsole and in the Channel Settings window, a miniature view of the panner is
displayed at the top of the fader section.
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VST MultiPanner
● In the Inspector, a miniature view of the panner is displayed in the Surround Pan section.
● To move the signal source in the surround field, click and drag.
● To adjust the position of the panning handles on the z-axis, middle-click and drag.
● In the Inspector miniature view, you can also solo, mute, and disable channels.
NOTE
In all miniature panner views, you can hold Shift while moving the sound source to allow for
more accurate positioning.
RELATED LINKS
Soloed, Muted, and Disabled Speaker Channels on page 761
Movement Restriction Modes on page 755
● To show the VST MultiPanner, the Standard Panner, or the MixConvert V6 plug-in panel of
the selected channel or bus in one single instance of the panner window, activate Pinned
window follows VST channel selection at the top of the panner plug-in panel.
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VST MultiPanner
If Pinned window follows VST channel selection is activated, the following applies:
● If you select a channel for which no panner view is available, the pinned window continues to
show the last available panner view. In this case the panner view is not consistent with the
selected channel.
● You can still open additional panner windows by double-clicking the corresponding
miniature panner view in the MixConsole, in the Channel Settings window, or in the
Inspector.
NOTE
You can only open one panner instance for each channel.
RELATED LINKS
Miniature Views on page 751
NOTE
If you use VST MultiPanner as an insert effect, the Bypass Effect button works in the
same way it does for audio plug-ins.
Mute/Solo
Mute and Solo at the top of the plug-in panel are identical to the corresponding
channel controls.
IMPORTANT
These buttons are not available if VST MultiPanner is used as an insert effect.
Read/Write
Read and Write at the top of the VST MultiPanner window allow you to apply and
record automation data. If the panner is used on an output channel, these buttons are
identical to the corresponding channel controls. If used as an insert effect, automation
data for this insert is written separately.
RELATED LINKS
Bypassing Insert Effects on page 508
Using Solo and Mute on page 432
Automation Parameters in the VST MultiPanner on page 754
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VST MultiPanner
Recording automation for the orbit controls and the independent positioning mode, however, is
handled differently. Automation data for these parameters is written as a combination of the
front-rear panning, left-right panning, and the Rotate Signal parameters. For the independent
positioning mode, scaling is added. Therefore, modifying existing automation data is quite
troublesome, since it involves changing many different parameters. If an automation pass does
not meet your expectations, we recommend to start from scratch.
RELATED LINKS
Orbit Controls on page 758
Movement Restriction Modes on page 755
Writing Automation Data on page 805
In the pan area, the virtual position of the sound source is shown as a circle. The left and right
front channels are shown in yellow and red. All other input channels are shown in blue.
You can position the sound source anywhere inside the room and even move it out of the pan
area. This can be useful for extreme panning positions, such as panning all channels hard right.
To show the position outside the pan area, activate Overview Mode.
NOTE
If you work with mono channels, the sound source corresponds to the mono channel.
RELATED LINKS
Positioning a Sound Source in the Pan Area on page 755
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VST MultiPanner
PROCEDURE
● To position the sound source, do one of the following:
● Click at the exact position where you want the sound source to be placed.
● Click and drag the positioning handle to the exact position where you want the sound
source to be placed.
RELATED LINKS
Position of the Sound Source on page 754
Movement Restriction Modes on page 755
Mouse movements are scaled to allow very fine movements. This is useful when
panning in one of the miniature displays, for example.
Modifier key: Shift
Mouse movements are restricted to diagonal from bottom left to top right.
Modifier key: Alt/Opt
Mouse movements are restricted to diagonal from bottom right to top left.
Modifier key: Alt/Opt - Shift
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VST MultiPanner
In this mode, the mouse pointer jumps immediately to the positioning handle, even if it
is located outside the pan area.
Modifier key: Ctrl/Cmd - Alt/Opt - Shift
NOTE
IMPORTANT
NOTE
The movement restriction buttons do not affect the controls in the positioning section at the
bottom of the window.
RELATED LINKS
Restricting Movements When Dragging the Sound Source on page 756
PROCEDURE
● To restrict the movement within the pan area, do one of the following:
● Press the corresponding modifier key. The corresponding movement restriction button
is highlighted, indicating that this mode is active.
As soon as you release the modifier key, you return to Standard Positioning Mode.
● Click the corresponding button to activate a positioning mode permanently.
To deactivate the selected positioning mode, click Standard Positioning Mode or
another movement restriction button.
RELATED LINKS
Movement Restriction Modes on page 755
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VST MultiPanner
Overview Mode
Overview Mode visualizes panning movements outside the pan area. However, the actual
panning is done in the standard view.
If you have moved the sound source to outside of the pan area, Overview Mode allows you to
see where the positioning handle and the panning handles are located. A thin line connects
these theoretical positions with their acoustically effective positions.
● To activate/deactivate overview mode, click Overview Mode below the pan area.
1 Acoustically effective positions of the left and right channel within the pan area
2 Theoretical positions of the left and right panning handle outside the pan area
3 Positioning handle outside the pan area
Pan Controls
Left-Right Pan and Rear-Front Pan allow you to pan the sound source on the x-axis and on the
y-axis. For 3D channel configurations, Bottom-Top Pan allows you to pan the sound source on
the z-axis.
NOTE
The panning controls are not affected by the movement restriction buttons.
RELATED LINKS
Movement Restriction Modes on page 755
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VST MultiPanner
Rotating and tilting the sound source is useful if you work with premixed surround stems. You
can rotate the surround sound source within the surround field of the output bus, and use this
for a scene where the camera turns around, for example.
Orbit Controls
The orbit controls allow you to rotate the sound source, including all input channels, around the
center of the surround field.
1 Orbit Center
This is the main control that allows you to perform the rotation. You can use this for a scene
where a person moves around and can still be heard when behind the audience.
2 Counter Shot
This button allows you to rotate the sound source by exactly 180°, so that all positions in the
surround image change sides.
You can use this for a close-up scene with people sitting face to face, and a lot of reverse
shots. With Counter Shot you can flip the surround field each time that the camera switches
from perspective A to perspective B and back.
NOTE
● Counter Shot is useful if you work with premixes, for example, the ambience stem, so
that you only have to click the button once for each cut.
● If you pan a scene with reverse shots with less than 180°, so that you cannot use the
Counter Shot button, make the adjustments for the first perspective of the reverse shot
manually, write this as automation and use the Punch Log function to save this setup.
Repeat this for the second perspective, and afterwards use the Punch Log entries to
switch between the 2 perspectives with just one click.
3 Radius
If you use Orbit Center, Radius allows you to control the distance of the sound source from
the center of the surround field without changing the angle.
IMPORTANT
In terms of automation, Orbit Center, Counter Shot, and Radius are not independent
parameters as such. Instead, a combination of different automation parameters is used.
RELATED LINKS
Punch Log on page 828
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VST MultiPanner
If you pan the center signal directly to the center speaker and set Center Distribution to 0 %,
you may get a signal that is too discrete. In this case you can add part of the signal to the left and
right front speakers to widen it. By raising the Center Distribution value you can distribute the
signal to the 3 speakers. At 100 %, the center source is provided entirely by the phantom image
created by the left and right speakers.
A line at the top of the surround field indicates the distance up to which a phantom signal is
added:
If you position the source signal inside this range, the signal is sent to all 3 channels.
Divergence Controls
Front Divergence, Front/Rear Divergence, and Rear Divergence determine the attenuation
curves used when positioning sound sources for x-axis front, y-axis front/rear, and x-axis rear.
For 3D channel configurations, Height Divergence allows you to determine the attenuation
curve when positioning on the z-axis.
If all divergence controls are set to 0 %, positioning a sound source on a speaker sets all other
speakers to level zero. With higher values, the other speakers receive a percentage of the sound
source.
Horizontal and vertical lines show the effect of changing the divergence settings:
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VST MultiPanner
● At 0 %, a moving sound source is concentrated in one spot. You can use this to create the
impression that something is taking place right in front of the spectator.
● At 100 %, a moving sound source is very diffuse and hard to locate. You can use this to create
the impression that something is taking place far away from the spectator.
NOTE
● Center Distribution and Front Divergence are combined. If the front divergence is set to
100 %, the center distribution has no effect.
● The setting of the Height Divergence is not shown in the pan areas.
Scale Controls
The scale controls allow you to control the horizontal (Width) and vertical (Depth) expansion of
the sound source.
The scale controls influence the perception of spatiality and ambience, as well as the traceability
of signals.
● 100 % corresponds to the complete width, depth, or height of the surround field.
● If you reduce all values to 0 %, the distance is reduced to zero and all source channels are
centered in one spot.
NOTE
Depth is only available for configurations with front and rear channels.
NOTE
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NOTE
This might not have the expected effect in a small room speaker setup with close
distance between side and top speakers.
Ridge
This pattern is similar to Wedge but more suitable for 7.1.2 bed-only mixes without an
additional object mix.
● The pan laws can cause a difference between the graphical position of a panning handle and
the audible position of the sound source. If the graphical position of the sound source differs
from the audible position, in the Top View pan area, the audible position is shown as a gray
circle and the distance between both positions as a gray line.
● If you move the Bottom-Top Pan control all the way to the right, the sound comes from the
top speakers only.
Enabled speaker
Disabled speaker
This channel is disabled. Its signal is distributed to the other channels instead.
Soloed speaker
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Muted speaker
NOTE
If the signal of a disabled channel is distributed to other channels, the power level stays
constant.
● To solo a channel, click the corresponding speaker button. That way, you only hear the signal
sent to this channel while all other channels are muted. This can be useful for testing
purposes, for example, to make sure that a signal is sent to a specific channel as intended.
NOTE
You can solo several channels at the same time by clicking on the corresponding speaker
buttons one after the other. If you Ctrl/Cmd -click a speaker button, this channel is soloed
exclusively and all other channels are muted.
IMPORTANT
RELATED LINKS
Constant Power Panning on page 746
Yamaha Nuage
To control 3D sound mixing functions of VST MultiPanner remotely on a Nuage system, you
must install “Tools for Nuage V1.8” or later.
Avid
The parameters of VST MultiPanner are mapped on the following devices:
● System 5-MC
● S6
● Artist Series
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PREREQUISITE
You have connected a joystick to your computer and restarted Nuendo.
PROCEDURE
● To position the sound source in the room, pull the joystick trigger and move the joystick.
RELATED LINKS
Joysticks on page 878
PROCEDURE
● In the MixConsole, in the Channel Settings window, or in the Inspector, right-click the
miniature view of the panner plug-in VST MultiPanner, and from the context menu select a
panner plug-in.
RELATED LINKS
Miniature Views on page 751
MixConvert V6
MixConvert V6 is a plug-in that converts one multi-channel audio source into another multi-
channel destination. It is most frequently used to downmix a multi-channel surround mix into a
format with fewer channels, for example, a 5.1 surround mix into a stereo mix.
MixConvert V6 can be used as an insert effect in the MixConsole like other plug-ins, but it also
has special functions.
Nuendo automatically inserts MixConvert V6 instead of VST MultiPanner if the channel, for
example, an audio track or a group channel, is routed to a destination with fewer audio channels.
MixConvert V6 is also inserted in place of any cue send panner if the destination has a different
channel configuration than the source.
NOTE
There is one exception to this behavior. If a stereo channel is routed to a mono destination
through the channel routing or a cue send routing, a normal stereo panner is inserted. However,
this stereo panner controls the balance of the left and right channels as they are blended into the
mono destination. The center position blends both channels together by equal amounts. With
the pan set all the way to the left, only the left channel can be heard, and vice versa.
The following table gives you an overview of which plug-in is used in a specific configuration:
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Mono Tracks
Mono ● n.a.
3D ● VST MultiPanner
● MixConvert V6
Stereo Tracks
3D ● VST MultiPanner
● MixConvert V6
Surround Tracks
Mono ● MixConvert V6
Stereo ● MixConvert V6
3D ● VST MultiPanner
● MixConvert V6
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3D Tracks
Mono ● MixConvert V6
Stereo ● MixConvert V6
Surround ● MixConvert V6
3D ● VST MultiPanner
● MixConvert V6
You can select the surround pan option in the context menu of the panner miniature views in the
MixConsole, in the Channel Settings window, and in the Inspector.
RELATED LINKS
MixConvert V6 Plug-in Panel on page 765
VST MultiPanner on page 746
Input and Output Channel Configurations on page 767
Miniature Views on page 751
● To show/hide the Input or Output sections, click the corresponding arrow button.
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The plug-in panel is divided into three sections: the Input section, the Output section, and the
center section. The Input and Output sections are hidden by default.
Input section
Shows all input channels and allows you to solo or mute channels.
Output section
Shows all output channels and allows you to solo or mute channels.
The center section contains the main plug-in parameters as well as buttons for soloing several
speaker channels in one go.
Center Level
Sets the level of the front center channel.
Surround Level
Sets the level of the surround channels. The level of the surround channels cannot be
adjusted individually.
Side Level
Sets the level of the side channels. The level of the side channels cannot be adjusted
individually.
Top Level
Sets the level of the top channels. The level of the top channels cannot be adjusted
individually.
Reset Parameters
Alt/Opt -click this button to reset all panner parameters to their default values.
RELATED LINKS
Input and Output Channel Configurations on page 767
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NOTE
Soloing Channels
You can click the speaker icons in the input and output channel displays or the solo channel
buttons in the center section to solo or mute channels.
Soloing an input channel allows you to hear the influence of the soloed channel on the downmix.
Soloing an output channel allows you to hear only the soloed channel in the downmix.
NOTE
Alternatively, click the Solo Input/Output LFE Channel button in the center section.
RELATED LINKS
MixConvert V6 Plug-in Panel on page 765
MixConvert V6 allows you to solo or mute the top and side channels, and to adjust the top and
side channel level.
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● If a 9.1 mix is converted to a 7.1 mix, the top channel signals are attenuated by 1.5 dB and
added to the side channel signals.
RELATED LINKS
Authoring and Mixing for Dolby Atmos on page 769
You have the following export options when working with a surround configuration:
● Split channels, resulting in one mono audio file for each surround channel.
● Export to interleaved format, resulting in a single multi-channel audio file, for example, a 5.1
file containing all 6 surround channels.
RELATED LINKS
Export Audio Mixdown on page 1161
Wave Files on page 1177
Object audio generally consist of two parts: a pure audio stream that is directly sent to a
renderer, and separate metadata providing the renderer with information on how to play back
the audio on a dedicated playback system. This can be a movie theater, a home entertainment or
gaming setup, or the public address system for a live show.
● Dolby Atmos®
● Open Sound Control (OSC)
For both contexts, you can set up complex object-based projects and play them back using an
appropriate renderer, or export the complete object structure to an ADM Broadcast Wave file, for
example, to use it as a master file.
Objects contain static and dynamic metadata for playback. Static metadata spans settings for
acoustical trimming and downmixing for playback on dedicated speaker setups, settings for
binaural playback, or the assignment to object groups. The panning information for the audio
stream is provided as dynamic metadata. When exported to an ADM file, audio stream and
metadata are also stored separately within this file.
Objects receive object IDs, either automatically or manually. These IDs determine the renderer
input port to which the audio stream is sent.
When working with object audio in Nuendo, you must consider some aspects compared to
channel-based audio:
● In Nuendo, objects can be understood as logical instances in the object structure. Therefore,
any audio, group, or VST track can become an object by selecting it as source track for an
object in the object structure. You do this in the ADM Authoring for Dolby Atmos window.
As source track, you can select any track that uses the VST MultiPanner plug-in as channel
panner. This switches the corresponding VST MultiPanner to Object Mode.
● Panning data for objects is sent or stored separately as dynamic metadata and only used
when played back through a renderer. Therefore, objects are not summed up and played
back through the Main Mix channel. For Dolby Atmos content, you can use the Renderer for
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Dolby Atmos plug-in as internal renderer, which allows you to monitor an object-based mix
within Nuendo.
● The object audio stream is automatically routed through send slot 8 to the object bus. For
channels that are in object mode, do not use send slot 8 for other purposes.
● Objects are generally meant to be mono, but in Nuendo, you can also create multi-objects. If
you export multi-objects to an ADM file or play it back through an external renderer, they are
split to a corresponding number of mono objects, containing their own panning metadata.
RELATED LINKS
Authoring and Mixing for Dolby Atmos on page 769
Authoring and Mixing Object-Based Productions Using Open Sound Control (OSC) on page 787
Renderer for Dolby Atmos Plug-in Panel on page 774
Object Mapping for External Renderers on page 776
Object Busses on page 777
Object Mixes with VST MultiPanner on page 786
VST MultiPanner Plug-in Panel in Object Mode on page 786
Nuendo supports the creation, import, and export of Audio Definition Model (ADM) files with
Dolby Atmos content. You can either set up Dolby Atmos projects from scratch, or import ADM
BWF files, for example, complete Dolby Atmos premixes with objects and beds, into existing
projects, preserving the ADM file structure and pan automation. Objects are generally meant to
be mono, but in Nuendo, you can also create stereo or multi-channel objects.
ADM authoring for Dolby Atmos in Nuendo involves the following features and functions:
● The ADM Authoring for Dolby Atmos window allows you to set up and edit the object
structure by adding and configuring objects and beds.
● The Renderer for Dolby Atmos plug-in is an internal renderer that allows you to monitor
Dolby Atmos projects with up to 128 objects without using an external renderer.
● The External Dolby Atmos Renderer Setup dialog allows you to establish a connection to
an external Dolby Atmos Renderer. In this dialog, you can define your audio objects by
mapping audio outputs to object IDs. Mapped audio outputs that are connected to output
busses in the Audio Connections window serve as your object busses.
● The VST MultiPanner plug-in provides 3D panning for channel-based bed mixes in Bed
Mode and for object-based mixes with up to 118 objects in Object Mode.
RELATED LINKS
Object Audio in Nuendo on page 768
Setup for Dolby Atmos Mixes on page 770
ADM Files on page 1303
Renderer for Dolby Atmos Plug-in Panel on page 774
External Dolby Atmos Renderer Setup Dialog on page 779
Requirements for Beds on page 771
Object Mixes with VST MultiPanner on page 786
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Generally, we recommend that you start a new Dolby Atmos project by creating a group track as
bed. Start with routing all tracks that you want to use as source tracks for beds or objects to this
bed group. This signal routing is later automatically modified when you define beds and objects
in the ADM Authoring for Dolby Atmos window.
All audio objects in your object structure – beds as well as objects – need a source track that
sends an audio signal to it. Any audio track, group track, or instrument track in your project can
act as a source track for audio objects. If a track is selected as source track, its VST MultiPanner
channel panner is switched to object mode and its audio signal is automatically re-routed from
the bed to the renderer.
As renderer, you can either use the internal Renderer for Dolby Atmos plug-in or connect your
system to the external Dolby Atmos Renderer.
Internal Renderer
If you use the internal Renderer for Dolby Atmos plug-in, selecting source tracks for beds and
objects in the ADM Authoring for Dolby Atmos window automatically routes the audio through
the renderer plug-in via side-chaining.
When using the Renderer for Dolby Atmos plug-in, the following applies:
● The plug-in should generally be inserted in the Main Mix output channel. It supports the
following output channel configurations: 2.0, 5.1, 5.1.4, 7.1, and 7.1.4.
NOTE
We recommend that you activate solo defeat in the Main Mix channel. This avoids
unintentional muting of the main mix when soloing channels in your project.
If you have activated the Control Room, you can alternatively use Renderer for Dolby
Atmos as insert plug-in in the Main section. In this case, however, you cannot use the
Renderer for Dolby Atmos for exporting a channel-based downmix of your Dolby Atmos
mix via the Export Audio Mixdown dialog.
● The usage of the Renderer for Dolby Atmos plug-in requires a multi-channel output bus in
your project. If you use a stereo main mix, you must add at least one additional multi-
channel output bus to make VST MultiPanner available as channel panner.
● You can use only one instance of the plug-in in your project.
● Your audio system must be set to an ASIO buffer size of 512 samples and to a sample rate of
48 kHz.
● The plug-in does not support binaural rendering.
NOTE
If you want to monitor a Dolby Atmos mix using the binaural playback settings for objects
and beds, you can send the audio signal of the output channel on which the Renderer for
Dolby Atmos plug-in is inserted to a Main Mix output channel in Ambisonics channel
configuration.
● The plug-in supports the following bed channel configurations: 2.0, 3.0, 5.0, 5.1, 7.0, 7.1,
7.0.2, and 7.1.2.
● When defining beds and objects in the ADM Authoring for Dolby Atmos window, object IDs
are assigned automatically.
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External Renderer
If you use an external Dolby Atmos Renderer, such as the Dolby Atmos Production Suite, Dolby
Atmos Mastering Suite, or Cinema RMU (Dolby Rendering and Mastering Unit), you must first
create object busses. In Nuendo, an object bus is an output bus that is connected to a device
port, which in turn is mapped to an object ID. The mapping is done in the External Dolby Atmos
Renderer Setup dialog. We recommend that you use the Auto-Connect Object Busses option in
the ADM Authoring for Dolby Atmos window when adding objects, which creates object busses
automatically.
RELATED LINKS
ADM Authoring for Dolby Atmos Window on page 781
Renderer for Dolby Atmos Plug-in Panel on page 774
Setting the Default Output Bus (Main Mix) on page 35
Using Solo and Mute on page 432
Ambisonics Mixes on page 791
Monitoring Ambisonics Audio Binaurally via the Phones Channel on page 798
Connecting the Dolby Atmos Renderer on page 779
Requirements for Beds on page 771
Object Busses on page 777
VST MultiPanner Plug-in Panel in Object Mode on page 786
Beds for Dolby Atmos projects are in fact channel-based sub-mixes, comparable to stems. When
mixing for a Dolby Atmos audio bed using the internal Renderer for Dolby Atmos plug-in, the
following applies:
● We recommend that you use group tracks for beds. You can then route mono, stereo, or
surround channels to a bed group.
NOTE
● If a track is routed to a bed in 3D format, its VST MultiPanner channel panner offers
additional settings and parameters for 3D mixing.
● If you route a 7.1.2 channel to a bus or group channel in 7.1.2 or another 3D channel
configuration, MixConvert V6 is used for panning.
● The following bed channel configurations are supported by the internal Renderer for Dolby
Atmos plug-in and the external Dolby Atmos Renderer: 2.0, 3.0, 5.0, 5.1, 7.0, 7.1, 7.0.2, and
7.1.2.
● Plug-ins that are used in a 3D bus or group channel must support a corresponding number
of channels.
If you use an external renderer, you must also consider the following:
● You must route the source channel of the bed to a group channel or output bus with a
channel width that is supported by the used renderer.
● When setting up the routing of your Dolby Atmos project manually, we recommend that you
route the first 10 device ports of your audio interface to the bed bus to ensure the correct
routing for the Dolby Atmos mix. You can select the device ports in the Audio Connections
window.
IMPORTANT
In Nuendo, the order of surround channels and side channels differs from the Dolby
specification for side surround channels (Lss, Rss) and surround rear channels (Lsr, Rsr). To
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meet the specification for the external Dolby Atmos Renderer, swap the device ports of
surround channels and side channels.
RELATED LINKS
VST MultiPanner Plug-in Panel for 3D Channel Configurations on page 750
MixConvert 3D Downmix Rules on page 767
Available Surround Channel Configurations on page 740
Setting up a Dolby Atmos Project Using the Renderer for Dolby Atmos Plug-in
This example shows the recommended way to set up a Dolby Atmos project that contains a
channel-based 7.1.2 bed for music and effects and 4 mono objects for dialogue, and uses the
Renderer for Dolby Atmos plug-in as internal renderer.
PREREQUISITE
● You have created a new project.
● Your audio system is set to an ASIO buffer size of 512 samples and to a sample rate of
48 kHz.
PROCEDURE
1. In the Audio Connections window, on the Outputs tab, add an output bus in a channel
configuration that matches your speaker setup as Main Mix.
NOTE
The Renderer for Dolby Atmos plug-in supports the following output channel
configurations: 2.0, 5.1, 7.1, 5.1.4, and 7.1.4.
2. In the main mix channel, add Renderer for Dolby Atmos as an insert plug-in.
3. In the ADM Authoring for Dolby Atmos window, select the Renderer for Dolby Atmos
plug-in from the Renderer pop-up menu.
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4. In the main mix channel, Alt/Opt -click Solo to activate solo defeat. This avoids unintentional
muting of the main mix when soloing channels in your project.
5. In the Project window, add a group track in 7.1.2 channel configuration, named Bed, and
route it to the main mix output bus.
This group serves as bed in your Dolby Atmos project.
6. Route all tracks with music or effects that you want to use as bed audio to the Bed group
track.
7. Add 4 mono audio tracks to your project, named DIA 1 to DIA 4, and route them to the Bed
group track.
8. In the ADM Authoring for Dolby Atmos window, click Add Bed.
A bed is added to the list of audio objects.
9. For this bed, select Bed as Source Track.
You have now established a bed in the object structure of your Dolby Atmos project. The
signal of this bed is automatically routed via side-chaining through the Renderer for Dolby
Atmos plug-in.
NOTE
Make sure that the 4 mono tracks, the main mix channel, and the bed channel all use VST
MultiPanner as channel panner.
RESULT
The object structure of your example Dolby Atmos project is shown in the ADM Authoring for
Dolby Atmos window as follows:
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● All audio that is routed to the Bed group track serves as premix for the 7.1.2 bed.
● The mono tracks DIA 1 to DIA 4 have become objects, using VST MultiPanner as channel
panner in Object Mode.
● All items in the object structure, bed and objects, automatically received object IDs.
● On playback, you can hear the output signal of the Renderer for Dolby Atmos plug-in.
● Pan automation of all object audio is passed to the renderer as dynamic metadata.
RELATED LINKS
Renderer for Dolby Atmos Plug-in Panel on page 774
Adjusting the Buffer Size on page 1350
Project Setup Dialog on page 108
Audio Connections Window on page 28
Setting the Default Output Bus (Main Mix) on page 35
Switching the Channel Panner on page 763
Using Solo and Mute on page 432
ADM Authoring for Dolby Atmos Window on page 781
Object Mixes with VST MultiPanner on page 786
VST MultiPanner Plug-in Panel in Object Mode on page 786
Exporting ADM Files on page 1305
The Renderer for Dolby Atmos plug-in allows you to monitor and downmix your Dolby Atmos
mix without using an external renderer.
● To open the plug-in panel, select Renderer for Dolby Atmos from the Renderer pop-up
menu in the ADM Authoring for Dolby Atmos window, and then click Renderer Setup.
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Mute
These buttons allow you to mute all beds, all objects, or all beds and objects at the
same time.
Audio Objects
Displays the mapping of object IDs to audio objects. Object IDs that are mapped to a
bed are spanned by a square. Object IDs that are mapped to objects are circled. Audio
signals on the corresponding source tracks are indicated by a level LED.
Object View
Displays the positions for all audio objects in the room.
RELATED LINKS
Trim and Downmix Editor on page 783
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Adding Multi-Objects
In Nuendo, you can create multi-objects in addition to standard mono objects. This allows you to
tilt and rotate pre-panned multi-channel signals in the Dolby Atmos surround field, for example,
a 5.1 channel background mix.
PREREQUISITE
You have set up a valid routing and an ADM structure for Dolby Atmos content, containing
objects.
PROCEDURE
1. Add a stereo or multi-channel track.
2. In the ADM Authoring for Dolby Atmos window, add an object and select the created track
as the source track.
RESULT
● The audio of the source track is sent to the object, which now acts as a a multi-object. Each
channel of the source track now has an individual object ID.
Objects consist of an audio stream that is sent to the external renderer plus a metadata stream
transporting the panning information. Objects are always sent in real time, and they are
monitored in the renderer.
The audio connection from Nuendo to the external renderer may be a MADI cable, a Dante
patch, or, if used on the same computer, the Dolby Audio Bridge software. In any case, this
connection is handled like a physical audio connection to the device ports of Nuendo.
NOTE
We recommend that you customize the names of the device ports according to your system
setup. You can do this on the ASIO driver setup page in the Studio Setup dialog.
Signals running through device ports that are connected to an external renderer are treated as
objects when mixing. In the External Dolby Atmos Renderer Setup dialog, you can map the
output device ports of Nuendo and the input device ports of the external renderer. This mapping
must follow the input configuration of the renderer. The renderer input device port defines the
ID of an object.
● To open the setup for an external renderer, select the renderer from the Renderer pop-up
menu in the ADM Authoring for Dolby Atmos window, and then click Renderer Setup.
Alternatively, you can select the setup for external renderers from the Studio menu.
In the External Dolby Atmos Renderer Setup dialog, you can map objects to audio outputs
either manually or automatically:
● To map objects to all available audio outputs automatically, click Map All.
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NOTE
● You can use up to 118 objects. However, in the External Dolby Atmos Renderer Setup
dialog, the first 10 objects are reserved for the 7.1.2 Dolby Atmos bed and are excluded
from mapping. Therefore, for Dolby Atmos projects, we recommend that you configure
the first 10 device ports of your audio interface for the bed bus.
● You can define further device ports as bed channels by activating the corresponding
checkbox in the Bed column.
● Objects that are already mapped remain unchanged.
● To map an object to an audio output manually, click the corresponding Renderer Input
Device Port pop-up menu, and select an object ID.
NOTE
● In the External Dolby Atmos Renderer Setup dialog, manual mapping of objects is
necessary if the bed bus does not use the first 10 output device ports of your audio
interface.
● Objects that are already mapped to an audio output are shown as in use in the pop-up
menu. If you select an object that is already in use, the previous mapping is lost.
● To discard the mappings between all device ports and objects, click Unmap All.
RELATED LINKS
External Dolby Atmos Renderer Setup Dialog on page 779
External OSC Renderer Setup Dialog on page 788
ASIO Driver Setup Page on page 21
Object Busses
In Nuendo, object busses are used to send audio from source tracks in your project as object
audio to an external renderer.
An object bus is defined as an output bus that is connected to a device port, which in turn is
mapped with a renderer input device port, provided with an object ID.
This connection can be established either automatically or manually when selecting source tracks
for objects in the ADM Authoring for Dolby Atmos window. If Auto-Connect Object Busses is
activated, an object bus is automatically created and connected to the external renderer for each
object in the object structure. You can also manually select object busses in the VST MultiPanner
of the corresponding source track if the panner works in Object Mode.
● Only object busses with a matching channel configuration can be selected. For example, if
you want to pan a stereo channel as an object, you can only connect the channel to a stereo
object bus.
● Each object bus can only be used by the VST MultiPanner of one channel in object mode at
the same time. The connection between panner and object bus is broken if the object bus is
selected in the panner of another channel.
IMPORTANT
To avoid unwanted results when working with object audio, we recommend the following:
● Do not use object busses as routing destinations for normal audio channels.
● The object audio stream is automatically routed through send slot 8 to the object bus. For
channels that are in object mode, do not use send slot 8 for other purposes.
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RELATED LINKS
Object Mapping for External Renderers on page 776
Multi-Object Busses on page 778
Creating Object Busses Automatically on page 778
Creating Object Busses Manually on page 779
VST MultiPanner Plug-in Panel in Object Mode on page 786
Multi-Object Busses
You can make stereo and multi-channel busses available as multi-object busses.
Generally, objects in Dolby Atmos content are meant to be mono, but Nuendo also allows you to
create stereo or multi-channel busses and make them available as multi-object busses. This
allows you to tilt and rotate pre-panned multi-channel signals in the Dolby Atmos surround field,
for example, a 5.0 channel background mix.
NOTE
● Due to the proximity between side and top speakers in a Dolby Atmos system, tilting of
multi-channel signals allows for a signal panning that may not always be perfectly
reproducible.
● In Object Mode, there is no LFE channel. If you want to use a surround bus with an LFE
channel, for example 5.1, as multi-object bus, we recommend that you downmix the LFE
channel first.
● For multi-object busses in a channel configuration with LFE, for example 5.1 or 7.1, the LFE
channel is not shown as object.
RELATED LINKS
Object Busses on page 777
Object Mixes with VST MultiPanner on page 786
Adding Multi-Objects on page 776
Nuendo allows you to create object busses automatically when adding objects to your ADM
project.
PROCEDURE
1. In the project zone, select the tracks that you want to become objects.
2. In the ADM Authoring for Dolby Atmos window, select External Dolby Atmos Renderer
from the Renderer pop-up menu.
3. Activate Auto-Connect Object Busses.
4. Select Create Objects from Selected Tracks from the Functions pop-up menu.
RESULT
● The selected tracks are added as objects to the list of audio objects.
● For each object, an object bus is created and connected to the external renderer.
NOTE
● The panning automation of the tracks is passed to the renderer as dynamic metadata.
● Objects can be played back through the renderer.
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RELATED LINKS
Object Busses on page 777
ADM Authoring for Dolby Atmos Window on page 781
This example shows you how to manually create 16 object busses for an object-based Dolby
Atmos mix if using the external Dolby Atmos Renderer.
PROCEDURE
1. In the External Dolby Atmos Renderer Setup dialog, map 16 of 64 available output device
ports to object IDs by selecting from the corresponding Renderer Input Device Port pop-up
menu.
2. In the Audio Connections window, create 16 mono output busses.
3. Connect the 16 mono output busses one by one to the 16 mapped output streams.
RESULT
The 16 mono output busses are defined as your object busses. In the VST MultiPanner plug-in,
you can select these 16 object busses in the Select Object Bus pop-up menu for mono channels.
RELATED LINKS
Object Busses on page 777
If you want to use the external Dolby Atmos Renderer, you must connect it to your system. The
last used connection to the renderer is saved and restored when you restart the application.
PROCEDURE
1. In the ADM Authoring for Dolby Atmos window, select External Dolby Atmos Renderer
from the Renderer pop-up menu.
2. Click the Renderer Setup button to the right of the pop-up menu.
3. In the External Dolby Atmos Renderer Setup dialog, enter the IP address of the Dolby
Atmos Renderer in the Renderer field.
4. Make your settings in the Device Port Mapping section.
RELATED LINKS
External Dolby Atmos Renderer Setup Dialog on page 779
The External Dolby Atmos Renderer Setup dialog allows you to establish the connection to the
Dolby Atmos Renderer and to map the input ports of the renderer to ASIO output device ports of
your system.
● To open the External Dolby Atmos Renderer Setup dialog, select Studio > External Dolby
Atmos Renderer Setup.
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Renderer
Allows you to enter the IP network address of the Dolby Atmos Renderer.
NOTE
The last used connection to a renderer is saved and restored when you restart the
application.
Bed
If this option is activated, the corresponding device port is defined as bed.
NOTE
The first 10 output device ports are reserved for a channel-based 7.1.2 bed mix. For
these ports, this option is always activated.
Map All
Maps all available ASIO output device ports to renderer input device ports
automatically.
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NOTE
● The first 10 output device ports are reserved for a channel-based 7.1.2 bed mix and
are therefore excluded from automatic mapping.
● Existing mappings between ASIO output device ports to renderer input device
ports remain unchanged.
Unmap All
Discards the mapping between all ASIO output device ports and renderer input device
ports.
● To open the ADM Authoring for Dolby Atmos window, select Project > ADM Authoring for
Dolby Atmos.
Renderer
Allows you to select a renderer. Renderer Setup opens the corresponding setup dialog
for the selected renderer.
NOTE
Add Objects
Adds the set number of objects to the list of audio objects.
Add Bed
Adds a bed to the list of audio objects.
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Remove
Removes selected items from the list.
Functions
This pop-up menu provides the following functions:
● Create Objects from Selected Tracks allows you to add objects that use the
selected tracks in your project as Source Track.
● Apply Source Track Name applies the name of the corresponding source track as
Name for selected audio objects.
Settings
This pop-up menu allows you to open the following dialogs:
● Trim and Downmix Editor
● Binaural Render Mode for Beds
● Object Group Editor
The list shows the object structure and the settings for all audio objects and allows you to edit
them:
Name
Allows you to enter a name.
Source Track
Allows you to select a source track.
Object Bus
Allows you to select an object bus.
NOTE
Objects that are not connected to an object bus are not exported.
Object Group
Allows you to assign the audio object to an object group.
Binaural
Allows you to select a mode for binaural rendering for playback on headphones or to
deactivate binaural rendering for playback on speakers.
NOTE
● Static metadata for binaural rendering is stored in the ADM file when exporting
but not sent to an external Dolby Atmos Renderer in real time.
● For beds, you can make the binaural rendering settings in the Binaural Render
Mode for Beds dialog.
Object ID
Shows the object ID that a renderer uses to identify the audio object.
RELATED LINKS
External Dolby Atmos Renderer Setup Dialog on page 779
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The settings made in this editor are part of the static metadata in your Dolby Atmos project and
are stored in the ADM file when exporting. A renderer uses these settings for playback or
encoding.
NOTE
Static metadata for trimming and downmixing is not sent to an external Dolby Atmos Renderer
in real time.
● To open this dialog, select Trim and Downmix Editor from the Settings pop-up menu in the
ADM Authoring for Dolby Atmos window.
Automatic
If this option is activated, the default Trim and Balance values of the Dolby Atmos
Renderer are used.
Trim (Surround/Height)
Allows you to lower the level for surround and height channels.
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2.0
Allows you to set a rendering mode for 2.0 downmixes from Dolby Atmos 5.1
downmixes.
5.1
Allows you to set a rendering mode for Dolby Atmos downmixes to 5.1.
Reset
Resets all trim, balance, and downmix settings to default.
Apply
Applies all trim, balance, and downmix settings.
NOTE
For details about object-based mixing for Dolby Atmos content, refer to the documentation that
comes with the Dolby Atmos Mastering Suite.
RELATED LINKS
ADM Authoring for Dolby Atmos Window on page 781
NOTE
Static metadata for binaural rendering is stored in the ADM file when exporting but not sent to
an external Dolby Atmos Renderer in real time.
● To open this dialog, select Binaural Render Mode for Beds from the Settings pop-up menu
in the ADM Authoring for Dolby Atmos window.
Speaker
Shows the bed channel.
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NOTE
Reset
Resets all Binaural Render Mode settings to default.
NOTE
For details about object-based mixing for Dolby Atmos content, refer to the documentation that
comes with the Dolby Atmos Mastering Suite.
RELATED LINKS
ADM Authoring for Dolby Atmos Window on page 781
Setting the Default Output Bus (Main Mix) on page 35
● To open this dialog, select Object Group Editor from the Settings pop-up menu in the ADM
Authoring for Dolby Atmos window.
Add Group
Adds a new group to the list.
Remove Group
Removes selected groups from the list.
Group list
Shows all groups that are available in the ADM Authoring for Dolby Atmos window.
To edit the name of a group, click it. To select multiple groups, Ctrl/Cmd -click or
Shift -click them.
Reset
Resets the list to the default groups (Dialog, Music, Effects, and Narration).
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RELATED LINKS
ADM Authoring for Dolby Atmos Window on page 781
● The plug-in panel offers additional settings and parameters for object-based mixing.
● The audio stream is sent directly to the renderer that is selected in the ADM Authoring for
Dolby Atmos window.
● All object metadata, including the panning information, is directly sent to the renderer.
Therefore, panning functions are always provided, regardless of the audio routing.
NOTE
NOTE
When using an external renderer, objects cannot be monitored within the Control Room of
Nuendo. However, if you want to monitor the result of your object mix, you can route a 7.1
downmix from the Dolby Atmos Renderer to an external input of the Control Room.
RELATED LINKS
VST MultiPanner on page 746
ADM Authoring for Dolby Atmos Window on page 781
Control Room on page 479
MixConvert 3D Downmix Rules on page 767
● To open the VST MultiPanner plug-in panel in a separate window, double-click a miniature
view of VST MultiPanner in the Inspector or the MixConsole.
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object bus is selected. If the LED lights up in red, at least one output bus of a selected
multi-object bus is unmapped. To display a tooltip that shows which output busses are
unmapped, move the mouse pointer over the LED.
Renderer
If the LED lights up in green, a renderer, for example the Dolby Atmos Renderer, is
connected to the system. If the LED lights up in red, no renderer is connected.
Speaker Snap
Moves the object audio to the active speaker that is nearest to its established location
during playback.
Object Size
Spreads the audio for an object in the room, based on the object position and the
active speakers. This parameter is deactivated if Speaker Snap is activated.
NOTE
For details about object-based mixing for Dolby Atmos content, refer to the documentation that
comes with the Dolby Atmos Mastering Suite.
RELATED LINKS
VST MultiPanner on page 746
You can play back and record object-based audio and metadata at live performances, when
connected to an OSC environment, for example, an OSC network using position tracking devices.
Nuendo can receive position data from tracking devices in the OSC network in normalized or
absolute format, and writes automation data for VST MultiPanner along with the corresponding
object audio being recorded.
ADM authoring and mixing for object-based productions using the OSC protocol involves the
following features and functions:
● The ADM Authoring for Dolby Atmos window, where you must select External OSC
Renderer as renderer. The list allows you to set up the object structure by adding objects.
NOTE
Unlike the creation of content for Dolby Atmos, the object structure of productions using the
OSC protocol usually does not include channel-based beds. Also, the settings for trim and
downmix and for binaural rendering only refer to authoring for Dolby Atmos content and are
not applied in OSC context.
● The External OSC Renderer Setup dialog allows you to establish a connection to the OSC
renderer in your network. In this dialog, you can define your audio objects by mapping audio
outputs to object IDs. Mapped audio outputs that are connected to output busses in the
Audio Connections window serve as your object busses.
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● The OSC Object Position Tracking dialog allows you to activate and set up the reception of
position data from tracking devices.
● The VST MultiPanner plug-in provides 3D panning for object audio.
RELATED LINKS
Object Audio in Nuendo on page 768
Setup for Object-Based Audio in OSC Networks on page 788
External OSC Renderer Setup Dialog on page 788
OSC Object Position Tracking Dialog on page 790
Object Mixes with VST MultiPanner on page 786
VST MultiPanner Plug-in Panel in Object Mode on page 786
To define objects, you must first create object busses. In Nuendo, an object bus is an output bus
that is connected to a device port, which in turn is mapped to an object ID.
The External OSC Renderer Setup dialog allows you to establish a connection to the external
renderer and to define your audio objects by mapping audio outputs to object IDs. Mapped
outputs that are connected to output busses in the Audio Connections window now serve as
object busses in your OSC project.
The mapping is done in the External OSC Renderer Setup dialog first. We recommend that you
use the Auto-Connect Object Busses option in the ADM Authoring for Dolby Atmos window
afterwards when adding objects, which creates object busses automatically.
NOTE
For details about object mapping and using object busses, refer to the corresponding description
for setting up projects with object-based content for Dolby Atmos.
RELATED LINKS
Object Mapping for External Renderers on page 776
Object Busses on page 777
External OSC Renderer Setup Dialog on page 788
OSC Object Position Tracking Dialog on page 790
● To open the External OSC Renderer Setup dialog, select Studio > External OSC Renderer
Setup.
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IP Address
Allows you to enter the IP network address of the OSC renderer.
Port Number
Allows you to enter the port number of the OSC renderer.
Header
Allows you to define the OSC message header. The reset button to the right allows you
to reset the OSC message header to default.
Object ID
Allows you to map your ASIO output device ports to input device ports of your
renderer.
Map All
Maps all available ASIO output device ports to object IDs automatically.
Unmap All
Discards the mapping between all ASIO output device ports and object IDs.
NOTE
The last used connection to a renderer is saved. It is restored when you start the application.
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● To open the OSC Object Position Tracking dialog, select Studio > OSC Object Position
Tracking.
Tracking Port
Allows you to enter the port number Nuendo uses to receive position tracking data.
IP Address
Allows you to enter the IP address of the OSC server.
Port Number
Allows you to enter the port number the OSC server uses to send position tracking
data.
Stage Dimensions
Allows you to enter the physical stage dimensions in meters for tracking systems that
send position data in absolute format. If incoming position data is in absolute format,
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these settings are used to convert it to normalized format. If incoming position data is
already normalized, these settings are ignored.
Active
Activates/Deactivates the processing of position tracking data for the corresponding
OSC object.
Destination Track
Allows you to map audio tracks in your project to OSC object IDs.
Ambisonics Mixes
Nuendo allows you to create 3D mixes in Ambisonics format for virtual reality (VR) or augmented
reality (AR) content. You can use the integrated functions and plug-ins for spatial mixing or head-
tracking monitoring, or use dedicated third-party plug-ins.
Nuendo supports first-order, second-order, and third-order Ambisonics. These formats differ in
the number of audio signals that are used. Higher-order Ambisonics provide more signals and
allow for a higher positioning precision.
To play back the sound sphere, the signals of an Ambisonics file must be decoded. You can play
back the sound sphere in the following ways:
NOTE
Not every editing operation is suited for Ambisonics audio. For example, avoid operations
that change the phase and levels of the audio signals against each other.
● The VST AmbiDecoder plug-in decodes Ambisonics audio for monitoring on your
headphones or loudspeaker system. When monitoring via the Phones channel, Ambisonics
audio is automatically decoded for binaural stereo.
● If VST AmbiDecoder is used as channel panner for Ambisonics channels, you can adjust the
rotation angles and focus settings when mixing Ambisonics audio. This allows you, for
example, to emphasize the sound that comes from the viewing direction when using a VR
controller with head-tracking or to re-balance the sound field of premixed Ambisonics audio.
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● You can use VST MultiPanner to create Ambisonics mixes from mono, stereo, or multi-
channel sources. To use VST MultiPanner in Ambisonics mode, you must route the signal to
a group track or an output bus in Ambisonics format.
● Cue sends do not work for Ambisonics channels.
● Nuendo can use tracking data from external VR controller devices like head-mounted
displays or 3D mouse devices to change the listening direction. This allows for realistic
monitoring of 360° mixes.
For background music tracks that must not be affected by head movements, you can bypass
the tracking by sending a head-locked signal via side-chain.
● Nuendo only supports AmbiX format. You can use the VST AmbiConverter insert plug-in to
convert between Furse-Malham (FuMa) and AmbiX format.
● You can preview Ambisonics audio in the MediaBay, the Pool, in the Direct Offline
Processing window, or the file import dialog if your project is set up for playing back
Ambisonics audio.
● You can use dedicated third-party Ambisonics plug-ins for mixing, converting, head-tracking,
or binauralization.
NOTE
● We recommend that you use only VST 3 Ambisonics plug-ins to ensure a correct channel
routing.
● If you use an Ambisonics panner that is only suited as insert plug-in, all audio channels
in the mix must be in Ambisonics format, even if they only contain mono or stereo audio.
● For details on how to use a third-party plug-in, refer to the documentation that comes
with it.
RELATED LINKS
Channel Routing for Ambisonics Mixes on page 792
Playback of Ambisonics Audio on page 794
VST AmbiDecoder Panel on page 794
Monitoring a Head-Locked Signal in VST AmbiDecoder on page 800
VST AmbiConverter Panel on page 803
Which channel configurations are allowed in an Ambisonics mix depends on the position of the
Ambisonics panner plug-in in the signal path:
● If you use the panner plug-in as a channel panner in the MixConsole, you can use any audio
channel format.
● If you use the panner as an insert plug-in, all audio channels in the mix must be in
Ambisonics format, even if they only contain mono or stereo audio.
NOTE
RELATED LINKS
Available Surround Channel Configurations on page 740
Switching the Channel Panner on page 763
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● To use VST MultiPanner in Ambisonics mode for an audio channel, you must route the
channel to an output bus in Ambisonics format.
Field Size
Sets the perceived size of the sound field. It is indicated by the size of the head symbol
in Top View and Rear View. The smaller the size, the bigger the distance between
listener and sound source. The volume of the sound is attenuated accordingly. Moving
the mouse pointer over the scale knob displays the simulated distance in meters in
both panning views.
Source Size
Spreads the source audio in the sound field by making it more diffuse.
RELATED LINKS
VST MultiPanner Plug-in Panel on page 747
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● In the Control Room Phones channel, VST AmbiDecoder is automatically used for decoding
Ambisonics audio. Alternatively, you can use suited third-party decoder plug-ins.
● In the Control Room Main channel, VST AmbiDecoder is automatically used for decoding
Ambisonics audio.
● You can use third-party Ambisonics decoders as insert plug-ins in the Control Room Main
channel.
● VST AmbiDecoder allows you to send a head-locked signal into your monitor mix via side-
chain.
NOTE
To monitor your Ambisonics project, an output bus in Ambisonics format must be set as Main
Mix.
● Mono
● Stereo
● 5.0
● 5.1
● 7.1
● 7.1.2
● 5.1.4
● 7.1.4
● 10.1 Auro-3D
● 22.2
RELATED LINKS
Setting the Default Output Bus (Main Mix) on page 35
Monitoring Ambisonics Audio Binaurally via the Phones Channel on page 798
Monitoring Ambisonics Audio Binaurally Using Third-Party Insert Plug-ins on page 799
Monitoring Ambisonics Audio via a Stereo or Multi-Channel Speaker Setup on page 799
Monitoring a Head-Locked Signal in VST AmbiDecoder on page 800
Available Surround Channel Configurations on page 740
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Control Room Main channels, and can also be used as an insert plug-in for mixing Ambisonics
channels.
Output
Allows you to select between Headphones mode for binaural playback via headphones
or Speakers mode for playback via a stereo speaker setup.
HRTF Mode
Allows you to set the head-related transfer function (HRTF) mode for binaural playback.
This option is only available in Headphones mode.
The following HRTF modes are available:
● Standard mode uses the standard HRTF algorithm of Nuendo.
● Facebook mode uses the HRTF algorithm that is used for VR video playback at
facebook.com.
The availability of this mode depends on the Ambisonics order of the Main Mix
bus.
● YouTube mode uses the HRTF algorithm that is used for VR video playback at
youtube.com.
The availability of this mode depends on the Ambisonics order of the Main Mix
bus.
● SOFA mode allows you to use an HRTF saved in SOFA file format.
This mode is only available if you have loaded a SOFA file. To select a SOFA file,
click the triangle on the right of the SOFA button.
● IMMERSE mode allows you to use HRTF profiles with the IMMERSE with VST
AmbiDecoder application.
To select an IMMERSE profile or check for profile updates, click the triangle on the
right of the IMMERSE button.
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This mode requires a valid license of IMMERSE with VST AmbiDecoder. For details
on how to get a license and use the application, visit steinberg.net.
NOTE
The HRTF settings are only available if VST AmbiDecoder is used in the Phones
channel of the Control Room and if the binaural Headphones output mode is
selected.
Head Tracking
If this button is activated, VST AmbiDecoder receives head-tracking data from the
Head Tracking window. If this button is deactivated, you can use the Yaw, Pitch, and
Roll controls on the VST AmbiDecoder panel for setting the rotation angles.
Yaw
Sets the yaw rotation angle.
Pitch
Sets the pitch rotation angle.
Roll
Sets the roll rotation angle.
Head-Locked Signal
Sets the gain of the head-locked signal that is sent into the side-chain input of VST
AmbiDecoder.
Front Focus
Activates/Deactivates the emphasis of a defined sector of the Ambisonics sphere.
Off-Focus
Sets the attenuation of sound that is located out of the Front Focus sector.
Size
Sets the Front Focus angle, that is, the sector of the Ambisonics sphere that is not
attenuated by the amount of the Off-Focus value.
Follow Head
If this option is activated, Front Focus follows the settings in the Head Tracking
section above. This allows you, for example, to emphasize the sound that comes from
the viewing direction when using a VR controller with head-tracking.
If deactivated, you can control Azimuth and Elevation manually. This allows you, for
example, to re-balance the sound field of premixed Ambisonics audio.
Azimuth
Sets the azimuth angle of the Front Focus range. This parameter is only available if
Follow Head is deactivated.
Elevation
Sets the elevation angle of the Front Focus range. This parameter is only available if
Follow Head is deactivated.
RELATED LINKS
Head Tracking Window on page 797
Monitoring a Head-Locked Signal in VST AmbiDecoder on page 800
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When using head-tracking data while monitoring an Ambisonics mix, the following applies:
● Movements of the head or with a 3D mouse are acoustically replicated in real time.
● In VST MultiPanner, the Ambisonics mode pan views rotate in sync with the audible front.
● The tracking data is transmitted to the VR video player and the 360° video is panned
accordingly.
NOTE
For this to work, you must connect the VR player to Nuendo and activate Send Head-
Tracking Data in the GoPro VR Player Remote window.
RELATED LINKS
Head Tracking Window on page 797
VST MultiPanner Plug-in Panel in Ambisonics Mode on page 793
360° Video Playback on page 801
GoPro VR Player Remote Window on page 801
● To open the Head Tracking window, select Project > Head Tracking.
Yaw
Sets the yaw rotation angle.
Pitch
Sets the pitch rotation angle.
Roll
Sets the roll rotation angle.
Reset
Resets all rotation angles.
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Tracking Source
Allows you to select a source for positioning data. Select Manual to control head
tracking via the Yaw, Pitch, and Roll controls. Select VR Controller to receive data
from an external VR device.
VR Controller Type
Allows you to select the type of the connected VR controller device.
Moving the mouse pointer over this field provides information about the connected VR
controller device.
Tracking
Enables/Disables the transmission of head-tracking data to the VR player.
Calibrate Yaw
Defines the current yaw rotation angle as center.
PREREQUISITE
● In the Audio Connections window, you have set an Ambisonics output bus as main mix and
enabled the Control Room.
● For the audio preview function to work, you must activate Use Phones Channel as Preview
Channel in the Preferences dialog on the VST - Control Room page.
PROCEDURE
1. In the MixConsole, route your audio tracks to the Ambisonics output bus.
2. Click Open/Close Ambisonics Decoder.
RESULT
You can play back Ambisonics audio binaurally via headphones.
NOTE
Instead of VST AmbiDecoder, you can also use third-party binaural decoding plug-ins that are
suited for use within the Control Room Phones channel. Select the decoder from the pop-up
menu in the Control Room Phones section.
RELATED LINKS
Inputs/Outputs Tab on page 28
Setting the Default Output Bus (Main Mix) on page 35
Control Room Tab on page 32
VST - Control Room on page 1379
VST AmbiDecoder Panel on page 794
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PREREQUISITE
In the Audio Connections window, you have done the following:
● You have set an Ambisonics output bus as main mix.
● You have enabled the Control Room.
● For the Control Room Monitor channel, you have selected the correct device port to send
the signal to your headphones.
NOTE
For details on how to use a third-party Ambisonics decoder plug-in, refer to the documentation
that comes with it.
PROCEDURE
1. In the MixConsole, route your audio tracks to the Ambisonics output bus.
2. In the Downmix Presets section of the Control Room, select a preset with the same
Ambisonics format as the main mix.
3. In the Channels section, disable Head Tracking on the miniature view of VST AmbiDecoder.
4. In the Main channel of the Control Room, insert the Ambisonics decoder plug-in.
RESULT
You can play back Ambisonics audio binaurally via the Control Room Main channel.
RELATED LINKS
Available Surround Channel Configurations on page 740
Control Room Tab on page 32
Inputs/Outputs Tab on page 28
Setting the Default Output Bus (Main Mix) on page 35
Insert Effects on page 490
PREREQUISITE
● You use a stereo or multi-channel studio monitor system.
NOTE
The more spherical the speaker setup, the more precise the positioning. However, the
sphere can be projected on a 5.1.4 channel configuration, for example.
● In the Audio Connections window, you have set an Ambisonics output bus as main mix, and
enabled the Control Room.
PROCEDURE
1. In the MixConsole, route your audio tracks to the Ambisonics output bus.
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2. In the Downmix Presets section of the Control Room, select the preset that matches your
speaker setup.
3. In the Channels section, make your changes on the miniature view of VST AmbiDecoder or
double-click it to open the plug-in panel.
4. For stereo playback, select Speakers as output.
RESULT
You can listen to Ambisonics audio via your stereo or multi-channel speaker setup.
RELATED LINKS
Inputs/Outputs Tab on page 28
Setting the Default Output Bus (Main Mix) on page 35
Control Room Tab on page 32
Downmix Presets on page 486
Playback of Ambisonics Audio on page 794
Control Room Channel on page 487
PREREQUISITE
In the Audio Connections window, you have set an Ambisonics output bus as main mix and
enabled the Control Room.
PROCEDURE
1. In your project, create a stereo or multi-channel group track and route your background
music tracks to this group.
2. Route the output of the group track to the side-chain input of VST AmbiDecoder.
3. On the VST AmbiDecoder panel, right-click and select Activate/Deactivate Side-Chain
Inputs.
4. Set Head-Locked Signal to the required gain.
RESULT
You can listen to decoded Ambisonics audio and your music tracks via the Control Room. The
music tracks are not affected by head-tracking data that Nuendo receives from a VR controller.
NOTE
When listening to Ambisonics audio via speakers, the head-locked signal is added after the
Control Room volume control. Use Control Room Level and Head-Locked Signal to retain a
proper balance between Ambisonics mix and head-locked signal.
RELATED LINKS
Head Tracking Window on page 797
VST AmbiDecoder Panel on page 794
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You can remote-control GoPro VR Player with Nuendo using the GoPro VR Player Remote
function. It allows you to control the GoPro VR Player transport and to send head-tracking data to
the player.
NOTE
● The minimum required version of GoPro VR Player is version 3.0. You can download the
latest version at http://www.kolor.com/gopro-vr-player/download/.
● For details on how to use GoPro VR Player, refer to the documentation that comes with it.
RELATED LINKS
GoPro VR Player Remote Window on page 801
Connecting Nuendo to GoPro VR Player on page 802
● To open the GoPro VR Player Remote window, select Project > GoPro VR Player Remote.
Video File
Shows the selected video file for playback in GoPro VR Player.
Video Stereoscopy
Allows you to select the stereoscopy format of the selected video file.
IP Address/Port
Allows you to enter the IP address of the host computer running GoPro VR Player and
the UDP port GoPro VR Player is listening to.
Connect
Connects Nuendo to GoPro VR Player.
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PREREQUISITE
You have downloaded GoPro VR Player version 3.0.5 from http://www.kolor.com/gopro-vr-player/
download/ and installed it on your local computer or on another computer in your network.
PROCEDURE
1. In GoPro VR Player, select File > Preferences.
2. On the Video Decoding page, select Windows Media Foundation as Backend.
3. On the Primary/Secondary page, select Secondary as Communication Mode.
4. On the Controllers page, change the settings for Head-Mounted Display SDK as required.
In most cases, Auto mode is suitable.
5. Close the GoPro VR Player preferences menu.
6. In Nuendo, select Project > GoPro VR Player Remote.
7. In the GoPro VR Player Remote window, click Select Video File, and select the video file in
the file dialog.
This allows Nuendo to remote-control GoPro VR Player. The file selection is saved in your
Nuendo project.
NOTE
If the video file is located on a remote computer in your network that you cannot access
through the file dialog, you can click the video file field and manually enter the full file path.
RESULT
GoPro VR Player is controlled by the transport of Nuendo and head-tracking data that is sent
from a VR controller connected to your system.
● Use only file formats that are suited for Ambisonics audio. We recommend that you only
create Ambisonics files in WAV format.
● Before exporting, make sure that you only use Ambisonics decoding plug-ins in the Control
Room but not in the channel inserts.
● Even though the resulting files look like multi-channel WAV files, they must be played back
with a dedicated Ambisonics player or converted into another platform-specific format using
an external application.
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Nuendo 11.0.0
Surround Sound
Ambisonics Mixes
● Head-locked signals must be exported from a separate output bus. You can export from
multiple busses at once.
RELATED LINKS
Export Audio Mixdown on page 1161
Mixing Down to Audio Files on page 1170
Monitoring a Head-Locked Signal in VST AmbiDecoder on page 800
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Nuendo 11.0.0
Automation
In essence, automation means recording the values for a particular MixConsole or effect
parameter. When you create your final mix, Nuendo can adjust this particular parameter control.
Automation Curves
Within a Nuendo project, the changes in a parameter value over time are reflected as curves on
automation tracks.
1 Ramp curves
Ramp curves are created for any parameter that generates continuous multiple values, such
as fader or encoder movements.
2 Step curves
Step curves are created for on/off parameters, such as mute.
If you manually added any automation events or used write automation for the corresponding
parameter and then disable the reading of automation data, the automation curve is grayed out
in the event display and the static value line is used instead.
Write/Read Automation
You can automation-enable tracks and MixConsole channels by activating their automation write
W and read R buttons.
● If you activate W for a channel, virtually all MixConsole parameters that you adjust during
playback for that specific channel are recorded as automation events.
● If R is activated for a channel, all your recorded MixConsole actions for that channel are
performed during playback.
The R and W buttons for a track in the track list are the same as the R and W buttons in the
MixConsole.
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Writing Automation Data
NOTE
R is automatically enabled when you enable W. This allows Nuendo to read existing automation
data at any time. You can separately deactivate W if you only want to read existing data.
There are also global read and write indicator buttons Activate/Deactivate Read/Write for All
Tracks on the Project window toolbar and the MixConsole toolbar. These buttons light up as
soon as there is an enabled R or W button on any channel/track within your project.
Furthermore, they can be clicked to activate or deactivate R/W of all tracks simultaneously.
NOTE
RELATED LINKS
Read/Write/Suspend Buttons on page 817
● Manual writing makes it easy to quickly change parameter values at specific points without
having to activate playback.
● Automatic writing lets you work almost as if you were using a real mixer.
With both methods, any applied automation data is reflected in both the MixConsole by a moved
fader, for example, and in the corresponding automation track curve.
RELATED LINKS
Manual Writing of Automation Data on page 806
PROCEDURE
1. In the track list, click Show/Hide Automation for a track to open its automation track.
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Automation
Writing Automation Data
RESULT
All actions that you recorded are reproduced exactly. When you drag a plug-in to a different
insert slot on the same channel, any existing automation data moves with the plug-in. When you
drag it to an insert slot on a different channel, any existing automation data is not transferred to
the new channel.
PROCEDURE
1. In the track list, click Show/Hide Automation for a track to open its automation track.
2. Click the automation parameter name and select the parameter from the pop-up menu.
3. Select the Draw tool.
4. Click on the static value line.
An automation event is added, read automation mode is automatically activated, and the
static value line changes to a colored automation curve.
5. Click and hold to draw a curve by adding many automation events.
When you release the mouse button, the number of automation events is reduced.
NOTE
To adjust the thinning out of events, open the Automation Panel, open the Settings page,
and enter a value for Reduction Level.
6. Start playback.
RESULT
The automated parameter changes with the automation curve, and the corresponding fader in
the MixConsole moves accordingly.
● Object Selection
If you click on an automation track with the Object Selection tool, an automation event is
added. If you hold down Alt/Opt , you can draw several automation events.
NOTE
Events that are introduced between existing events and do not deviate from the existing
curve are removed as soon as you release the mouse button.
To activate the Line tool in any other available mode, click the Line tool and click again to open a
pop-up menu where you can select the Line tool mode.
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Automation
Editing Automation Events
Line
If you click on the automation track and drag with the Line tool in Line mode, you can
create automation events in a line. This is a quick way to create linear fades, etc.
Parabola
If you click and drag on the automation track with the Line tool in Parabola mode, you
can create more natural curves and fades.
NOTE
The result depends on the direction from which you draw the parabolic curve.
Sine/Triangle/Square
If you click and drag on the automation track with the Line tool in Sine, Triangle, or
Square mode and the Snap Type is set to Grid, the period of the curve, that is, the
length of one curve cycle, is determined by the grid setting. If you press Shift and
drag, you can set the period length manually, in multiples of the grid value.
NOTE
The Line tool can only be used for ramp type automation curves.
NOTE
If you move an event or part on a track and you want the automation events to follow
automatically, select Edit > Automation Follows Events. Any automation events at the new
position are overwritten.
● You can use the tools on the Project window toolbar to edit automation events.
● You can use the automation event editor to edit selected automation events on ramp
automation curves.
RELATED LINKS
Project Window Toolbar on page 48
Automation Event Editor on page 809
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Nuendo 11.0.0
Automation
Editing Automation Events
PREREQUISITE
The Object Selection tool is active.
PROCEDURE
1. Move the mouse pointer on the linear ramp curve segment that you want to edit.
A handle is shown on the curve segment.
NOTE
If the automation events are next to each other on an almost horizontal or vertical line, or if
they are too close to each other, the handle is not available.
2. Click and drag with the mouse button pressed to modify the shape of the curve segment.
3. When you are satisfied with the result, release the mouse button.
RESULT
A smooth transition curve according to your edits is created.
If you are not satisfied with the result and want to start over again from the original linear curve
segment, double-click the handle.
You can use bézier automation curves with tracks that are connected to VCA faders.
RELATED LINKS
VCA Fader Settings on page 474
VCA Fader Automation on page 476
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Nuendo 11.0.0
Automation
Editing Automation Events
● To select multiple events, select a range with the Range Selection tool or Shift -click the
events.
● To select all automation events on an automation track, right-click the automation track and
select Select All Events from the context menu.
NOTE
If you select several events of a ramp automation curve, the automation event editor becomes
available.
RELATED LINKS
Automation Event Editor on page 809
NOTE
All editing in the automation event editor only affects the automation events that are part of the
selection.
● Activate the Object Selection tool and drag a selection rectangle on a ramp type automation
track.
● Activate the Range Selection tool and select a range on a ramp type automation track.
NOTE
If you work with the Range Selection tool, the smart control for Stretch is not available.
The automation event editor features the following smart controls for specific editing modes:
1 Tilt Left
If you click in the upper left corner of the editor, you can tilt the left part of the curve. This
allows you to tilt the event values at the start of the curve upwards or downwards.
2 Compress Left
If you Alt/Opt -click in the upper left corner of the editor, you can compress or expand the
left part of the curve. This allows you to compress or expand the event values at the start of
the curve.
3 Scale Vertically
If you click in the middle of the upper border of the editor, you can scale the curve vertically.
This allows you to raise or lower the event values of the curve in percent.
4 Move Vertically
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Editing Automation Events
If you click on the upper border of the editor, you can move the entire curve vertically. This
allows you to raise or lower the values of the event values of the curve.
5 Compress Right
If you Alt/Opt -click in the upper right corner of the editor, you can compress or expand the
right part of the curve. This allows you to compress or expand the event values at the end of
the curve.
6 Tilt Right
If you click in the upper right corner of the editor, you can tilt the right part of the curve. This
allows you to tilt the event values at the end of the curve upwards or downwards.
7 Scale Around Relative Center
If you Alt/Opt -click in the middle right border of the editor, you can scale the curve relative
to its center. This allows you to raise or lower the event values horizontally around the center
of the editor.
8 Scale Around Absolute Center
If you click in the middle right corner of the editor, you can scale the curve absolute to its
center. This allows you to raise or lower the event values horizontally around the center of
the editor.
9 Stretch
If you click on the lower border of the editor, you can stretch the curve horizontally. This
allows you to move the event values of the curve to the left or to the right.
NOTE
To edit the automation curves on several tracks simultaneously, select the automation events
using the Object Selection tool or the Range Selection tool on the corresponding automation
tracks, and hold down Ctrl/Cmd while using the smart controls.
NOTE
If you select automation events using the Range Selection tool, additional automation events
are automatically created at the start and the end of the selection. This ensures that the entire
selection is edited.
RELATED LINKS
Automation Curves on page 804
PROCEDURE
1. Move the mouse pointer to the upper border of the automation track above the linear ramp
curve segment that you want to scale.
A handle is shown.
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Editing Automation Events
RESULT
The curve segment between the two automation events is scaled.
NOTE
Snap is taken into account when you move automation curves horizontally. To turn it off
temporarily, hold down Ctrl/Cmd and any other modifier, and drag.
NOTE
If you press Esc while dragging the selection rectangle, the selection jumps back to its original
position.
RELATED LINKS
Selecting Automation Events on page 808
NOTE
When removing automation events, the curve is redrawn to connect the remaining events.
RELATED LINKS
Virgin Territory vs. Initial Value on page 814
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Nuendo 11.0.0
Automation
Cleaning Automation
Cleaning Automation
You can delete redundant automation points or unwanted automation spikes that are caused by
editing automation points or inaccurate writing of automation data.
NOTE
On the Settings tab of the Automation Panel, you can set the Reduction Level.
PROCEDURE
1. On the toolbar, click Open Automation Panel.
RELATED LINKS
Reduction Level on page 832
Editing automation points or inaccurate writing of automation data can provoke short sections
where the automation values return to their initial level. These situations are visible as spikes in
the automation curve or as jumping faders.
NOTE
On the Settings tab of the Automation Panel, you can set a Spike Detection Range from 0 to
200 ms.
PROCEDURE
1. On the Project window toolbar, click Open Automation Panel.
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Nuendo 11.0.0
Automation
Automation Tracks
● To delete automation spikes for selected tracks only, select Delete Automation Spikes
of Selected Tracks.
RELATED LINKS
Settings Tab on page 831
Automation Tracks
Most of the tracks in your project have automation tracks, one for each automated parameter.
PROCEDURE
1. Open an automation track and click on the automation parameter name.
A parameter list is shown. The content depends on the track type.
2. From the pop-up menu, select the parameter or select More to open the Add Parameter
dialog that lists all parameters that can be automated, and select the parameter there.
RESULT
The parameter replaces the current parameter in the automation track.
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Automation
Virgin Territory vs. Initial Value
NOTE
● To mute individual automation tracks, click Mute Automation in the track list.
When no automation data exists for a particular parameter, the starting point of an automation
pass is saved as the initial value. When you punch out of the automation pass, it is this initial
value to which the parameter will return. This has one important consequence: As soon as the
initial value is set, the corresponding parameter is fully automated for the complete track, at any
given timecode position of the project – even if your automation pass lasted only 2 seconds.
When you release a control, it returns to the value that is defined by the automation curve – even
when in stop mode.
When you enable Use Virgin Territory, no automation curve is displayed on the automation
track, and you find automation data only where you actually perform an automation pass. After
an automation pass, you will find virgin territory only to the right of the last automation event.
Creating Gaps
Gaps are empty sections between automation curves. You can create gaps inside a section with
automated values.
PROCEDURE
1. Select Project > Automation Panel.
2. Open the Settings page, and activate Use Virgin Territory.
3. With the Range Selection tool, select a range on an automation track with existing
automation data and press Delete or Backspace .
RESULT
A gap is created and new events at the beginning and the end of the selection range are created.
These mark the end point of the automation curve to the left and the start of the next
automation curve to the right of the gap.
PROCEDURE
1. In the automation curve, click the event that you want to define as the last point to select it.
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Automation Panel
NOTE
If you define the last automation event of an automation curve as terminator point, any
automation data to the right of this event (as defined by an initial value) is deleted.
Automation Panel
The Automation Panel is a floating window, and can be left open while you work.
RELATED LINKS
Operations Tab on page 816
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Nuendo 11.0.0
Automation
Automation Panel
Operations Tab
The Operations tab contains all functions that you need to perform automation operations.
Read/Write/Suspend
Activate/Deactivates read/write for all tracks, or suspends read/write for all tracks.
Touch
Writes automation data as long as you touch a parameter control, punches out when
you release the control, and then sets the control to the previously set value.
Auto-Latch
Continues writing automation data for as long as playback lasts or Write is enabled,
and keeps the last value when you release the control.
Cross-Over
Continues writing automation data for as long as playback lasts or Write is enabled,
and continues with the same value setting when you release the control.
When you re-touch the fader and move it towards the original value, punch out occurs
automatically as soon as you cross the original curve.
Trim
Allows you to modify the automation curve from a previous pass.
Punch Out
Allows you to punch out of latch automation. This is only active in Auto-Latch mode.
Automation Functions
Gives you access to a number of general automation functions.
Passes Running
Indicates that an automation pass is running.
Fill
These options define what happens in a specific section of your project when you
punch out of a running automation pass.
Join
These options help you to resume write automation after an automation pass was
interrupted.
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Automation
Automation Panel
Preview
These options allow you to find new settings without recording the steps needed to
locate them.
Punch Log
Displays a list of the recent punch in operations that you performed in Preview mode.
Suspend Read
Suspends the reading for the activated parameter during automation so that you get
full manual control of it.
Suspend Write
Suspends the writing for the activated parameter during automation so that this
parameter punches out of the automation pass.
Show
Shows all automation tracks for the activated parameter so that you get an overview of
the automated parameter.
RELATED LINKS
Read/Write/Suspend Buttons on page 817
Touch on page 818
Auto-Latch on page 819
Cross-Over on page 819
Trim on page 820
Automation Functions Menu on page 821
Passes Tab on page 829
Join Options on page 822
Fill Options on page 824
Preview Options on page 826
Punch Log on page 828
Suspend Options on page 828
Show Options on page 829
Read/Write/Suspend Buttons
The Read and Write buttons in the upper part of the Automation Panel are global for all tracks.
Automation Modes
Nuendo provides different punch out modes for automation: Touch, Auto-Latch, and Cross-
Over. In all modes, automation data is written as soon as a parameter control is touched in play
mode. They differ in their punch out behavior.
The automation modes are available on the upper part of the Automation Panel and on the
Project window toolbar on the Global Automation Mode pop-up menu.
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Nuendo 11.0.0
Automation
Automation Panel
NOTE
The automation mode set on the Automation Panel or the Project window toolbar is used
globally for all tracks of your project. If you want to select a different automation mode for
individual tracks, select the track, and on the Track Automation Mode pop-up menu in the
Inspector, select the corresponding option.
You can change the automation mode at any time, for example, in play or stop mode or during
an automation pass. You can also assign key commands to the automation modes.
The current automation pass always punches out as soon as one of the following conditions is
met, independent of which automation mode is selected:
NOTE
In Auto-Latch mode, you can punch out by using the Punch Out of Latch Automation key
command in the Automation category.
RELATED LINKS
Settings Tab on page 831
Touch
Touch mode is useful in situations where you want to make a change lasting only a few seconds
to an already set up parameter.
● Touch writes automation data only for as long as you actually touch a parameter control.
Punch out occurs as soon as you release the control.
● After punch out, the control returns to the previously set value.
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Nuendo 11.0.0
Automation
Automation Panel
NOTE
You can set the time it takes for the parameter to reach the previously set value with the Return
Time setting on the Settings page of the Automation Panel.
RELATED LINKS
Settings Tab on page 831
Auto-Latch
Auto-Latch is useful in situations where you want to keep a value over a longer period of time –
for example when making EQ settings for a particular scene.
● Once your pass has started, the writing of automation data continues for as long as playback
lasts or Write is enabled.
● When you release the control, the last value is kept until you punch out.
NOTE
You can also punch out by clicking Punch Out in the Automation Panel, or by using the Punch
Out of Latch Automation key command in the Automation category.
Punch out also occurs, if one of the general punch out conditions is met.
NOTE
The automation mode for on/off switches is always Auto-Latch even if another mode is selected
globally or for the track.
RELATED LINKS
Automation Modes on page 817
Cross-Over
Cross-Over mode allows you to perform a manual return to ensure smooth transitions between
new and existing automation settings. For Cross-Over, the punch out condition is crossing over
an already existing automation curve after touching the parameter for a second time. The Cross-
Over mode can be used in situations where you are not satisfied with an automation curve or
with the automatically applied return settings.
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Automation
Automation Panel
● Once your pass has started, the writing of automation data continues for as long as playback
lasts or Write is enabled.
● When you release the control, the automation pass continues, with the value setting
remaining the same.
● When you re-touch the fader and move it towards the original value, punch out occurs
automatically as soon as you cross the original curve.
RELATED LINKS
Settings Tab on page 831
Trim
Trim allows you to modify the automation curve from a previous pass. If you activate Trim, a
trim curve is positioned in the middle of the automation track.
NOTE
Trim works for channel volume and cue send level adjustments.
If you activate Trim, all editing and recording affects the trim curve. If you deactivate Trim, it
affects the original automation curve instead.
You can edit trim data like any other automation data. It is stored with the project.
● Drag the trim curve up or down and add automation events to it.
These increase or decrease the values of the original automation curve, but allow you to
preserve the original data.
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Nuendo 11.0.0
Automation
Automation Panel
● In stop mode, you can select one of the Fill options and edit the trim curve manually by
clicking on it and moving it up or down. The original automation curve is displayed in a
lighter color and its values are merged with the trim curve. The resulting automation curve is
displayed in a darker color.
● In play mode, the events of the original automation curve are trimmed as the project cursor
passes over them.
NOTE
RELATED LINKS
Creating Smooth Transitions Between Automation Events (Bézier Automation Curves) on page
808
Freeze Trim
You can freeze your trim curve automatically or manually. This renders all trim data into a single
automation curve.
● To freeze your trim curve automatically whenever a write operation is finished, open the
Settings page of the Automation Panel, and select On Pass End in the Freeze Trim pop-up
menu.
● To freeze your trim curve automatically when Trim mode is switched off, open the Settings
page of the Automation Panel, and select On Leaving Trim Mode in the Freeze Trim pop-
up menu.
● To freeze your trim curve manually, open the Settings page of the Automation Panel, and
select Manually in the Freeze Trim pop-up menu. To freeze a specific parameter for the
track, click the parameter name, and from the pop-up menu, select Freeze Trim.
● To freeze the trim automation for all tracks in the project, open the Functions pop-up menu
of the Automation Panel, and select Freeze All Trim Automation in Project.
To freeze the trim automation of all selected tracks, open the Functions pop-up menu of the
Automation Panel, and select Freeze Trim Automation of Selected Tracks.
● To open the Automation Functions menu, select Project > Automation Panel, and click
Automation Functions.
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Nuendo 11.0.0
Automation
Automation Panel
Join Options
The Join options help you to resume write automation. This is useful if several editors work on
the same project simultaneously, and running automation passes are interrupted.
NOTE
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Nuendo 11.0.0
Automation
Automation Panel
PROCEDURE
1. Start playback and watch the automation curve.
2. When the cursor reaches the desired position, click Join Now.
All parameters from the last pass are punched in and the last value is written for the whole
section. All previous automation events are overwritten.
PROCEDURE
1. On the Automation Panel, activate Auto Join.
2. Start playback and watch the automation curve.
All parameters from the last pass are punched in automatically at the position where you hit
stop. The position is indicated by the join indicator.
NOTE
The join indicator shows the timecode position where the last automation pass was stopped,
for example, the point where the Auto Join will automatically occur. When automation is
resumed, this indicator is updated.
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Nuendo 11.0.0
Automation
Automation Panel
Fill Options
The Fill options define what happens in a specific section of your project when you punch out of
a running automation pass.
The Fill options write one particular value across a defined section of your automation track. Any
previously created data within this section is overwritten.
Activating To Punch
PROCEDURE
1. On the Automation Panel, activate Touch, and activate To Punch as Fill option.
2. Start playback.
3. Move the fader until you have found the volume setting that you want and release the fader
to punch out.
The volume curve is set from the point of punch out back to where you punched in. The
values written while moving the fader to find the right value are deleted, and the volume
jumps at exactly the right moment from the value set in the first scene to the value found for
the second scene.
Activating To Start
PROCEDURE
1. On the Automation Panel, activate Touch, and activate To Start as Fill option.
2. Start playback.
3. Move the fader until you have found the volume setting that you want and release the fader
to punch out.
The automation track is filled from where you punched out to the start of the project.
Activating To End
PROCEDURE
1. On the Automation Panel, activate Touch, and activate To End as Fill option.
2. Start playback and touch the parameter control to punch in the automation pass.
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Automation
Automation Panel
3. Move the fader until you have found the setting that you want and release it.
This will punch out the writing of automation data. As you let go of the fader, the automation
curve takes the found value setting, from where you punched out to the end of the project.
Activating Loop
PREREQUISITE
You have set up a loop range with the left and right locators.
PROCEDURE
1. On the Automation Panel, activate Touch, and activate Loop as Fill option.
2. Start playback.
3. Move the fader until you have found the volume setting that you want and release the fader
to punch out.
The found value is set within the range that is defined by the left and right locators.
Activating Gaps
PREREQUISITE
You have set up virgin territories.
NOTE
When Trim is active, Gap has no effect. This is because Trim only modifies already existing data.
PROCEDURE
1. On the Automation Panel, activate Touch, and activate Gaps as Fill option.
2. Start playback.
3. Move the fader until you have found the volume setting that you want and release the fader
to punch out.
Any gaps between previously written automation events are filled with the last value that
was found during the last automation pass.
RELATED LINKS
Virgin Territory vs. Initial Value on page 814
● One shot
When you click one of the Fill buttons, it is highlighted, and will be enabled during the next
automation pass. Afterwards, the option is disabled again.
● Continuous fill
If you click a Fill button a second time, a lock symbol is displayed on the highlighted button,
indicating that you are in continuous fill mode and that the operation can be repeated as
many times as you want. Click the button a third time to disable the corresponding Fill
option.
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Nuendo 11.0.0
Automation
Automation Panel
PROCEDURE
1. Open an automation track and select the Draw tool.
2. On the Automation Panel, select To End as Fill option.
3. Click and draw to create an automation curve.
4. Release the mouse button.
At the moment of release, a final automation event is created. The automation curve is
written from this last event through to the end of the project.
NOTE
Preview Options
The Preview options allow you to find new settings without recording the steps needed to locate
them.
This is useful if you want to audition changes on automation values without deleting any of the
original automation data. When you have found the settings, you can punch the previewed value.
When changing a preset of a VST plug-in while in Preview mode, the change in the parameter
settings caused by the preset change is recorded automatically as automation. Note that the
plug-in must have 32 or fewer parameters for this to work.
Activating Preview
PROCEDURE
1. On the Automation Panel, in the Preview section, activate Preview.
NOTE
To set the Preview mode permanently, click Preview 2 times. A lock symbol is displayed on
the highlighted button. You can disable this by clicking the button a third time.
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Automation
Automation Panel
The new value setting is recorded from the point where you punched in to your punch out
position as defined by the automation mode setting.
● Use Punch on Play when you cannot punch in on the fly, for example in situations where
you need to find the punch in position in stop mode. Once you have found the exact
position, enable Punch on Play and start playback from there.
● Punch is the option to use if you need to listen to the section before your punch in point and
if this section already contains automation data that you do not want to overwrite. Roll
through this section and then punch in the automation pass.
● You can also use Punch in stop mode. To create automation data in this way, Punch must be
combined with one of the Fill modes.
Auto Punch
Auto Punch allows you to begin and end the automation pass at defined positions.
● Activate Preview mode and set the left and right locators at the positions where you want to
automatically punch in and out.
Auto Punch allows you to set up a safe zone for previously written automation data.
● Place the right locator at the beginning of an area that you want to protect and enable cycle
mode.
This ensures that a running automation pass always punches out before reaching this
section of your project.
Touch Assist
When you use Preview mode, you may get into a situation where you change some parameters,
but not others, although they belong to the same group of parameters (for example EQ settings).
Touch Assist allows you to avoid forgetting some parameters while touch-collecting parameters
for Preview.
When Touch Assist is enabled, the parameters of the following features are treated as groups:
Touch Assist ensures that touching one parameter in a group will touch all other parameters in
that group as well.
However, if you want to automate only one particular parameter, disable Touch Assist to avoid
inadvertently overwriting any previously created automation data.
NOTE
Enabling Touch Assist may lead to the creation of a large amount of automation data, causing a
higher CPU load. Only use Touch Assist if the performance is still acceptable.
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Automation
Automation Panel
Punch Log
The Punch Log section displays a list of the recent punch in operations that you performed in
Preview mode. You can load one of these log entries for the current track to recall the
corresponding touch-collected parameters and their values at the moment of punch in.
● To load an entry in the punch log, select it in the list and click Load.
The Preview button on the Automation Panel and on the corresponding automation track
lights up.
NOTE
When loading a log entry, you add the corresponding parameters to any other parameters
that you have touch-collected during the current preview session. However, if you manually
touch-collect the volume parameter, for example, and then add volume again by loading a
punch log entry, the settings for volume from the punch log are used, replacing any values
set manually.
Punch log data is always project-specific. You cannot export log entries to another project.
Suspend Options
This section on the Automation Panel allows you to exclude specific parameters from the
reading or writing of automation data. This way, you have full manual control of these
parameters.
Suspend Read
Suspending the reading for a specific parameter during automation gives you full manual control
of it.
● To suspend the reading of automation data for a specific parameter, click the corresponding
parameter.
● To suspend the reading of automation data for all parameters/parameter groups, click Set
All.
NOTE
When any of the options in the Suspend Read category are enabled, clicking Set All disables
all buttons.
EXAMPLE
Imagine that you have already automated several tracks. While working on the current track, you
want one of the other tracks to be louder, to better identify a particular position in your audio
material.
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Automation Panel
By suspending Read for the volume parameter, you regain full manual control and can set the
volume to the required level.
Suspend Write
Suspending the writing for a specific parameter during automation punches this parameter out
of the automation pass.
● To suspend the writing of automation data for a specific parameter, click the corresponding
parameter.
● To suspend the writing of automation data for all parameters/parameter groups, click Set
All.
NOTE
When any of the options in the Suspend Write category are enabled, clicking Set All disables
all buttons.
EXAMPLE
Imagine the following situation: To help you concentrate while working on a particular track, you
mute several other tracks. However, because write automations are active on these tracks, this
mute state is also automated during the next automation pass – a classic situation in mixing.
To avoid inadvertently excluding whole tracks from your mix in this way, you can exclude Mute
from all automation writing by clicking Mute in the Suspend Write category on the Automation
Panel.
Show Options
The Show options allow you to open all automation tracks for a specific parameter. This gives
you an overview of the automated parameter.
● To open the volume, pan, EQ, sends, or inserts automation tracks for all tracks, click the
corresponding parameter.
The automation tracks are opened even if no automation data was recorded on these tracks.
● To step through the individual parameter sets of parameter groups, for example pan, EQ,
sends, and inserts, click the respective button repeatedly.
● To show only the automation tracks for which automation data has already been written,
activate Used Only and click one of the options.
● To show all automation tracks that contain automation data, activate Show Used.
● To hide all open automation tracks, activate Hide All.
NOTE
Passes Tab
Shows the history of the recorded automation passes.
To record automation passes, the Activate Automation Passes option must be activated on the
Settings tab.
An automation pass begins with the first parameter that is written after activating Write
automation and starting playback. It ends when playback stops, either when you click Stop or
when the position cursor jumps to another position. This occurs when cycle or arranger mode is
activated. You can undo automation passes in the automation pass history.
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Nuendo 11.0.0
Automation
Automation Panel
NOTE
Automation passes are only created when you write automation automatically. If you want to
undo manually written automation events use the Edit History instead.
RESULT
The automation pass is recorded and written into the automation pass history on the Passes tab.
NOTE
All automation that you performed manually as well as other edits and processes performed
during or after the automation passes are also undone.
2. If you want to redo automation passes again, drag the horizontal line downwards.
The corresponding automation events on the automation track are inserted and the State
column shows Executed again.
Undoing Branches
A branch is a sequence of automation passes.
In a branch, each automation pass is represented by a rectangle with the number of the
automation pass. Automation that you perform manually, as well as other edits and processes in
between automation passes, are represented by smaller rectangles. These rectangles only serve
as indicators, they cannot be used to undo the edits.
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Nuendo 11.0.0
Automation
Automation Panel
When you undo an automation pass and subsequently write new automation, a new branch is
created and all following automation passes are gathered in the new branch.
If you have 2 or more branches, you can choose to undo the automation passes of the separate
branches in the automation pass history by activating and deactivating specific branches.
RESULT
The automation pass history is not saved with the project. If you close your project, the history is
deleted.
Settings Tab
You can make general automation settings for your project.
● To open the automation settings, select Project > Automation Panel, and open the Settings
page.
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Automation
Automation Panel
Return Time
This determines how fast the automated parameter returns to any previously
automated value when you release the mouse button. Set this to a value higher than 0
to prevent sudden jumps in your parameter settings which may lead to crackles.
Reduction Level
Punching out or using the Reduce Automation Events function removes all
superfluous automation events. This results in an automation curve that contains only
the events necessary to reproduce your actions. A reduction level value of 0 % removes
repeated automation points only. A reduction level value between 1 to 100 %
smoothens the automation curve. The default value of 50 % should reduce the
automation data amount significantly without touching the sound result of the existing
automation.
Freeze Trim
In this pop-up menu, you can specify how to freeze your trim curve.
● Manually
Freezes your trim curve manually.
● On Pass End
Performs a freeze whenever a write operation is finished.
● On Leaving Trim Mode
Freezes trims data automatically when the trim mode is switched off (globally or
individually for a track).
RELATED LINKS
Passes Tab on page 829
Virgin Territory vs. Initial Value on page 814
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Automation
Automation Panel
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Nuendo 11.0.0
VST Instruments
VST instruments are software synthesizers or other sound sources that are contained within
Nuendo. They are played internally via MIDI. You can add effects or EQ to VST instruments.
Nuendo allows you to make use of VST instruments in the following ways:
● By adding a VST instrument and assigning one or several MIDI tracks to it.
● By creating an instrument track.
This is a combination of a VST instrument, an instrument channel, and a MIDI track. You play
and record MIDI note data directly for this track.
NOTE
Some VST instruments are included with Nuendo. These are described in the separate document
Plug-in Reference.
RELATED LINKS
Instrument Tracks on page 132
RESULT
The instrument control panel opens, and the following tracks are added to the track list:
● A MIDI track with the name of the instrument. The output of the MIDI track is routed to the
instrument.
NOTE
In the Preferences dialog (VST—Plug-ins page), you can specify what happens when you
load a VST instrument.
● A folder with the name of the instrument that is added within a VST Instruments folder. The
instrument folder contains two automation tracks: one for the plug-in parameters and one
for the synth channel in the MixConsole.
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VST Instrument Control Panel
1 Activate Instrument
Activates/Deactivates the instrument.
2 Read Automation/Write Automation
Allows you to read/write automation for the instrument parameter settings.
3 Switch between A/B Settings
Switches to setting B when setting A is active, and to setting A when setting B is active.
4 Apply current settings to A and B
Copies the instrument parameters of instrument setting A to instrument setting B, and vice
versa.
5 Activate/Deactivate Side-Chaining
Activates the side-chain functionality for VST 3 instruments that support side-chaining.
6 Set up Side-Chain Routing
Allows you to set up the side-chain routing for the selected plug-in.
7 Event Received Indicator
Lights up on receiving note-on and controller messages.
8 Preset browser
Opens the preset browser where you can select another preset.
9 Load previous Program/Load next Program
Loads the previous/next program in the preset browser.
10 Preset Management
Opens a pop-up menu that allows you to save, rename, or remove a preset.
11 Add VST Plug-in Picture to Media Rack
Adds a picture of the VST plug-in to the Media rack. This is only available for plug-ins of other
vendors.
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VST Instrument Selector
RELATED LINKS
Adding Pictures of VST Instruments to the Media Rack on page 706
VST Instrument Context Menu on page 840
Hiding/Showing VST Instrument Control Panels on page 836
Side-Chaining for VST Instruments on page 849
PROCEDURE
● Select Window > Hide Plug-in Windows.
NOTE
RESULT
The plug-in windows are hidden and sent to the back of the application. To show them again,
select Show Plug-in Windows.
RELATED LINKS
VST Instrument Control Panel on page 834
PROCEDURE
● Select Window > Close All Plug-in Windows.
NOTE
RESULT
The control panels are closed.
RELATED LINKS
VST Instrument Control Panel on page 834
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Nuendo 11.0.0
VST Instruments
Creating Instrument Tracks
● Select Studio > VST Instruments, and click Add Rack Instrument.
● Select Studio > VST Instruments, click Add Track Instrument, and open the Instrument
pop-up menu.
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Instrument.
3. Open the Instrument pop-up menu and select a VST instrument.
4. Click Add Track.
RESULT
The selected VST instrument is loaded for the instrument track. In the MixConsole, an
instrument channel is added.
All instruments that are used in your project are shown. You can access up to 8 quick controls for
each added instrument.
To open the VST Instruments in the right zone, click Show/Hide Right Zone on the Project
window toolbar, and at the top of the right zone, click the VSTi tab.
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VST Instruments
VST Instruments Window
NOTE
The VST Instruments in the right zone are just another representation of the VST Instruments
window. All features are the same.
RELATED LINKS
Showing/Hiding Zones on page 47
Project Window Toolbar on page 48
All instruments that are used in your project are shown. You can access up to 8 quick controls for
each added instrument.
To open the VST Instruments window, select Studio > VST Instruments.
RELATED LINKS
Instrument Tracks on page 132
Opens the Add Track dialog that allows you to select an instrument and add an
instrument track that is associated to this instrument.
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Nuendo 11.0.0
VST Instruments
VST Instrument Controls
Find Instruments
Settings
Opens the Settings pop-up menu where you can activate/deactivate the following
modes:
● Show VST Quick Controls for One Slot Only shows the VST Quick Controls
exclusively for the selected instrument.
● MIDI Channel follows track selection ensures that the Channel selector follows
the MIDI track selection in the Project window. Use this mode if you work with
multitimbral instruments.
● Remote-Control Focus for VST Quick Controls follows track selection ensures
that the VST Quick Controls remote-control focus follows the track selection.
1 Activate Instrument
Activates/Deactivates the instrument.
2 Edit Instrument
Opens the instrument panel.
3 Freeze Instrument
Freezes the instrument. This allows you to save CPU power.
4 Instrument selector
Allows you to select another instrument. Double-click to rename the instrument. The name is
shown in the window in the Output Routing pop-up menu for MIDI tracks. This is useful
when you work with several instances of the same instrument.
5 Preset Browser
Allows you to load or save an instrument preset.
6 Input Options
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VST Instruments
VST Instrument Controls
This lights up when MIDI data is received by the instrument. Click this button to open a pop-
up menu that allows you to select, mute/unmute, and solo/unsolo for tracks that send MIDI
to the instrument (inputs).
NOTE
If you resize the VST Instruments window, you can access this option by using an Input/
Output Options pop-up menu.
7 Activate Outputs
This control is only available if the instrument provides more than one output. It allows you
to activate one or more outputs for the instrument.
NOTE
If you resize the VST Instruments window, you can access this option by using an Input/
Output Options pop-up menu.
RELATED LINKS
Freezing Instruments on page 844
Default Preset
Allows you to define and save a default preset.
Activate Outputs
Allows you to activate one or more outputs for the instrument.
Activate/Deactivate Side-Chaining
Activates/Deactivates side-chaining for the instrument.
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VST Instruments
Presets for Instruments
NOTE
This option is only available for VST 3 instruments that support side-chaining.
NOTE
RELATED LINKS
General on page 1364
Side-Chaining for VST Instruments on page 849
● VST Presets
VST presets include the parameter settings of a VST instrument.
These are available from the VST Instruments window, from the instrument control panels,
and from the Programs field in the Inspector.
● Track Presets
Track presets include the instrument track settings and the settings for the corresponding
VST instrument.
These are available from the Inspector or the track list context menu.
PROCEDURE
1. Do one of the following:
● Select the track that contains the VST instrument, and in the Inspector, click the
Programs field.
● In the VST Instruments window, click Preset Browser for the instrument, and select
Load Preset.
● In the control panel for the VST instrument, click Preset Browser, and select Load
Preset.
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VST Instruments
Presets for Instruments
2. In the preset browser, select a preset from the list and double-click it to load it.
RESULT
The preset is applied. To return to the previously loaded preset, open the preset browser again
and click Revert to Last Setting.
PROCEDURE
1. Do one of the following:
● In the VST Instruments window, click Preset Browser for the instrument, and select
Save Preset.
● In the control panel for the VST instrument, click Preset Browser, and select Save
Preset.
2. In the Save <VST instrument name> Preset dialog, enter a name for the preset.
3. Optional: Click Show Attribute Inspector and define attributes for the preset.
4. Click OK to save the preset and close the dialog.
PROCEDURE
1. Do one of the following:
● Select the instrument track, and in the Inspector, click the Load Track Preset field.
● Right-click the instrument track, and from the context menu, select Load Track Preset.
2. In the preset browser, select a preset from the list and double-click it to load it.
RESULT
The track preset is applied. To return to the previously loaded preset, open the preset browser
again and click Revert to Last Setting.
● To open the Results browser, right-click an instrument track, and select Load Track Preset.
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VST Instruments
Playing Back VST Instruments
VST presets for instruments can be divided into the following groups:
Presets
Presets contain the settings of the entire plug-in. For multitimbral instruments, this
includes the settings for all sound slots as well as the global settings.
Programs
Programs contain only the settings for one program. For multitimbral instruments, this
includes only the settings for one sound slot.
PROCEDURE
1. Right-click the instrument track, and from the context menu, select Save Track Preset.
2. In the Save Track Preset dialog, enter a name for the preset.
3. Optional: Click Show Attribute Inspector and define attributes for the preset.
4. Click OK to save the preset and close the dialog.
PROCEDURE
1. In the track list, activate Monitor for the track that has the VST instrument loaded.
2. Press one or more keys on your MIDI keyboard or use the On-Screen Keyboard.
The corresponding sounds are triggered on your VST instrument.
3. Select Studio > MixConsole to open the MixConsole and adjust the sound, add EQ or
effects, assign another output routing, etc.
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VST Instruments
Playing Back VST Instruments
If the CPU overload indicator in the Audio Performance window lights up or you get crackling
sounds, you have the following options:
RELATED LINKS
Freezing Instruments on page 844
Suspend VST 3 plug-in processing when no audio signals are received on page 1379
Freezing Instruments
If you are using a moderately powerful computer or a large number of VST instruments, your
computer may not be able to play back all instruments in real time. At this point, you can freeze
instruments.
PROCEDURE
1. Do one of the following:
● Select Studio > VST Instruments.
● Select the instrument track and open the top Inspector section.
2. Click Freeze.
3. In the Freeze Instrument Options dialog, make your changes.
4. Click OK.
RESULT
● The instrument is rendered to an audio file, and on playback you hear the same sound as
before freezing.
● Less CPU load is used.
● The Freeze button lights up.
● The MIDI/instrument track controls are grayed out.
● The MIDI parts are locked.
NOTE
To edit the tracks, parameters, or synth channels again, and to delete the rendered file, unfreeze
the instrument by clicking Freeze again.
The following controls can be found in the Freeze Instrument Options dialog:
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Nuendo 11.0.0
VST Instruments
Latency
NOTE
Tail Size
Allows you to set a tail size time to let sounds complete their normal release cycle.
Latency
The term latency stands for the time it takes for the instrument to produce a sound when you
press a key on your MIDI controller. It can be an issue when using VST instruments in real time.
Latency depends on your audio hardware and its ASIO driver.
In the Studio Setup dialog (Audio System page), the input and output latency values should
ideally be a few milliseconds.
If the latency is too high to allow comfortable real time VST instrument playback from a
keyboard, you can use another MIDI sound source for live playback and recording, and switch to
the VST instrument for playback.
RELATED LINKS
Selecting an Audio Driver on page 18
Delay Compensation
During playback, Nuendo automatically compensates any delay inherent in the VST plug-ins you
use.
You can specify a Delay Compensation Threshold in the Preferences dialog (VST page), so that
only plug-ins with a delay higher than this threshold setting are affected.
Constrain Delay Compensation is available on the Project window toolbar and in the Transport
zone. You can also find it as a menu item in the MixConsole on the Functions Menu.
Activating Constrain Delay Compensation turns off VST plug-ins that are activated for VST
instrument channels, audio track channels that are record-enabled, group channels, and output
channels. VST plug-ins that are activated for FX channels are disregarded. After recording or
using a VST instrument, Constrain Delay Compensation should be deactivated again in order to
restore full delay compensation.
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VST Instruments
Import and Export Options
RELATED LINKS
Project Window Toolbar on page 48
PROCEDURE
1. Select Media > MediaBay.
2. Optional: On the toolbar, open the Select Media Types menu, and activate MIDI Loops and
Plug-in Presets.
3. In the Results list, select a MIDI loop and drag it to an empty section in the Project window.
RESULT
An instrument track is created and the instrument part is inserted at the position where you
dragged the file. The Inspector reflects all settings that are saved in the MIDI loop, for example,
the VST instrument that was used, applied insert effects, track parameters, etc.
NOTE
You can also drag MIDI loops onto existing instrument or MIDI tracks. However, this only imports
the part information. This means this part only contains the MIDI data (notes, controllers) that is
saved in the MIDI loop, but no Inspector settings or instrument parameters.
RELATED LINKS
Presets for Instruments on page 841
Filtering According to Media Type on page 714
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Nuendo 11.0.0
VST Instruments
VST Quick Controls
PROCEDURE
1. Select an instrument part.
2. Select File > Export > MIDI Loop.
3. In the Save MIDI Loop dialog, enter a name for the MIDI loop.
4. Optional: To save attributes for the MIDI loop, click the button below the New MIDI Loop
section at the bottom left.
The Attribute Inspector section opens, allowing you to define attributes for your MIDI loop.
5. Click OK.
RESULT
MIDI loop files are saved in the following folder:
Windows: \Users\<user name>\AppData\Roaming\Steinberg\MIDI Loops
macOS: /Users/<user name>/Library/Application Support/Steinberg/MIDI Loops/
The default folder cannot be changed. However, you can create subfolders within this folder to
organize your MIDI loops. To create a subfolder, click New Folder in the Save MIDI Loop dialog.
PROCEDURE
1. Select an instrument track.
2. Select File > Export > MIDI File.
3. In the Export MIDI File dialog, select a location and enter a name for the MIDI file.
4. Click Save.
5. In the Export Options dialog, make your changes.
If you activate Export Inspector Volume/Pan, volume and pan information of the VST
instrument are converted and written into the MIDI file as controller data.
6. Click OK.
RESULT
The instrument track is exported as standard MIDI file. As there is no MIDI patch information in
an instrument track, this information is missing in the resulting MIDI file.
RELATED LINKS
Exporting MIDI Tracks as Standard MIDI Files on page 177
To show the VST Quick Controls on the VST Instruments window, activate Show/Hide all VST
Quick Controls.
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Nuendo 11.0.0
VST Instruments
VST Quick Controls
NOTE
The number of VST Quick Controls that are shown depends on the size of the VST
Instruments window.
RELATED LINKS
Remote Controlling Nuendo on page 864
Connecting VST Quick Controls with Remote Controllers on page 848
Activating Pick-up Mode for Hardware Controls on page 863
PREREQUISITE
The MIDI output on your remote unit is connected to a MIDI input on your MIDI interface.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select VST Quick Controls.
3. Open the MIDI Input pop-up menu, and select a MIDI input.
4. Optional: Open the MIDI Output pop-up menu, and select a MIDI output.
5. Click Apply.
6. Activate Learn.
7. In the Control Name column, select QuickControl 1.
8. On your MIDI device, move the control that you want to connect with the first quick control.
9. Select the next slot in the Control Name column and repeat the previous steps.
10. Click OK.
RESULT
The VST Quick Controls are now connected with control elements on your MIDI device. If you
move a control element, the value of the parameter that is assigned to the corresponding VST
Quick Controls changes accordingly.
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Nuendo 11.0.0
VST Instruments
Side-Chaining for VST Instruments
NOTE
The remote controller setup for VST Quick Controls is saved globally, that is, it is independent of
any projects.
RELATED LINKS
Generic Remote Page on page 868
You can route the audio signal to the side-chain input of an instrument in different ways:
● To process the audio signal completely through the instrument, route the output of the
audio track to the side-chain input of an instrument.
● To use both the clean audio signal and the signal processed by the instrument, route a send
to the instrument side-chain.
NOTE
To hear the audio played through the instrument, you must trigger a note, either by playing MIDI
events or by playing notes on your external MIDI keyboard.
RELATED LINKS
Using Instruments as Effects on Audio Tracks on page 849
PREREQUISITE
You have a drum loop on an audio track. You have created an instrument track with Retrologue
loaded.
PROCEDURE
1. On the Retrologue control panel, click Activate/Deactivate Side-Chaining.
2. On the control panel, click Set up Side-Chain Routing.
3. Click Add Side-Chain Source, and select the audio track from the selector.
4. In the Project window, select the audio track.
5. In the Inspector for the audio track, open the Output Routing pop-up menu and select
Retrologue as a side-chain input.
6. On the Retrologue panel in the Oscillator Mix section, adjust the Input Level control.
7. Optional: Deactivate oscillators OSC 1, OSC 2, and OSC 3.
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Nuendo 11.0.0
VST Instruments
External Instruments
NOTE
For this to work, your MIDI keyboard must be installed and set up.
RESULT
When a note is played, the drum loop is played back through Retrologue.
NOTE
For detailed information about Retrologue and its parameters, see the separate document
Retrologue.
External Instruments
An external instrument bus is an input (return) to your audio hardware, along with a MIDI
connection via Nuendo and additional settings.
External instrument busses are created in the Audio Connections window. All external
instrument busses that you have created appear on the VST Instrument pop-up menus and can
be selected in the same way as any VST instrument plug-in.
If you select an external instrument, you must create a MIDI device to play it via MIDI. The sound
that is output by the synth audio output will come in to the VST environment where you can
apply processing, etc.
RELATED LINKS
Setting up External Instruments on page 41
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Nuendo 11.0.0
Installing and Managing VST
Plug-ins
Nuendo supports the VST 2 and VST 3 plug-in standards. You can install effects and instruments
that comply with these formats.
NOTE
A plug-in is a piece of software that adds a specific functionality to Nuendo. The audio effects and
instruments that are used in Nuendo are VST plug-ins.
VST effect or VST instrument plug-ins normally have their own installation application. Read the
documentation or readme files before installing new plug-ins.
When you scan for newly installed plug-ins or relaunch Nuendo, the new plug-ins are shown on
the VST effect or VST instrument selectors, respectively.
Nuendo comes with a number of effect plug-ins included. These effects and their parameters are
described in the separate document Plug-in Reference.
In Nuendo, plug-ins are arranged in collections. Only one collection can be active at the same
time. The plug-ins contained in the active collection are shown in the selectors all over the
program.
When you launch Nuendo, all plug-ins that are found are automatically placed in the Default
collection. This is the collection of plug-ins that is active by default.
The Default collection is created each time you start Nuendo or you initiate a rescan.
You can, however, add your own VST effect or VST instrument collections. This is useful if you
only want to see the specific plug-ins that are used in a specific project, for example. When you
activate this collection, all VST effects and VST instruments of this collection are shown in the
selectors for VST effects or VST instruments.
NOTE
If an installed VST effect or a VST instrument could not be loaded by Nuendo, it is not shown on
the VST Effects tab or the VST Instruments tab, and grayed out in any collection. In this case,
verify if that plug-in is copy-protected.
RELATED LINKS
VST Plug-in Manager Window on page 852
Adding New Plug-in Collections on page 854
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Nuendo 11.0.0
Installing and Managing VST Plug-ins
Plug-ins and Collections
● To open the VST Plug-in Manager window, select Studio > VST Plug-in Manager.
VST Effects
Lists all VST effects that are loaded in Nuendo. To sort the list by a specific attribute,
click the corresponding column header.
VST Instruments
Lists all VST instruments that are loaded in Nuendo. To sort the list by a specific
attribute, click the corresponding column header.
Blocklist
Lists all VST effects and VST instruments that are installed on your system but not
loaded in Nuendo, because they might lead to stability problems or even cause the
program to crash.
Toolbar
Shows tools and shortcuts for functions in the VST Plug-in Manager.
Active collection
Shows the active collection. The plug-ins of the active collection are shown in the
selectors for VST effects and VST instruments.
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Nuendo 11.0.0
Installing and Managing VST Plug-ins
Plug-ins and Collections
Plug-in Report
Opens the File Explorer/macOS Finder that allows you to save a text file that contains
information about your system as well as plug-in information. This is useful for
troubleshooting, for example.
RELATED LINKS
Plug-ins and Collections on page 851
Audio System Page on page 19
VST Plug-in Manager Toolbar on page 853
VST 2 Plug-in Path Settings on page 854
Hiding Plug-ins on page 855
Reactivating Plug-ins from the Blocklist on page 856
● To open the VST Plug-in Manager window, select Studio > VST Plug-in Manager.
Search field
Allows you to search for specific plug-ins on the VST Effects tab or on the VST
Instruments tab by typing in their name.
Rescan All
Rescans the plug-in list.
Display Options
New Folder
Delete
New Collection
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Nuendo 11.0.0
Installing and Managing VST Plug-ins
Adding New Plug-in Collections
NOTE
NOTE
● To open the VST 2 Plug-in Path Settings, select Studio > VST Plug-in Manager, and click
VST 2 Plug-in Path Settings.
Add Path
Allows you to add a new VST 2 plug-in path.
Delete Path
Deletes the selected VST 2 plug-in path.
Reset
Resets the list to default.
PREREQUISITE
A number of effect plug-ins is installed on your computer, and these plug-ins are listed in the VST
Plug-in Manager on the VST Effects tab and the VST Instruments tab.
PROCEDURE
1. In the VST Plug-in Manager toolbar, click New Collection, and select an option.
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Installing and Managing VST Plug-ins
Hiding Plug-ins
2. In the New Collection dialog, enter a name for the new collection and click OK.
3. Optional: Click New Folder.
You can then move your plug-ins into these folders to organize them by categories, for
example.
4. Enter a name for the new folder and click OK.
5. On the VST Effects tab or the VST Instruments tab, select the plug-ins that you want to add
to the collection, and drag them in the new collection.
If you created folders, you can drag the plug-ins directly into folders.
RESULT
The new collection is saved. If you select it, its plug-ins are shown in the plug-in selectors.
RELATED LINKS
Plug-ins and Collections on page 851
VST Plug-in Manager Window on page 852
Hiding Plug-ins
You can hide plug-ins from all collections. This is useful if you have plug-ins installed on your
computer that you do not want to use in Nuendo.
PROCEDURE
1. Select Studio > VST Plug-in Manager.
2. On the VST Effects tab or on the VST Instruments tab, select the plug-ins that you want to
hide from view.
3. Click Show VST Plug-in Information to show information about the selected plug-in.
4. Activate Hide.
RESULT
The selected plug-in is hidden from view.
RELATED LINKS
ASIO-Guard on page 1351
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Installing and Managing VST Plug-ins
Reactivating Plug-ins from the Blocklist
PROCEDURE
1. On the Blocklist tab, select the plug-ins that you want to reactivate.
NOTE
You cannot reactivate 32-bit plug-ins, because they are not supported.
2. Click Reactivate.
RESULT
Nuendo rescans the plug-in and removes it from the blocklist.
RELATED LINKS
VST Plug-in Manager Window on page 852
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Nuendo 11.0.0
Track Quick Controls
Nuendo allows you to set up 8 different track parameters or settings as Track Quick Controls for
quick access.
Track Quick Controls are available for the following track types:
● Audio
● MIDI
● Instrument
● Sampler
● FX Channel
● Group Channel
● VCA Fader
For instrument tracks and for MIDI tracks for which you assigned a VST instrument on creation,
that is, that you created by loading a rack instrument, Track Quick Controls are automatically
assigned to the Quick Controls of the VST instrument.
For sampler tracks, Track Quick Controls are automatically assigned to the sound parameters of
Sampler Control.
NOTE
You can change the default assignment by assigning different track parameters or by loading a
preset.
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Track Quick Controls
Parameter Assignment
You can assign Track Quick Controls to an external remote control device. For this to work, you
must connect Track Quick Controls with your remote controller.
You can automate parameter settings in the Quick Controls section using the Read/Write
buttons (R and W).
RELATED LINKS
Track Presets on page 201
Automation on page 804
Channel Racks Selector on page 422
Parameter Assignment
You can assign track, effect, and instrument parameters to Quick Controls.
For the parameter assignment, you can use the Inspector or the MixConsole. You can assign
parameters manually, use the QC Learn Mode, or load an assignment preset.
RELATED LINKS
Assigning Track Parameters to Quick Controls on page 858
Assigning Effect Parameters to Quick Controls on page 859
Using QC Learn Mode on page 859
Adding Track Quick Controls in the MixConsole on page 456
Setting Instrument Parameter Assignments to Default on page 860
Removing Parameter Assignments on page 860
Loading Track Quick Control Assignments as Presets on page 861
NOTE
For instrument tracks and MIDI tracks for which you assigned a VST instrument on creation, the
main parameters of the instrument are automatically assigned to the slots in the Quick Controls
section in the Inspector.
PROCEDURE
1. In the Inspector for your track, open the Quick Controls section.
2. In the Quick Controls section, click the first slot to open a selector that lists all parameters
for the track.
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Parameter Assignment
3. Select the parameter that you want to assign to the first Quick Control.
The parameter name and its value are displayed in the slot. You can change the value by
dragging the slider.
4. Repeat these steps for all slots for which you want to assign track parameters.
RESULT
You can now control the track parameters via the Quick Controls section in the Inspector or via
the Track Quick Controls rack in the MixConsole.
NOTE
This is only available for VST 3 plug-ins that support this function.
PROCEDURE
● In the effect plug-in panel, right-click the parameter.
● Select Add “x” to Quick Controls (where x is the name of the parameter) to assign the
parameter to the next empty slot.
● Select Add “x” to Quick Controls Slot (where x is the name of the parameter), and
select the slot from the submenu to assign the parameter to a specific slot.
RESULT
You can now control the effect parameters via the Quick Controls section in the Inspector or via
the Track Quick Controls rack in the MixConsole.
PROCEDURE
1. In the Inspector for your track, open the Quick Controls section.
2. Activate QC Learn Mode.
3. Select the slot to which you want to assign a parameter.
4. Move the control.
RESULT
The track parameter is assigned to the corresponding control.
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Track Quick Controls
Parameter Assignment
RELATED LINKS
Controlling Automatable Parameters on page 861
PROCEDURE
1. In the Inspector for the instrument or MIDI track, open the Quick Controls section.
2. Click Get Default QCs from Plug-in.
RESULT
The instrument parameter assignments are set to default.
PROCEDURE
● Do one of the following:
● To remove a parameter from a slot, click in the corresponding slot and select No
parameter from the pop-up menu.
NOTE
You can also double-click the parameter name, press Delete or Backspace , and
confirm with Return .
● To remove the Quick Control assignments for all slots, click Remove All QC
Assignments.
PREREQUISITE
You have assigned track parameters to Quick Controls.
PROCEDURE
1. In the Inspector for your track, open the Quick Controls section.
2. In the Quick Controls section, click Preset Management .
3. Click Save Preset.
4. Enter a name in the Type in Preset Name dialog.
5. Click OK.
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Controlling Automatable Parameters
RESULT
The Quick Control assignment is saved as a preset.
RELATED LINKS
Assigning Track Parameters to Quick Controls on page 858
PROCEDURE
1. In the Inspector for your track, open the Quick Controls section.
2. In the Quick Controls section, click Preset Management .
3. Select one of the presets in the upper list of the menu.
RESULT
The preset is loaded and allows you to access the channel parameters.
IMPORTANT
Use this function with caution, as you might accidentally modify parameters on other tracks.
PROCEDURE
1. Create a new, empty audio track and open the Quick Controls section.
2. Hold down Ctrl/Cmd and click the first Quick Control slot.
The selector lists all automatable parameters.
3. Open the VST Mixer folder.
The selector lists all channels that are available in the MixConsole of your project.
4. Assign a parameter of one particular channel to Quick Control 1, and another parameter of
another channel to Quick Control 2.
RESULT
The Quick Controls section now allows you to control automatable parameters on different
tracks.
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Track Quick Controls
Connecting Track Quick Controls with Remote Controllers
IMPORTANT
You cannot save Quick Control assignments for automatable parameters on different tracks as
track presets.
PROCEDURE
1. Click the track for which you want to show automated Quick Control assignments.
2. In the Inspector for your track, open the Quick Controls section.
3. In the Quick Controls section, click Preset Management .
4. Select Show Automated QC Assignments.
RESULT
The automation tracks of the automated Quick Control parameters open for the selected track.
NOTE
PREREQUISITE
The MIDI output on your remote unit is connected to a MIDI input on your MIDI interface.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select Track Quick Controls.
3. Open the MIDI Input pop-up menu, and select a MIDI input.
4. Optional: Open the MIDI Output pop-up menu, and select a MIDI output.
5. Click Apply.
6. Activate Learn.
7. In the Control Name column, select QuickControl 1.
8. On your MIDI device, move the control that you want to connect with the first quick control.
9. Select the next slot in the Control Name column and repeat the previous steps.
10. Click OK.
RESULT
The Track Quick Controls are now connected with control elements on your MIDI device. If you
move a control element, the value of the parameter that is assigned to the corresponding Track
Quick Controls changes accordingly.
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Track Quick Controls
Connecting Track Quick Controls with Remote Controllers
NOTE
The remote controller setup for Track Quick Controls is saved globally, that is, it is independent
of any projects.
RELATED LINKS
Generic Remote Page on page 868
NOTE
This only applies to hardware controllers whose controls use specific ranges.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select Track Quick Controls or VST Quick Controls.
3. Activate Pick-up Mode.
4. Click OK.
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Nuendo 11.0.0
Remote Controlling Nuendo
You can control Nuendo via MIDI with a connected MIDI device.
The supported devices are described in the separate document Remote Control Devices. You
can also use a generic MIDI controller to remote-control Nuendo.
NOTE
Most remote-control devices are able to control both MIDI and audio channels in Nuendo, but
the parameter setup may be different. Audio-specific controls such as EQ are disregarded when
controlling MIDI channels.
RELATED LINKS
Generic Remote Page on page 868
PROCEDURE
● Do one of the following:
● If your remote device provides a USB MIDI port, use a USB cable to connect it to the USB
port of your computer.
● If your remote device provides a MIDI output, use a MIDI cable to connect it to a MIDI
input on your MIDI interface.
NOTE
If the remote unit features feedback devices such as indicators, motorized faders, etc.,
connect a MIDI Out on the interface to a MIDI In on the remote unit.
RELATED LINKS
MIDI Connections on page 25
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select MIDI Port Setup.
3. In the table on the right, deactivate In ‘All MIDI Inputs’ for the MIDI input to which you have
connected the MIDI remote unit.
The State column reads Inactive.
4. Click OK.
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Setting up Remote Devices
RESULT
The remote unit input is removed from the All MIDI Inputs group.
RELATED LINKS
MIDI Port Setup Page on page 25
NOTE
If your device is not available in the pop-up menu, select Generic Remote.
4. Open the MIDI Input pop-up menu and select a MIDI input.
5. Optional: Open the MIDI Output pop-up menu and select a MIDI output.
6. Click OK.
RESULT
You can now use the MIDI device to control Nuendo functions.
A bright stripe in the Project window and in the MixConsole indicates which channels are linked
to the remote-control device.
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Setting up Remote Devices
You can open a panel for the added device by selecting Studio > More Options.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select the remote device.
3. Click Reset in the lower part of the Studio Setup dialog to reset the selected remote device.
NOTE
To reset all devices in the Devices list, click Reset in the top left of the dialog.
MIDI Input
Allows you to select a MIDI input.
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Remote Devices and Automation
MIDI Output
Allows you to select a MIDI output.
User Commands
Lists the controls or buttons of your remote device.
If your remote device does not have touch-sensitive controls and you want to replace existing
automation data in Write mode, consider the following:
● Make sure that you move only the controller that you want to replace.
● Stop playback to deactivate Write mode.
This way, all data for the corresponding parameter is replaced from the position where you
moved the control, up to the position where you stop playback.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select your remote device.
In the User Commands section, the controls or buttons of your remote device are listed in
the Button column.
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Generic Remote Page
3. Click in the Category column for the control to which you want to assign a Nuendo
command, and select the category from the pop-up menu.
The categories correspond to the categories in the Key Commands dialog.
4. Click in the Command column, and select the Nuendo command from the pop-up menu.
The available items on the pop-up menu depend on the selected category.
5. Click Apply.
RESULT
The selected function is assigned to the button or control on the remote device.
RELATED LINKS
Key Commands on page 1312
● To open the Generic Remote page, select Studio > Studio Setup, and from the Devices list,
select Generic Remote.
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Generic Remote Page
MIDI Input
Allows you to select the MIDI input port to which your remote device is connected.
MIDI Output
Allows you to select the MIDI output port to which your remote device is connected.
RELATED LINKS
MIDI Remote Control Configuration Section on page 869
Nuendo Control Assignment Section on page 871
● To open the Generic Remote settings, select Studio > Studio Setup, and from the Devices
list, select Generic Remote.
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Generic Remote Page
Control Name
Double-click this field to change the name for the control, and enter the one written on
the console, for example. This name is automatically reflected in the lower table.
MIDI Status
Allows you to specify the type of MIDI message sent by the control.
MIDI Channel
Allows you to select the MIDI channel on which the controller is transmitted.
Address
Allows you to specify the continuous controller number, the pitch of a note, or the
address of an NRPN/RPN continuous controller.
Max. Value
Allows you to specify the maximum value that the control transmits. This value is used
by the program to scale the value range of the MIDI controller to the value range of the
program parameter.
Flags
Allows you to select one of the following flags:
● Receive
Activate this if the MIDI message should be processed on reception.
● Transmit
Activate this if a MIDI message should be transmitted when the corresponding
value in the program changes.
● Relative
Activate this if the control is an endless rotary encoder, which reports the number
of turns instead of an absolute value.
● Pick-up
Activate this if you want the control to pick up the parameter at the value to which
it was last set.
The buttons and options to the right of the table have the following function:
Import
Allows you to import saved remote setup files.
Export
Allows you to export the current setup with the file extension .xml.
Add
Adds controls to the bottom of the table.
Delete
Deletes the selected control from the table.
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Generic Remote Page
Learn
Allows you to assign MIDI messages by learning.
● To open the Generic Remote settings, select Studio > Studio Setup, and from the Devices
list, select Generic Remote.
Control Name
Reflects the control name selected in the upper table.
Device
Allows you to select the Nuendo device that you want to control.
Channel/Category
Allows you to select the channel or the command category that you want to control.
Value/Action
Allows you to select the parameter of the channel that you want to control. If the
Command device is selected, this is where you specify the Action of the category.
Flags
Allows you to select one of the following flags:
● Push Button
Activate this if the parameter should only be changed if the received MIDI message
shows a value unequal to 0.
● Toggle
Activate this if the parameter value should be switched between minimum and
maximum value each time a MIDI message is received.
You can combine Push Button and Toggle for remote controls which do not latch
the state of a button. This is useful if you want to control the mute status with a
device on which pressing the mute button turns it on, and releasing the mute
button turns it off.
● Not Automated
Activate this if the parameter value should not be automated.
The buttons to the right of the table have the following function:
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Nuendo 11.0.0
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Generic Remote Page
Rename
Allows you to rename the selected bank.
Add
Adds banks to the pop-up menu.
Delete
Deletes the selected bank from the pop-up menu.
RELATED LINKS
Assignable Devices and Functions on page 872
Command
Allows you to assign the Nuendo commands to which a key command can be assigned.
If you select Add Track in the Channel/Category column, and Audio in the Value/
Action column, you can add audio tracks using your MIDI device, for example.
Midi Mixer
Allows you to control the functions of the Midi Mixer panel. If you select Device in the
Channel/Category column, and one of the options in the Value/Action column, you
can control that function using your MIDI device.
MMC Master
Allows you to control the functions of the MMC Master panel. If you select Device in
the Channel/Category column, and one of the options in the Value/Action column,
you can control that function using your MIDI device.
Mixer
Allows you to control MixConsole functions. If you select one of the available channels
or Selected in the Channel/Category column, and one of the options in the Value/
Action column, you can control that function of that specific channel or of the selected
channel using your MIDI device.
Transport
Allows you to control the transport functions. If you select Device in the Channel/
Category column, and one of the options in the Value/Action column, you can control
that function using your MIDI device.
Metronome
Allows you to control metronome functions. If you select Device in the Channel/
Category column, and one of the options in the Value/Action column, you can control
that function using your MIDI device.
VST Mixer
Allows you to control MixConsole functions. If you select one of the available channels
or Selected in the Channel/Category column, and one of the options in the Value/
Action column, you can control that function of that specific channel or of the selected
channel using your MIDI device.
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Remote Controlling Nuendo
Remote Control Editor
NOTE
You can also control all VST Instruments that you added in the Project window, and that are
listed in the Device column.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select Generic Remote.
3. Activate Learn.
4. Select the control in the upper table, and move the corresponding control on your MIDI
device.
RESULT
The values for MIDI Status, MIDI Channel, and Address are automatically set to those of the
moved control.
NOTE
If you use the Learn function for a control that sends a program change value, Prog. Change
Trigger is automatically selected in the MIDI Status pop-up menu. This allows you to use the
different values of a program change parameter to control different parameters in Nuendo.
If this does not give you the result you want, try using the Prog. Change value instead.
● To open the Remote Control Editor, right-click the plug-in panel of the plug-in that you want
to remote-control, and select Remote Control Editor.
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Remote Control Editor
1 Inspector
Contains the settings and the parameter assignment for the selected cell. The upper section
contains settings for the text label. The lower section contains settings for the knob and the
switches.
2 Layout Selection
Shows the name of the layout. Click to select a different layout.
3 Set up Cell Layout
Opens the Cell Layout Configuration, where you can specify the number of cells per page,
and select the switch layout that you want to use for the pages. To specify the number of
switches for a cell, activate/deactivate them.
4 Add New Hardware Layout
Adds a new layout for a particular hardware type. To remove a hardware layout, click its
Close button.
5 Layout section
Shows layouts that represent the hardware devices that are used to remote-control the plug-
in parameters. Here you can change the parameter assignments, the name in the text label,
the cell setup, and the order of cells and pages.
6 Toolbar
Shows tools for setting up the layout.
7 Status Bar
Shows information on an element when you position the mouse pointer over it in the editor
window.
RELATED LINKS
Remote Control Editor Toolbar on page 875
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Remote Control Editor
Reverts to the default settings for the current layout or copies the settings of one
layout page to another.
Saves the settings. If the hardware supports this function, the changes are immediately
reflected on the hardware controllers.
Control Settings
You can define the control style for switches or knobs to which you have assigned a function. This
includes changing the LED ring or changing its behavior, from continuous value representation
to on/off, for example.
NOTE
Standard
A standard knob with undefined LED style.
Toggle Switch
A knob with 2 states.
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Remote Controlling Nuendo
Remote Control Editor
LED Ring
An LED ring around the knob. The setting increases clockwise.
Center Width
An LED ring that starts at the top center position, and when the settings increase, an
LED is shown growing in both directions.
Center Neutral
A dial that starts at the top center position and can be moved left or right, like a pan
control, for example.
Single Dot
An LED ring around the knob. The setting increases clockwise with a dot indicating the
current value.
Momentary
Activates the assigned function as long as you hold the switch.
Increasing Stepwise
Steps through the available settings until the maximum is reached.
Decreasing Stepwise
Steps through the available settings in reverse order until the minimum is reached.
Smart Switch
Switches between 2 states every time you press the switch. Enters Momentary mode if
you hold the switch.
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Remote Control Editor
RESULT
The parameter is assigned to the control.
NOTE
To remove the parameter assignment for a cell, activate Learn mode, select the cell, and press
Delete or Backspace .
RELATED LINKS
Remote Control Editor Toolbar on page 875
NOTE
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Nuendo 11.0.0
Remote Controlling Nuendo
Joysticks
NOTE
This is useful if your hardware devices have value fields that only display a limited number of
characters, for example.
Joysticks
You can use a joystick to remote-control panning operations in Nuendo. This can be useful, for
example, for creating smooth automation curves.
● To use a joystick for remote-controlling, connect it to your computer and restart Nuendo.
After restarting the application, the joystick is automatically activated.
RELATED LINKS
Panning with a Joystick on page 763
Deactivating Joysticks on page 878
Deactivating Joysticks
If you have a joystick connected to your system, but do not want to use it with Nuendo, you can
deactivate it.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select the joystick device.
The available device settings are shown to the right.
3. Deactivate the respective option.
RELATED LINKS
Connecting Track Quick Controls with Remote Controllers on page 862
RELATED LINKS
Connecting Track Quick Controls with Remote Controllers on page 862
VST Quick Controls on page 847
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Nuendo 11.0.0
MIDI Realtime Parameters and
MIDI Effects
MIDI realtime means that you can change or transform MIDI events on MIDI or instrument
tracks before they are sent to the MIDI outputs. This allows you to change the way MIDI data is
played back.
The actual MIDI events on the track are not affected. Therefore, MIDI realtime changes are not
reflected in any MIDI editor.
The following functions allow you to change MIDI events in real time:
NOTE
If you want to convert the track settings to real MIDI events, select MIDI > Freeze MIDI
Modifiers or MIDI > Merge MIDI in Loop.
RELATED LINKS
Merging MIDI Events into a New Part on page 901
These settings either affect the basic functionality for the track (mute, solo, enable record, etc.) or
send out additional MIDI data to the connected devices (program change, volume, etc.).
The following track parameters allow you to change MIDI events in real time:
● MIDI Volume
● MIDI Pan
● Track Delay
● Input Transformer
RELATED LINKS
MIDI Track Inspector on page 140
Input Transformer on page 879
Input Transformer
The Input Transformer allows you to filter out and change MIDI data coming to a MIDI track
before it is recorded.
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Nuendo 11.0.0
MIDI Realtime Parameters and MIDI Effects
MIDI Track Parameters
● Set up split keyboard combinations for recording left and right hands separately.
● Convert a controller, such as a foot pedal, into MIDI notes (for playing bass drum the right
way).
● Filter out a specific type of MIDI data on one MIDI channel only.
● Turn aftertouch into any controller and vice versa.
● Invert velocity or pitch.
● Select a MIDI or instrument track, click Input Transformer , and select Global.
This allows you to make settings that affect all MIDI inputs and all MIDI tracks.
● Select a MIDI or instrument track, click Input Transformer, and select Local.
This allows you to make settings for the selected track only.
Select Preset
Allows you to select a preset for the Input Transformer.
Module selector
Allows you to view and edit a module.
Action list
Allows you to specify any changes that are made to the found events.
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MIDI Realtime Parameters and MIDI Effects
MIDI Modifiers
NOTE
You can also select a preset from the Select Preset pop-up menu to specify conditions and
actions.
RESULT
The settings affect all MIDI events that you record on the track.
MIDI Modifiers
MIDI modifiers allow you to modify MIDI events during playback.
NOTE
For live playing, select and record-enable the track, and activate MIDI Thru Active in the
Preferences dialog (MIDI page).
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MIDI Modifiers
NOTE
If you want to compare the result of your modifier settings with the unprocessed MIDI, you can
use the bypass button in the MIDI modifiers section. If this button is activated, the MIDI
modifiers settings are temporarily disabled.
Transpose
Allows you to transpose all notes on the track in semitones. Extreme transpositions can
give rather strange and unwanted results.
Velocity Shift
Allows you to add a velocity value to all notes on the track. Positive values increase the
velocity while negative values lower the velocity.
Length Compression
Allows you to add a multiplier to the length of all notes on the track. The value is set
with a numerator and a denominator.
Velocity Compression
Allows you to add a multiplier to the velocity of all notes on the track. The value is set
with a numerator and a denominator. This parameter also affects the velocity
differences between the notes, thus compressing or expanding the velocity scale.
Values smaller than 1/1 compress the velocity range. Values greater than 1/1 together
with negative Velocity Shift values expand the velocity range.
IMPORTANT
The maximum velocity is always 127, no matter how much you try to expand.
NOTE
Random 1/Random 2
Allows you to introduce random variations to various properties of MIDI notes.
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MIDI Realtime Parameters and MIDI Effects
MIDI Modifiers
Range 1/Range 2
Allows you to specify a pitch or velocity range and either force all notes to fit within this
range, or exclude all notes outside this range from playback.
RELATED LINKS
Musical Scale Setup Dialog on page 1060
PROCEDURE
1. Select a MIDI or instrument track.
2. In the Inspector, open the MIDI Modifiers section.
3. Open one of the Random sections and in the Random Target pop-up menu, select the note
property you want to randomize.
4. Specify the limits of the randomization in the value fields.
The values will vary between the minimum and maximum value. You cannot set the
minimum value higher than the maximum value.
5. Optional: Repeat for other random values.
6. Play back the track to hear the randomized events.
RESULT
The corresponding properties are randomized.
NOTE
Depending on the track content, certain changes might not be immediately noticeable or might
have no effect at all.
Setting up Ranges
You can filter out pitches or velocities that do not match a specified range, or force them to fit a
specified range.
PROCEDURE
1. Select a MIDI or instrument track.
2. In the Inspector, open the MIDI Modifiers section.
3. Open one of the Range sections, and in the Range Target pop-up menu and select a mode.
4. Set the minimum and maximum values with the two fields to the right.
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MIDI Modifiers
NOTE
You can make independent settings for the two Range sections.
Range Modes
On the Range Target pop-up menu, you can select different range modes. Values are shown as
numbers, from 0 to 127, for the velocity modes and as note numbers, from C-2 to G8, for the
pitch modes.
Vel. Limit
Allows you to force all velocity values to fit within the range that you specify with the
min and max values. Values below the lower limit are set to the min value, velocity
values above the higher setting are set to the max value.
Vel. Filter
Allows you to filter out notes with velocity values below the min value or above the
max value.
Note Limit
Allows you to transpose all notes below the min value upwards and all notes above the
max value downwards in octave steps.
Note Filter
Allows you to filter out notes that are lower than the min value or higher than the max
value.
PROCEDURE
1. Select a MIDI or instrument track.
2. In the Inspector, open the MIDI Modifiers section.
3. Activate HMT: Apply Tuning.
4. Activate HMT: Use for Analysis to use the notes you play to calculate retuning.
NOTE
If you use tracks with acoustic piano, activate HMT: Use for Analysis and deactivate HMT:
Apply Tuning. This excludes the piano from being tuned which would sound unnatural.
5. Select Project > Project Setup to open the Project Setup dialog.
6. Open the HMT Type pop-up menu and select one of the options.
7. Play some notes.
It may take a moment until all notes are recalculated and you hear the results of the
retuning.
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MIDI Modifiers
NOTE
Notes that are produced by MIDI plug-ins are not taken into account.
RESULT
If you use a VST 3 instrument that supports Micro Tuning and Note Expression, notes are retuned
dynamically while you play them. For VST instruments that support Note Expression, this also
works in MIDI Thru mode.
If you use a track that has a VST 2 instrument loaded, the notes you play are retuned on every
keystroke.
RELATED LINKS
Hermode Tuning on page 885
Hermode Tuning
You can select different Hermode tuning types.
● To select a Hermode tuning type, select Project > Project Setup and select an option from
the HMT Type pop-up menu.
None
No tuning is applied.
PROCEDURE
1. Select the MIDI track.
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MIDI Effects
RESULT
The following settings are frozen:
● Several settings in the top section of the Inspector, such as Delay, Program Selector, and
Bank Selector.
● The settings in the MIDI Modifiers section, such as Transpose, Vel. Shift, Vel. Comp., and
Len. Comp..
● The settings in the MIDI Inserts section, such as arpeggiators.
● The info line settings Transpose and Velocity.
RELATED LINKS
MIDI Track Inspector on page 140
MIDI Effects
MIDI effects allow you to transform the MIDI data played back from the track in real time.
You can add new events by using MIDI effects, or change MIDI event properties like pitches, for
example.
NOTE
The included MIDI effect plug-ins are described in the separate document Plug-in Reference.
MIDI Inserts
MIDI insert effects are inserted in the signal chain of MIDI channels. If you add an insert effect to
a MIDI track, the MIDI events on the track are sent to the effect and processed by it. The whole
signal passes through the effect.
● To open the MIDI Inserts section, select a MIDI track, and in the Inspector, click MIDI
Inserts.
You can add up to four MIDI insert effects. The following parameters are available:
Bypass
Allows you to bypass all insert effects for the track.
Activate Insert
Allows you to activate/deactivate the selected effect.
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MIDI Effects
NOTE
To open a separate control panel for effects that display their controls in the Inspector, press
Alt and click Open/Close Insert Effect Editor.
PROCEDURE
1. Select the MIDI track.
2. In the Inspector, open the MIDI Inserts section.
3. Click Select Effect Type to open the MIDI effect pop-up menu.
4. Select a MIDI effect from the pop-up menu.
RESULT
The effect is automatically activated and its control panel is opened, allowing you to make
settings for the effect. All MIDI from the track is routed through the effect.
NOTE
The included MIDI effects are described in the separate document Plug-in Reference.
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Instrument.
3. Open the Instrument pop-up menu and select a VST instrument.
4. Click Add Track.
The instrument track is added to the track list, and the control panel of the selected VST
instrument is opened.
5. On the instrument track, activate Record Enable.
6. In the Inspector, open the MIDI Inserts section.
7. Click the first insert effect slot and select a MIDI insert effect.
8. Activate Record Output to Track.
9. On the Transport panel, activate Record and use your MIDI keyboard or the On-Screen
Keyboard to play some notes.
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MIDI Effects
RESULT
The notes that you play are modified by the MIDI insert effect and recorded directly on the track.
MIDI Sends
If you use a send effect, the MIDI events are sent both to the output of the MIDI track and to the
send effect. This way, you get both the unprocessed MIDI events and the output of the MIDI
effect. Note that the effect can send its processed MIDI data to any MIDI output, not necessarily
to the one used by the track.
● To open the MIDI Sends section, select a MIDI track, and in the Inspector, click MIDI Sends.
Bypass
Allows you to bypass all send effects for the track.
Activate Send
Allows you to activate/deactivate the selected effect.
Pre/Post
Activate this to send the MIDI signals to the send effects before the MIDI modifiers and
insert effects.
NOTE
To open a separate control panel for effects that display their controls in the Inspector, press
Alt and click Open/Close Send Effect Editor.
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Transpose and Velocity on the Info Line
Presets
Some of the MIDI effects come with a number of presets for instant use.
● Use the Transpose field to transpose the selected parts in semitone steps.
The value is added to the transposition set for the whole track.
● Use the Velocity field to offset the velocity for the selected parts.
The value is added to the velocities of the notes in the parts.
RELATED LINKS
Transpose Functions on page 360
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Nuendo 11.0.0
Using MIDI Devices
The MIDI Device Manager allows you to work with MIDI devices, that is, representations of
external MIDI hardware.
You can install preset MIDI devices or define new ones. This is useful for global control and patch
selection.
You can create MIDI device panels, and create device maps where every parameter of an external
device or a VST instrument can be controlled and automated from inside Nuendo.
RELATED LINKS
Device Panels on page 896
Program change messages allow you to select between 128 different patches in your MIDI
device.
Bank select messages allow you to select between 128 different programs in your MIDI device.
If your device supports MIDI bank select, you can open the Inspector for the MIDI track and
select a value in the Bank Selector field to select a bank, and then use the Program Selector
field to select a program in this bank.
Unfortunately, different instrument manufacturers use different schemes for how bank select
messages are constructed, which can lead to some confusion and make it hard to select the
correct sound. Also, selecting patches by numbers seems unnecessarily cumbersome, when
most instruments use names for their patches nowadays.
The MIDI Device Manager allows you to specify which MIDI devices you are using, and to select
to which device each MIDI track is routed. This allows you to select patches by name in the track
list or Inspector.
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Using MIDI Devices
Patch Banks
RELATED LINKS
MIDI Device Manager on page 891
Patch Banks
The Patch Banks list can have two or more main banks, depending on the selected device.
This is due to the fact that different types of patches are handled differently in the instruments.
Patches, for example, typically are regular programs that you play one at a time. Performances,
however, may be combinations of programs, which could be split across the keyboard, layered,
or used for multitimbral playback, and so on.
For devices with several banks you can select Bank Assignment to specify which bank a specific
MIDI channel should use.
The Bank Assignment affects which bank is displayed when you select programs by name for
the device in the track list or Inspector.
Many instruments use MIDI channel 10 as an exclusive drum channel, for example. If this is the
case, select the Drums or Rhythm Set or Percussion bank for channel 10 in this list. This allows
you to choose between different drum kits in the track list or Inspector.
Limitations
There is no easy way to import a patch name script into an existing MIDI device. For a complex
workaround based on XML editing, see the separate document MIDI Devices.
● To open the MIDI Device Manager, select Studio > More Options > MIDI Device Manager.
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Using MIDI Devices
MIDI Device Manager
Install Device
Allows you to install a preset device. These presets are simple patch name scripts that
do not include any device mapping of parameters and controls and no graphic panels.
For more information about patch name scripts, see the separate document MIDI
Devices.
Remove Device
Removes the selected device.
Export Setup
Exports the MIDI device setup as XML file.
Import Setup
Allows you to import an XML file of a MIDI device setup. Device setups can include
device mapping, panels and/or patch information.
Open Device
Opens the selected device.
Output
Allows you to select a MIDI output for the selected device.
RELATED LINKS
Device Panels on page 896
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Using MIDI Devices
MIDI Device Manager
NOTE
Activate Enable Edit to use the commands pop-up menu for the selected device.
Create Bank
Creates a new bank in the Patch Banks list. You can rename this by clicking on it and
typing a new name.
New Folder
Creates a new subfolder in the selected bank or folder. This could correspond to a
group of patches in the MIDI device, or just be a way for you to categorize sounds.
New Preset
Adds a new preset in the selected bank or folder. If you select it, the corresponding
MIDI events are shown to the right. The default program change value for a new preset
is 0, but you can adjust the number in the Value column.
You can move presets between banks and folders via drag and drop.
NOTE
You can remove banks, folders, and presets by selecting them and pressing Backspace .
IMPORTANT
For details on which MIDI events are used for selecting patches in the MIDI device, consult its
documentation.
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Using MIDI Devices
MIDI Device Manager
RELATED LINKS
Add Preset Functions on page 894
Patch Banks on page 891
IMPORTANT
If you insert a Bank Select event, keep in mind that, depending on your device, you
must choose CC: BankSelect MSB, Bank Select 14 Bit, Bank Select 14 Bit MSB-LSB
Swapped or some other option.
Value
The value of the event.
Valid Range
The valid range of the event.
Default Name
For multiple presets you can specify a default name. The added events will get this
name, followed by a number.
PROCEDURE
1. Select Studio > More Options > MIDI Device Manager.
2. Click Install Device.
3. In the Add MIDI Device dialog, do one of the following:
● Select the script of the device in the list.
● Select GM Device or XG Device if your device is not listed, but compatible with these
standards, and type in the name of your instrument in the next dialog.
4. Click OK.
5. Select the device in the Installed Devices list, and open the Output pop-up menu.
6. Select the MIDI output that the device is connected to.
7. Click Open Device.
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Using MIDI Devices
MIDI Device Manager
A window showing a node structure for the selected device opens. For more information, see
the separate PDF document MIDI Devices.
8. Open the pop-up menu at the top of the window, and select Patch Banks.
RESULT
The structure of the patch name script is shown. It usually has one or several layers of banks or
groups with patches.
PROCEDURE
1. Select the MIDI track that you want to associate to the installed device, and open the top
section of the Inspector.
2. Open the Output Routing pop-up menu, and select the installed device.
This routes the MIDI track to the MIDI output specified for the device in the MIDI Device
Manager. The Bank Selector and the Program Selector fields are replaced by a single
Program Selector field that reads Off.
3. Open the Program Selector.
A program list, similar to the one in the MIDI Device Manager, is shown.
RESULT
The corresponding MIDI message is sent to the device.
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Using MIDI Devices
Device Panels
PROCEDURE
1. Select Studio > More Options > MIDI Device Manager.
2. Select the device in the Installed Devices list.
3. Click Open Device.
4. Activate Enable Edit.
5. In the Patch Banks list, locate the patch you want to rename and click the name.
6. Type in the new name and press Return .
RESULT
The patch is renamed.
PROCEDURE
1. Select Studio > More Options > MIDI Device Manager.
2. Click Install Device.
3. In the Add MIDI Device dialog, select Define New.
4. Click OK.
5. In the Create New MIDI Device dialog, enter the name of the device.
6. In the Identical Channels section, activate the MIDI channels you would like to use.
For a description of Identical Channels and Individual Channels, see the separate
document MIDI Devices.
7. Click OK.
8. Select the device in the Installed Devices list.
9. In the pop-up menu at the top of the window, select Patch Banks.
10. Activate Enable Edit and use the commands pop-up menu to organize the patch structure of
the new device.
Device Panels
The MIDI Device Manager allows you to build device maps complete with control panels,
including all parameters controllable from within Nuendo.
You can create simple device panels by assigning MIDI Control Change messages to control
objects.
If you want to build more complex device maps, you must make yourself familiar with SysEx
programming (see the separate document MIDI Devices).
Device panels are saved in XML format. For more information, see the separate document MIDI
Devices.
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Device Panels
RESULT
The device is added to the Installed Devices list in the MIDI Device Manager.
PROCEDURE
1. Select Studio > More Options > MIDI Device Manager.
2. In the Installed Devices list, select the device.
3. From the Output pop-up menu, select the correct MIDI output.
4. Click Open Device.
RESULT
The device panel opens in a separate window.
To edit the panel, click the Edit button, see the separate document MIDI Devices.
NOTE
If you cannot see any panels in the Panels folder, although you have successfully set up a
MIDI device with several panels, make sure that you selected the correct channel from the
Channel pop-up menu, preferably Any to see all device panels. Also make sure that the
panels fit into the space, otherwise they will not be available in the Panels folder.
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Nuendo 11.0.0
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Device Panels
RESULT
Now you can open the device panel by clicking Open Device Panels in the Inspector or in the
channel for the corresponding track in the MixConsole.
NOTE
Note that Ctrl/Cmd -clicking the Open Device Panels button allows you to open a subpanel via
the panel browser pop-up menu.
PROCEDURE
1. In the Inspector, click Open Device Panels to open the device panel.
2. On the device panel, activate Write Automation.
RESULT
In the Project window, a MIDI Device Automation track is added to the track list.
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Using MIDI Devices
Device Panels
NOTE
If the track is hidden, select Project > Track Folding, and select Show All Used Automation.
If you open the name field, all automation parameters in the device are shown and can be
selected.
NOTE
If you wrote automation but your MIDI device is not yet connected, the panel will not display any
parameter changes when playing back the track with the Read button activated.
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Nuendo 11.0.0
MIDI Functions
MIDI functions allow you to permanently edit MIDI events or MIDI parts in the Project window or
from within a MIDI editor.
Which events are affected when you use a MIDI function depends on the function, the active
window, and the current selection:
● In the Project window, the MIDI functions apply to all selected parts, affecting all events of
the relevant types in them.
● In the MIDI editors, MIDI functions apply to all selected events. If no events are selected, all
events in the edited parts are affected.
NOTE
Some MIDI functions only apply to MIDI events of a certain type. For example, Delete
Controllers only applies to MIDI controller events.
RELATED LINKS
MIDI Realtime Parameters and MIDI Effects on page 879
● To open the Transpose Setup dialog, select the MIDI notes that you want to transpose, and
select MIDI > Transpose Setup.
Transpose in Semitones
Sets the amount of transposition.
Scale Correction
Transposes the selected notes to the closest note of a specific scale type. This allows
you to change the key and the tonality.
● Select a root note and a scale type for the current scale in the Current Scale pop-
up menus.
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Nuendo 11.0.0
MIDI Functions
Merging MIDI Events into a New Part
● Select a root note and a scale type for the new scale in the New Scale pop-up
menus.
NOTE
If the new root note differs from the current root note, this leads to an entirely
different key.
NOTE
Notes that would be outside the range after transposition are shifted to another
octave, keeping the correct transposed pitch if possible. If the range between the
upper and lower limit is very narrow, the note is transposed as far as possible, that is,
to notes specified with the Highest Note and Lowest Note values. If you set Highest
Note and Lowest Note to the same value, all notes are transposed to this pitch.
NOTE
RELATED LINKS
Transpose Functions on page 360
Musical Scale Setup Dialog on page 1060
PROCEDURE
1. Do one of the following:
● Mute the tracks or parts that you do not want to include in the merge.
● Solo the track that contains the events that you want to include in the merge.
2. Set up the left and right locators to encompass the area that you want to merge.
NOTE
RESULT
A new part is created between the locators on the destination track, containing the processed
MIDI events.
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Nuendo 11.0.0
MIDI Functions
Merging MIDI Events into a New Part
RELATED LINKS
MIDI Merge Options Dialog on page 902
Freezing MIDI Modifiers on page 885
Include Inserts
Applies MIDI insert effects and MIDI modifiers.
Include Sends
Applies MIDI send effects.
Erase Destination
Deletes MIDI data between the left and right locators on the destination track.
Include Chase
Includes events placed outside the selected part but relating to it in the processing, for
example, a program change right before the left locator.
Convert VST 3
Converts all VST 3 data within the selected area to MIDI data.
RELATED LINKS
Chase on page 287
PROCEDURE
1. Set up your MIDI modifiers and MIDI effects the way you want them for the part.
2. Set the locators to encompass the part.
3. In the track list, select the track with the part.
4. Select MIDI > Merge MIDI in Loop.
5. In the MIDI Merge Options dialog, activate Erase Destination.
6. Click OK.
RESULT
A new part is created on the same track, containing the processed events. The original part is
deleted.
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Nuendo 11.0.0
MIDI Functions
Dissolve Part Dialog
● To open the Dissolve Part dialog, select the MIDI part you want to dissolve and select
MIDI > Dissolve Part.
Separate Channels
Separates MIDI events according to their channel. This is useful for MIDI parts on MIDI
channel Any that contain events on different MIDI channels.
Separate Pitches
Separates MIDI events according to their pitch. This is useful for drum and percussion
tracks, where different pitches usually correspond to separate drum sounds.
Optimized Display
Automatically removes silent areas of the resulting parts.
NOTE
Dissolve to Lanes
Dissolves the part to lanes.
PROCEDURE
1. Select the parts that contain MIDI events on different channels.
2. Select MIDI > Dissolve Part.
3. Activate Separate Channels.
4. Click OK.
RESULT
For each MIDI channel used in the selected parts, a new MIDI track is created and set to the
corresponding MIDI channel. Each event is copied into the part on the track with the
corresponding MIDI channel, and the original parts are muted.
There are two main situations when Any channel tracks are useful:
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Nuendo 11.0.0
MIDI Functions
Bouncing MIDI Parts
MIDI files of Type 0 contain only one track, with notes on up to 16 different MIDI channels. If
you were to set this track to a specific MIDI channel, all notes in the MIDI file would be
played back with the same sound. Setting the track to Any causes the imported file to play
back as intended.
PROCEDURE
1. Select the parts that contain MIDI events of different pitches.
2. Select MIDI > Dissolve Part.
3. Activate Separate Pitches.
4. Click OK.
RESULT
For each MIDI pitch used in the selected parts, a new MIDI track is created. Each event is copied
into the part on the track for the corresponding pitch, and the original parts are muted.
NOTE
RELATED LINKS
Bouncing MIDI Parts on page 904
PROCEDURE
1. Select the MIDI parts on the different lanes that you want to combine.
2. Select MIDI > Bounce MIDI.
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Nuendo 11.0.0
MIDI Functions
Repeating MIDI Events of Independent Track Loops
RESULT
The selected MIDI parts are combined to one part. Any muted parts are removed. Transpose and
velocity values that are set for the parts are taken into account.
PREREQUISITE
You have set up an independent track loop and the Key Editor is open. The part ends after the
end of the independent track loop.
PROCEDURE
● Select MIDI > Repeat Loop.
RESULT
The events of the independent track loop are repeated to the end of the part. Events that are
located to the right of the independent track loop in the part are replaced.
RELATED LINKS
Setting up the Independent Track Loop on page 646
PREREQUISITE
A MIDI part with some note events is open in the Key Editor.
PROCEDURE
1. Select the note events that you want to extend to the next notes.
2. Select MIDI > Functions > Legato.
RESULT
The selected note events are extended to the start of the next notes.
NOTE
To specify a gap or overlap for this, adjust the Legato Overlap setting in the Preferences dialog
(Editing—MIDI page).
RELATED LINKS
Key Editor Inspector on page 954
PREREQUISITE
A MIDI part with some note events is open in the Key Editor.
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MIDI Functions
Fixing MIDI Note Velocities
PROCEDURE
1. On the Key Editor toolbar, open the Length Quantize pop-up menu and select the desired
note length.
2. Select the note events that you want to fix.
3. Select MIDI > Functions > Fixed Lengths.
RESULT
The selected note events are set to the specified Length Quantize value.
RELATED LINKS
Key Editor Toolbar on page 947
PREREQUISITE
A MIDI part with some note events is open in the Key Editor.
PROCEDURE
1. On the Key Editor toolbar, open the Set up Insert Velocities pop-up menu and select a
velocity value.
2. Select the note events that you want to fix.
3. Select MIDI > Functions > Fixed Velocity.
RESULT
The selected note events are set to the specified Note Insert Velocity value.
RELATED LINKS
Key Editor Toolbar on page 947
PREREQUISITE
You recorded MIDI using a MIDI keyboard and a sustain pedal. The MIDI part is open in the Key
Editor.
PROCEDURE
1. Select the note events.
2. Select MIDI > Functions > Pedals to Note Length.
RESULT
The selected notes are lengthened to match the sustain pedal off position, and the sustain
controller on/off events are removed.
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Nuendo 11.0.0
MIDI Functions
Deleting Overlaps
Deleting Overlaps
You can delete overlaps of notes that have the same or different pitches. This is useful if your
MIDI instruments cannot handle overlapping events.
PROCEDURE
1. Select the note events.
2. Do one of the following:
● Select MIDI > Functions > Delete Overlaps (mono).
● Select MIDI > Functions > Delete Overlaps (poly).
RESULT
The overlapping MIDI notes are shortened, so that no note begins before another ends.
Editing Velocity
You can manipulate the velocity of notes.
PROCEDURE
1. Select the note events.
2. Select MIDI > Functions > Velocity.
3. Open the Type pop-up menu and select an option.
4. Depending on the Type, enter a Ratio, an Amount or an Upper and Lower value.
5. Click OK.
RESULT
The note velocities are changed according to your settings.
RELATED LINKS
Velocity Dialog on page 907
Velocity Dialog
● To open the Velocity dialog, select a MIDI part, and select MIDI > Functions > Velocity.
Add/Subtract
Adds the Amount value to the velocity value. You can enter positive or negative values.
Compress/Expand
Uses the Ratio setting (0 to 300 %) to compress or expand the dynamic range of MIDI
notes. A factor higher than 1 (over 100 %) expands the differences between velocity
values, while using a factor lower than 1 (under 100 %) compresses them.
● To compress the dynamic range, use ratio values below 100 %.
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Nuendo 11.0.0
MIDI Functions
Deleting Double Notes
After compression, you can add a velocity amount to maintain the average velocity
level.
● To expand the dynamic range, use ratio values above 100 %.
Before expansion, you can adjust the velocity to the middle of the range.
Limit
Limits the velocity values so that they stay between the Lower and the Upper values.
PROCEDURE
1. Select the MIDI part that contains the double notes.
2. Select MIDI > Functions > Delete Doubles.
RESULT
The double notes are automatically deleted.
PROCEDURE
1. Select the MIDI parts that contain the controller data.
2. Select MIDI > Functions > Delete Controllers.
RESULT
The controller data is automatically deleted.
PROCEDURE
1. Select the MIDI parts that contain the controller data.
2. Select MIDI > Functions > Delete Continuous Controllers.
RESULT
The continuous controller data is automatically deleted. However, On/Off events, such as sustain
pedal events, are kept.
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Nuendo 11.0.0
MIDI Functions
Restricting Polyphonic Voices
PROCEDURE
1. Select the MIDI notes or parts that contain the voices.
2. Select MIDI > Functions > Restrict Polyphony.
3. Specify how many voices you want to use.
4. Click OK.
RESULT
The notes are shortened as required, so that they end before the next note starts.
PROCEDURE
1. Select the MIDI parts that contain the controllers that you want to thin out.
2. Select MIDI > Functions > Thin Out Data.
RESULT
The controller data is thinned out.
NOTE
This also thins out MIDI controller and VST 3 events that form part of Note Expression data.
PROCEDURE
1. Select the MIDI part that contains the continuous controller data.
2. Select MIDI > Functions > Extract MIDI Automation.
3. Right-click the MIDI or instrument track in the Project window and select Show All Used
Automation (Selected Tracks).
This shows the MIDI controller data on the automation track.
RESULT
In the Project window, an automation track is created for each of the continuous controllers in
the MIDI part.
In the MIDI editors, the controller data is removed from the controller lane.
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Nuendo 11.0.0
MIDI Functions
Reversing the Playback Order of MIDI Events
NOTE
This only works for continuous controllers. Data such as aftertouch, pitchbend, or SysEx cannot
be converted to MIDI track automation data.
RELATED LINKS
MIDI Controller Automation on page 939
Creating a Tempo Track from Tapping on page 910
PROCEDURE
1. Select the MIDI events or the MIDI part.
2. Select MIDI > Functions > Reverse.
RESULT
The playback order of the events is reversed while the individual notes still play as usual in the
MIDI instrument. Technically, this function reverses the Note On message of a note within a part
or selection.
PROCEDURE
1. Select the MIDI events or the MIDI part.
2. Select MIDI > Functions > Mirror.
RESULT
The order of the events is inverted while the individual notes still play as usual in the MIDI
instrument. Technically, this function turns a Note On message into a Note Off message and vice
versa which can lead to rhythmic inaccuracies if the Note Off position of a note has not been
quantized.
PREREQUISITE
You recorded some MIDI notes by tapping the tempo on your MIDI keyboard.
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MIDI Functions
Creating a Tempo Track from Tapping
PROCEDURE
1. Select the recorded MIDI events or the whole part.
2. Select MIDI > Functions > Merge Tempo from Tapping.
RESULT
The tempo that you tapped is calculated, and a tempo curve is created in the Tempo Track
Editor.
RELATED LINKS
Tempo Track Editor on page 1132
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Nuendo 11.0.0
MIDI Editors
There are several ways to edit MIDI in Nuendo. You can use the tools and functions in the Project
window for large-scale editing or the functions on the MIDI menu to process MIDI parts in
various ways. To manually edit your MIDI data on a graphical interface, you can use the MIDI
editors.
● The Key Editor presents notes graphically in a piano roll-style grid. The Key Editor also
allows for detailed editing of non-note events such as MIDI controllers.
● The Score Editor shows MIDI notes as a musical score and provides advanced tools and
functions for notation, layout, and printing.
● The Drum Editor is similar to the Key Editor, but each key corresponds to a separate drum
sound.
You can use the Drum Editor to edit drum or percussion parts.
● The List Editor shows all events in the selected MIDI parts as a list and allows you to view
and edit their properties numerically. It also allows you to edit SysEx messages.
● The In-Place Editor allows you to edit MIDI parts directly in the Project window so that you
can edit MIDI in context with other track types.
You can also edit MIDI in the Project Browser.
RELATED LINKS
Key Editor on page 944
Drum Editor on page 978
List Editor on page 997
Project Browser on page 1151
In-Place Editor on page 1011
PROCEDURE
● Click the arrow button to the right of the ruler and select an option from the pop-up menu.
RELATED LINKS
Ruler Display Format Menu on page 60
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MIDI Editors
Common MIDI Editor Functions
When you use the Zoom tool for zooming, you can determine if you want to zoom horizontal
only or horizontal and vertical at a time.
● To insert note events at the project cursor position without affecting existing notes, select
Edit > Paste.
● To insert note events at the project cursor position, move, and if necessary split the existing
note events to make room for the pasted notes, select Edit > Range > Paste Time.
1 Data on clipboard
2 Cursor position
3 Pasted data at cursor position
● To open the Event Colors pop-up menu, click Event Colors on the toolbar.
Velocity
The note events get different colors depending on their velocity values.
Pitch
The note events get different colors depending on their pitch.
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MIDI Editors
Common MIDI Editor Functions
Channel
The note events get different colors depending on their MIDI channel value.
Part
The note events get the same color as their corresponding part in the Project window.
Use this option if you are working with 2 or more tracks in an editor, to see which note
events belong to which track.
Grid Match
The note events get different colors depending on their time position. For example,
this mode enables you to see if the notes of a chord start at the exact same beat.
Sound Slot
The note events get different colors depending on the articulation that has been
assigned to the note in the Expression Map Setup dialog.
Voice
The note events get different colors depending on their voice (soprano, alto, tenor,
etc.).
Scale/Chords
The note events get different colors depending on whether they match the current
chord, scale, or both.
For all of the options except Part and Sound Slot, the pop-up menu also contains a Setup
option. This option opens a dialog in which you can specify the colors that are associated with
velocities, pitches, or channels.
RELATED LINKS
Selecting Note Events on page 915
Expression Maps on page 1014
Color Picker on page 101
Event Colors Setup Dialog on page 914
● To open the event Colors Setup dialog for the selected color scheme option, open the Event
Colors pop-up menu in the Key Editor, Drum Editor, List Editor or In-Place Editor toolbar,
and select Setup.
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Common MIDI Editor Functions
Color fields
Click a field to open the Color Picker that allows you to specify a new color.
Description
Shows further information about the usage of the color.
OK
Applies your changes and closes the dialog.
RELATED LINKS
Event Colors Menu on page 913
Color Picker on page 101
● Use the Object Selection tool to drag a selection rectangle around the note events that you
want to select. You can also click individual events.
● Select Edit > Select and select one of the options.
● To select the previous or next note event, use the Left Arrow / Right Arrow key.
● To select several notes, press Shift and use the Left Arrow / Right Arrow key.
● To select all notes of a certain pitch, press Ctrl/Cmd and click on a key in the keyboard
display to the left.
● To select all the following note events of the same pitch/staff, press Shift and double-click a
note event.
NOTE
If you select the notes in the event display, the note event is shown in black and only its outline is
shown in color. On the keyboard display, the keys that correspond to the note pitches of the
selected notes are also shown in color.
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Common MIDI Editor Functions
RELATED LINKS
Event Colors Menu on page 913
Select Submenu for Note Events on page 916
Editing on page 1355
● To open the Select submenu for a note event, select the note event, and select Edit > Select.
All
Selects all note events in the edited part.
None
Deselects all note events.
Invert
Inverts the selection. All selected note events are deselected and all notes that were
not selected are selected instead.
In Loop
Selects all note events that are partially or completely inside the boundaries of the left
and right locators (only visible if locators are set).
NOTE
NOTE
RELATED LINKS
Deleting Note Events on page 917
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Common MIDI Editor Functions
Toggle Selections
● To toggle selected elements within a selection rectangle, press Ctrl/Cmd and enclose the
same elements within a new selection rectangle.
Once you release the mouse button, the previous selection is deselected and vice versa.
● To open the Delete Notes dialog, select a MIDI part in the Project window, and select
MIDI > Functions > Delete Notes.
Minimum Length
Allows you to set a minimum note length in ticks. Notes that are shorter than the set
value are deleted. You can use the value field or the graphical length display. If you
click the field to the right of the graphical length display the scale for the display
changes. You can set it to 1/4 bar, one bar, two bars or four bars.
Minimum Velocity
Allows you to set a minimum note velocity. Notes with a lower velocity than the set
value are deleted.
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Common MIDI Editor Functions
PROCEDURE
1. Select the Trim tool on the toolbar.
2. Do one of the following:
● To trim the end of a single note event, click on the note event.
● To trim the beginning of a single note event, press Alt and click the note event.
● To trim several note events, click and drag across the note events.
● To set the same start and end time for all edited note events, press Ctrl/Cmd and
vertically drag along the note events.
● To apply a value change to all selected note events, press Ctrl/Cmd and change a value on
the info line.
● To adjust the pitch or velocity of note events via your MIDI keyboard, click in the Pitch or
Velocity fields on the info line, and play a note on your MIDI keyboard.
If you have several note events selected and change a value, all selected events are changed
by the set amount.
● To duplicate the selected note events, hold down Alt/Opt and drag the note events to a new
position.
If Snap is activated, it determines to which positions you can copy notes.
● To copy the selected note events and place them directly behind the original, select Edit >
Functions > Duplicate.
If several note events are selected, all of them are copied as one unit, maintaining the
relative distance between the note events.
● To create a number of copies of the selected note events, select Edit > Functions > Repeat,
specify the number, and click OK.
You can also press Alt/Opt and drag the right edge of the note events to the right to create
copies of the note events.
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Common MIDI Editor Functions
If you select the Bars+Beats display format, the snap grid is set by the quantize value on the
toolbar. This makes it possible to snap to straight note values and to swing grids that have
been set up in the Quantize Panel.
● If you select any of the other display formats, positioning is restricted to the displayed grid.
● Use the Edit Velocity tool modifier. The cursor changes into a speaker, and next to the note,
a field with the Note Velocity slider shows the value. Move the mouse pointer up or down to
change the value.
NOTE
If the part that you open for editing is a shared copy, any editing that you perform affects all
shared copies of this part. In the Project window, shared copies are indicated by an equal sign in
the top right corner of the part.
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Controller Display
When you activate the loop, the MIDI events within the loop are repeated continuously while
other events on other tracks are played back as usual. Every time the cycle restarts, the
independent track loop also restarts.
PROCEDURE
1. Activate Independent Track Loop on the toolbar.
NOTE
If you activate Independent Track Loop, the Link Project and Lower Zone Editor Cursors
function is automatically deactivated in the Editor tab in the lower zone of the Project
window.
If the button is not visible, right-click the toolbar and select Independent Track Loop from
the context menu.
If you have set up a loop range in the Project window, it is hidden from the ruler in the MIDI
editor.
2. Ctrl/Cmd -click in the ruler to specify the start of the independent track loop.
3. Alt/Opt -click in the ruler to specify the end of the independent track loop.
RESULT
The independent loop range is indicated in a different color.
The start and end of the loop range are displayed on the status line.
Controller Display
The controller display is the area at the bottom of the Key Editor, the Drum Editor, and the In-
Place Editor.
● Open the Controller Lane Setup pop-up menu in the Key Editor, the Drum Editor, or the
In-Place Editor, and select Show/Hide Controller Lanes.
● On the Key Editor or the Drum Editor toolbar, click Set up Window Layout, and activate
Controller Lanes.
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Controller Display
1 Note display
Contains a grid in which MIDI notes are displayed as boxes.
2 Controller display
Shows one or multiple controller lanes.
3 Divider
Drag the divider between the note display and the controller display to resize the display
areas.
4 Controller Selection and Functions menu
Allows you to select which controller type is displayed, and contains editing functions for
controller lanes and events.
5 Controller events
The controller display shows the added controller events of the selected controller type and
their current values. Controller events have no length. Their values are valid until the start of
the next event.
Velocity values are shown as vertical bars, with higher bars corresponding to higher velocity
values. Each velocity bar corresponds to a note in the note display.
All other controller events are shown as steps, with heights corresponding to the values of
the events.
6 Create Controller Lane
Allows you to add controller lanes so that you can view and edit different controllers at the
same time. Each controller lane can show one of the following properties or event types:
● Velocity
● Pitchbend
● Aftertouch
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● Poly Pressure
● Program Change
● System Exclusive events
● Continuous Controllers
● Articulations/Dynamics
7 Controller Lane Setup
Contains setup functions for controller lanes, and allows you to add and organize presets.
● To open the Controller Lane Setup pop-up menu, click Controller Lane Setup at the
bottom left of the controller display.
Add Preset
Opens the Type in Preset Name dialog that allows you to save a preset and enter a
name for it.
Organize Presets
Opens the Organize Presets dialog that allows you to rename and delete presets.
NOTE
This only affects new events that you create manually. Recorded MIDI CC events are
always added as steps. This setting is saved with the program.
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Controller Display
Cut
Cuts the selected events.
Copy
Copies the selected events to the clipboard.
Paste
Pastes the clipboard data at the cursor position.
Paste at Origin
Pastes the clipboard data back at its original position. Existing events are replaced.
NOTE
RELATED LINKS
Controller Display on page 920
● To open the Controller Selection and Functions pop-up menu, click Controller Selection
and Functions to the left of a controller lane.
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Controller Display
RELATED LINKS
MIDI Controller Setup Dialog on page 927
● To open the Create Controller Lane pop-up menu, click Create Controller Lane to
the left of the controller display.
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Controller Display
PROCEDURE
1. Click Create Controller Lane .
2. Select the controller event type from the pop-up menu.
NOTE
If the controller event type that you want to show is not available, open the Controller Lane
Setup pop-up menu and select Set up Available Controllers. You can then set up the
available controller event types in the MIDI Controller Setup dialog.
RESULT
A new controller lane is created.
NOTE
● To hide a controller lane from view, open the Controller Selection and Functions pop-up
menu and select Remove This Lane. This does not affect the events in any way.
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Controller Display
● If you hide all lanes, the controller display is hidden. You can bring it back by clicking Create
Controller Lane or by opening the Controller Lane Setup pop-up menu and selecting
Show/Hide Controller Lanes.
RELATED LINKS
Controller Selection and Functions Menu on page 923
Setting up Available Continuous Controllers on page 927
PROCEDURE
● Open the Controller Selection and Functions pop-up menu and select a different event
type.
RELATED LINKS
Controller Selection and Functions Menu on page 923
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Controller Display
PROCEDURE
1. Select Controller Lane Setup > Set up Available Controllers.
2. In the MIDI Controller Setup dialog, do one of the following:
● In Hidden column, select all controllers that you want to show, and click Add.
● In Visible column, select all controllers that you want to hide and click Remove.
3. Click OK.
RESULT
The corresponding continuous controllers are now available for selection.
NOTE
The MIDI Controller Setup dialog is available in different areas of the program. The settings are
global, that is, the setup you choose here affects all areas of the program where MIDI controllers
can be selected.
RELATED LINKS
Setting up Available Continuous Controllers on page 927
● To open the MIDI Controller Setup dialog, click Controller Lane Setup to the left of the
controller display, and select Set up Available Controllers.
Visible
Lists the MIDI controllers that are visible.
Hidden
Lists the MIDI controllers that are hidden.
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Add >>>
Select an item in the Hidden list, and click Add >>> to make it visible.
Remove <<<
Select an item in the Visible list, and click Remove <<< to hide it.
PREREQUISITE
You have added at least one controller lane and selected a controller event type for display.
PROCEDURE
1. Click Controller Lane Setup.
2. Select Add Preset.
3. In the Type in Preset Name dialog, enter a name for the preset.
4. Click OK.
RESULT
Your controller lane setup is now available as a controller lane preset. The number of lanes and
the displayed event types are saved in the preset.
To load, remove, or rename presets, open the Controller Lane Setup menu, and select Organize
Presets.
RELATED LINKS
Controller Lane Setup Menu on page 922
PREREQUISITE
You have added a controller lane and set it up to display velocity events. You have added velocity
events for several notes.
PROCEDURE
1. Optional: On the toolbar, activate Acoustic Feedback.
This plays back the notes when you adjust the velocity so that you can audition your
changes.
2. Do one of the following:
● On the toolbar, select the Object Selection or the Draw tool and click a velocity bar in
the controller display.
● On the toolbar, select the Object Selection tool, press Alt and click a velocity bar in the
controller display to select it. Change the Velocity value on the info line.
● On the toolbar, select the Line tool and drag in the velocity display to change the
velocity values of several notes.
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Controller Display
The velocity value at the project cursor position is displayed below the Controller Selection
and Functions pop-up menu.
NOTE
If there is more than one note at the same position, their velocity bars overlap. To edit the
velocity of only one of these notes, select the note in the note display. If no note is selected,
all velocity events get the same velocity value.
RESULT
The velocity values change according to your edits.
RELATED LINKS
Adding Velocity Events on page 929
Controller Selection and Functions Menu on page 923
PREREQUISITE
You have added a controller lane.
PROCEDURE
1. Open the Controller Selection and Functions pop-up menu and select Velocity.
2. Select the Draw tool or the Line tool.
3. Click in the note display to add a note event.
This adds a note event and a velocity controller event that you can edit.
RESULT
The velocity values are shown as vertical bars in the controller display. Each velocity bar
corresponds to a note event in the note display. Higher bars correspond to higher velocity
values. The value is valid until the beginning of the next event.
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Controller Display
RELATED LINKS
Adding Controller Lanes on page 925
Line Tool Modes on page 941
Controller Selection and Functions Menu on page 923
● To add a pitchbend controller lane, open the Controller Selection and Functions menu, and
select Pitchbend.
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Controller Display
Displays the pitchbend value at the project cursor position. What exactly is shown depends
on the Show Semitones Grid setting in the Grid Settings pane:
● If Show Semitones Grid is activated, this value shows the semitones value at the project
cursor position. The range goes from +96 semitones to -96 semitones. The value is
shown in semitones and cents.
● If Show Semitones Grid is deactivated, this value shows the pitchbend MIDI value at the
project cursor position. The range goes from +8191 steps to -8192 steps.
2 Snap Pitchbend Events
Restricts vertical movement and positioning of controller events to the semitones grid. By
default, activating Snap Pitchbend Events also activates Show Semitones Grid to show the
grid that the events are snapping to.
NOTE
3 Set up Grid
Opens the Grid Settings pane that allows you to set up the semitones grid for the pitchbend
controller lane.
4 Controller value from MIDI device
This value shows up if you input MIDI data for this controller lane from your MIDI device.
5 Semitones grid
The semitones grid shows the semitone values. The amount of grid lines and their width
depends on the settings for Pitchbend Range: Down and Pitchbend Range: Up. By default,
the range is set to +/- 2 semitones, that is, a major second.
NOTE
You can show the grid even if Snap Pitchbend Events is deactivated.
6 Controller curve
The pitchbend controller curve.
7 Curve Type field
Shows the controller curve type. You can set this to Step or to Ramp/Curve.
RELATED LINKS
Controller Event Editor on page 943
Grid Settings on page 931
Grid Settings
The Grid Settings pane allows you to set up a semitones grid for the pitchbend controller lane.
As grid settings only affect the corresponding track, you can set up different grid settings for
different MIDI or instrument tracks. All grid settings are saved with the project.
● To show the Grid Settings for pitchbend controller lanes, add a pitchbend controller lane,
and click Set up Grid.
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NOTE
The grid is a visual help that allows you to find exact semitone positions for pitchbends
easier. Changing the grid does not change the values of pitchbend events.
Pitchbend Range: Up
Allows you to specify a value between 1 and 96 semitones for the upper grid. By
default, the upper pitchbend range for the grid is set to 2 semitones, allowing you to
specify upward bends from 1 to up to 2 semitones.
Link
Allows you to link the pitchbend ranges. You can deactivate this if you want to set up a
higher value for the upper range than for the lower range, for example.
NOTE
The actual pitchbend range depends on the settings of the VST or MIDI instrument and the
sound or preset that you are using. To make the most of this feature, make sure to adjust the
pitchbend range settings of your instrument to the settings of the pitchbend controller lane, or
vice versa.
RELATED LINKS
Pitchbend Controller Lanes on page 930
PROCEDURE
1. Open the Create Controller Lane pop-up menu and select Pitchbend.
2. Optional: Click Set up Grid to open the Grid Settings pane, and set up the grid according to
your needs.
3. Optional: Activate Snap Pitchbend Events to snap the pitchbend controller events to the set
grid.
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Controller Display
4. Select the Draw tool and click in the controller display to enter as many pitchbend events as
you need.
RESULT
The pitchbend controller events are added.
RELATED LINKS
Pitchbend Controller Lanes on page 930
Create Controller Lane Menu on page 924
Grid Settings on page 931
Creating Smooth Transitions between Continuous Controller Events on page 938
Editing Pitchbend Events on page 933
PROCEDURE
1. On the toolbar, select the Object Selection tool.
2. Optional: Click Set up Grid to open the Grid Settings pane, and set up the grid according to
your needs.
3. In the controller display move the mouse pointer over a pitchbend controller event.
The mouse pointer becomes a pointing hand symbol.
NOTE
You can create smooth transitions between the pitchbend controller events by selecting a
pitchbend controller event and switching the Curve Type on the info line to Ramp/Curve
and editing the curve handles.
4. Click the pitchbend controller event to select it and drag it to another position.
RELATED LINKS
Grid Settings on page 931
Adding Pitchbend Events on page 932
Pitchbend Controller Lanes on page 930
Adding Articulations
You can add and edit musical expressions or articulations in the controller lane.
RELATED LINKS
Inserting Articulations on Controller Lanes on page 1023
Adding Dynamics
You can add dynamics to your note events.
PREREQUISITE
You have set up the dynamics mapping and activated it for the track.
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PROCEDURE
1. Open the Controller Selection and Functions pop-up menu and select Articulations/
Dynamics.
2. Select the Draw tool and click in the controller display.
A mezzo forte symbol is inserted.
3. Click the triangle in the upper left corner of the event and select another dynamics symbol
from the pop-up menu.
NOTE
If you select several dynamics for editing, all events change in increments, that is, relative to
the original values.
NOTE
You can step through the available dynamics symbols with the mouse wheel or the One
down and One up key commands.
RESULT
The selected dynamics symbol is inserted.
RELATED LINKS
Dynamics Mapping Setup Dialog on page 934
Moving Events in the Controller Display on page 944
● In the controller display, open the Controller Selection and Functions pop-up menu, select
Articulations/Dynamics, open the Controller Lane Setup pop-up menu, and select Set up
Dynamic Mapping.
● In the Score Editor, open the Dynamics Mapping section, right-click a dynamics symbol,
and select Dynamics Mapping.
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Symbol
Lists the different dynamic symbols.
Velocity
Allows you to set the velocity change for the selected dynamic symbol.
Volume
Allows you to set the volume change for the selected dynamic symbol.
Controller
Allows you to set the controller change for the selected dynamic symbol. To select the
MIDI controller that is sent, activate Send Controller, and select a controller from the
pop-up menu.
Change Velocities
Activate this to modify velocities by the percentage that is set in the Velocity column.
Send Volume
Activate this to choose which volume events are sent: CC 11 (Expression), CC 7 (Main
Volume). If the MIDI track is routed to a VST instrument, you can also select VST 3
Volume.
Send Controller
Allows you to select the MIDI controller that is sent.
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PROCEDURE
1. Click Create Controller Lane .
2. Select Poly Pressure from the menu.
A Poly Pressure controller lane is added. It shows a note number value field to the left of the
controller display.
3. Do one of the following:
● Select a note event in the note display to set the note number for the corresponding
pitch. This only works for the topmost of several poly pressure controller lanes.
● If you work with several poly pressure controller lanes, use the pop-up menu in the note
number value field to the left of the controller display to select the note pitch for that
controller lane.
The selected note number is displayed in the upper value field to the left of the controller
display.
4. On the toolbar, select the Draw tool, and add a new poly pressure event.
You can determine the value by moving the mouse up or down in the controller display.
RELATED LINKS
Controller Selection and Functions Menu on page 923
PROCEDURE
1. Click the arrow button next to the note number to the left of the controller lane.
A pop-up menu with a list of all note numbers for which you inserted poly pressure events
opens.
2. Select a note number from the pop-up menu.
The poly pressure events for the selected note number are shown in the controller lane.
3. On the toolbar, select the Draw tool.
4. Hold down Ctrl/Cmd - Alt/Opt and edit the events in the controller display.
RELATED LINKS
Adding Poly Pressure Events on page 936
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Controller Display
PREREQUISITE
You have added a controller lane.
PROCEDURE
1. Open the Controller Selection and Functions pop-up menu and select a continuous
controller.
2. Select the Draw tool or the Line tool.
3. Do one of the following:
● To add a single event, click in the controller display.
● To add a multiple events, click and drag in the controller display.
● To add a Modulation (CC1) event, copy note events from the Key Editor note display
and paste them on a controller lane in the controller display.
When you move the Draw tool on the controller lane, a tooltip shows the position and the
controller value at the mouse position.
RESULT
The added events are added as steps that correspond to the event values. The beginning of an
event is marked by a curve point. Controller events have no length. The value of a controller
event in the display is valid until the beginning of the next controller event.
RELATED LINKS
Adding Controller Lanes on page 925
Line Tool Modes on page 941
Controller Selection and Functions Menu on page 923
PREREQUISITE
You have added a controller lane and set it up to display controller events. You have added
controller events for several notes.
PROCEDURE
1. On the toolbar, select the Object Selection, the Draw, or the Line tool.
2. Do one of the following:
● If you selected the Draw, or the Line tool, drag in the controller display.
● If you selected the Object Selection tool, press Alt and drag in the controller display.
RESULT
The controller event is edited.
RELATED LINKS
Line Tool Modes on page 941
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Controller Display
PREREQUISITE
You have recorded MIDI data with continuous controller events.
PROCEDURE
1. In the Project window, double-click the MIDI part.
2. In the Key Editor, open the Create Controller Lane menu, and select Show Used
Controllers.
The controller lanes for all controller events that you have recorded are shown in the
controller display.
3. Locate the controller lane of the continuous controller that you want to edit, and select a
controller event.
The info line of the Key Editor displays information about the selected controller event, such
as Type, Start position, Value, Channel, and Curve Type.
NOTE
You can change the curve type for several controller events by selecting them and then
changing the value in the Curve Type field.
● In the controller display, move the mouse pointer between two controller events and
double-click the handle that appears to change the curve type from Step to Ramp/
Curve.
5. Move the mouse pointer over the ramp, click the handle, and move it upwards or
downwards to change the ramp into a curve shape.
RESULT
The ramp changes into a curve.
When you play back ramps/curves, the data between two MIDI continuous controller events are
interpolated to a suitable MIDI data resolution. You can visualize this by selecting MIDI > Merge
MIDI in Loop or MIDI > Freeze MIDI Modifiers, or by exporting the part as a MIDI file.
NOTE
Ramp/Curve controller curves are more demanding on the performance of the application.
RELATED LINKS
Controller Lane Context Menu on page 923
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Controller Display
To show and edit MIDI controller data on the automation track, you must extract the MIDI
automation from the MIDI part.
MIDI controller data from the automation track is also displayed on the controller lane. However,
you cannot edit this data on the controller lane.
If conflicting controller data exists, you must specify what should happen on playback by
selecting an option from the Automation Merge Modes in the MIDI Controller Automation
Setup dialog.
1 The controller curve before the part starts. This curve depends on the existing controller
data and on the selected merge mode.
2 Controller curve entered on the controller lane.
3 Resulting controller curve if controller automation was also recorded on a track. These
values depend on the selected automation merge mode.
On the controller lane, you can also see the controller curve that is applied before the part starts.
This tells you which controller value is being used at the starting point of the part so that you can
choose the start value accordingly.
RELATED LINKS
Extracting MIDI Automation on page 909
Automation Merge Modes on page 941
MIDI Controller Automation on page 939
If you have such conflicting automation data, you can specify separately for every parameter how
these are combined during playback. This is done by selecting an Automation Merge Mode in
the track list for the automation track.
● To open the MIDI Controller Automation Setup dialog, select MIDI > CC Automation
Setup.
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Controller Display
Controller list
Lists all MIDI controllers for which you can specify the record destination and the
merge mode for automation separately. This gives you full control over the MIDI
automation (destination as well as merge mode) in your project.
Record Destination
Click in the Record Destination column for a MIDI controller to open a pop-up menu
where you can choose where you want recorded data of this particular MIDI controller
to be saved.
Save As Default
Allows you to save the current settings as default settings. When you create a new
project, the default settings are used.
Load Default
Allows you to load the default settings.
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Controller Display
● To open the MIDI Controller Automation Setup dialog, select MIDI > CC Automation
Setup.
Average
When this option is selected, the average values between part and track automation
are used.
Modulation
In this mode, the automation track curve modulates the existing part automation, with
higher curve points emphasizing the automation values and lower curve points
reducing the automation values even further.
NOTE
The settings that you make for a controller are applied to all MIDI tracks that use this controller.
● To select a line mode, click the Line tool on the Key Editor or the Drum Editor toolbar, and
click again to open a pop-up menu with the available modes.
Line
In this mode you can draw events in a straight line by clicking in the controller display
and dragging the cursor to where you want the ramp to end.
NOTE
If Snap is activated, the Length Quantize value determines the density of created
controller curves. For very smooth curves, use a small Length Quantize value or
deactivate Snap. Beware that very dense controller curves can cause MIDI playback to
stutter.
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Parabola
In this mode you can draw events on a parabola curve. This gives more natural curves
and fades.
You can use modifier keys to determine the shape of the parabola curve.
● To reverse the parabola curve, press Ctrl/Cmd .
● To change the position of the whole curve, press Alt/Opt .
● To increase or decrease the exponent, press Shift .
NOTE
If Snap is activated, the Length Quantize value determines the density of created
controller curves. For very smooth curves, use a small Length Quantize value or
deactivate Snap. Beware that very dense controller curves can cause MIDI playback to
stutter.
The quantize value determines the period of the curve that is the length of one curve
cycle. The Length Quantize value determines the density of the events.
NOTE
If you set Length Quantize to Quantize Link and you enter data in Sine, Triangle or
Square mode, the density of the events depends on the zoom factor.
You can use modifier keys to determine the shape of the curve.
● To change the phase of the beginning of the curve, press Ctrl/Cmd .
● To change the position of the whole curve, press Alt/Opt - Ctrl/Cmd .
● To change the maximum position of the triangle curve or the pulse of the square
curve in Triangle and Square mode, press Shift - Ctrl/Cmd . This creates sawtooth
curves.
● You can also set the curve period freely by holding down Shift when you insert
events in Sine, Triangle, or Square mode. Activate Snap, Shift -click and drag to
set the length of one period. The period length will be a multiple of the quantize
value.
Paint
In this mode, you can draw in multiple notes.
NOTE
If Snap is activated, the Length Quantize value determines the density of created
controller curves. For very smooth curves, use a small Length Quantize value or
deactivate Snap. Beware that very dense controller curves can cause MIDI playback to
stutter.
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Controller Display
● To open the controller event editor, activate the Object Selection tool and drag a selection
rectangle on the controller lane.
● To open the controller event editor for velocity lanes, select multiple MIDI notes in the note
display or activate the Object Selection tool, press Alt and drag a selection rectangle on the
controller lane or to get the Object Selection tool.
NOTE
The controller event editor is not available for Articulation or Dynamics lanes.
The controller event editor features the following smart controls for specific editing modes:
1 Tilt Left
If you click in the upper left corner of the editor, you can tilt the left part of the curve. This
allows you to tilt the event values at the start of the curve upwards or downwards.
2 Compress Left
If you Alt/Opt -click in the upper left corner of the editor, you can compress or expand the
left part of the curve. This allows you to compress or expand the event values at the start of
the curve.
3 Scale Vertically
If you click in the middle of the upper border of the editor, you can scale the curve vertically.
This allows you to raise or lower the event values of the curve in percent.
4 Move Vertically
If you click on the upper border of the editor, you can move the entire curve vertically. This
allows you to raise or lower the values of the event values of the curve.
5 Compress Right
If you Alt/Opt -click in the upper right corner of the editor, you can compress or expand the
right part of the curve. This allows you to compress or expand the event values at the end of
the curve.
6 Tilt Right
If you click in the upper right corner of the editor, you can tilt the right part of the curve. This
allows you to tilt the event values at the end of the curve upwards or downwards.
7 Scale Around Relative Center
If you Alt/Opt -click in the middle right border of the editor, you can scale the curve relative
to its center. This allows you to raise or lower the event values horizontally around the center
of the editor.
8 Scale Around Absolute Center
If you click in the middle right corner of the editor, you can scale the curve absolute to its
center. This allows you to raise or lower the event values horizontally around the center of
the editor.
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9 Stretch
If you click on the lower border of the editor, you can stretch the curve horizontally. This
allows you to move the event values of the curve to the left or to the right.
● To show Auto Select Controllers, right-click the Key Editor or the Drum Editor toolbar, and
select Auto Select Controllers.
If you activate Auto Select Controllers, controllers that belong to a note event are automatically
selected when you select the note event.
RELATED LINKS
Key Editor Toolbar on page 947
PROCEDURE
1. Do one of the following:
● With the Object Selection tool, drag to create a selection rectangle that encompasses
the events that you want to move.
● On the toolbar, activate Auto Select Controllers. In the note display, select the notes
whose controllers you want to move.
● In the note display, select the notes whose controllers you want to move, and select
Edit > Select > Select Controllers in Note Range to select the controllers within the
range of the selected notes.
2. Move the note/controller events.
RESULT
The controller events are moved to the new position. Snap is taken into account.
RELATED LINKS
Select Controllers in Note Range: Use Extended Note Context on page 1358
Key Editor
The Key Editor is the default MIDI editor. It displays notes graphically in a piano roll-style grid.
The Key Editor allows for detailed editing of notes and non-note events, such as MIDI
controllers.
You can open the Key Editor in a separate window or in a tab in the lower zone of the Project
window. Opening the Key Editor in the lower zone of the Project window is useful if you want to
access the Key Editor functions from within a fixed zone of the Project window.
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Key Editor
NOTE
If you select MIDI > Set up Editor Preferences, the Preferences dialog opens on the Editors
page. Make your changes to specify if you want the editors to open in a separate window or in
the lower zone of the Project window.
The Key Editor is shown in the Editor tab in the lower zone of the Project window:
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1 Toolbar
Contains tools and settings.
2 Status line
Informs about the mouse time position, the mouse value, and the current chord.
3 Info line
Displays note event information about a selected MIDI note.
4 Ruler
Displays the timeline.
5 Key Editor Inspector
Contains tools and functions for working with MIDI data.
6 Note display
Contains a grid in which MIDI notes are displayed as boxes.
7 Piano keyboard display
Helps you to find the right note number.
8 Controller display
The area below the note display consists of one or multiple controller lanes.
NOTE
You can activate/deactivate the status line, the info line, and the controller lanes by clicking Set
up Window Layout on the toolbar and activating/deactivating the corresponding options.
RELATED LINKS
Key Editor Toolbar on page 947
Status Line on page 953
Key Editor Inspector on page 954
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Key Editor
● To show or hide the toolbar elements, right-click the toolbar and activate or deactivate the
elements.
Default Items
Solo Editor
Solos the editor during playback if the editor has the focus.
Record in Editor
Enables the recording of MIDI data in the editor if the editor has the focus.
NOTE
Retrospective Record
Insert MIDI Retrospective Recording in Editor
Allows you to recover MIDI notes that you played in stop mode or during playback.
Left Divider
Left Divider
Allows you to use the left divider. Tools that are placed to the left of the divider are
always shown.
Pitch Visibility
Pitch Visibility On/Off
Deactivate this to show all pitches in the note display. Activate this to reduce the
pitches in the note display according to the selected pitch visibility option.
Allows you to determine which pitches are displayed in the note display:
● Show Pitches with Events shows only the pitches for which events are available in
the note display.
● Show Pitches from Scale Assistant shows only the pitches that match the musical
scale that is selected in the Scale Assistant section of the Inspector.
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Key Editor
Auto-Scroll
Link Project and Lower Zone Editor Cursors
Links timelines, cursors, and zoom factors of the Editor tab in the lower zone and the
Project window.
NOTE
You cannot activate Link Project and Lower Zone Editor Cursors if Independent
Track Loop is active.
Auto-Scroll
Allows you to activate Page Scroll or Stationary Cursor and to activate Suspend Auto-
Scroll When Editing.
Acoustic Feedback
Acoustic Feedback
Automatically plays back events when you move or transpose them, or when you
create them by drawing.
Tool Buttons
Object Selection
Draw
Draws events.
Erase
Deletes events.
Trim
Trims events.
Split
Splits events.
Glue
Mute
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Mutes events.
Zoom
Time Warp
Line
NOTE
If you activate Independent Track Loop, the Link Project and Lower Zone Editor Cursors
function is automatically deactivated in the Editor tab in the lower zone.
Indicate Transpositions
Indicate Transpositions
Insert Velocity
Note Insert Velocity
Nudge Palette
Trim Start Left
Increases the length of the selected event by moving its start to the left.
Decreases the length of the selected event by moving its start to the right.
Move Left
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Move Right
Decreases the length of the selected event by moving its end to the left.
Increases the length of the selected event by moving its end to the right.
Transpose Palette
Move Up
Move Down
Move Up More
Snap
Snap On/Off
Snap Type
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Key Editor
● Grid + Events + Cursor snaps events to the quantize grid that is selected in the
Quantize Presets pop-up menu, to the start or end of other events or to the
cursor position.
Grid Type
Quantize
Apply Quantize
Quantize Presets
Length Quantize
Length Quantize
Shows/Hides part borders for the active MIDI part within the left and right locators.
Lists all parts that were selected when you opened the editor, and allows you to
activate a part.
Step/MIDI Input
Step Input
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Key Editor
Moves all note events to the right of the step input position to the right to make room
for the inserted event when you insert notes.
NOTE
Record Pitch
Event Colors
Event Colors
Right Divider
Right Divider
Allows you to use the right divider. Tools that are placed to the right of the divider are
always shown.
This button is available in the Editor tab in the lower zone. It opens the editor in a
separate window.
This button is available in the editor window. It opens the Editor tab in the lower zone
of the Project window.
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Set up Toolbar
Opens a pop-up menu where you can set up which toolbar elements are visible.
RELATED LINKS
Zooming in MIDI Editors on page 912
Status Line
The status line shows information about the mouse time position, the mouse value, and the
current chord.
● To show the status line, click Set up Window Layout on the toolbar, and activate Status
Line.
The on/off status of the status line in the Key Editor window and in the Editor tab in the lower
zone of the Project window are independent of each other.
Mouse Value
Displays the exact pitch of the mouse pointer position in the event display. This
facilitates finding the right pitch when entering or transposing notes.
If you move the mouse in the controller display, the controller event value at the
mouse cursor position is displayed.
RELATED LINKS
Looping MIDI Parts on page 920
Info Line
The info line shows values and properties of the selected events. If several notes are selected, the
values for the first note are displayed in color.
● To show the info line, click Set up Window Layout on the toolbar, and activate Info Line.
Length and position values are displayed in the selected ruler display format.
The on/off status of the info line in the Key Editor window and in the Editor tab in the lower zone
of the Project window are independent of each other.
RELATED LINKS
Editing Note Events on the Info Line on page 918
Changing the Ruler Display Format on page 912
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Key Editor
Global Tracks
Allows you to show/hide global tracks in the Key Editor. This allows for a better
overview of the project context that you are working on.
Expression Map
Allows you to load an expression map. Expression maps are useful for working with
articulations.
Note Expression
Contains functions and settings related to Note Expression.
Chord Editing
Allows you to enter chords instead of single notes.
Quantize
Allows you to access the main quantize parameters. These are identical with the
functions on the Quantize panel.
Transpose
Allows you to access the main parameters for transposing MIDI events.
Length
Contains length-related options, similar to the Functions submenu of the MIDI menu.
● To change the length of the selected MIDI events or all events of the active part if
no events are selected, use the Scale Length/Scale Legato slider.
At the maximum value the notes reach the beginning of the next note.
● To make the new length settings permanent, click Freeze MIDI Lengths.
● To fine-tune the distance between consecutive notes, use the Overlap slider.
At 0 Ticks, the Scale Length/Scale Legato slider extends each note so that it
reaches the next note exactly. Positive values cause the notes to overlap and
negative values allow you to define a small gap between the notes.
● To use the Legato function or slider to extend a note until the next selected note,
activate Extend to Next Selected.
This is identical with activating the Legato Mode: Between Selected Notes Only
option in the Preferences dialog.
Scale Assistant
Allows you to select a musical scale that highlights all note events whose pitches
belong to this scale.
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Key Editor
Set up Inspector
Allows you to open a dialog to edit the Inspector settings for the editor. Click Set up
Inspector, and from the pop-up menu, select Setup.
NOTE
If you open the Key Editor in the lower zone, these sections are shown in the Editor Inspector in
the left zone.
RELATED LINKS
Expression Maps on page 1014
Note Expression Inspector Section on page 1032
Quantize Panel on page 326
Transpose Functions on page 360
Opening the Editor Inspector on page 66
Global Tracks in the Key Editor on page 955
Scale Assistant in the Key Editor on page 957
You can show events from global tracks, such as the tempo, signature, chord, ruler, arranger,
video, marker, and transpose track in the Key Editor. This way, you can edit MIDI events and
view the project context at the same time without having to switch to the Project window.
NOTE
The Global Tracks section of the Inspector is only available if you open the Key Editor as a
separate window. It is not available in the lower zone editor.
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RELATED LINKS
Showing/Hiding Global Tracks in the Key Editor on page 962
Dividing the Track List on page 57
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Key Editor
NOTE
Snap Pitch Editing does not apply when you change pitches using the Pitch value field
on the info line or if you record notes via MIDI input.
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Key Editor
NOTE
Quantize Pitches
Quantizes the pitches of the selected notes to the nearest pitch of the selected scale.
RELATED LINKS
Note Display on page 958
Using Live Input on page 1067
Event Colors Menu on page 913
Musical Scale Setup Dialog on page 1060
Matching Note Events to a Musical Scale on page 965
Using the Chord Track to Match Note Events to a Musical Scale on page 966
Quantizing MIDI Note Pitches to Musical Scales on page 967
Chord Track on page 1051
Mapping Incoming MIDI Note Pitches to Musical Scales on page 967
Snapping MIDI Note Pitches to Musical Scales While Editing on page 968
Note Display
The note display is the main zone in the Key Editor. It contains a grid in which note events are
shown as boxes.
The width of a box corresponds to the note length. The vertical position of a box corresponds to
the note number (pitch), with higher note events higher up in the grid.
Depending on the zoom factor, the note events show the note names.
NOTE
You can change the naming format and the note names of the pitches in the Pitch Notation
section of the Preferences dialog (Event Display—Chords&Pitches page).
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Key Editor
You can activate Pitch Visibility On/Off on the Key Editor toolbar to show only the pitches with
events or the pitches suggested by the Scale Assistant. This hides the keyboard keys whose
pitches are not used and shows note names on the remaining keys.
RELATED LINKS
Piano Keyboard Display on page 959
Zooming in MIDI Editors on page 912
Pitch Notation on page 1362
Pitch Visibility Options on page 961
The piano keyboard gives you a visual orientation over the pitch positions in the note display,
helping you to find specific note pitches.
You can click a key to listen to the pitch and the sound of the connected instrument.
If you move the mouse to the far left of the piano keyboard display, the mouse pointer changes,
allowing you to scroll up and down and to zoom in and out of the keyboard display:
You can activate Pitch Visibility On/Off on the Key Editor toolbar to show only the pitches with
events or the pitches suggested by the Scale Assistant. This hides the keyboard keys whose
pitches are not used and shows note names on the remaining keys.
NOTE
You can change the naming format and the note names of the pitches in the Pitch Notation
section of the Preferences dialog (Event Display—Chords&Pitches page).
If you select note events in the event display, the corresponding keys on the piano keyboard
display are shown in the same color as the note event.
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Key Editor
If you move the mouse pointer in the event display, the corresponding pitch position on the
piano keyboard display is highlighted.
RELATED LINKS
Note Display on page 958
Key Editor on page 944
Pitch Notation on page 1362
Pitch Visibility Options on page 961
PROCEDURE
1. On the Key Editor toolbar, open the Select Pitch Visibility Options pop-up menu.
2. Do one of the following:
● To show only the pitches for which events are available in the note display, select Show
Pitches with Events.
NOTE
If you edit multiple MIDI parts, the pitches of all note events in the different MIDI parts
are taken into account. The visible pitches are updated according to the MIDI part
selection in the Project window.
● To show only the pitches that match the musical scale that is selected in the Scale
Assistant section of the Key Editor Inspector, select Show Pitches from Scale
Assistant.
RESULT
The note display and the piano keyboard display are changed according to your settings.
EXAMPLE
If you selected Show Pitches from Scale Assistant in the Select Pitch Visibility Options pop-up
menu and the Scale Assistant uses a specific scale, but some of the notes in the note display do
not match the scale, this is indicated by the color of the note events, and by the exclamation
mark on the corresponding keys on the keyboard display.
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RELATED LINKS
Pitch Visibility Options on page 961
Key Editor Toolbar on page 947
Note Display on page 958
Piano Keyboard Display on page 959
● To open the pitch visibility options, click Select Pitch Visibility Options on the Key Editor
toolbar.
NOTE
If you edit multiple MIDI parts, the pitches of all note events in the different MIDI parts
are taken into account. The visible pitches are updated according to the MIDI part
selection in the Project window.
NOTE
If the note display contains note events on pitches that do not match the selected
scale, the corresponding keys on the keyboard display are shown with an
exclamation mark. If you activate the Scale/Chords option in the Event Colors
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Key Editor Operations
pop-up menu on the Key Editor toolbar, the non-matching note events are shown
in a different color.
RELATED LINKS
Event Colors Menu on page 913
Piano Keyboard Display on page 959
Note Display on page 958
Showing Specific Pitches in the Key Editor on page 960
As a general rule, you can only move note events to pitch positions that are visible. This applies
to moving note events upwards/downwards with the mouse, using the corresponding key
command, or using the cursor keys.
Exceptions
If you want to access specific pitch positions that are not displayed, you have the following
possibilities:
● To move note events to pitch positions that are not visible, use the Pitch value field on the
info line.
● To move note events by octaves, select the note event and press Shift - Up Arrow to move it
up an octave or Shift - Down Arrow to move it down an octave.
● To move chord notes, open the Chord Editing section and activate an option in the
Inversions or Drop Notes section.
In all these cases, the note display and the piano keyboard display extend to show the new
pitches.
RELATED LINKS
Pitch Visibility Options on page 961
Note Display on page 958
Piano Keyboard Display on page 959
PREREQUISITE
● In the Project window, you have added at least one global track, such as the tempo,
signature, chord, ruler, arranger, video, marker, or the transpose track.
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Key Editor Operations
● In the track list, you have set up the order of the tracks as you want them to be shown in the
Key Editor.
● Optional: In the Project window, you have activated Show Scales for the chord track.
● Optional: In the Project window, you have defined a Visible Tempo Upper Limit and a
Visible Tempo Lower Limit for the tempo track.
PROCEDURE
1. Select a MIDI part in the Project window.
2. Select MIDI > Open Key Editor to open the Key Editor in a separate window.
The Global Tracks section is shown in the Inspector. Its track list shows a list of the available
global tracks of your project.
NOTE
The Global Tracks section of the Inspector is not available in the lower zone editor.
3. In the track list of the Global Tracks section, activate the tracks that you want to show in the
Key Editor.
RESULT
The global tracks that you activated are shown above the note display.
The global track setup in the Key Editor is saved with the project.
NOTE
If your project contains global tracks, you can also activate and show them and their events in
the Key Editor by clicking Set up Window Layout on the toolbar and activating Global Tracks.
RELATED LINKS
Key Editor Inspector on page 954
Global Tracks in the Key Editor on page 955
Chord Track Controls on page 161
Tempo Track Controls on page 164
Editing Events on Global Tracks on page 963
PROCEDURE
1. Optional: Make sure that the global tracks event display has the keyboard focus and zoom in
on/out of the global tracks using Shift - H or Shift - G .
2. Optional: Change the height of a global track by clicking its lower border in the track list and
dragging up or down.
NOTE
The tracks that are shown in the global tracks event display have a default track height of 1
row, except for the tempo track and the chord track that have a height of 2 rows, and the
video track that has a height of 3 rows. You can adapt these heights according to your needs.
The height of the ruler track cannot be changed.
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Key Editor Operations
● Apply the usual editing methods on one or several events in the global tracks event
display.
● Use the tool buttons in the Key Editor toolbar.
● Select an event in the global tracks event display and use the info line to edit specific
event parameters.
RESULT
All changes that you perform including the track selection are synchronized with the Project
window event display.
RELATED LINKS
Keyboard Focus in the Key Editor on page 964
Tool Buttons on page 948
Setting the Track Height on page 185
Track Handling on page 170
The following Key Editor zones can have the keyboard focus:
If a zone has the keyboard focus, it is indicated by a highlighted and solid focus frame. The non-
active zone is shown with a dashed frame.
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Key Editor Operations
NOTE
You can change the focus color in the Preferences dialog (User Interface—Color Schemes
page).
RELATED LINKS
Editing Events on Global Tracks on page 963
Showing/Hiding Global Tracks in the Key Editor on page 962
Global Tracks in the Key Editor on page 955
Keyboard Focus in the Project Window on page 84
Activating Keyboard Focus for a Zone on page 85
PROCEDURE
1. Open a MIDI part in the Key Editor.
2. Open the Scale Assistant section of the Inspector, and activate Use Editor Scale.
3. Do one of the following:
● Select some note events in the note display if you want to get suggestions of musical
scales that match those notes.
● Deselect all note events in the note display if you want to get suggestions of musical
scales that match all notes of the MIDI part.
4. Activate Show Scale Note Guides.
This changes the background of the event display according to the selected scale so that
pitches that do not belong to the scale are shown with a darker background.
5. On the Key Editor toolbar, set Event Colors to Scale/Chords.
This changes the colors of the note events in the event display according to whether or not
the pitches match the selected musical scale.
NOTE
To view the color scheme of the selected color mode, open the Event Colors pop-up menu
and select Setup.
6. Open the Scale Suggestions pop-up menu, and select one of the options.
7. Optional: On the Key Editor toolbar, open the Select Pitch Visibility Options pop-up menu,
and select Show Pitches from Scale Assistant.
This filters the note display and the piano keyboard display so that they show only the
pitches that match the selected musical scale.
RESULT
The coloring of the event display background and the note events gives you a visual guide for
editing note pitches.
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Key Editor Operations
RELATED LINKS
Using the Chord Track to Match Note Events to a Musical Scale on page 966
Scale Assistant in the Key Editor on page 957
Showing Specific Pitches in the Key Editor on page 960
Snapping MIDI Note Pitches to Musical Scales While Editing on page 968
Mapping Incoming MIDI Note Pitches to Musical Scales on page 967
Quantizing MIDI Note Pitches to Musical Scales on page 967
PREREQUISITE
You have added a chord track with chord events to your project.
PROCEDURE
1. Open a MIDI part in the Key Editor.
2. Optional: Open the Global Tracks section and activate the chord track as a global track.
This allows you to see chord and scale events in the Key Editor.
3. Open the Scale Assistant section of the Inspector, and activate Use Chord Track.
4. Open the Chord Track Mode pop-up menu and do one of the following:
● Select Scales if you want to match note events to the scale events on the chord track.
● Select Chords if you want to match note events to the chord events on the chord track.
● Select Chords & Scales if you want to match note events to both scale and chord events
on the chord track.
5. Activate Show Scale Note Guides.
This changes the background of the event display according to the selected scale so that
pitches that do not belong to the scale are shown with a darker background.
6. On the Key Editor toolbar, set Event Colors to Scale/Chords.
This changes the colors of the note events in the event display according to whether or not
the pitches match the selected musical scale.
NOTE
To view the color scheme of the selected color mode, open the Event Colors pop-up menu
and select Setup.
7. Optional: On the Key Editor toolbar, open the Select Pitch Visibility Options pop-up menu,
and select Show Pitches from Scale Assistant.
This filters the note display and the piano keyboard display so that they show only the
pitches that match the selected musical scale.
RESULT
The coloring of the event display background and the note events gives you a visual guide for
editing note pitches.
NOTE
As you might have added different scale/chord events at specific time positions, the scale
indications in the event display background and on the note events change along the timeline.
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Key Editor Operations
RELATED LINKS
Event Colors Menu on page 913
Matching Note Events to a Musical Scale on page 965
Scale Assistant in the Key Editor on page 957
Showing Specific Pitches in the Key Editor on page 960
Chord Track on page 1051
Showing/Hiding Global Tracks in the Key Editor on page 962
PREREQUISITE
In the Key Editor, you have selected a scale for your MIDI notes or you have selected a Chord
Track Mode.
PROCEDURE
1. Open the Scale Assistant section of the Inspector.
2. Optional: Activate Show Scale Note Guides.
3. Do one of the following:
● Select the notes in the note event display whose pitches you want to quantize.
● Deselect all notes in the note event display to quantize all note pitches of the MIDI part.
4. Click Quantize Pitches.
RESULT
All note pitches that do not match the selected scale are quantized to the nearest pitches in the
scale.
RELATED LINKS
Matching Note Events to a Musical Scale on page 965
Using the Chord Track to Match Note Events to a Musical Scale on page 966
Scale Assistant in the Key Editor on page 957
Snapping MIDI Note Pitches to Musical Scales While Editing on page 968
Mapping Incoming MIDI Note Pitches to Musical Scales on page 967
Quantizing MIDI Note Pitches to Musical Scales on page 967
PREREQUISITE
In the Key Editor, you have selected a scale for the MIDI notes or you have selected a Chord
Track Mode.
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PROCEDURE
1. Open the Scale Assistant section of the Inspector.
2. Activate Show Scale Note Guides.
3. On the Key Editor toolbar, activate Record in Editor.
4. Click Start on the Transport panel or in the Transport Bar to start playback.
5. Activate Snap Live Input.
6. Play or record some notes on your MIDI keyboard.
RESULT
The pitches of the played or recorded notes are automatically mapped to the selected scale.
RELATED LINKS
Matching Note Events to a Musical Scale on page 965
Using the Chord Track to Match Note Events to a Musical Scale on page 966
Scale Assistant in the Key Editor on page 957
Using Live Input on page 1067
PREREQUISITE
In the Key Editor, you have selected a scale for your MIDI notes or you have selected a Chord
Track Mode.
PROCEDURE
1. Open the Scale Assistant section of the Inspector.
2. Activate Show Scale Note Guides.
3. Activate Snap Pitch Editing.
4. Do one of the following:
● Insert a note event with the Draw tool, the Object Selection tool, or with the Line tool.
● Drag a note event upwards or downwards with the mouse.
● Select a note event and use the Up Arrow / Down Arrow keys.
RESULT
The notes snap to pitches of the selected scale. You cannot place notes on pitches outside of the
scale. If you select multiple notes and move them to different pitches, all selected notes snap to
the pitches of the selected scale.
NOTE
Snap Pitch Editing does not apply when you change pitches using the Pitch value field on the
info line or if you record notes via MIDI input.
RELATED LINKS
Matching Note Events to a Musical Scale on page 965
Using the Chord Track to Match Note Events to a Musical Scale on page 966
Scale Assistant in the Key Editor on page 957
Drawing Note Events with the Draw Tool on page 969
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Key Editor Operations
Inserting Note Events with the Object Selection Tool on page 969
Drawing Note Events with the Line Tool on page 970
Moving and Transposing Note Events on page 971
Modifying Note Values while Inserting Notes on page 970
PREREQUISITE
You have set up the length for the note events quantize value in the Length Quantize pop-up
menu of the toolbar.
PROCEDURE
● In the note display, double-click with the Object Selection tool at the position where you
want to insert a note.
RESULT
A note is inserted at the position where you double-clicked with the length that you have set up
in the Length Quantize pop-up menu.
NOTE
If Double-click Opens Note Expression Editor is activated on the Key Editor toolbar,
double-clicking a note event opens the note expression editor instead.
RESULT
The note event is deleted.
RELATED LINKS
Key Editor Toolbar on page 947
Note Expression Event Editor on page 1041
When you move the cursor inside the note display, its position is indicated on the status line. Its
pitch is indicated both on the status line and on the piano keyboard to the left.
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NOTE
To temporarily switch from the Object Selection tool to the Draw tool, hold down Alt/Opt .
NOTE
● To create contiguous note events, click and drag in the note display.
● To restrict movement to horizontal, press Ctrl/Cmd and drag.
The notes have the same pitch.
If Snap is activated, the note events and controller events are positioned and sized according to
the Quantize and Length Quantize values.
RELATED LINKS
Line Tool Modes on page 971
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Line
If this option is activated, you can click and drag to insert note events in the note
display along a straight line in any angle. Use this option to edit controller data along a
straight line in the controller display.
Paint
This mode allows you to insert note events by painting in the note display.
● To move note events in the editor, select the Object Selection tool and drag them to a new
position.
All selected note events are moved, maintaining their relative positions. Snap is taken into
account.
● To allow only horizontal or only vertical movement, hold down Ctrl/Cmd while dragging.
● To move note events via the Nudge Palette buttons on the toolbar, select the note events
and click a Nudge Palette button.
This moves the selected note events by the Snap value in the drum sound list.
● To move note events to the project cursor position, select the note events and select Edit >
Move to > Cursor.
● To move a note event via the info line, select a note event and edit the Position or Pitch on
the info line.
● To transpose note events, select the note events and use the Transpose Palette buttons on
the toolbar or the Up Arrow / Down Arrow keys.
Transpose is also affected by the global transpose setting.
● To transpose note events via the Transpose Setup dialog, select the note events and select
MIDI > Transpose Setup.
● To transpose note events in steps of one octave, press Shift and use the Up Arrow /
Down Arrow keys.
NOTE
● When you move selected note events to a different position, any selected controllers for
these note events move accordingly.
● You can also adjust the position of note events by quantizing.
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RELATED LINKS
Transpose Setup Dialog on page 900
● To resize the note event, position the Object Selection tool at the start or the end of a note
event and drag the mouse cursor to the left or right.
● To apply time-stretching and note expression data to a controller that is associated with the
note event that you resize, activate Sizing Applies Time Stretch for the Object Selection
tool before you resize the note.
● To move the start or end positions of the selected notes in steps according to the Length
Quantize value on the toolbar, use the Trim Start/End buttons on the Nudge Palette.
● Select the note and adjust its length on the info line.
● Select Draw and drag left or right within the note display to draw a note.
The resulting note event length is a multiple of the Length Quantize value on the toolbar.
● Select Trim and cut off the end or the beginning of note events.
RELATED LINKS
Setup Options on page 1337
Value Editing Rules on the Info Line on page 62
Using the Trim Tool on page 972
Resizing Events with the Object Selection Tool - Sizing Applies Time Stretch on page 230
PROCEDURE
1. Select Trim on the toolbar.
The mouse pointer changes to a knife symbol.
2. To edit a single note, click it.
The range between the mouse pointer and the end of the note is removed. Use the mouse
note info on the status line to find the exact position for the trim operation.
3. To edit several notes, click and drag with the mouse across the notes.
By default, the Trim tool cuts off the end of notes. To trim the beginning of notes, press Alt
while dragging. When dragged across several notes, a line is displayed. The notes are
trimmed along this line. If you press Ctrl/Cmd while dragging, you get a vertical trim line,
allowing you to set the same start or end time for all edited notes. You can change the Trim
tool key commands in the Preferences dialog (Editing—Tool Modifiers page).
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Key Editor Operations
PROCEDURE
1. In the Key Editor Inspector, open the Chord Editing section.
2. In the note display, select the notes that you want to edit.
If the chord is recognized, the root note, chord type, and tensions are indicated in the Chord
Type field. This also works with arpeggiated notes.
3. In the Chord Editing section, activate one of the 3-Note Chords/Triads buttons or 4-Note
Chords buttons.
The selected notes are transposed so that they fit the selected chord type.
4. Use the Up Arrow / Down Arrow keys to change the pitch of the chord.
RESULT
The selected notes are transposed so that they fit the selected chord type.
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3-Note Chords/Triads
Allows you to insert triads to the note display. You can also click one of the 3-Note
Chords/Triads buttons to transpose the selected notes so that they fit to the selected
chord type.
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4-Note Chords
Allows you to insert 4-note chords to the note display. You can also click one of the 4-
Note Chords buttons to transpose the selected notes so that they fit to the selected
chord type.
Inversions - Move Up
Inverts the lowest note of a chord. The corresponding notes are transposed by as
many octaves as needed.
Inverts the highest note of a chord. The corresponding notes are transposed by as
many octaves as needed.
Moves the second and fourth highest notes of a chord down by one octave.
Inserting Chords
You can use the tools in the Chord Editing section of the Key Editor Inspector to insert and edit
chords.
PROCEDURE
1. In the Key Editor Inspector, open the Chord Editing section.
2. Select the Insert tool to the right of the chord type that you want to insert.
3. Click in the note display and drag to the left or right to determine the length of the chord.
Drag up or down to determine its pitch.
To change the chord type while you insert chords, hold Alt and drag up or down.
If Acoustic Feedback is activated, you hear the chord while dragging. A tooltip indicates the
root note and chord type of the inserted chord. Snap and Length Quantize are taken into
account.
PREREQUISITE
Create a chord track and add chord events.
PROCEDURE
1. Open the MIDI editor.
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RESULT
The first chord event of the chord track is applied to the selected notes. Only the basic chord type
is applied. Tensions are not taken into account.
RELATED LINKS
Expression Maps on page 1014
PROCEDURE
1. In the Key Editor, select the note event that you want to edit.
2. Click MIDI Input on the toolbar.
Editing via MIDI is enabled.
3. Use the note buttons on the toolbar to decide which properties are changed by the MIDI
input.
You can enable editing of pitch, note-on and/or note-off velocity. For example, you can get
the pitch and velocity values of the notes input via MIDI, but the note-off velocities remain as
they are.
4. Play a note on your MIDI instrument.
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RESULT
The selected note gets the pitch, note-on velocity and/or note-off velocity of the played note. The
next note in the edited part is automatically selected to allow quick editing of a series of notes.
Step Input
Step input, or step recording, allows you to enter note events or chords one at a time without
worrying about the exact timing. This is useful, for example, when you know the part that you
want to record but are not able to play it exactly as you want it.
PROCEDURE
1. On the toolbar, activate Step Input.
2. Use the note buttons to the right to determine which properties are included when you
insert the note events.
For example, you can include the note-on velocity and/or note-off velocity of the played
notes. You can also deactivate the pitch property, in which case all notes get a pitch C3, no
matter what you play.
3. Click anywhere in the note display to set the start position of the first note event or chord.
The step input position is shown as a vertical line in the note display.
4. Specify the note event spacing and length with the Quantize and Length Quantize pop-up
menus.
The note events that you insert are positioned according to the Quantize value and have the
length of the Length Quantize value.
NOTE
If Length Quantize is set to Quantize Link, the note length is also determined by the
Quantize value.
NOTE
If Move Insert Mode is activated, all note events to the right of the step input position are
moved to make room for the inserted note event or chord.
6. Continue in the same way with the rest of the note events or chords.
You can adjust the Quantize or Length Quantize values to change the timing or note event
lengths. You can also move the step input position manually by clicking anywhere in the note
display.
To insert a rest, press the Right Arrow key. This advances the step input position by one
step.
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Drum Editor
7. When you are done, click Step Input again to deactivate step input.
Drum Editor
The Drum Editor is the editor to use when you are editing drum or percussion parts.
You can open the Drum Editor in a separate window or in the lower zone of the Project window.
Opening the Drum Editor in the lower zone of the Project window is useful if you want to access
the Drum Editor functions from within a fixed zone of the Project window.
● Select a MIDI part in the Project window and select MIDI > Open Drum Editor.
If the MIDI track has a drum map assigned and Editor Content Follows Event Selection and
Use Drum Editor when Drum Map is assigned are activated in the Preferences dialog (Editors
page), you can do the following to open a MIDI part in the Drum Editor:
NOTE
If you select MIDI > Set up Editor Preferences, the Preferences dialog opens on the Editors
page. Make your changes to specify if you want the Drum Editor to open in a separate window
or in the lower zone of the Project window.
The Drum Editor is shown in the Editor tab in the lower zone of the Project window:
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1 Toolbar
Contains tools and settings.
2 Status line
Informs about the mouse time position and the mouse value.
3 Info line
Displays information about the selected event.
4 Drum Editor Inspector
Contains tools and functions for working with MIDI data.
5 Drum sound list
Lists all drum sounds.
6 Drum map
Lets you select the drum map for the edited track or a list of drum sound names.
7 Ruler
Displays the time line.
8 Note display
Contains a grid in which notes are displayed.
9 Controller display
The area below the note display consists of one or multiple controller lanes.
NOTE
You can activate/deactivate the status line, the info line, and the controller lanes by clicking Set
up Window Layout on the toolbar and activating/deactivating the corresponding options.
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● To show or hide the toolbar elements, right-click the toolbar and activate or deactivate the
elements.
Retrospective Record
Insert MIDI Retrospective Recording in Editor
Allows you to recover MIDI notes that you played in stop mode or during playback.
Left Divider
Left Divider
Allows you to use the left divider. Tools that are placed to the left of the divider are
always shown.
Pitch Visibility
Pitch Visibility On/Off
Deactivate this to show all drum sounds in the note display. Activate this to reduce the
drum sounds in the note display according to the selected pitch visibility option.
● Show Drum Sounds with Events shows only the drum sounds for which events
are available in the note display.
● Show Drum Sounds in Use by Instruments shows the drum sounds for which a
pad, etc. is in use for the instrument. This option is only available if the instrument
can provide this information.
● Reverse Drum Sound List reverses the order of the sounds displayed in the drum
sound list.
Auto-Scroll
Link Project and Lower Zone Editor Cursors
Links timelines, cursors, and zoom factors of the Editor tab in the lower zone and the
Project window.
NOTE
You cannot activate Link Project and Lower Zone Editor Cursors if Independent
Track Loop is active.
Auto-Scroll
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Allows you to activate Page Scroll or Stationary Cursor and to activate Suspend Auto-
Scroll When Editing.
Acoustic Feedback
Acoustic Feedback
Automatically plays back events when you move or transpose them, or when you
create them by drawing.
Tool Buttons
Object Selection
Drumstick
Erase
Deletes events.
Mute
Mutes events.
Zoom
Time Warp
Line
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NOTE
If you activate Independent Track Loop, the Link Project and Lower Zone Editor Cursors
function is automatically deactivated in the Editor tab in the lower zone.
Nudge Palette
Trim Start Left
Increases the length of the selected event by moving its start to the left.
Decreases the length of the selected event by moving its start to the right.
Move Left
Move Right
Decreases the length of the selected event by moving its end to the left.
Increases the length of the selected event by moving its end to the right.
Transpose Palette
Move Up
Move Down
Move Up More
Insert Velocity
Note Insert Velocity
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Notes Length
Insert Length
Snap
Snap On/Off
Snap Type
Grid Type
Quantize
Apply Quantize
Quantize Presets
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Shows/Hides part borders for the active MIDI part within the left and right locators.
Lists all parts that were selected when you opened the editor, and allows you to
activate a part.
Event Colors
Event Colors
Step/MIDI Input
Step Input
Moves all note events to the right of the step input position to the right to make room
for the inserted event when you insert notes.
NOTE
Record Pitch
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Drum Editor
Right Divider
Right Divider
Allows you to use the right divider. Tools that are placed to the right of the divider are
always shown.
This button is available in the Editor tab in the lower zone. It opens the editor in a
separate window.
This button is available in the editor window. It opens the Editor tab in the lower zone
of the Project window.
Set up Toolbar
Opens a pop-up menu where you can set up which toolbar elements are visible.
RELATED LINKS
Zooming in MIDI Editors on page 912
Status Line
The status line is displayed below the toolbar. It displays important mouse information.
● To show the status line, click Set up Window Layout on the toolbar, and activate Status
Line.
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The on/off status of the status line in the Drum Editor window and in the Editor tab in the lower
zone of the Project window are independent of each other.
Mouse Value
Displays the exact pitch of the mouse pointer position in the event display. This
facilitates finding the right pitch when entering or transposing notes.
If you move the mouse in the controller display, the controller event value at the
mouse cursor position is displayed.
RELATED LINKS
Drum Editor Toolbar on page 980
Info Line
The info line shows values and properties of the selected events. If several notes are selected, the
values for the first note are displayed in color.
● To show the info line, click Set up Window Layout on the toolbar, and activate Info Line.
Length and position values are displayed in the selected ruler display format.
The on/off status of the info line in the Drum Editor window and in the Editor tab in the lower
zone of the Project window are independent of each other.
RELATED LINKS
Editing Note Events on the Info Line on page 918
Expression Map
Allows you to load an expression map. Expression maps are useful for working with
articulations.
Quantize
Allows you to access the main quantize parameters. These are identical with the
functions on the Quantize Panel.
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Length
Contains length-related options, similar to the Functions submenu of the MIDI menu.
● To change the length of the selected MIDI events or all events of the active part if
no events are selected, use the Scale Length/Scale Legato slider.
At the maximum value the notes reach the beginning of the next note.
● To make the new length settings permanent, click Freeze MIDI Lengths.
● To fine-tune the distance between consecutive notes, use the Overlap slider.
At 0 Ticks, the Scale Length/Scale Legato slider extends each note so that it
reaches the next note exactly. Positive values cause the notes to overlap and
negative values allow you to define a small gap between the notes.
● To use the Legato function or slider to extend a note until the next selected note,
activate Extend to Next Selected.
This is identical with activating the Legato Mode: Between Selected Notes Only
option in the Preferences dialog.
Setup
Allows you to open a dialog to edit the Drum Editor Inspector settings. Click Setup
Inspector, and from the pop-up menu, select Setup.
NOTE
If you open the Drum Editor in the lower zone, these sections are shown in the Editor Inspector
in the left zone.
RELATED LINKS
Expression Maps on page 1014
Note Expression Inspector Section on page 1032
Quantize Panel on page 326
Transpose Functions on page 360
Opening the Editor Inspector on page 66
Note Display
The note display of the Drum Editor contains a grid in which note events are shown.
The notes are displayed as diamond symbols. If you activate Show Note Length On/Off on the
toolbar, notes are displayed as boxes and show the note length.
The vertical position of the notes corresponds to the drum sound list to the left, while the
horizontal position corresponds to the note’s position in time.
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RELATED LINKS
Drum Editor Toolbar on page 980
NOTE
The number of columns in the list depends on whether a drum map is selected for the track or
not.
Pitch
Note number of the drum sound.
Instrument
Name of the drum sound.
Snap
This is used when entering and editing notes.
Mute
Allows you to mute drum sounds.
I-Note
Input note for the drum sound. When you play this note, it is mapped to the
corresponding drum sound and automatically transposed according to the Pitch
setting for the sound.
O-Note
The MIDI output note that is sent out every time the drum sound is played back.
Channel
The MIDI channel, on which the drum sound is played back.
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Output
MIDI output on which the drum sound is played back.
RELATED LINKS
Muting Notes and Drum Sounds on page 992
Drum Maps on page 992
● Activate Pitch Visibility On/Off, and click Select Pitch Visibility Options on the toolbar.
NOTE
If Pitch Visibility On/Off is deactivated, all drum sounds of the selected drum map are
shown, and you can edit the order of the drum sound list manually.
RELATED LINKS
Drum Maps on page 992
PREREQUISITE
You have set up the Insert Length on the toolbar to determine the length of the inserted note. If
Insert Length is set to Drum-Map Link, the note gets the length of the Snap value set for the
sound in the drum sound list. You have activated Snap.
NOTE
If you want to snap positions according to the Quantize Presets setting on the toolbar, activate
Use Quantize.
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Drum Editor Operations
PROCEDURE
● Perform one of the following actions:
● Select the Object Selection tool and double-click in the event display.
● Select the Drumstick tool and click in the event display.
NOTE
To temporarily switch from the Object Selection tool to the Drumstick tool, hold down Alt/
Opt .
RESULT
A note event is inserted.
PREREQUISITE
You have set up the Insert Length on the toolbar to determine the length of the inserted note. If
Insert Length is set to Drum-Map Link, the note gets the length of the Snap value set for the
sound in the drum sound list. You have activated Snap.
NOTE
If you want to snap positions according to the Quantize Presets setting on the toolbar, activate
Use Quantize.
PROCEDURE
● Perform one of the following actions:
● On the toolbar, select the Object Selection tool, double-click in the event display and
drag to the right.
● On the toolbar, select the Drumstick tool, click in the event display and drag to the
right.
RESULT
The note events are inserted.
RELATED LINKS
Drum Editor Toolbar on page 980
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Drum Editor Operations
NOTE
If you want to edit the note length in the Drum Editor, you must deactivate Snap and
activate Show Note Length On/Off. Otherwise, the note is repeated.
● To edit the time position, hold down Shift and drag to the left or to the right.
NOTE
PREREQUISITE
You have activated Show Note Length On/Off on the drum editor toolbar.
PROCEDURE
1. Move the mouse pointer to the beginning or the end of the note that you want to edit.
The mouse pointer turns into a double arrow.
2. Drag to the left or to the right to adjust the length.
An info box with the current length value is displayed.
3. Release the mouse button.
RESULT
The note length is changed. Snap is taken into account.
RESULT
The note event is deleted.
PREREQUISITE
To delete multiple note events with the Object Selection tool, Snap must be activated.
PROCEDURE
● Do one of the following:
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Drum Maps
● On the toolbar, select the Object Selection tool, double-click the first event you want to
delete, and drag to the right.
● On the toolbar, select the Drumstick tool, click the first event you want to delete, and
drag to the right.
RESULT
The note events are deleted.
The mute state for drum sounds is part of the drum map. All other tracks using this map are
affected.
● To mute individual notes, click or enclose them with the Mute tool, or select Edit > Mute.
● To mute a drum sound in a drum map, click in the Mute column for the drum sound.
● To mute all other drum sounds, click Solo Instrument (Requires Drum Map) on the toolbar.
RELATED LINKS
Selecting a Drum Map for a Track on page 995
Drum Maps
A drum kit in a MIDI instrument is most often a set of different drum sounds with each sound
placed on a separate key. For example, the different sounds are assigned to different MIDI note
numbers. One key plays a bass drum sound, another a snare, and so on.
Different MIDI instruments often use different key assignments. This can be troublesome if you
have made a drum pattern using one MIDI device and then want to try it on another. When you
switch devices, it is very likely that your snare drum becomes a ride cymbal or your hi-hat
becomes a tom, etc., because the drum sounds are distributed differently in the instruments.
To solve this problem and to simplify several aspects of MIDI drum kits, such as using drum
sounds from different instruments in the same drum kit, Nuendo features drum maps. A drum
map is a list of drum sounds with a number of settings for each sound. When you play back a
MIDI track for which you have selected a drum map, the MIDI notes are filtered through the
drum map before they are sent to the MIDI instrument. The map determines which MIDI note
number is sent out for each drum sound and which sound is played on the receiving MIDI device.
When you want to try your drum pattern on another instrument, you simply switch to the
corresponding drum map, and your snare drum sound remains a snare drum sound.
If you want to have the same drum maps included in your projects, you can load these into the
template.
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Drum Maps
NOTE
Drum maps are saved with the project files. If you have created or modified a drum map, use the
Save function to save it as a separate XML file to make it available for loading into other projects.
RELATED LINKS
Saving a Project Template File on page 107
● To open the Drum Map Setup dialog, select Drum Map Setup from the Map pop-up menu
or the MIDI menu.
The list on the left shows the loaded drum maps. The sounds and settings of the selected drum
map are displayed on the right.
NOTE
The settings for the drum sounds are the same as in the Drum Editor.
Edit in Scores
If this option is activated, you can change the settings for the score drum map directly
in the score.
Output
Allows you to select the output for the drum map sounds.
NOTE
If you audition a sound in the Drum Map Setup dialog and the sound is set to MIDI
output Default, the output that is selected on the Output pop-up menu in the lower
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Drum Maps
left corner is used. When auditioning a default output sound in the Drum Editor, the
MIDI output selected for the track is used.
New Map
Adds a new drum map to the project. The drum sounds are named “Sound 1, Sound 2,
etc.” and have all parameters set to default values. The map is named “Empty Map”.
To rename the drum map, click the name in the list and type in a new name.
New Copy
Adds a copy of the selected drum map to create a new drum map. You can then
change the drum sound settings of the copy and rename the drum map in the list.
Remove
Removes the selected drum map from the project.
Load
Allows you to load drum maps into your project.
Save
Allows you to save the drum map that is selected in the list on disk. Drum map files
have the extension .drm.
RELATED LINKS
Drum Map Settings on page 994
Channel and Output Settings on page 995
● To get an overview of the drum map settings, open the Drum Editor and use the Map pop-
up menu below the drum sound list to select the GM Map drum map.
You can change all drum map settings except the pitch directly in the drum sound list or in the
Drum Map Setup dialog. These changes affect all tracks that use the drum map.
RELATED LINKS
Drum Sound List on page 988
Drum Map Setup Dialog on page 993
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Drum Maps
PREREQUISITE
To import your drum map settings to an instrument track, the track has to be routed to Groove
Agent SE or another drum instrument that supports drum maps.
PROCEDURE
1. Load a drum kit in Groove Agent SE.
2. In the Inspector for the track, open the Drum Maps pop-up menu and select Create Drum
Map from Instrument.
The drum map is created for the kit that is assigned to the MIDI port and channel selected in
the Inspector.
3. Open the Drum Maps pop-up menu again and select Drum Map Setup.
4. In the list on the left, select the kit that you have loaded in the instrument.
RESULT
The sounds and settings of the instrument are displayed in the Drum Map Setup.
NOTE
Instrument and pattern pads are both exported to the drum map. If they share keys, the pattern
pads get priority, that is, their settings are included in the drum map.
You can select different channels and/or outputs for different sounds. This allows you to
construct drum kits with sounds from several different MIDI devices, etc.
● To make a drum sound use the channel of the track, set the channel in the drum map to
Any.
● To make the sound use the MIDI output that is selected for the track, set the MIDI output for
a sound in a drum map to Default.
● To send the sound to a specific MIDI output, select any other option.
● To select the same MIDI channel or MIDI device for all sounds in a drum map, click in the
Channel column, press Ctrl/Cmd , and select a channel or output.
● If you make specific MIDI channel and output settings for all sounds in a drum map, you can
switch between drum maps to send your drum tracks to another MIDI instrument.
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NOTE
A drum map is a kind of filter that transforms notes according to the settings in the map. It does
this transformation twice; once when it receives an incoming note, that is when you play a note
on your MIDI controller, and once when a note is sent from the program to the MIDI sound
device.
The following example shows a modified drum map with a bass drum sound that has different
pitch, I-note, and O-note values.
This is where the first transformation happens: the note gets a new note number according to
the pitch setting for the drum sound. In our case, the note is transformed to a C1 note, because
that is the pitch of the bass drum sound. If you record the note, it is recorded as a C1 note.
For example, you can place drum sounds near each other on the keyboard so that they can be
easily played together, move sounds so that the most important sounds can be played from a
short keyboard, play a sound from a black key instead of a white. If you never play your drum
parts from a MIDI controller but draw them in the editor, you do not need the I-note setting.
The program checks the drum map and finds the drum sound with the pitch of the note. In our
case, this is a C1 note and the drum sound is the bass drum. Before the note is sent to the MIDI
output, the second transformation takes place: the note number is changed to that of the O-note
for the sound. In our example, the note sent to the MIDI instrument is a B0 note.
The O-note settings let you set things up so that the bass drum sound really plays a bass drum. If
you are using a MIDI instrument in which the bass drum sound is on the C2 key, you set the O-
note for the bass drum sound to C2. When you switch to another instrument (in which the bass
drum is on C1) you want the bass drum O-note set to C1. Once you have set up drum maps for all
your MIDI instruments, you can select another drum map when you want to use another MIDI
instrument for drum sounds.
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MIDI Editors
List Editor
It is a typical use case to export your MIDI recording as a standard MIDI file. If you first perform
an O-note conversion, you make sure that your drum tracks play back as intended when they are
exported.
RELATED LINKS
Exporting MIDI Tracks as Standard MIDI Files on page 177
List Editor
The List Editor shows all events in the selected MIDI parts as a list, allowing you to view and edit
their properties numerically. It also allows you to edit SysEx messages.
● To open a MIDI part in the List Editor, select a MIDI part in the Project window and select
MIDI > Open List Editor.
1 Toolbar
2 Status line
3 Event list
4 Filters bar
5 Ruler
6 Event display
7 Value display
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List Editor
NOTE
The filters, the status line, and the value display can be activated/deactivated by clicking Set up
Window Layout on the toolbar and activating/deactivating the corresponding options.
● To show or hide the toolbar elements, right-click the toolbar and activate or deactivate the
elements.
Default Items
Solo Editor
Solos the editor during playback if the editor has the focus.
Record in Editor
Enables the recording of MIDI data in the editor if the editor has the focus.
NOTE
Retrospective Record
Insert MIDI Retrospective Recording in Editor
Allows you to recover MIDI notes that you played in stop mode or during playback.
Auto-Scroll
Auto-Scroll
Allows you to activate Page Scroll or Stationary Cursor and to activate Suspend Auto-
Scroll When Editing.
Acoustic Feedback
Acoustic Feedback
Automatically plays back events when you move or transpose them, or when you
create them by drawing.
Tool Buttons
Object Selection
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List Editor
Draw
Draws events.
Erase
Deletes events.
Trim
Trims events.
Mute
Mutes events.
Zoom
Insert Type
Insert Event Type
Insert Velocity
Note Insert Velocity
Nudge Palette
Trim Start Left
Increases the length of the selected event by moving its start to the left.
Decreases the length of the selected event by moving its start to the right.
Move Left
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List Editor
Move Right
Decreases the length of the selected event by moving its end to the left.
Increases the length of the selected event by moving its end to the right.
Snap
Snap On/Off
Snap Type
Quantize
Apply Quantize
Quantize Presets
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List Editor
Length Quantize
Length Quantize
Shows/Hides part borders for the active MIDI part within the left and right locators.
Lists all parts that were selected when you opened the editor, and allows you to
activate a part.
Step/MIDI Input
Step Input
Moves all note events to the right of the step input position to the right to make room
for the inserted event when you insert notes.
NOTE
Record Pitch
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List Editor
Event Colors
Event Colors
Right Divider
Right Divider
Allows you to use the right divider. Tools that are placed to the right of the divider are
always shown.
Set up Toolbar
Opens a pop-up menu where you can set up which toolbar elements are visible.
RELATED LINKS
Setup Options on page 1337
Status Line
The status line is displayed below the toolbar. It displays important information about the mouse
position.
● To show the status line, click Set up Window Layout on the toolbar, and activate Status
Line.
The on/off status of the status line in the List Editor window and in the Editor tab in the lower
zone of the Project window are independent of each other.
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List Editor
RELATED LINKS
Drum Editor Toolbar on page 980
Filters Bar
The filters bar allows you to hide events from view, based on their type and other properties.
● To show the filters bar, click Set up Window Layout on the toolbar, and activate Filters.
Show Section
The Show section allows you to set up filters.
No Focus
No filter is applied.
Event Types
Only events of the same event type as the selected type will be shown. This is the same
as activating event types in the Hide section.
Event Channels
Only events with the same MIDI channel value as the selected event are shown.
Presets
Allows you to use a preset.
Setup
Opens the Logical Editor. Here you can create complex filter settings.
When you apply any of the Logical Editor presets or use the Logical Editor to create
filter settings yourself, only the events that meet the specified criteria are visible.
Hide Section
The Hide section allows you to hide specific event types from view.
RELATED LINKS
Filtering the Event List on page 1007
Logical Editor on page 1100
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MIDI Editors
List Editor
Event List
The Event List lists all events in the selected MIDI parts, in the order in which they are played
back from top to bottom. The list allows you to perform detailed numerical editing of the event
properties.
>
An arrow in this column indicates the event that starts closest before the project cursor
position. You can use this column for auditioning when you are editing in the list.
● To move the cursor to the start of the event, click in the auditioning column of an
event.
● To move the cursor position and start/stop playback, double-click in the column for
an event.
Type
Event type. Cannot be changed.
Start
Starting position of the event, displayed in the format selected for the ruler. Changing
it has the same effect as moving the event.
NOTE
If you move the event past any other event in the list, the list is resorted. The list always
shows the events in the order in which they are played back.
End
Allows you to view and edit the end position of a note event. Editing resizes the note
event.
Length
Displays the length of the note event. Changing this resizes the note event and
automatically changes the End value.
Data 1
Data 1 or Value 1 property of the event. Its content depends on the event type. For
notes, this is the pitch, for example. Where applicable, the values are displayed in the
most relevant form. For example, the Data 1 value for notes is displayed as a note
number in the format that was selected in the Preferences dialog.
Data 2
Data 2 or Value 2 property of the event. The content of this depends on the event type.
For notes, this is the note-on velocity value, for example.
Data 3
The Data 3 or Value 3 property of the event. This value is only used for note events,
where it corresponds with the note-off velocity.
Channel
MIDI channel of the event. This setting is normally overridden by the channel setting
for the track. To make a MIDI event play back on its own channel, set its track to the
Any channel in the Project window.
Comment
Use this for Text, Lyrics, SMF Event or SysEx that require a text entry or a hexadecimal
entry.
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List Editor
Event Display
The Event Display displays events graphically.
The vertical position of an event in the display corresponds to its entry in the list, that is, to the
playback order. The horizontal position corresponds to the actual event position in the project. In
the event display, you can add new parts or events, and drag events to another position.
Value Display
The value display to the right of the event display is a tool for quick viewing and editing of
multiple values, for example, velocities or controller amounts. The values are shown as horizontal
bars, with the bar length corresponding to the value.
● To show the value display, click Set up Window Layout on the toolbar, and activate Value
Display.
The value that is displayed for an event depends on the event type. The following table shows
what is displayed and edited in the Data columns and the value display:
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List Editor Operations
NOTE
For note events, there is also a value in the Data 3 column, which is used for note-off velocity.
NOTE
Drawing Events
The Draw tool allows you to insert single events in the event display.
When you move the cursor inside the event display, its position is indicated on the status line.
The Snap function is taken into account.
● To change the event type that you want to draw, select it from the Insert Event Type pop-up
menu.
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List Editor Operations
● To filter the event list based on complex criteria, open the Show pop-up menu and select a
filter.
● To hide an event type, activate the corresponding checkbox on the Filters bar.
● To hide all event types except one, press Ctrl/Cmd and click the checkbox of the event type
that you want to view.
If you Ctrl/Cmd -click again, all checkboxes are cleared.
NOTE
When you trim the beginning of a note in the List Editor, the note may move to a different
position in the list, since other events may begin earlier than the edited event.
RELATED LINKS
SysEx Messages on page 1008
RELATED LINKS
Event Colors Menu on page 913
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Nuendo 11.0.0
MIDI Editors
List Editor Operations
SysEx Messages
SysEx (System Exclusive) messages are model-specific messages for setting various parameters
of a MIDI device. This makes it possible to address device parameters that would not be available
via normal MIDI syntax.
Every major MIDI manufacturer has its own SysEx identity code. SysEx messages are typically
used for transmitting patch data, for example, the numbers that make up the settings of one or
more sounds in a MIDI instrument.
Nuendo allows you to record and manipulate SysEx data in various ways.
RELATED LINKS
Using MIDI Devices on page 890
Bulk Dumps
In any programmable device, the settings are saved as numbers in computer memory. If you
change these numbers, you will change the settings. Normally, MIDI devices allow you to dump
(transmit) all or some settings in the device’s memory in the form of MIDI SysEx messages.
A dump is therefore, among other things, a way of making backup copies of the settings of your
instrument: sending such a dump back to the MIDI device restores the settings.
If your instrument allows the dumping of a few or all of its settings via MIDI by activating some
function on the front panel, this dump will probably be recordable in Nuendo.
If your MIDI instrument does not offer a way to initiate a dump, you have to send a Dump
Request message from Nuendo to start the dump. In that case, use the MIDI SysEx Editor to
insert the specific Dump Request message (refer to the instrument’s documentation) at the
beginning of a MIDI track. When you activate recording, the Dump Request message is played
back (sent to the instrument), the dump starts and is recorded.
PROCEDURE
1. In the Preferences dialog, select MIDI > MIDI Filter.
2. In the Record section, deactivate the SysEx checkbox to make sure that the recording of
SysEx data is not filtered.
This way, SysEx messages are recorded but not echoed back to the instrument. This can lead
to unpredictable results.
3. Activate recording on a MIDI track and initiate the dump from the front panel of the
instrument.
4. When you have finished recording, select the new part and select MIDI > List Editor.
This allows you to check that the SysEx dump was recorded. There should be one or several
SysEx events in the part/event list.
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List Editor Operations
PROCEDURE
1. Solo the track.
2. Make sure that the device is set up to receive SysEx messages.
3. If necessary, put the device in Standby to Receive System Exclusive mode.
4. Play back the data.
For example, you open up a filter while playing some notes. In that case, you record both the
notes and the SysEx messages that are generated when you open the filter. When you play back
the recording, the sound changes exactly as it did when you recorded it.
PROCEDURE
1. In the Preferences dialog, select MIDI > MIDI Filter and make sure that SysEx is deactivated
in the Record section.
2. Make sure that the instrument is set to transmit changes of front panel controls as SysEx
messages.
3. Record.
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List Editor Operations
Address
Shows at what position in the message a value is located.
0-7
Shows the entire message in hexadecimal format.
SysEx messages always begin with F0 and end with F7 and a number of arbitrary bytes
in between. If the message contains more bytes, so that they do not entirely fit on one
line, it continues on the next line. You can edit all values except for the first (F0) and the
last ones (F7).
ASCII
Shows the selected value in ASCII format.
● To edit the selected value, open the MIDI SysEx Editor, click on a byte, and type in the value.
The file has to be in MIDI SysEx (.syx) binary format. Only the first dump in a SYX file will be
loaded.
● To import SysEx data, open the MIDI SysEx Editor and click Import.
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MIDI Editors
In-Place Editor
● To export SysEx data, open the MIDI SysEx Editor and click Export.
NOTE
Do not confuse this format with MIDI files, which have the extension .mid.
In-Place Editor
The In-Place Editor allows you to edit MIDI notes and controllers directly in the Project window,
for quick and efficient editing in context with other tracks.
The In-Place Editor expands the MIDI track to show a miniature Key Editor. When you select a
MIDI note, the Project window info line shows the same information about the note as the info
line in the Key Editor. You can perform the same editing here as in the Key Editor.
RELATED LINKS
Editing Note Events on the Info Line on page 918
● To open the toolbar, click on the triangle in the upper right corner of the track list for the
edited track.
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In-Place Editor
Acoustic Feedback
Acoustic Feedback
Automatically plays back events when you move or transpose them, or when you
create them by drawing.
Lists all parts that were selected when you opened the editor, and allows you to
activate a part.
Indicate Transpositions
Indicate Transpositions
Insert Velocity
Note Insert Velocity
Length Quantize
Length Quantize
Event Colors
Event Colors
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In-Place Editor
● To add or remove controller lanes, right-click below the controller name field and select an
option from the context menu.
● To close the In-Place Editor for one track, click Edit In-Place in the track list or double-click
below the controller display in the In-Place Editor.
● To open/close the In-Place Editor for one or several selected tracks, use the Edit In-Place
key command.
● You can drag notes from one In-Place Editor to another.
NOTE
The Snap button and Snap Type pop-up menu on the Project window toolbar control snapping
in the In-Place Editor, but the snap grid is set using the Quantize pop-up menu.
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Nuendo 11.0.0
Expression Maps
Expression maps allow you to set up a map for all your articulations. This allows you to audition a
project including articulations.
You can select expression maps in the Inspector for MIDI or instrument tracks, and specify the
sound mapping and characteristics for all your articulations.
If you select an expression map for a MIDI or instrument track, the articulations defined in the
map are automatically applied during playback. Nuendo recognizes the expressions scored for
the MIDI part and searches the sound slots in the expression map for a sound that matches the
defined criteria.
When a matching sound slot is found, the current note is either modified, or the MIDI channel,
program change, or key switch information is sent to the instrument selected on the Output
Routing pop-up menu for the track, so that a different sound is played. When no sound slot is
found that matches the articulations used in the part, the closest match is used.
When you enter articulations in a MIDI part, you must set up an expression map in a way that the
right sounds in the connected VST or MIDI instrument are triggered.
Expression maps also allow you to link your articulations with remote keys on a MIDI input device
and map these to sounds that can be played by a MIDI device or VST instrument. This way, you
can enter notes and articulations using a remote MIDI device and have these automatically
recorded and played back correctly by Nuendo.
● When you want to enter musical articulations directly in the Key Editor, Drum Editor, Score
Editor, or In-Place Editor, without having to record MIDI data first.
● When you want to play/record music in real time and control articulation changes while
playing.
● When you open and edit projects from other users. By using expression maps, you can map
the articulation information to a different instrument set or content library quickly and easily.
Expression maps are available for MIDI and instrument tracks. You can create your own
expression maps or download expression maps for orchestra libraries and virtual instruments
from steinberg.net.
NOTE
You can also use the Note Expression functions to add musical articulations directly on your
MIDI notes in the Key Editor.
RELATED LINKS
Articulations on page 1015
Creating and Editing Expression Maps on page 1017
Groups on page 1019
Note Expression on page 1026
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Expression Maps
Articulations
Articulations
Musical articulations define how specific notes are sung or performed on a given instrument.
They can also define the relative volume of notes or the changes in pitch.
● Directions
Directions, such as pizzicato, are valid for all notes from their insert position, to the insert
position of the next direction. They are applied to a continuous range of notes, or even an
entire piece of music.
● Attributes
Attributes, such as accents, or staccato, are valid for single notes.
NOTE
You can also open the Expression Map section in the Inspector of the Key Editor, Drum
Editor or Score Editor.
Expression Maps
Allows you to load, save, add, and remove expression maps. Loaded or added
expression maps are shown in the Expression Maps list.
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Expression Maps
Expression Map Setup Window
Sound Slots
Shows the sound slots that correspond to the expression map that is selected in the
Expression Maps section.
Output Mapping
Shows the output mapping that corresponds to the sound slot that is selected in the
Sound Slots section.
Articulations
Allows you to organize articulations in groups.
Remote Settings
Allows you to set up remote keys for triggering articulations via a MIDI input device.
Here, you can also specify if you want to use key switches or program change
messages to play a certain sound slot.
RELATED LINKS
Expression Maps on page 1014
Adding Sound Slots on page 1017
Output Mapping Section on page 1019
Articulations on page 1015
Remote Settings Section on page 1020
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Nuendo 11.0.0
Expression Maps
Creating and Editing Expression Maps
PROCEDURE
1. In the Inspector for a MIDI or instrument track, open the Expression Map section.
2. Click Expression Map Setup.
4. Optional: Click the name to enter a custom name for the expression map.
PREREQUISITE
The Expression Map Setup window is open and an expression map is selected in the Expression
Maps section.
PROCEDURE
1. Do one of the following:
● In the Sound Slots section, use the first default sound slot that is added automatically
when a new map is created.
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Creating and Editing Expression Maps
NOTE
If a specific articulation is not available on the pop-up menu, select Add Custom
Articulation to define your own articulations. This adds a default articulation that you can
define in the Articulations section.
3. Optional: Click the Name column and enter a name for the sound slot.
The names of the sound slots are displayed in the Inspector for the track.
4. Optional: Click the articulation columns Art. 2, Art. 3, or Art. 4 for the sound slot, and select
an articulation from the menu.
This allows you to create a complex articulation, made of several different single articulations
for the sound slot. For each new articulation, an additional entry is added in the
Articulations section.
5. Click the Remote column for the sound slot and specify the key on your external device that
triggers this sound slot.
6. Optional: Click the Col column to assign a color to the sound slot.
When working in the MIDI editors, you can color your events according to the color of the
sound slots.
RESULT
The sound slots are added and the articulations are available. You can create as many sound
slots as you need.
If Nuendo finds the sound slot, the current note is either modified, for example, reduced in
length or played louder, or the MIDI channel, program change, or key switch information is sent
to the connected instrument (the instrument selected on the Output Routing pop-up menu for
the track), so that a different sound is played.
If no sound slot is found that matches the articulations used in the part, the closest match is
used.
RELATED LINKS
Expression Maps in the Project Window on page 1016
Remote Settings Section on page 1020
Articulations Section
You can edit the articulations that you added for the sound slots in the Articulations section of
the Expression Map Setup window.
Art.
Click this column to choose whether you want to insert the articulation as a symbol or a
text string. If you select Symbol, a dialog with the available symbols opens. If you
select Text, you can directly enter your text.
Type
Click this column to specify whether you want to add an attribute or a direction. If you
select Attribute, only single notes are influenced by the articulation symbol. If you
select Direction, the articulation symbol is valid from its insertion position until the
next articulation start.
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Creating and Editing Expression Maps
Description
Click this column to enter a text such as the name of the symbol or the long name of a
direction.
Group
Click this column to sort articulations in groups and prioritize them.
RELATED LINKS
Groups on page 1019
Groups
Groups allow you to sort the articulations in order to prioritize and combine them.
The groups themselves are exclusive. Articulations that are in the same group cannot be used
together. You can place articulations that cannot be combined, such as arco (bowed) and
pizzicato (plucked) for violin in the same group.
Groups represent the musical importance, with group 1 having the highest priority. This is useful
if an expression map does not find an exact match for your data and tries to identify the sound
which matches most criteria. If two sounds are found which have the same articulation in group
1, the sound that also matches group 2 is preferred and so on.
NOTE
Some virtual instruments require multiple key switches or combinations of key switches and
controllers to select a particular articulation. In this case, click Add Slot to add multiple output
events to a single sound slot.
Status
Allows you to specify a note-on, program change, or controller message for the
selected sound slot.
Data 1/Data 2
Allows you to specify key switches for the selected sound slot. This allows you to switch
between a bowed and a pizzicato violin, or to switch to another program containing a
different articulation.
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Expression Maps
Creating and Editing Expression Maps
You can also create expressions by editing the incoming MIDI data:
Channel
Allows you to specify the MIDI channel for the selected sound slot. This allows you to
switch to a different program.
Length
Allows you to specify the note length for the selected sound slot. This way, you can
create staccato or tenuto sounds.
Transpose
Allows you to specify a transpose value for the selected sound slot. This way, you can
select different articulations in some sample libraries, in which different articulations
are located on different octaves.
Velocity
Allows you to specify the velocity for the selected sound slot. This way, you can create
accents.
NOTE
If you do not plan to record or trigger articulations via a MIDI input device, you do not need to
specify remote keys.
Active remote keys are indicated in the Inspector for the track.
NOTE
If you use key switches, these keys are used to insert articulations instead of notes.
Latch Mode
If this is activated, the key you press on your MIDI input device is valid until you press
the next key. If this is deactivated, the key is valid for as long as you hold it. When you
release it, the first sound slot is played.
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Expression Maps
Creating and Editing Expression Maps
IMPORTANT
Latch Mode can only be activated/deactivated globally, not for single expression maps.
Root Note
Allows you to specify the first key on your external device that you want to use as a
remote key. This allows you to automatically adjust existing remote key assignments to
suit your needs, for example, when you use a MIDI keyboard with a very wide or very
narrow key range.
RELATED LINKS
Expression Maps in the Project Window on page 1016
Set Remote Keys Dialog on page 1021
● To open the Set Remote Keys dialog, click the Set Remote Keys button in the Expression
Map Setup dialog.
Start Key
Allows you to specify the first key on the MIDI input device that you want to trigger a
sound slot.
Key Mapping
Allows you to specify with which keys on your device you want to trigger the sound
slots.
PROCEDURE
1. Load the VST instrument that you want to use and assign it to a MIDI or instrument track.
2. Load an instrument preset that contains key switches.
Included with Nuendo are several track presets that are pre-configured for use with
expression maps. They contain sounds that make use of key switches and have different
articulations. These presets have the suffix VX.
3. In the Inspector for the MIDI or instrument track, open the Expression Map section.
4. Click Expression Map Setup.
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Expression Maps
Creating and Editing Expression Maps
5. Make your changes, enter a name for the map, and click Save.
RESULT
The expression map is saved and you can select it in the Expression Map section of the Key
Editor, Drum Editor or Score Editor Inspector.
RELATED LINKS
Creating Expression Maps on page 1017
Track Presets on page 201
PROCEDURE
1. In the Expression Maps Setup window, select the expression map in the Expression Maps
section.
2. Click Save.
3. In the file dialog, specify a file name and a location for the expression map, and click Save.
RESULT
The expression map is saved.
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Expression Maps
Inserting Articulations
4. In the file dialog, locate and select the expression map that you want to load, and click Open.
The expression map is now available in the Expression Maps section.
5. Repeat the steps for all the maps that you want to make available, and close the dialog.
RESULT
All loaded maps are available on the Expression Map pop-up menu in the Inspector of the Key
Editor, Drum Editor or Score Editor.
RELATED LINKS
Creating and Editing Expression Maps on page 1017
Inserting Articulations
PROCEDURE
1. Select the MIDI part.
2. Open the Key Editor, Drum Editor, or In-Place Editor.
3. In the controller display, open the Controller Selection and Functions pop-up menu and
select Articulations/Dynamics.
All articulations that are specified for the selected expression map are shown on different
rows on the controller lane. The different groups are separated by lines, and articulations
that belong to the same group are shown in the same color.
4. Select the Draw tool, and in the controller display, click at the exact position of the first note
to which you want to apply this articulation.
The note beginnings are displayed as vertical lines on the controller display.
RESULT
The attribute in the controller lane is now automatically connected to the corresponding note.
NOTE
If you delete an attribute by selecting it and pressing Delete or Backspace , the note is deleted
as well. If this is not what you want, deselect the articulation in the Articulations field on the info
line instead.
IMPORTANT
When you insert articulation symbols, make sure that they do not conflict with other
articulations.
RELATED LINKS
Inserting Articulations via the Info Line on page 1024
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Expression Maps
Inserting Articulations
PROCEDURE
1. Select the MIDI part.
2. Select Scores > Open Score Editor.
3. On the Symbols tab of the Inspector, open the Expression Map section.
4. Activate the articulation symbol, and click at the desired position in the note display.
IMPORTANT
When you insert articulation symbols, make sure that they do not conflict with other
articulations.
RESULT
The articulation symbols inserted in the note display are shown in a different color so that you
can distinguish them from other score symbols.
NOTE
You can view and change the colors in the Preferences dialog (Scores–Colors for Additional
Meanings page).
PROCEDURE
1. Select a MIDI note in the event display of the Key Editor, Drum Editor, or Score Editor.
2. On the info line, click Articulations to open a pop-up menu with all note attributes that are
available in the expression map, and select the desired attribute.
RESULT
The name of the active attribute is now shown in the Articulations field.
NOTE
If you want to delete the attribute, deselect the articulation in the Articulations field on the info
line.
IMPORTANT
When you insert articulation symbols, make sure that they do not conflict with other
articulations.
RELATED LINKS
Groups on page 1019
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Nuendo 11.0.0
Expression Maps
Inserting Articulations
PROCEDURE
1. Select a MIDI note in the event display of the List Editor.
2. Click the Comment column to open a pop-up menu with all note attributes that are available
in the expression map, and select the desired attribute.
RESULT
The name of the active attribute is now shown in the Comment column.
NOTE
If you want to delete the attribute, deselect the articulation in the Comment column.
IMPORTANT
When you insert articulation symbols, make sure that they do not conflict with other
articulations.
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Note Expression
Note expression allows you to edit MIDI notes and their expressions as one unit.
Note expression allows you to associate expression events with MIDI notes, so that they are
treated as a unit. When you quantize, move, copy, duplicate, or delete MIDI notes, all their
associated controller information follows. This allows for an intuitive and accurate editing of
note-related data.
By expression events we understand the following events: MIDI control change, MIDI Pitchbend,
MIDI Aftertouch, MIDI Poly Pressure, and VST Note Expression.
Expression event curves are shown as an overlay of the corresponding MIDI notes in the event
display. All expression events for a MIDI note are shown simultaneously.
To be able to play and record expression events for MIDI notes, you must use an input controller
device that supports note expression, such as MPE-compatible keyboards or MIDI guitars. If you
do not have such an input controller, you can assign MIDI messages to expressions instead.
To be able to hear polyphonic performances that use expression events correctly, you must use
an output controller device that supports note expression, such as MPE-compatible instruments
or VST note expression-compatible VST instruments. If you do not have such a device, you must
set up your MIDI instrument to play the same sound on all MIDI channels.
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VST Note Expressions
RELATED LINKS
VST Note Expressions on page 1027
MIDI Controllers on page 1028
MIDI Input Devices that Support MPE on page 1028
VST note expressions are provided by VST instruments. To be able to work with VST note
expressions, you need a VST instrument that supports them, such as HALion Sonic SE.
VST note expressions allow for a value range that exceeds the MIDI range of 0 to 127.
NOTE
To use VST note expressions to control individual notes, you must set the MIDI channel of the
track to a value between 1 and 16.
RELATED LINKS
VST 3-Compatible VST Instruments on page 1027
Nuendo comes with a number of VST 3-compatible VST instruments such as HALion Sonic SE,
Retrologue, or Padshop that include several presets.
Depending on the preset, Nuendo supports specific VST note expressions such as Tuning,
Volume and Pan.
NOTE
Retrologue and Padshop come with some sounds especially made for use with MPE. For use with
note expression, you can also use the preset sounds in HALion Sonic SE.
For detailed information about Retrologue and Padshop and their parameters, see the separate
document Plug-in Reference.
For detailed information about HALion Sonic SE and its parameters, see the separate document
HALion Sonic SE.
RELATED LINKS
Loading MPE Instrument Presets on page 1032
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Note Expression
MIDI Controllers
MIDI Controllers
MIDI controllers are channel-specific, with the exception of poly pressure messages. They affect
the entire voice, regardless of whether they are inserted for a part or a note.
The fact that MIDI controllers are channel-specific limits the potential of note expression to
monophonic (solo) performances. If you edit articulation data on one note, this affects all other
notes of the same voice, that is, any other note playing on the same channel at the same time.
With the introduction of the MPE standard, however, you can assign each note to a different
MIDI channel, and thereby control notes individually. The standard recommends to use
exclusively the MIDI channel messages pitchbend, aftertouch, and CC74 to control individual
notes. In this scenario, MIDI channel 1 controls all notes whereas the other 15 MIDI channels can
control individual notes.
NOTE
To use MIDI controllers to control individual notes, you must set the MIDI channel of the track to
Any.
RELATED LINKS
MIDI Input Devices that Support MPE on page 1028
Controller Display on page 920
Recording MIDI Control Change Messages as Note Expression Data on page 1048
Converting MIDI Control Change Messages into Note Expression Data on page 1049
In MPE, each note is assigned its own MIDI channel. This allows you to apply expression
messages to individual notes.
To be able to work with the MPE features in Nuendo, that is, polyphonically play and record
expressions, you need an appropriate MPE input device. Some MPE input devices are detected
and set up automatically.
● To open the page for your note expression input device, select Studio > Studio Setup, and
select it in the Devices list. If your device is not listed, click Add, and select Note Expression
Input Device.
NOTE
Nuendo automatically recognizes some supported note expression input devices and provides
specific pages with preset settings in the Studio Setup dialog. If your device is set to the original
factory settings, you do not have to change anything in this dialog. In some cases you might
need to set the device to the appropriate mode. This mode is often referred to as MPE mode.
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MIDI Controllers
Nuendo allows you to capture three dimensions of input movements polyphonically. The Note
Expression Input Device page provides the sections Pressure, Horizontal/X, and Vertical/Y
that allow you to view, and if needed, edit which MIDI messages are used for these three
dimensions of control.
MIDI Input
Allows you to select the MIDI input port to which your input device is connected.
MIDI Message
Allows you to assign a MIDI message to the Pressure input movement on your note
expression input device. The default assignment is Aftertouch.
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MIDI Controllers
MIDI Message
Allows you to assign a MIDI message to the Horizontal/X input movement on your
note expression input device. The default assignment is Pitchbend.
NOTE
If you activate Use for Tuning, the VST Note Expression Assignment is automatically
set to Tuning.
Deactivate this for devices that do not support gliding, but that create new notes for
every key instead.
Pitch Range
Allows you to specify the pitch range of your input device. If you glide from one pitch to
another one, release the key, and press it again on the same position and pitch, the
pitch range is set correctly.
Pressing a specific note several times always plays back the same pitch.
MIDI Message
Allows you to assign a MIDI message to the Vertical/Y input movement on your note
expression input device. The default assignment is CC74 (Brightness).
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MIDI Controllers
Used Channels
Allows you to set up how many channels you want to use for notes.
First Channel
Only available in Channel Rotation mode. This allows you to set the first channel for
the channel rotation.
RELATED LINKS
VST Note Expression Assignments on page 1031
The assignments are predefined for all supported note expression input devices that have a
specific page in the Studio Setup dialog. You can change these assignments manually.
NOTE
The assignment is renewed when you switch either the instrument, or one of its presets.
● To open the page for your note expression input device, select Studio > Studio Setup and
select it in the Devices list. If your device is not listed, click Add, and select Note Expression
Input Device.
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Note Expression Inspector Section
As Recommended by Instrument
Automatically assigns all note expressions to input movements according to the
recommendations of the instrument, if available.
Volume
Assigns the note expression Volume to an input movement.
Pan
Assigns the note expression Pan to an input movement.
Tuning
Assigns the note expression Tuning to an input movement.
MIDI PolyPressure
Assigns the note expression MIDI PolyPressure to an input movement.
None
Does not assign any note expression.
RELATED LINKS
Note Expression Input Device Page on page 1028
PROCEDURE
1. In the Media rack in the right zone, click the VST Instruments tile.
2. Do one of the following:
● Click the Padshop tile, and click MPE Padshop.
● Click the Retrologue tile, and click MPE Retrologue.
The MPE instrument presets are shown.
3. Do one of the following:
● Drag an instrument preset to the track list to create a new instrument track with the
loaded instrument preset.
● Drag an instrument preset to the event display to create a new instrument track with the
loaded instrument preset.
● Drag an instrument preset to an instrument track to apply the preset to the track.
RESULT
The instrument is loaded, and the MPE preset is applied to the instrument track.
● To open the Note Expression section, select a MIDI or an instrument track, and click Note
Expression in the Inspector.
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Note Expression Inspector Section
RELATED LINKS
Expression Section on page 1033
Parameter Details Section on page 1034
Global Section on page 1035
Expression Section
The expression section shows VST note expressions and MIDI controllers. Which VST note
expressions are available depends on the instrument that is used. Which MIDI control change
messages are available depends on the settings in the MIDI Controller Setup dialog.
The expression section is available in the Note Expression section of the Inspector.
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Note Expression Inspector Section
● To open the Note Expression section, select a MIDI or an instrument track, and click Note
Expression in the Inspector.
1 Visibility
Shows/Hides the expression in the note expression event editor and in the event display.
2 In
Shows the abbreviation of the MIDI control change message or the input movement that is
mapped to the expression for recording.
3 VST note expressions
Lists the available VST note expressions.
4 MIDI controllers
Lists the available MIDI controllers.
RELATED LINKS
MIDI Controller Setup Dialog on page 927
The parameter details are available in the Note Expression section of the Inspector.
● To open the Note Expression section, select a MIDI or an instrument track, and click Note
Expression in the Inspector.
Parameter Color
Allows you to specify a color for the selected expression.
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Note Expression Inspector Section
Input
Allows you to specify the input assignment for the selected expression.
MIDI Learn
Click this button and move the fader or knob on your external MIDI controller to assign
the selected expression to it.
Max. Value/Min. Value
Allows you to specify a value range that is used for the selected expression.
Global Section
The settings in the Global section apply to all expressions in the expression section.
The Global section is available in the Note Expression section of the Inspector.
● To open the Note Expression section, select a MIDI or an instrument track, and click Note
Expression in the Inspector.
Latch Buffer
Allows you to activate/deactivate the latch buffer that is used for overdub recording.
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Note Expression
Note Expression Tools
RELATED LINKS
Controller Mapping on page 1036
This button is available in the Show Note Expression Data section of the Key Editor
toolbar. It gives you a visual feedback of your actions. Use the slider to the right to
adjust the display size of the note expression data in the event display.
This button is available in the Step/MIDI Input section of the Key Editor toolbar. It
allows you to record note expression data via MIDI input.
Acoustic Feedback
This button is available in the Acoustic Feedback section of the Key Editor toolbar. It
gives you an acoustic feedback of the controller events that are present at the mouse
position while you enter or change note expression data.
Controller Mapping
Before you can record VST note expression events with external keyboards, you must map or
assign specific MIDI controller messages, or pitchbend and aftertouch, or input movements to
expressions.
You can map the controllers via the Inspector, via MIDI Learn or by using a mapping preset.
RELATED LINKS
Mapping Controllers via the Inspector on page 1036
Mapping Controllers via MIDI Learn on page 1037
Using Mapping Presets on page 1037
PROCEDURE
1. In the expression section, select the expression that you want to map to a MIDI controller.
2. Open the Input pop-up menu and select the controller that you want to map to the selected
note expression.
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Controller Mapping
3. Optional: If the controller you are looking for is not on the list, select MIDI Controller Setup,
and activate it in the dialog.
RESULT
You can now record note expression data using the controller messages that you just assigned.
In the In column in the expression section, the number of the assigned MIDI controller message,
or PB for pitchbend, or AT for aftertouch is shown if the mapping is active.
RELATED LINKS
Global Section on page 1035
Expression Section on page 1033
PROCEDURE
1. In the expression section, select the expression to which you want to assign a MIDI
controller.
2. In the Parameter Details section, click MIDI Learn.
3. On your MIDI device, use the knob or fader that you want to assign to the selected
expression.
4. Optional: Repeat this for all the expressions that you want to control with your MIDI device.
RESULT
You can now record note expression data using the controls on your MIDI device that you just
assigned.
PROCEDURE
1. In the Global section, click Show Additional Functions to open the pop-up menu.
2. Select Save Input Assignment.
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Note Expression
Recording
3. In the file dialog that opens, specify a name and a location for the file.
RESULT
A file with the extension *.neinput is created.
You can load the mapping presets you created by opening the pop-up menu and selecting Load
Input Assignment.
RELATED LINKS
Global Section on page 1035
Recording
You can record note expression data together with MIDI notes, or you can record note
expression data for existing notes.
RELATED LINKS
Recording Notes and Note Expression Data on page 1038
Recording Note Expression Data by Overdubbing on page 1040
Recording Note Expression Data via MIDI Input on page 1041
● When a note-off event is received (when the key on the connected keyboard is released), this
message is not sent to the VST 3 instrument but is instead created by the program when the
sustain pedal is released.
This makes it possible for the VST 3 instrument to play back control change messages that
are sent after a key was released.
● The release phase of the recorded notes ends when the sustain pedal is released.
NOTE
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Instrument.
3. Open the Instrument pop-up menu and select HALion Sonic SE, for example.
4. Click Add Track.
The instrument track is added to the track list, and the control panel of the selected VST
instrument is opened.
5. In the Inspector for the instrument track, open the Note Expression section.
6. In the expression section, select an expression.
7. In HALion Sonic SE, select a preset.
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Recording
NOTE
In the Presets browser, enter noteexp in the search field of the Results section to show the
presets that were created especially for use with note expression.
RESULT
The notes are recorded together with the note expression data. If you activate Show Note
Expression Data on the Key Editor toolbar, the note expression data is shown on the notes for
which they were recorded.
RELATED LINKS
Controller Mapping on page 1036
Loading MPE Instrument Presets on page 1032
Recording Notes and Note Expression Data with MPE Input Devices
PREREQUISITE
Your MPE input device is connected to your computer, and correctly set up in Nuendo.
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Instrument.
3. Open the Instrument pop-up menu and select HALion Sonic SE, for example.
4. Click Add Track.
The instrument track is added to the track list, and the control panel of the selected VST
instrument is opened.
5. In the top section of the Inspector for the instrument track, open the Input Routing pop-up
menu, and select your MPE input device from the list.
NOTE
RESULT
The notes are recorded together with the note expression data. If you activate Show Note
Expression Data on the Key Editor toolbar, the note expression data is shown on the notes for
which they were recorded.
RELATED LINKS
MIDI Input Devices that Support MPE on page 1028
Loading MPE Instrument Presets on page 1032
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Note Expression
Recording
PREREQUISITE
Deselect all notes in the event display before you start overdubbing. This ensures that you record
control change messages for all notes touched by the position cursor.
PROCEDURE
1. In the Inspector, open the Note Expression section.
2. In the Global section, activate Overdub Note Exp..
3. Use the mapped controls on your MIDI device to record note expression data for the note
that is playing.
RESULT
Only note expression data is recorded.
RELATED LINKS
Global Section on page 1035
When Nuendo receives controller data from an external MIDI device, the setting of the faders
and knobs on the device is automatically written to the Latch Buffer. This data is then added to
the notes during playback.
PROCEDURE
1. Map each control to one of the available VST note expressions.
2. Activate Latch Buffer and set the knobs and faders on the MIDI controller to the
corresponding values.
3. Activate Overdub.
4. Use the mapped controls on your MIDI device to record note expression data for the note
that is playing.
RESULT
The values for all controls are attached to the notes that are passed during overdub recording,
and replace any existing controller data of the same type.
NOTE
When you record in a cycle, the Latch Buffer is automatically reset at the end of the cycle.
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Note Expression
Note Expression Event Editor
PROCEDURE
1. On the Key Editor toolbar, in the Step/MIDI Input section, activate MIDI Input and Note
Expression MIDI Input.
2. Select a note and move the active control on your MIDI device to replace the controller
events for that note.
RESULT
The note is played in real time and incoming control change messages are recorded for it.
Recording stops when the end of the note or the end of the release phase is reached, or when
you deselect the note.
RELATED LINKS
Adding Release Phases to Notes on page 1046
● To open the note expression event editor, activate Double-click Opens Note Expression
Editor on the Key Editor toolbar, and double-click a note in the event display. If this button
is not visible, right-click the toolbar and select Show Note Expression Data from the menu.
NOTE
● In the Key Commands dialog in the Note Expression category, you can also assign a
key command for Double-click Opens Note Expression Editor On/Off. This way, you
can quickly change the double-click function from deleting notes (Double-Click opens
Note Expression Editor is deactivated) to opening the note expression event editor
(Double-click Opens Note Expression Editor is activated).
● If you select several notes in the Key Editor, and you double-click any of them, the note
expression event editor opens for all these notes. In this case, any editing affects all the
notes that are present at the time position where you perform the editing.
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Note Expression Event Editor
1 One-Shot Mode
If this is active and you click with the Draw tool anywhere in the editor, a fixed value is set.
NOTE
This mode is automatically activated for note expressions that are one-shot only.
2 Vertical Snap
Allows you to enter the pitch in semitone steps instead of as a continuous curve. This way, it
is much easier to create fast pitch modulations. This is especially useful for the Tuning
parameter.
NOTE
3 Horizontal Snap
This corresponds to the Snap button in the Project window.
4 Change Release Length
Allows you to add a release length to your note.
5 Parameter Range
Shows the current value at the cursor position. The value range differs depending on the
parameter type.
6 Change Editor Size
Click this and drag up or down to change the size of the editor. This allows you to switch
between 3 different window sizes.
7 Parameter Selection
Shows the selected parameter. Click this to open a pop-up menu with all the parameters that
are used for the note. To make more parameters available, select them in the Inspector.
Smart Controls
The note expression event editor features the following smart controls for specific editing
modes:
1 Tilt Left
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Note Expression Event Editor
If you click in the upper left corner of the editor, you can tilt the left part of the curve. This
allows you to tilt the event values at the start of the curve upwards or downwards.
2 Compress Left
If you Alt/Opt -click in the upper left corner of the editor, you can compress or expand the
left part of the curve. This allows you to compress or expand the event values at the start of
the curve.
3 Scale Vertically
If you click in the middle of the upper border of the editor, you can scale the curve vertically.
This allows you to raise or lower the event values of the curve in percent.
4 Move Vertically
If you click on the upper border of the editor, you can move the entire curve vertically. This
allows you to raise or lower the values of the event values of the curve.
5 Compress Right
If you Alt/Opt -click in the upper right corner of the editor, you can compress or expand the
right part of the curve. This allows you to compress or expand the event values at the end of
the curve.
6 Tilt Right
If you click in the upper right corner of the editor, you can tilt the right part of the curve. This
allows you to tilt the event values at the end of the curve upwards or downwards.
7 Scale Around Relative Center
If you Alt/Opt -click in the middle right border of the editor, you can scale the curve relative
to its center. This allows you to raise or lower the event values horizontally around the center
of the editor.
8 Scale Around Absolute Center
If you click in the middle right corner of the editor, you can scale the curve absolute to its
center. This allows you to raise or lower the event values horizontally around the center of
the editor.
9 Stretch
If you click on the lower border of the editor, you can stretch the curve horizontally. This
allows you to move the event values of the curve to the left or to the right.
● To navigate to the next/previous note, use the Left Arrow / Right Arrow keys.
● To step through the notes, press Tab and Shift - Tab .
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Note Expression Event Editor
RELATED LINKS
Adding Velocity Events on page 929
NOTE
In the Key Commands dialog in the Note Expression category, you can also assign a key
command for Double-click Opens Note Expression Editor On/Off. This way, you can
quickly change the double-click function from deleting notes (Double-click Opens Note
Expression Editor is deactivated) to opening the note expression event editor (Double-click
Opens Note Expression Editor is activated).
2. Double-click the note that contains the note expression events you want to delete.
The note expression editor opens.
3. Optional: Open the Parameter Selection pop-up menu, and select the corresponding note
expression in the list.
4. Drag a selection rectangle to select the range of note expression values that you want to
delete.
5. Select Edit > Delete.
RESULT
The selected note expression events are deleted from the note.
RELATED LINKS
Adding Velocity Events on page 929
PREREQUISITE
You have set up a key command for Paste Note Expression in the Key Commands dialog (Note
Expression category).
PROCEDURE
1. Double-click the note that contains the note expression events.
The note expression editor opens.
2. Select the note expression events that you want to copy.
3. Select Edit > Copy.
4. Select the note to which you want to paste the note expression events.
5. Press the key command that you assigned to the Paste Note Expression command.
RESULT
All copied note expression events are pasted to the selected note.
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Note Expression
Note Expression Event Editor
If you copied note expression events from several source notes and pasted them to a number of
destination notes, the following applies:
● If the number of the source and destination notes matches, the events of the first source
note are pasted into the first destination note, the events of the second source note into the
second destination note, etc.
● If the number of source notes is smaller than the number of destination notes, the source
note events are pasted repeatedly into the destination notes in the order in which they
appear.
When you copy the events from 2 source notes into 4 destination notes, for example, the
first destination note gets the note expression events from the first source note, the second
destination note the events of the second source note the third destination note, the events
of the first source note, and the 4th destination note the events of the second source note.
RELATED LINKS
Key Commands on page 1312
PROCEDURE
1. Double-click the note that contains the note expression events to open the note expression
event editor.
2. Select the note expression events of the parameter that you want to copy.
3. Select Edit > Copy.
4. Select the parameter to which you want to paste the note expression events.
5. Select Edit > Paste.
RESULT
All copied note expression events are pasted to the selected parameter.
RESULT
The selected events are copied.
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Note Expression
Trimming Note Expression Data
2. Open the Parameter Selection pop-up menu, and select the corresponding note expression
from the list.
3. Do one of the following:
● Click the note expression event curve and drag to move all events.
● Drag a selection rectangle to select events and drag to move the selected events.
NOTE
To restrict the direction to vertical or horizontal, you can press Ctrl/Cmd while dragging.
PROCEDURE
1. Double-click a note in the event display to open the note expression event editor.
2. Click and drag the Change Release Length control in the lower right corner of the editor to
add a release phase.
RESULT
The release phase is added to the note.
NOTE
You can change the release phase for several notes by opening the editor for these notes, and
holding down Alt while setting the release length.
NOTE
If you hold the sustain pedal of your external device during recording, the notes automatically
get a corresponding release phase.
PROCEDURE
1. Select the notes that contain note expression data.
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Note Expression
Removing All Note Expression Data
2. Select MIDI > Note Expression > Trim Note Expression to Note Length.
RESULT
The note expression data is trimmed to the note length, and any data present after the end of
the release phase is deleted.
PROCEDURE
1. Select the MIDI note or the MIDI part that contains the note expression data that you want
to delete.
2. Select MIDI > Note Expression > Remove Note Expression.
RESULT
The note expression data is removed.
● To open the Note Expression MIDI Setup dialog, select MIDI > Note Expression > Note
Expression MIDI Setup.
Controller
Activates MIDI control change messages. Specify the MIDI control change messages
that you want to use in the list below.
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Note Expression MIDI Setup Dialog
NOTE
MIDI controller data for deactivated MIDI control change messages will end up on the
controller lane.
Pitchbend
Activates pitchbend data.
Aftertouch
Activates aftertouch data.
Poly Pressure
Activates poly pressure data.
Load Default
Allows you to load the default settings.
Save as Default
Allows you to save the current settings as default settings.
PROCEDURE
1. In the Inspector, open the Note Expression section and activate MIDI as Note Expression.
2. Optional: Set the MIDI track to Any channel.
MIDI control change messages, with the exception of poly pressure, are channel-specific. By
splitting polyphony to separate channels, you can avoid conflicting controller messages.
3. Enter the notes and control change messages on your MIDI device.
RESULT
The controller data is now associated with the notes. If you copy, paste, and move the notes, the
associated controller data will follow.
NOTE
If you want to edit the MIDI notes after recording, you might need to consolidate the controller
data.
RELATED LINKS
Consolidating Note Expression Overlaps on page 1049
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Note Expression
Note Expression MIDI Setup Dialog
PREREQUISITE
The MIDI control change messages that you want to record are activated in the Note Expression
MIDI Setup dialog. You have a MIDI part with controller data written on controller lanes.
PROCEDURE
1. Open the Key Editor for the MIDI part.
2. Select MIDI > Note Expression > Convert to Note Expression.
RESULT
The MIDI control messages contained in the controller lanes are converted to note expression
data, and the data on the controller lanes is deleted.
Nuendo searches for notes that sound at the same time as the control change messages. If
several notes play at the same time, the same note expressions are attributed to them, with the
same values. Release phases are automatically created where necessary, so that no controller
data is lost during this process.
IMPORTANT
If you want to edit the MIDI notes after the conversion, you might need to consolidate the
controller data.
RELATED LINKS
Note Expression MIDI Setup Dialog on page 1047
Adding Release Phases to Notes on page 1046
PROCEDURE
● Select MIDI > Note Expression > Consolidate Note Expression Overlaps.
RESULT
If the overlapping notes contain data for the same control change message, the controller values
of the second note are used from the beginning of the overlap.
If a note is positioned entirely within a longer note and if these notes contain controller data for
the same control change message, the controller values of the longer note are used until the
encompassed note starts.
PREREQUISITE
You have added a multitimbral instrument and assigned the same sound to different channels.
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Note Expression
Note Expression MIDI Setup Dialog
PROCEDURE
1. In the Inspector for the corresponding MIDI track, open the Channel pop-up menu, and
select Any.
2. In the Inspector, open the Note Expression section.
3. Enable MIDI as Note Expression.
4. Record or enter MIDI notes with expressions as needed.
5. Select MIDI > Note Expression > Distribute Notes to MIDI Channels.
RESULT
The MIDI notes are distributed to different channels, starting at channel 1. You can now edit note
expression for each note independently without conflicts.
PROCEDURE
● Select MIDI > Note Expression > Dissolve Note Expression.
RESULT
The note expression data is converted. If you open the controller display and show the controller
lanes for the corresponding event type, the data is displayed.
NOTE
If you convert note expression data of VST note expressions to MIDI, the sound will change.
Therefore, you must reassign the MIDI controller data to a new instrument destination.
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Chord Functions
The chord functions provide you with many possibilities for working with chords.
RELATED LINKS
Chord Editing Section on page 974
Chord Track
The chord track allows you to add chord events and scale events.
RELATED LINKS
Scale Events on page 1059
Chord Events on page 1052
Musical Scale Setup Dialog on page 1060
RESULT
The chord track is added to your project.
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Chord Events
RELATED LINKS
Chord Track on page 159
Chord Events
Chord events are representations of chords that control or transpose playback on MIDI,
instrument, and audio tracks.
Chord events alter the pitches of MIDI notes and VariAudio segments if their tracks are set up to
follow the chord track.
Chord events have a specific start position. Their end, however, is determined by the start of the
next chord event. They can have a root note, a type, a tension, and a bass note.
1 Root note
2 Type
3 Tension
4 Bass note
RELATED LINKS
Controlling MIDI or Audio Playback Using the Chord Track on page 1065
Chord Editor
The Chord Editor allows you to define or change chord events, and to add new chord events.
Add Chord
Adds a new undefined chord event on the chord track.
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NOTE
This works only if the last chord event on the chord track is selected.
NOTE
If you do not select a separate bass note, the setting is linked to the root note, so that
no extra bass note is heard.
Keyboard display
Shows the notes of the chord event, considering the current voicing settings.
PROCEDURE
1. Select the Draw tool and click in the chord track.
An undefined chord event named X is added.
2. Select the Object Selection tool and double-click the chord event.
3. In the Editor, select a root note.
4. Optional: Select a chord type, tension, and bass note.
5. Do one of the following:
● To close the Editor, click anywhere outside the Editor.
● To add a new undefined chord event, click Add Chord.
RELATED LINKS
Adding the Chord Track on page 1051
PROCEDURE
1. Double-click a chord event to open the chord Editor.
2. Click in the text input field at the bottom of the Editor.
3. Enter a chord by performing the following actions:
● Define a root note, for example, C, D, E.
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NOTE
If you have activated Solfège in the Note Name pop-up menu in the Preferences dialog
(Event Display—Chords&Pitches page), you can also enter chords in this format. You must
capitalize the first letter and write “Re” instead of “re”, for example. Otherwise, the chord is
not recognized.
Chord Assistant
The Chord Assistant allows you to use a chord as a starting point to get suggestions for the next
chord.
● To open the Chord Assistant, in the Chord Editor, click Chord Assistant.
RELATED LINKS
Chord Assistant – List on page 1054
Chord Assistant – Proximity on page 1056
Chord Assistant – Circle of Fifths on page 1057
● To open the Chord Assistant, in the Chord Editor, click Chord Assistant.
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Add Chord
Adds a new undefined chord event on the chord track.
NOTE
This works only if the last chord event on the chord track is selected.
Suggestions list
Shows suggestions for the next chord. Click a chord suggestion to select it.
Complexity filter
Allows you to increase the complexity and thus the number of suggestions. The higher
the complexity, the more suggestions you get.
Gap Mode
Activate this button to get suggestions for the chords in between 2 defined chords
based on the previous and the next chord.
Deactivate this button to get suggestions for the next chord based on the previous
chord.
NOTE
For this to work you must select all undefined chords in between 2 defined chords.
Algorithm Mode
Select Cadence to build up a chord progression based on cadences. Select Common
Notes to build up a progression by specifying how many common notes the chords
should share.
Cadence Type
NOTE
Allows you to select a cadence type for the suggestions. This way, only the chords with
specific harmonic functions are suggested.
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Chord Events
If you open the Chord Assistant for a chord event, the previous event is set as origin chord. This
is shown in the bottom center of the Chord Assistant. The further away a suggestion is situated
from the origin chord in the graphic, the more complex the suggestion. The suggested chords
are triads or 4-note chords.
● To assign a chord to the selected chord event and play it, click it.
The last 3 suggested chords that you clicked are shown in bold.
NOTE
● If you move the mouse pointer over one of the suggestions in the Chord Assistant, a tooltip
with suggestions for progressions is shown.
● The Proximity mode underlies the same rules as the List mode.
PREREQUISITE
You have added a chord event on the chord track.
PROCEDURE
1. Double-click the chord event.
2. Click Chord Assistant.
3. Click Add Chord.
4. Do one of the following:
● To display the suggestions in a list, click the List tab.
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Chord Events
RESULT
The suggested chord is added as a chord event to the chord track. Repeat the steps above to
create as many chord events as required by your harmonic structure.
The origin chord that defines the current key is shown in the center of the Chord Assistant and
is marked as tonic (I).
The outer circle shows the twelve major chords ordered in intervals of fifths.
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Chord Events
The roman numerals mark the chords of the current key with their scale degree. You can use
these chords to create typical chord progressions or you can use the other chords for more
creative results.
● To play a chord and assign it to the selected chord event, click it.
The last 3 chords that you clicked are shown in bold.
● To define a new key, right-click the chord in the Chord Assistant and select Use as Origin, or
use the Rotate Left/Rotate Right controls.
● To select the parallel minor chord and define it as key, click Major/Minor.
PREREQUISITE
You have added a chord track and chord events.
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Instrument.
3. Open the Instrument pop-up menu and select a VST instrument.
4. Click Add Track.
The instrument track is added to the track list, and the control panel of the selected VST
instrument is opened.
5. Select a sound.
6. In the chord track Inspector, activate Acoustic Feedback.
7. From the Select Track for Auditioning pop-up menu, select the track that you want to use
for auditioning.
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Scale Events
RESULT
The chord events on the chord track now trigger the sound of the assigned instrument on the
MIDI or instrument track.
RELATED LINKS
Chord Track on page 159
Add Track Dialog – Instrument on page 132
PROCEDURE
1. On the chord track, activate Resolve Display Conflicts.
2. In the Preferences dialog, select Event Display > Chords&Pitches, and set up the chord
font.
Here you can also determine the note name and naming format.
Scale Events
Scale events inform you which chord events fit in a specific sequence of notes that belong to a
specific root note.
● To show the scale events, activate Show Scales on the chord track.
However, you can also add and edit scale events manually.
Scale events have a specific start position. Their end is determined by the start of the next scale
event.
PROCEDURE
1. On the chord track, activate Show Scales.
The scale lane with scale events is displayed.
2. Select the chord event.
A scale event is shown on the scale lane.
3. Do one of the following:
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Scale Events
● Click the first scale event on the chord track, and on the info line, select a Root Key and
Type.
● Double-click the scale event, and in the keyboard that appears, select a Root Key and
Type of the scale.
RELATED LINKS
Scale Assistant in the Key Editor on page 957
● To open the Musical Scale Setup dialog, select Project > Chord Track > Set up Musical
Scales.
Add Scale
Adds a new scale to the list. Use the keyboard display to define the scale pitches. All
scales start with C as a root note.
Factory Defaults
Resets all scales.
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Voicings
Use
Activates a scale.
NOTE
Activated musical scales are used in the chord track, in the Scale Assistant section of
the Key Editor Inspector, in the Transpose Setup window, and in the MIDI Modifiers
section of the Inspector.
Name
The name of the scale. Double-click to change it.
Scales
Shows a keyboard that allows you to define the scale pitches. Click a key to activate/
deactivate a pitch for a scale. All scales start with C as a root note.
Preview Scale
Plays back the scale.
NOTE
For playback, the selected MIDI or instrument track must be record enabled and its
output must be routed to an instrument.
Information
Informs you if the scale matches another scale or if it has the same name as another
scale.
Remove Scale
Removes the corresponding scale from the scale suggestions.
NOTE
All changes apply to the entire application. This allows you to customize scales once and use
them in all projects. However, if you remove or rename scales that are used in other projects, the
scales cannot be retrieved.
RELATED LINKS
Chord Track on page 1051
Scale Assistant in the Key Editor on page 957
Transpose Setup Dialog on page 900
MIDI Modifiers Section on page 882
Voicings
Voicings determine how chord events are set up. They define the vertical spacing and order of
the pitches in a chord, but also the instrumentation and genre of a musical piece.
For example, a C chord can be spread over a wide range of pitches, and a pianist will choose
different notes than a guitarist. The pianist may also play completely different pitches for
different musical genres.
● You can set up voicing for the entire chord track in the chord track Inspector.
● You can set up voicings for individual chord events on the Voicing pop-up menu on the info
line.
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Voicings
NOTE
If Adaptive Voicings is activated in the chord track Inspector, you can only change the
voicings for the first chord event on the info line.
Voicing library
Allows you to select Guitar, Piano, or Basic as a voicing library.
NOTE
Set up Voicing
Opens the Custom Voicing panel that allows you to configure your own voicing
parameters for a specific voicing scheme.
Adaptive Voicings
Activate this to let Nuendo set the voicings automatically. This prevents the individual
voices from jumping too much.
Automatic Scales
Activate this to let Nuendo set the scales automatically.
Shift Chords
If you enter a negative number of ticks, the chord events will affect the MIDI notes that
have been triggered too early.
RELATED LINKS
Custom Voicing Panel on page 1062
● To open the Custom Voicing panel, click Set up Voicing in the Chords section of the
Inspector.
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Voicings
In the Style section for Piano voicings, you can set up the following parameters:
Triads
Sets a triad. Chords with more than 3 notes are not changed.
4-Note Chords
Sets a 4-note chord without root note. Chords with fewer than 3 notes are not
changed.
5-Note Chords
Sets a 5-note chord with a ninth. Chords with fewer than 4 notes are not changed.
In the Options section for Piano voicings, you can set up the following parameters:
Duplicate Root
Duplicates the root note.
Fatten up
Duplicates the tenor.
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In the Voicing Range section for Piano voicings, you can set up the following parameters:
Lowest Note
Sets the limit for the lowest note, except the root note.
Highest Note
Sets the limit for the highest note, except the root note.
In the Style section for Guitar voicings, you can set up the following parameters:
Triads
Sets a triad with 4, 5 or 6 voices.
4-Note Chords
Sets a 4-note chord with 4, 5 or 6 voices without tensions.
3-String Triads
Sets a 3-string triad.
Modern Jazz
Sets 4-note, 5-note, and 6-note chords, partly without root note, but with tensions.
For Basic voicings, only Octave Offset from C3 is available. This allows you to determine an
offset value for the octave range.
In the Start Voicing section for Piano, Guitar, and Basic voicings, you can select a start voicing.
NOTE
This is only available for MIDI, instrument, and audio tracks, but not for the chord track, and only
if you select Voicings in the Follow Chord Track pop-up menu.
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Do one of the following:
● Click Instrument to add an instrument track.
● Click MIDI to add a MIDI track.
3. Click Add Track.
4. Do one of the following:
● To convert all chord events to MIDI, select Project > Chord Track > Chords to MIDI.
● To convert only selected chords to MIDI, select the chord events and drag them to the
MIDI or instrument track.
RESULT
A new MIDI part is created, containing the chords as MIDI events.
RELATED LINKS
Add Track Dialog – Instrument on page 132
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Controlling MIDI or Audio Playback Using the Chord Track
PROCEDURE
1. In the Inspector for the MIDI or instrument track, open the MIDI Inserts section.
2. Click an insert slot and select Chorder from the Effect Type pop-up menu.
The Chorder effect is activated, and its control panel opens.
3. On the chord track, select the chord events and drag them to the Chorder control panel.
The drop position determines the velocity area and the position of the first chord event. All
subsequent chord events are mapped chromatically. Chord events with more than one
occurrence are only assigned once.
To remap the chords, hold down Alt/Opt and drag again.
4. On your MIDI keyboard, hit the corresponding keys to play back the chords.
PROCEDURE
1. On the chord track, select the chord events and drag them to the HALion Sonic SE pads.
The first chord event is mapped to the pad where you dropped it and all subsequent chord
events are mapped to the following pads.
2. Click the corresponding pads on the HALion Sonic SE keyboard to trigger the chords.
● To open the Chords section for an audio track, select the track, and in the Inspector, click
the Chords section.
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RELATED LINKS
Using Follow Chord Track on page 1067
Follow Chord Track Modes on page 1068
● To open the Chords section for a MIDI track, select the track, and in the Inspector, click the
Chords section.
Live Input
Allows you to transpose the MIDI input live to a chord progression on the chord track.
RELATED LINKS
Using Follow Chord Track on page 1067
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Controlling MIDI or Audio Playback Using the Chord Track
PROCEDURE
1. Create a MIDI or an instrument track and activate Record Enable.
2. In the Inspector, open the Chords section.
3. Open the Live Input pop-up menu and do one of the following:
● To map the MIDI input to chord events, select Chords.
● To map the MIDI input to scale events, select Scales.
4. Hit some keys on your MIDI keyboard or on the On-Screen Keyboard.
RESULT
Any key that you hit is mapped in real time to the chord or scale events on the chord track.
RELATED LINKS
Scale Assistant in the Key Editor on page 957
Mapping Incoming MIDI Note Pitches to Musical Scales on page 967
PROCEDURE
1. Select the track that you want to match to the chord track.
2. In the Inspector, click Chords.
3. Open the Follow Chord Track pop-up menu and select a mode.
NOTE
If this is the first time that you open this pop-up menu for the track, the Follow Chord Track
dialog opens.
RESULT
The events on your track now match the chord progression on the chord track.
NOTE
If you matched your MIDI track to the chord track, some of the original MIDI notes may be
muted. To hide these notes in the editors, activate Hide Muted Notes in Editors in the
Preferences dialog (Editing—Chords page).
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RELATED LINKS
Follow Chord Track Dialog on page 1069
Follow Chord Track Modes on page 1068
The following options are available on the Follow Chord Track pop-up menu:
Off
Follow Chord Track is deactivated.
Chords
This transposes MIDI notes to match the key note and maps them to the current chord.
Scales
This transposes MIDI notes to match the current scale. This allows a bigger variety of
notes and a more natural performance.
Root Notes
This transposes MIDI notes to match the root note of the chord event. The effect
corresponds to using the transpose track. This option is suitable for bass tracks.
Voicings
This transposes MIDI notes to match the voices of the selected voicing library.
Single Voice
Maps MIDI notes and VariAudio segments to the notes of a single voice (soprano,
tenor, bass, etc.) of the voicing. Use the pop-up menu below to select the voice.
NOTE
If you apply this mode to a selection of tracks that contain separate voices, you can set
up one track as master and the others as voicing slaves. This way, you can change the
voicing of the master and the slaves will follow automatically.
RELATED LINKS
Assigning Voices to Notes on page 1070
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Controlling MIDI or Audio Playback Using the Chord Track
Follow Directly
Activate this if your VariAudio segments or MIDI notes are already in accordance with
the chord track. This is the case if you extracted your chords from the MIDI events on
the track by selecting Project > Chord Track > Create Chord Symbols, for example.
PROCEDURE
1. In the Project window, select the events or parts that you want to map to the chord track.
2. Select Project > Chord Track > Map to Chord Track.
3. From the Mapping Mode pop-up menu, select a mapping mode.
NOTE
If you select Voicings and no voices are found, Auto mode is used instead.
4. Click OK.
RESULT
The chords and scales of each event or part are analyzed and used for mapping. If no chords are
found, Nuendo assumes that the performance is in “C”. The available mapping modes and
voicings correspond to the Follow Chord Track parameters in the Chords section of the
Inspector.
RELATED LINKS
Follow Chord Track Modes on page 1068
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Assigning Voices to Notes
PROCEDURE
● Select Project > Chord Track > Assign Voices to Notes.
RESULT
The note pitches now match the voicing of the chord track and you can still edit the MIDI notes. If
you now select a note in the Key Editor, you see that Voice on the info line is assigned.
PREREQUISITE
Add the chord track and create MIDI notes that can be interpreted as chords. Drums,
monophonic bass, or lead tracks are not suitable.
PROCEDURE
1. In the Project window, select a part or one or several MIDI tracks.
You can also select the MIDI tracks, parts, or notes that you want to extract in the Key
Editor, Score Editor, or In-Place Editor.
2. Select Project > Chord Track > Create Chord Symbols.
3. Make your changes and click OK.
RESULT
The chord events are added on the chord track.
NOTE
RELATED LINKS
Create Chord Symbols Dialog on page 1071
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Recording Chord Events with a MIDI Keyboard
Include Tensions
Activate this if you want your chord events to contain tensions.
Detect Arpeggios
Activate this if you want your chord events to contain arpeggiated chords, that is,
chords whose notes are played one after another instead of all at once.
PREREQUISITE
Your project contains an instrument track with Record Enable or Monitor activated.
PROCEDURE
1. On the chord track, activate Record Enable.
2. On the Transport panel, activate Record.
3. Play some chords on your MIDI keyboard.
RESULT
All recognized chords are recorded as chord events on the chord track.
NOTE
The chord track uses its own voicing settings. The recorded chord events may therefore sound
different.
RELATED LINKS
Adding Chord Events on page 1053
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Chord Pads
Chord pads allow you to play with chords, and to change their voicings and tensions. In terms of
harmonies and rhythms, they allow for a more playful and spontaneous approach to
composition than the chord track functions.
You can:
NOTE
We assume that you have a MIDI keyboard connected and set up.
RELATED LINKS
Voicings on page 1061
To open the Chord Pads, select Project > Chord Pads > Show/Hide Chord Pads.
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Chord Pads Zone
NOTE
2 Current Player
Shows the selected player and opens a pop-up menu where you can select another player.
3 Current Mode
Shows the selected player mode and opens a pop-up menu where you can select another
player mode.
4 Chord Pad
Each chord pad can contain a chord symbol. Right-click a chord pad to open a context menu
for that chord pad. To change the chord that is assigned to the chord pad, click Open Editor
on the left edge of the chord pad.
5 Keyboard
Shows which keys are played when you trigger a chord pad. To zoom the keyboard, click a
key and drag up or down. To scroll the keyboard, click and drag to the left or to the right.
6 Pads Remote Range
The keys highlighted in blue on the keyboard correspond to the keys on your MIDI keyboard
that trigger the chord pads. You can define the remote range on the Pad Remote Control
page of the Chord Pads Setup dialog.
7 Remote Range for Voicings/Tensions/Transpose
The keys highlighted in green on the keyboard display correspond to the keys on your MIDI
keyboard that change the voicings, tensions, and transpose settings of the pads. You can
activate and define these remote keys on the Pad Remote Control page of the Chord Pads
Setup dialog.
8 Section Remote Range
The keys highlighted in brown on the keyboard correspond to the keys on your MIDI
keyboard that trigger the sections.
NOTE
The section remote range is only shown if Player Modes is set to Sections.
RELATED LINKS
Chord Pads Setup Dialog on page 1093
Playing Back and Recording Chords on page 1083
Players and Voicings on page 1087
Opening Chord Pads on page 73
Player Modes—Sections on page 1090
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Chord Pads Zone
● To show the chord pad controls, move the mouse over a chord pad.
1 Open Editor
Opens the Chord Editor that allows you to select a chord for the chord pad.
2 Voicing indicators
Shows the voicing used for the chord. Voicing indicators can only be displayed if the
horizontal zoom level for the chord pads is high enough.
3 Adaptive Voicing Reference/Use X as Origin for Chord Assistant
When the active chord pad is set as adaptive voicing reference, its borders are shown in
yellow. All other chord pads follow its voicing and are set in a way that they do not get too far
away from the reference.
If the chord pad is set as origin for the Chord Assistant window, its borders are shown in
blue. This chord pad is used as a basis for the suggestions in the Chord Assistant window.
4 Assigned Chord
Shows the chord symbol that is assigned to the chord pad. Each chord pad can contain one
chord symbol. If the name of the assigned chord is too long to display it on the chord pad, it
is underlined, and the full chord name is shown in a tooltip.
5 AV (Adaptive Voicing)/L (Lock)
All chord pads follow the adaptive voicing. This is indicated by AV. If you change the voicing
for a pad manually, however, adaptive voicing is deactivated.
An L indicates that the chord pad is locked for editing.
6 Voicing
Allows you to set another voicing for the chord pad.
7 Tensions
Allows you to add/remove tensions for the chord.
Lock
Allows you to lock a chord pad for editing.
Adaptive Voicing
All chord pads follow the adaptive voicing. This is indicated by a check mark. If you
change the voicing for a pad manually, adaptive voicing is deactivated.
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Functions Menu
Unassign Pad
Removes the chord assignment from the current pad.
Functions Menu
● To open the functions menu, click Functions Menu.
Chord Assistant
The Chord Assistant allows you to use a chord as a starting point for suggestions for the next
chord. It assists you in finding the right chords for creating a chord progression for your song.
● Click Show/Hide Chord Assistant on the left side of the chord pads area to open the Chord
Assistant.
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Chord Assistant
● Proximity
● Circle of Fifths
● Right-click the chord pad with the chord you want to use as origin and select Use X as Origin
for Chord Assistant.
The Chord Assistant window shows suggestions for follow-on chords that you can assign to the
chord pads.
● To open the Chord Assistant, in the Chord Editor, click Chord Assistant.
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Chord Assistant
Add Chord
Adds a new undefined chord event on the chord track.
NOTE
This works only if the last chord event on the chord track is selected.
Suggestions list
Shows suggestions for the next chord. Click a chord suggestion to select it.
Complexity filter
Allows you to increase the complexity and thus the number of suggestions. The higher
the complexity, the more suggestions you get.
Gap Mode
Activate this button to get suggestions for the chords in between 2 defined chords
based on the previous and the next chord.
Deactivate this button to get suggestions for the next chord based on the previous
chord.
NOTE
For this to work you must select all undefined chords in between 2 defined chords.
Algorithm Mode
Select Cadence to build up a chord progression based on cadences. Select Common
Notes to build up a progression by specifying how many common notes the chords
should share.
Cadence Type
NOTE
Allows you to select a cadence type for the suggestions. This way, only the chords with
specific harmonic functions are suggested.
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Chord Assistant
The origin chord in the bottom center of the Chord Assistant window marks the tonal center.
The further away a chord suggestion is situated from this chord, the more complex the
suggestion. The suggested chords are triads or 4-note chords.
NOTE
The Proximity mode is a different representation of the list in the Chord Assistant window for
the chord track.
RELATED LINKS
Chord Assistant – List on page 1054
The origin chord that defines the current key is shown in the center of the Chord Assistant
window. The tonic (I) of that key is displayed above the center. The outer circle shows the twelve
major chords ordered in intervals of fifths.
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Chord Assignment
The roman numerals mark the chords of the current key with their scale degree. You can use
these chords to create typical chord progressions. However, you can also use the other chords
for more creative results.
NOTE
The Circle of Fifths is also available in the Chord Assistant window for the chord track.
RELATED LINKS
Chord Assistant – List on page 1054
Chord Assignment
Some chords are preassigned to the chord pads. But you can also assign your own chords.
PROCEDURE
● To the left of the chord pads, open the Functions Menu and select Unassign All Pads.
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Chord Assignment
PROCEDURE
1. Move the mouse pointer to the left edge of the chord pad, and click Open Editor.
2. In the Chord Editor window, use the chord definition buttons to define a root note, a chord
type, a tension, and a bass note.
The new chord is triggered automatically to give an acoustic feedback.
PROCEDURE
1. Right-click the chord pad that you want to use as a starting point and activate Use X as
Origin for Chord Assistant.
The Chord Assistant window opens, and the borders of the chord pad change their color to
indicate that the assigned chord is now used as origin.
2. In the Chord Assistant window, click the chord symbols to trigger corresponding chords.
The further away the chord is from the origin chord that is regarded as the tonal center, the
more complex the suggestion becomes.
3. To assign a chord, drag it from the Chord Assistant window and drop it on a chord pad.
NOTE
If one of the next chord pads is free, you can also right-click the chord in the Chord
Assistant window and select Assign to Pad. This assigns the chord to the next free pad.
RELATED LINKS
Chord Assistant – List on page 1054
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Chord Assignment
PROCEDURE
1. Right-click the chord pad that you want to use as a starting point and activate Use X as
Origin for Chord Assistant.
The Chord Assistant window opens, and the borders of the chord pad change their color to
indicate that the assigned chord is now used as origin.
2. Click Circle of Fifth to switch to the Circle of Fifth mode.
The origin chord is displayed in the center, and the chords that belong to the scale are
shown above it. The numerals indicate the scale degree of the chords. These help you to
create chord progressions.
3. In the Chord Assistant window, click the chord symbols to trigger the corresponding chords.
4. To assign a chord, drag it from the Chord Assistant window and drop it on the chord pad.
NOTE
If one of the next chord pads is free, you can also right-click the chord in the Chord
Assistant window and select Assign to Pad. This assigns the chord to the next free pad.
PREREQUISITE
You have selected a MIDI track or an instrument track.
PROCEDURE
1. Right-click the chord pad that you want to use for the new chord, and select Assign Pad
from MIDI Input.
The borders of the chord pad change their color to indicate that it is now ready for recording.
2. On your MIDI keyboard or on the On-Screen Keyboard, press the keys for the chord that
you want to assign.
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Swapping Chord Assignments
The chord and its voicing are assigned to the chord pad, and you hear an acoustic feedback
of the chord.
NOTE
The assigned voicing can be changed by the Adaptive Voicing setting. Therefore, if you
want to keep the voicing for that specific pad, right-click the chord pad and select Lock from
the context menu.
RELATED LINKS
Adaptive Voicing on page 1087
PREREQUISITE
You have added a chord track with chord events to your project.
PROCEDURE
● To the left of the chord pads, click the Functions Menu button, and select Assign Pads from
Chord Track.
If chords are already assigned to the chord pads, a warning message informs you that all
previous assignments will be overwritten.
RESULT
The chord events are assigned to the chord pads in the same order as they appear on the chord
track.
NOTE
Chord events that have more than one occurrence on the chord track are only assigned once.
RELATED LINKS
Adding the Chord Track on page 1051
Adding Chord Events on page 1053
PROCEDURE
● Click a chord pad and drag it to another chord pad.
While you drag, the border of the destination chord pad changes its color.
RESULT
When you drop the pad on another, the chord assignments are swapped together with their
settings, except for the Adaptive Voicing Reference.
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Copying Chord Assignments
PROCEDURE
● Alt/Opt -click a chord pad and drag it to another chord pad.
While you drag, the border of the destination chord pad changes its color.
RESULT
When you drop the pad on another, the first pad’s assignment is copied to the destination chord
pad together with its settings, except for the Adaptive Voicing Reference.
There are two different Chord Pad Output Modes that determine if chords that are assigned to
chord pads can be played back and recorded using any or using exclusive MIDI or instrument
tracks:
NOTE
RELATED LINKS
Chord Pads Zone on page 1072
Recording Chords on the Chord Track on page 1085
Recording Chords on Instrument Tracks on page 1085
Playing Back Chord Pads Using Any Instrument Track on page 1083
Playing Back Chord Pads Using Exclusive Instrument Tracks on page 1084
PREREQUISITE
You have connected and set up a MIDI keyboard.
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Instrument.
3. Open the Instrument pop-up menu and select a VST instrument.
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Playing Back and Recording Chords
NOTE
6. Select Project > Chord Pads > Show/Hide Chord Pads to open the Chord Pads.
7. Activate Chord Pad Output Mode.
8. Press some keys on your MIDI keyboard to trigger the chords that are assigned to the chord
pads.
RELATED LINKS
Add Track Dialog – Instrument on page 132
Chord Pads Setup Dialog on page 1093
Changing the Pads Remote Range on page 1096
PREREQUISITE
You have set up a MIDI keyboard.
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Instrument.
3. Open the Instrument pop-up menu and select a VST instrument.
4. Click Add Track.
The instrument track is added to the track list, and the control panel of the selected VST
instrument is opened.
5. On the instrument track, click Record Enable or Monitor.
NOTE
6. In the Inspector for the instrument track, open the Input Routing pop-up menu, and select
Chord Pads.
7. Select Project > Chord Pads > Show/Hide Chord Pads to open the Chord Pads.
8. Deactivate Chord Pad Output Mode.
9. Press some keys on your MIDI keyboard to trigger the chords that are assigned to the chord
pads.
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Playing Back and Recording Chords
RESULT
The instrument track now receives MIDI data exclusively from the chord pad device. You can use
a connected MIDI keyboard to trigger the chord pads. This still works if you hide the Chord Pads
from view.
NOTE
On the Chord Pads page of the Studio Setup dialog, you can select your connected MIDI
keyboard from the MIDI Input pop-up menu. This is useful if you want to use a specific MIDI
keyboard exclusively for triggering the chord pads.
PREREQUISITE
You have connected and set up a MIDI keyboard, you have opened and set up the chord pads,
and you have added an instrument or a MIDI track for which a VST instrument is loaded.
PROCEDURE
1. On the instrument track, click Record Enable or Monitor.
NOTE
RESULT
The triggered chords are recorded on the track. The note events are automatically assigned to
different MIDI channels according to their pitches. Note events that correspond to the soprano
voice are assigned to MIDI channel 1, alto is assigned to MIDI channel 2, and so on.
PREREQUISITE
You have connected and set up a MIDI keyboard, you have opened and set up the chord pads,
and you have added an instrument or a MIDI track for which a VST instrument is loaded.
PROCEDURE
1. On the instrument track, click Record Enable or Monitor.
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Player Setup
NOTE
RESULT
The chord events are recorded on the chord track.
NOTE
The recorded chord events may sound different from the chord pad playback. This is because the
voicing settings for the chord track differ from the chord pad voicings.
RELATED LINKS
Chord Track on page 159
Chord Functions on page 1051
Voicings on page 1061
Player Setup
The Player Setup allows you to select a player and a voicing setting that is typical for that kind of
player, and determine if the notes of a chord are played as plain chords, as a pattern, or as
sections.
Player Options
Allows you to add a player and to rename or remove the current player.
In the Selected Player Settings section, the following options are available:
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Player Setup
Player Modes
● Plain Chords triggers all notes of a chord simultaneously.
● Pattern plays an arpeggio that is based on the notes of the pattern.
● Sections controls the playback of single notes or groups of notes of a chord.
RELATED LINKS
Players and Voicings on page 1087
Voicings on page 1061
Player Setup on page 1086
RELATED LINKS
Voicings on page 1061
Adaptive Voicing
In Nuendo, the adaptive voicing setting ensures that pitches in chord progressions do not
change abruptly.
Adaptive voicing is activated and the voicings of the chord pads are determined automatically
according to specific voice leading rules.
If you want to set the voicing of a specific chord pad manually, and do not want it changed
automatically, you can use the voicing control to the right of a chord pad. When you assign your
own voicing, adaptive voicing is deactivated for that chord pad, so that the pad does no longer
follows the voice leading rules of the voicing reference. To activate adaptive voicing again, right-
click the chord pad and activate Adaptive Voicing.
To lock the voicing for a chord pad, you can right-click the pad and activate Lock. This locks this
pad for editing and remote control changes, and deactivates Adaptive Voicing. To unlock the
chord pad again, right-click the pad and deactivate Lock.
● Click Show/Hide Player Setup to open the Player Setup, and in the Player Modes pop-up
menu, select Plain Chords.
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Player Setup
Overlaps
Allows you to select what happens with the notes of the first chord when you play a
chord without releasing the previous chord.
● Hold First holds the notes of the first chord. No note-off message is sent. If the
chords have common notes, these are not triggered again.
● Legato releases the notes of the first chord, except for the common notes. These
are held and not triggered again.
● Stop First releases the notes of the first chord including the common notes.
Filter Notes
Allows you to select which keys are filtered.
● Off filters nothing.
● From MIDI Thru filters unassigned keys, and keys that are assigned as remote
keys for voicings, tensions, and transpose.
RELATED LINKS
Chord Pads Setup Dialog on page 1093
Player Modes—Pattern
If you select Pattern in the Player Modes pop-up menu, this allows you to play the notes that
make up the chord one after another as an arpeggio based on the notes of the pattern.
● Click Show/Hide Player Setup to open the Player Setup, and in the Player Modes pop-up
menu, select Pattern.
In the Selected Player Settings section, the following options are available:
Pattern
Allows you to drop a MIDI part from the event display that is used as a pattern. The
name of the selected loop or part is shown.
Velocity from
● Pattern uses the velocity values from the MIDI loop or the MIDI part that is
selected as a pattern.
● MIDI Keyboard allows you to determine the velocity values by pressing the keys
on your MIDI keyboard harder or softer.
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Player Setup
Pattern Presets
Allows you to save pattern presets.
PROCEDURE
1. To the left of the chord pads, activate Show/Hide Player Setup.
2. In the Selected Player Settings section, open the Player Modes pop-up menu, and select
Pattern.
NOTE
The loop or part must have between 3 and 5 voices. In the MediaBay, the number of voices
is indicated in the Voices column of the Result list.
The loop or part is taken as a reference and defines how the chord is played.
4. In the Velocity from field, select a velocity source for the notes.
RELATED LINKS
Assigning Voices to Notes on page 1070
Setting up the Results List Columns on page 712
PROCEDURE
1. In the global track controls area of the track list, click Add Track .
2. Click Instrument.
3. In the Count value field, select the number of tracks that you want to add.
4. Open the Instrument pop-up menu and select a VST instrument.
5. Click Add Track.
The instrument tracks are added to the track list, and the control panels of the selected VST
instrument are opened.
6. Select Project > Chord Pads > Show/Hide Chord Pads to open the Chord Pads.
7. Activate Chord Pad Output Mode.
8. Click Show/Hide Player Setup.
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Player Setup
9. Select the first instrument track, select a sound for the VST instrument, and set up a player.
For example, select a piano sound and activate Piano Player.
NOTE
When setting up the player for a track, make sure that Record Enable or Monitor is only
active for this particular track.
10. Select the second instrument track, select a sound for the VST instrument, and set up
another player.
For example, select a guitar sound and activate Guitar Player.
11. Select the next instrument track, and proceed as for the other 2 tracks.
For example, select a string sound, click Player Options, and select Add Basic Player.
12. Select all instrument tracks, and click Record Enable.
RESULT
You can now play the chord pads and use the remote control parameters for tensions and
transpose to change all chord symbols for each player simultaneously. However, if you change
the Voicing, only the selected player is affected.
RELATED LINKS
Add Track Dialog – Instrument on page 132
Player Modes—Sections
You can control the playback of single notes or groups of notes, so called sections, of a chord
that is assigned to a chord pad. Sections hold the chord notes, starting from bottom to top: the
first section represents the lowest note or voicing of a chord, usually the bass. The second
section represents the tenor, and so on.
● Click Show/Hide Player Setup to open the Player Setup, and in the Player Modes pop-up
menu, select Sections.
Overlaps
Allows you to select what happens with the notes of the first chord when you play a
chord without releasing the previous chord.
● Hold First holds the notes of the first chord. No note-off message is sent. If the
chords have common notes, these are not triggered again.
● Legato releases the notes of the first chord, except for the common notes. These
are held and not triggered again.
● Stop First releases the notes of the first chord including the common notes.
Filter Notes
Allows you to select which keys are filtered.
● Off filters nothing.
● From MIDI Thru filters unassigned keys, and keys that are assigned as remote
keys for voicings, tensions, and transpose.
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Player Setup
RELATED LINKS
Chord Pads Setup Dialog on page 1093
Custom Section Player Settings Dialog on page 1091
● In the Player Setup, open the Player Modes pop-up menu and select Sections, then open
the Section Player Settings pop-up menu and select Custom.
Play Modes
● Chord Pads
Allows you to hear the chord notes that correspond to the section if you press the
remote key for a specific section on your MIDI keyboard.
● Sections
On your MIDI keyboard, first press a key that is assigned to a chord pad, then
press the remote key for a specific section to hear the chord notes that correspond
to the section.
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Player Setup
● Combination
Combines sections and chord pads so that it does not matter whether you first
press the remote key for the chord pad or for the section.
● Latch Chord Pads
Activate this for sections and combination modes. This way, if you release the
remote key for the chord pad, you will still hear the sections if you keep the section
remote keys pressed.
Mute Sections
Excludes a section from being played. This is useful if you want to exclude specific
voicings from playback.
Subsection Assignments
These are available if you have set up remote keys for subsections on the Player
Remote Control tab.
● Open the assigned to pop-up menu to assign a subsection to a section.
● Use the Offset controls to specify an offset from the section. This way, when you
press the remote key for the subsection, you will hear the chord notes that
correspond to the section, transposed by the specified offset.
PREREQUISITE
You have added an instrument track with an instrument assigned to your project. You have
record-enabled the instrument track. You have a MIDI keyboard connected and set up. In the
chord pads zone, you have activated Chord Pad Output Mode.
PROCEDURE
1. Click Show/Hide Player Setup, and in the Player Modes pop-up menu activate Sections.
On the keyboard, the section remote range is highlighted in brown.
2. On your MIDI keyboard, press any key that corresponds to the pads remote range.
This normally triggers the chord pad, however, in Sections mode, you do not hear anything
until you press a section remote key.
3. On your MIDI keyboard, press any key that corresponds to the section remote range.
RESULT
The chord section of the chord whose chord pad you triggered is played back. You can press any
other key in the section remote range to play different sections of the same chord, or press them
all at once. You can use the remote keys for voicing, tension, and transpose to add variety.
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Chord Pads
Chord Pads Setup Dialog
● To open the Chord Pads Setup dialog, click Set up Chord Pads.
Pad Layout
Allows you to change the layout that is used for the chord pads.
RELATED LINKS
Pad Remote Control Tab on page 1094
Player Remote Control Tab on page 1096
Pad Layout Tab on page 1098
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Chord Pads
Chord Pads Setup Dialog
● To open the Pad Remote Control tab, click Set up Chord Pads, and in the Chord Pads
Setup dialog, click Pad Remote Control.
In the Chord Pad Triggers section, the following options are available:
Latch Chords
Activate this if you want the chord pad to play back until it is triggered again.
MIDI Learn
Activates/Deactivates the MIDI Learn function to assign MIDI input to the pads remote
range.
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Chord Pads Setup Dialog
Activate
Activates/Deactivates the remote key assignment for the parameters voicings,
tensions, and transpose. If this option is deactivated, only the remote key assignment
for the pads remote range is active.
NOTE
If you use the remote keys for voicings, tensions, or transposition after releasing the
remote key for the chord pad, the chord pad that you last played is affected.
NOTE
If you use MIDI controllers that are already assigned to other remote control features,
for example, the Track Quick Controls or the VST Quick Controls, all previous
assignments are lost.
Next Voicing
Plays back the next voicing of the last played chord.
Previous Voicing
Plays back the previous voicing of the last played chord.
MIDI Learn
Activates/Deactivates the MIDI Learn function to assign MIDI input to the parameters
for changing voicings.
More Tensions
Plays back the last played chord with more tensions.
Fewer Tensions
Plays back the last played chord with fewer tensions.
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Chord Pads Setup Dialog
MIDI Learn
Activates/Deactivates the MIDI Learn function to assign MIDI input to the parameters
for changing tensions.
Transpose Up
Plays back the last played chord and transposes it upwards.
Transpose Down
Plays back the last played chord and transposes it downwards.
MIDI Learn
Activates/Deactivates the MIDI Learn function to assign MIDI input to the parameters
for changing transpose.
PROCEDURE
1. Click Set up Chord Pads.
2. Open the Pad Remote Control tab to open the remote control assignments.
3. Do one of the following:
● Click MIDI Learn so that the button lights up, and on your MIDI keyboard, press the 2
keys that you want to assign as range start and range end.
● Enter a new value in the Pads Remote Range Start and Pads Remote Range End fields.
RESULT
On the keyboard, the indication for pads remote range is changed.
● To open the Player Remote Control tab, click Set up Chord Pads, and in the Chord Pads
Setup dialog, click Player Remote Control.
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Chord Pads Setup Dialog
Sections
Allows you to assign remote keys for up to 5 sections. You can use the section remote
keys together with a pad remote key to trigger the chord notes that correspond to the
sections.
By default, Section 1 is set to G2, Section 2 is set to A2, Section 3 is set to B2, and
Section 4 is set to C3.
MIDI Learn
Activates/Deactivates the MIDI Learn function to assign MIDI input to the sections.
Select/Mute Player
Allows you to assign remote keys for player navigation and muting if you use different
players on multiple tracks.
MIDI Learn
Activates/Deactivates the MIDI Learn function to assign MIDI input to the parameters
for selecting and muting players.
Subsections
Allows you to assign remote keys for up to 5 subsections. You can use the subsection
remote keys together with a pad remote key to trigger the chord notes that
correspond to the section transposed by the offset that is specified by its subsection.
MIDI Learn
Activates/Deactivates the MIDI Learn function to assign MIDI input to subsections.
RELATED LINKS
Player Modes—Sections on page 1090
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Chord Pads Presets
NOTE
By default, the keyboard layout is active, but you can change to a grid layout if you prefer. After
changing the pad layout, you may need to adjust the remote setup.
● To open the Pad Layout tab, click Set up Chord Pads, and in the Chord Pads Setup dialog,
click Pad Layout.
Start Note
In Keyboard mode, you can select the start note for the first chord pad.
Number of Columns
In Grid mode, you can select the number of columns that you want to display.
Chord Pads Presets contain the chords that are assigned to the chord pads, as well as the player
configurations including any pattern data that you have imported via the MediaBay or by using
drag and drop. Chord Pads Presets allow you to quickly load chords, or reuse player settings.
The Chord Pads Presets pop-up menu is located to the left of the chord pads. Chord Pads
Presets are organized in the MediaBay, and you can categorize them with attributes.
● To save/load a chord pads preset, click Chord Pads Presets and select Save Chord Pads
Preset/Load Chord Pads Preset.
You can also load only the assigned chords from a preset, without loading the player
configurations. This is useful if you want to use specific chords that you have saved as a preset,
but do not want to alter your current player setting.
● To load only the chords of Chord Pads Presets, click Chord Pads Presets and select Load
Chords from Preset.
In the same way, you can also load only the player configurations of Chord Pads Presets. This is
useful if you have saved very complex player settings and want to reuse them on other chord
pads without changing the assigned chords.
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Creating Chord Events from Chord Pads
● To load only the player settings of Chord Pads Presets, click Chord Pads Presets and select
Load Players from Preset.
PROCEDURE
1. To the left of the chord pads, click Chord Pads Presets and select Save Chord Pads Preset.
2. In the New Preset section, enter a name for the new preset.
NOTE
PROCEDURE
● Click a chord pad, and drag it on the chord track.
RESULT
A chord event is created.
RELATED LINKS
Recording Chord Events with a MIDI Keyboard on page 1071
PROCEDURE
● Click a chord pad, and drag it on a MIDI or instrument track.
RESULT
A MIDI part is created. It contains the MIDI events that build up the chord and has a length of
one bar.
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Logical Editor
The Logical Editor is a powerful tool for search and replace functions on MIDI data.
By combining filter conditions, functions, and the specific actions, you can perform very powerful
processing.
To master the Logical Editor, you need some knowledge about how MIDI messages are
structured. However, there is also a rich selection of presets, allowing you to access its
processing powers without delving into its more complicated aspects.
RELATED LINKS
Presets on page 1114
Window Overview
The Logical Editor window allows you to combine filter conditions, functions, and actions to
perform very powerful MIDI processing.
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Logical Editor
Filter Conditions
1 Filter Conditions
Allows you to specify the conditions such as type, attribute, value, or position that a specific
element must meet to be found. You can combine any number of filter conditions using
AND/OR operators.
2 Action list
Allows you to set up a list of actions that specifies exactly what is done. This is not necessary
for all functions.
3 Function pop-up menu
Allows you to select a function.
4 Apply
Applies your settings.
Filter Conditions
The upper list is where you set up the filter conditions, determining which elements to find. The
list can contain one or several conditions, each on a separate line.
Left bracket
Together with the right bracket, this allows you to combine multiple filter conditions,
that is, multiple lines with the boolean operators And/Or.
Filter Target
Sets the property of the element. This setting affects the available options in the other
columns.
Condition
Determines how the Logical Editor compares the property in the Filter Target column
to the values in the Parameter columns. The available options depend on the Filter
Target setting.
Parameter 1
Sets which value the element properties are compared to. This depends on the Filter
Target.
Parameter 2
Only available if one of the Range options is set in the Condition column. Allows you to
find all elements with values inside or outside the range between Parameter 1 and
Parameter 2.
Right bracket
Together with the left bracket, this allows you to combine several filter conditions.
bool
Allows you to insert the boolean operators And/Or, when creating conditions with
multiple lines.
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Filter Conditions
NOTE
If you make a mistake when combining multiple conditions with brackets, this is
displayed in the status line.
NOTE
If you have already defined filter conditions and/or applied a preset, but want to start again from
scratch, you can initialize the settings by selecting the Init option from the Presets pop-up
menu.
NOTE
You can also set up filter conditions by dragging MIDI events directly into the upper list.
If the list contains no entries, a MIDI event dragged into this section will form conditions
including the state and type of the event. If it contains entries, the dragged event will initialize
the matching parameters. For example, if a length condition is used, the length will be set
according to the length of the event.
Depending on the Filter Target setting, the following options can be selected in the Condition
column:
Equal
Has the exact same value as set up in the Parameter 1 column.
Unequal
Has any value other than the one set up in the Parameter 1 column.
Bigger
Has a value higher than the one set up in the Parameter 1 column.
Bigger or Equal
Has a value that is the same as or higher than the one set up in the Parameter 1
column.
Less
Has a value lower than the one set up in the Parameter 1 column.
Less or Equal
Has a value that is the same as or lower than the one set up in the Parameter 1
column.
Inside Range
Has a value that is between the values set up in the Parameter 1 and Parameter 2
columns. Note that Parameter 1 should be the lower value and Parameter 2 the
higher.
Outside Range
Has a value that is not between the values set up in the Parameter 1 and Parameter 2
columns.
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Logical Editor
Filter Conditions
Before Cursor
Is before the song cursor position. This is only used if the Filter Target is set to
Position.
Beyond Cursor
Is after the song cursor position Position only.
Inside Cycle
Is inside the set cycle. This is only used if the Filter Target is set to Position.
Note is equal to
Is the note specified in the Parameter 1 column only, regardless of octave. For
example, lets you find all C notes, in all octaves. This is only used if the Filter Target is
set to Pitch.
NOTE
RELATED LINKS
Combining Multiple Condition Lines on page 1124
Searching for Properties on page 1106
Searching for Elements at Specific Positions on page 1103
PROCEDURE
1. Open the Filter Target pop-up menu and select Position.
This allows you to find elements starting at specific positions, either relative to the start of
the project or within each bar.
2. Open the Condition pop-up menu and select one of the following options:
● To find all elements at a specific position, select a position in the Parameter 1 column.
You can set a time base such as PPQ, seconds, samples, or frames in the Bar Range/
Time Base column.
● To find all elements inside or outside a range, select Inside Bar Range or Outside Bar
Range.
You can set the bar range in the Bar Range/Time Base column by clicking and dragging
in the bar display or by adjusting the start position of the range in the Parameter 1
column and the end position in the Parameter 2 column. You can change the time base
using the Bar Range/Time Base column. The position for Bar Range is measured in
ticks related to the start of the bar.
EXAMPLE
You can set up the Logical Editor to find all elements at 1.1.1.0 in the project.
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Logical Editor
Filter Conditions
You can set up the Logical Editor to find elements starting around the second beat in each bar.
PROCEDURE
1. Open the Filter Target pop-up menu and select Length.
This allows you to find notes of a specific length only.
NOTE
The Length parameter is interpreted via the time base setting in the Bar Range/Time Base
column, that is, in PPQ, seconds, samples, or frames.
2. Open the Parameter 1 pop-up menu and set the length that you want to search for.
3. Open the Condition pop-up menu and select an option.
If you select Inside Range or Outside Range, use Parameter 1 and Parameter 2 to set the
start and the end of the range.
4. Click below the list to add another condition line.
Parameter 1 is automatically set to Note as the Length Filter Target is only valid for notes.
RELATED LINKS
Combining Multiple Condition Lines on page 1124
Value 1 and value 2 have different meanings for different event types:
Poly Pressure The key that was pressed. The amount of pressure for
the key.
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Filter Conditions
NOTE
RELATED LINKS
Action Target on page 1111
NOTE
To find all notes of a certain key, in all octaves, open the Condition pop-up menu and select
Note is equal to.
RELATED LINKS
Combining Multiple Condition Lines on page 1124
RELATED LINKS
Combining Multiple Condition Lines on page 1124
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Logical Editor
Filter Conditions
PROCEDURE
1. Open the Filter Target pop-up menu and select Channel.
2. In the Parameter 1 field, enter a MIDI channel from 1 to 16.
3. Open the Condition pop-up menu and select an option.
PROCEDURE
1. Open the Filter Target pop-up menu and select Property.
2. Open the Parameter 1 pop-up menu and select the property that you want to search for.
3. Open the Condition pop-up menu and select one of the following options:
● Select Property is set if you want to search for events that have the specified property.
● Select Property is not set if you want to search for events that do not have the specified
property.
EXAMPLE
You can find all muted events.
You can set up the Logical Editor to find all note expression data.
You can set up the Logical Editor to find all MIDI controller events that form part of note
expression data.
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Filter Conditions
You can set up the Logical Editor to find all VST 3 events that cannot be played back, because
there is no note expression-compatible VST instrument on the related track.
The Filter Target Last Event indicates the state of an event which has already passed the Input
Transformer or the Logical Editor. The condition must be combined with Parameter 1 and
Parameter 2.
EXAMPLE
You can set up the Logical Editor to perform actions only when the sustain pedal is down.
You can set up the Input Transformer or the Transformer to perform actions only when the
note C1 is pressed.
PROCEDURE
1. Open the Filter Target pop-up menu and select Type.
2. Open the Condition pop-up menu and select Equal.
3. Open the Parameter 1 pop-up menu and select Note.
4. Click below the list to add another condition line.
5. Open the Filter Target pop-up menu and select Context Variable.
6. Open the Condition pop-up menu and select Bigger or Equal.
7. Open the Parameter 1 pop-up menu and select Highest in Chord from at Least n Notes or
Lowest in Chord from at Least n Notes.
8. Open the Parameter 2 pop-up menu and select how many notes a chord must contain to be
taken into account.
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Filter Conditions
PREREQUISITE
NOTE
A note belongs to a chord if at least 2 other notes play at the same time.
PROCEDURE
1. Open the Filter Target pop-up menu and select Context Variable.
2. Open the Parameter 1 pop-up menu and select the property that you want to search for.
3. Open the Condition pop-up menu and select an option.
Chords Filter
If the Filter Target is set to Context Variable, you can search for the following parameters:
Highest/Lowest/Average Pitch
Finds notes with the highest, lowest, or average pitch in the selected MIDI part.
Highest/Lowest/Average Velocity
Finds notes with the highest, lowest, or average velocity in the selected MIDI part.
Highest/Lowest/Average CC Value
Controllers with the highest, lowest, or average CC value in the selected MIDI part.
Voice
If you set Parameter 2 to the voice in the chord, this finds the specified voice in the
selected MIDI part.
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Filter Conditions
NOTE
The Musical Context presets give you an idea of the possibilities of this filter target.
RELATED LINKS
Searching for Highest/Lowest Notes in Chords on page 1107
Bool Column
In the bool column to the right in the list, you can select a boolean operator: And or Or.
A boolean operator combines 2 condition lines and determines the result in the following way:
● And determines that both conditions must be fulfilled for an element to be found.
● Or determines that at least one of the conditions must be fulfilled for an element to be
found.
IMPORTANT
When you add a new condition line, its boolean setting default is And.
EXAMPLE
You can find elements that are notes and start at the beginning of the third bar.
You can find all events that are notes (regardless of their position) and all events starting at the
beginning of the third bar (regardless of their type).
Using Brackets
The bracket columns let you enclose 2 or more condition lines, dividing the conditional
expression into smaller units. This is only relevant when you have 3 or more condition lines and
want to use the boolean Or operator.
You add brackets by clicking in the bracket columns and selecting an option. Up to triple brackets
can be selected.
If you add several layers of brackets, these are evaluated from the inside out, starting with the
innermost brackets.
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Selecting a Function
EXAMPLE
You can find all MIDI notes with the pitch C3, as well as all events (regardless of their type) set to
MIDI channel 1.
You can find all notes that either have the pitch C3 or the MIDI channel 1 (but no non-note
events).
Selecting a Function
The pop-up menu at the bottom of the Logical Editor is where you select the function, that is,
the basic type of editing to be performed.
Delete
Deletes all elements found by the Logical Editor.
Transform
Changes one or several aspects of the found elements. You set up exactly what is
changed in the action list.
Insert
Creates new elements and inserts these into the parts. The new elements will be based
on the elements found by the filter conditions, but with any changes you have set up in
the action list applied.
Another way of expressing this is that the Insert function copies the found elements,
transforms them according to the action list and inserts the transformed copies among
the existing elements.
Insert Exclusive
Transforms the found elements according to the action list. All elements that do not
meet the filter conditions are deleted.
Copy
Copies all found elements, transforms them according to the action list, and pastes
them into a new part on a new MIDI track. The original events are not affected.
Extract
Transforms all found events and moves them to a new part on a new MIDI track.
Select
Selects all found events and highlights them for further work in the regular MIDI
editors.
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Specifying Actions
RELATED LINKS
Specifying Actions on page 1111
Specifying Actions
You can specify actions, that is, changes that are made to the found elements, in the lower list of
the Logical Editor. Actions are relevant for all function types except Delete and Select.
You can add action lines by clicking , and remove them by selecting it and clicking .
Action Target
The Action Target allows you to select the property that is changed in the events.
Position
Moves the events.
Length
Resizes note events.
Value 1
Adjusts value 1 in the events. What is displayed for value 1 depends on the event type.
For notes, value 1 is the pitch.
Value 2
Adjusts value 2 in the events. What is displayed for value 2 depends on the event type.
For notes, value 2 is the velocity value.
Channel
Allows you to change the MIDI channel setting.
Type
Allows you to change the event type, that is, transform aftertouch events to
modulation events, or pitchbend events to VST 3 Tuning events.
Value 3
Adjusts value 3 in the events, which is used for handling of Note-off velocity when
searching for properties.
NoteExp Operation
Allows you to specify a note expression operation in the Operation column.
NOTE
The Position and Length parameters are interpreted via the time base setting in the Bar Range/
Time Base column, with the exception of the Random setting, which uses the time base of the
affected events.
RELATED LINKS
Searching for Properties on page 1106
Value 1 and Value 2 on page 1104
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Specifying Actions
Operation
The Operation column allows you to determine what to do with the Action Target.
The options on this pop-up menu are different depending on the selected Action Target.
Add
Adds the value specified in the Parameter 1 column to the Action Target.
Subtract
Subtracts the value specified in the Parameter 1 column from the Action Target.
Multiply by
Multiplies the Action Target with the value specified in the Parameter 1 column.
Divide by
Divides the Action Target by the value specified in the Parameter 1 column.
Round by
Rounds the Action Target value using the value specified in the Parameter 1 column.
Add Length
This is only available if you set Action Target to Position. Furthermore, it is only valid if
the found events are notes. If you select Add Length, the length of each note event is
added to the Position value.
Transpose to Scale
This is only available if you set Action Target to Value 1, and if the filter conditions are
specifically set up to find notes (a Type = Note filter condition line has been added).
When Transpose to Scale is selected, you can specify a musical scale using the
Parameter 1 and Parameter 2 columns. Parameter 1 is the key (C, C#, D, etc.) while
Parameter 2 is the type of scale (major, melodic or harmonic minor, etc.).
Each note will be transposed to the closest note in the selected scale.
Use Value 2
This is only available if you set Action Target to Value 1. If this option is selected, the
Value 2 setting in each event will be copied to the Value 1 setting.
Use Value 1
This is only available if you set Action Target to Value 2. If this option is selected, the
Value 1 setting in each event will be copied to the Value 2 setting.
Mirror
This is only available if you set Action Target to Value 1 or Value 2. When this option is
selected, the values are mirrored around the value set in the Parameter 1 column.
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Applying the Defined Actions
In the case of notes, this inverts the scale, with the key set in the Parameter 1 column
as center point.
RELATED LINKS
Value 1 and Value 2 on page 1104
IMPORTANT
The MIDI insert effect Transformer does not feature an Apply button. Here, the current settings
are automatically applied in real time during playback or live playing.
Logical Editor operations can be undone just like any other editing.
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Presets
Presets
You can load, save and manage Logical Presets.
● Open the Logical Editor, and open the Select Preset pop-up menu, and select an option.
● Select MIDI > Logical Presets, and select an option.
● Open the List Editor, and in the filters bar, select a preset from the Show section.
NOTE
If you set up a key command for a preset, you can conveniently apply the same operation to
several selected events in one go.
RELATED LINKS
Key Commands on page 1312
PROCEDURE
1. In the section in the upper left of the Logical Editor, click Store Preset.
2. In the dialog that opens, specify a name for the preset and click OK.
RESULT
The preset is stored.
NOTE
Preset files cannot be edited manually, but you can reorganize them. This also makes it easy to
share presets with other Nuendo users by transferring the individual preset files.
NOTE
The list of presets is read each time the Logical Editor is opened.
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Project Logical Editor
The Project Logical Editor is a powerful tool for search and replace functions in the Project
window.
The Project Logical Editor allows you to specify filter conditions and combine them with actions.
This way you can search for all open folder tracks in your project, for example, and close them.
It comes with a number of presets that show you the possibilities of this feature, and that you
can use as a starting point for your own settings.
RELATED LINKS
Presets on page 1129
Project Logical Editor Window Overview on page 1115
● To open the Project Logical Editor, select Project > Project Logical Editor.
1 Filter Conditions
Allow you to specify the conditions such as type, attribute, value, position, that a specific
element must meet to be found. You can combine any number of filter conditions using
And/Or operators.
2 Action List
Allows you to set up a list of actions that specifies exactly what is done. This is not necessary
for all functions.
3 Function pop-up menu
Allows you to select if the found elements are transformed, deleted, or selected.
4 Macro pop-up menu
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Filter Conditions
IMPORTANT
Not every combination of settings always makes sense. Experiment a bit before applying your
edits to important projects.
NOTE
RELATED LINKS
Presets on page 1129
Filter Conditions
By setting up filter conditions you can determine which filter target, that is, what elements, you
want to find.
Filter Target
Sets the property of the element. This setting affects the available options in the other
columns.
Condition
Determines how the Project Logical Editor compares the property in the Filter Target
column to the values in the Parameter columns. The available options depend on the
Filter Target setting.
Parameter 1
Sets which value the element properties are compared to. This depends on the Filter
Target.
Parameter 2
Only available if one of the Range options is set in the Condition column. Allows you to
find all elements with values inside or outside the range between Parameter 1 and
Parameter 2.
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Filter Conditions
Left bracket
Together with the right bracket, this allows you to combine multiple filter conditions,
that is, multiple lines with the boolean operators And/Or.
Right bracket
Together with the left bracket, this allows you to combine several filter conditions.
bool
Allows you to insert the boolean operators And/Or, when creating conditions with
multiple lines.
NOTE
If you make a mistake when combining multiple conditions with brackets, you are
informed in the status line.
NOTE
If you have already defined filter conditions and/or applied a preset, but want to start again from
scratch, you can initialize the settings by selecting the Init option from the Presets pop-up
menu.
RELATED LINKS
Searching for Elements at Specific Positions on page 1120
Combining Multiple Condition Lines on page 1124
PROCEDURE
1. Open the Filter Target pop-up menu and select Media Type.
2. Open the Parameter 1 pop-up menu and select the media type that you want to search for.
3. Open the Condition pop-up menu and select one of the following options:
● Select Equal if you want to search for the specified media type.
● Select Unequal if you want to search for any other media type than the specified.
● Select All Types if you want to search for all media types.
Audio
If no container type is specified, this finds audio events, audio parts, and audio tracks.
MIDI
If no container type is specified, this finds MIDI parts and MIDI tracks.
Automation
If no container type is specified, this finds automation events and automation tracks.
Marker
If no container type is specified, this finds marker events and marker tracks.
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Filter Conditions
Transpose
If no container type is specified, this finds transpose events and transpose tracks.
Arranger
If no container type is specified, this finds arranger events and arranger tracks.
Tempo
If no container type is specified, this finds tempo events and tempo tracks.
Signature
If no container type is specified, this finds signature events and signature tracks.
Chord
If no container type is specified, this finds chord events and chord tracks.
Scale Event
If no container type is specified, this finds scale events.
Video
If no container type is specified, this finds video events.
Group
If no container type is specified, this finds group tracks.
Effect
If no container type is specified, this finds FX channel tracks.
Device
If no container type is specified, this finds device tracks.
VCA
If no container type is specified, this finds VCA fader tracks.
Equal
This finds the media type set up in the Parameter 1 column.
All Types
This finds all media types.
EXAMPLE
You can set up the Project Logical Editor to find all folder tracks in the project.
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Filter Conditions
Folder Track
This finds all folder tracks, included FX channel and group channel folders.
Track
This finds all track types.
Part
This finds audio, MIDI, and instrument parts. Folder parts will not be found.
Event
This finds automation points, markers, as well as audio, arranger, transpose, tempo,
and time signature events.
Equal
This finds the container type set up in the Parameter 1 column.
All Types
This finds all container types.
EXAMPLE
You can set up the Project Logical Editor to find all MIDI and instrument parts in the project.
You can set up the Project Logical Editor to find all automation tracks (not events) in the project
whose name contains vol.
You can set up the Project Logical Editor to find all MIDI and instrument parts (not tracks) in the
project that are muted.
You can set up the Project Logical Editor to find all MIDI and instrument parts (not tracks) or all
audio events (not parts or tracks) in the project that are muted.
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Filter Conditions
EXAMPLE
You can set up the Project Logical Editor to find all tracks in the project whose name contains
voc.
PROCEDURE
1. Open the Filter Target pop-up menu and select Position.
This allows you to find elements starting at specific positions, either relative to the start of
the project or within each bar.
2. Open the Condition pop-up menu and select one of the following options:
● To find all elements at a specific position, select a position in the Parameter 1 column.
You can set a time base such as PPQ, seconds, samples, or frames in the Bar Range/
Time Base column.
● To find all elements inside or outside a range, select Inside Bar Range or Outside Bar
Range.
You can set the bar range in the Bar Range/Time Base column by clicking and dragging
in the bar display or by adjusting the start position of the range in the Parameter 1
column and the end position in the Parameter 2 column. You can change the time base
in the Bar Range/Time Base column. The position for Bar Range is measured in ticks
related to the start of the bar.
EXAMPLE
You can set up the Project Logical Editor to find all elements at the PPQ position 5.1.1. in the
project.
You can set up the Project Logical Editor to find elements starting around the second beat in
each bar.
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Filter Conditions
Position Filter
For positions, the following Condition options are available:
Equal
Has the exact same value as set up in the Parameter 1 column.
Unequal
Has any value other than the one set up in the Parameter 1 column.
Bigger
Has a value higher than the one set up in the Parameter 1 column.
Bigger or Equal
Has a value that is the same as or higher than the one set up in the Parameter 1
column.
Less
Has a value lower than the one set up in the Parameter 1 column.
Less or Equal
Has a value that is the same as or lower than the one set up in the Parameter 1
column.
Inside Range
Has a value that is between the values set up in the Parameter 1 and Parameter 2
columns. Note that Parameter 1 should be the lower value and Parameter 2 the
higher.
Outside Range
Has a value that is not between the values set up in the Parameter 1 and Parameter 2
columns.
Before Cursor
Is before the cursor position.
Beyond Cursor
Is after the cursor position.
Inside Cycle
Is inside the set cycle.
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Filter Conditions
NOTE
The Length parameter is interpreted via the time base setting in the Bar Range/Time Base
column, that is, in PPQ, seconds, samples, or frames.
2. Open the Parameter 1 pop-up menu and set the length that you want to search for.
3. Open the Condition pop-up menu and select an option.
If you select Inside Range or Outside Range, use Parameter 1 and Parameter 2 to set the
start and the end of the range.
EXAMPLE
You can set up the Project Logical Editor to find all audio parts and events in the project with a
length value below 200 samples.
RELATED LINKS
Length Filter on page 1122
Length Filter
For lengths, the following Condition options are available:
Equal
Has the exact same value as set up in the Parameter 1 column.
Unequal
Has any value other than the one set up in the Parameter 1 column.
Bigger
Has a value higher than the one set up in the Parameter 1 column.
Bigger or Equal
Has a value that is the same as or higher than the one set up in the Parameter 1
column.
Less
Has a value lower than the one set up in the Parameter 1 column.
Less or Equal
Has a value that is the same as or lower than the one set up in the Parameter 1
column.
Inside Range
Has a value that is between the values set up in the Parameter 1 and Parameter 2
columns. Note that Parameter 1 should be the lower value and Parameter 2 the
higher.
Outside Range
Has a value that is not between the values set up in the Parameter 1 and Parameter 2
columns.
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Filter Conditions
PROCEDURE
1. Open the Filter Target pop-up menu and select Color Name.
2. Click the Parameter 1 value field and enter the color name for which you want to search.
3. Open the Condition pop-up menu and select one of the following options:
● Select Equal if you want to search for the exact color name.
● Select Contains if you want to search for a color name that contains the specified color
name.
● Select Contains not if you want to search any other color name than the specified name.
EXAMPLE
You can set up the Project Logical Editor to find all muted MIDI and instrument parts.
You can set up the Project Logical Editor to find all elements that are empty.
You can set up the Project Logical Editor to find all selected audio parts that are selected but
not muted.
Properties Filter
Property is set
This finds all events that have the property that is set in the Parameter 1 column.
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Filter Conditions
When the Filter Target is set to Property, the pop-up menu lists the available Parameter 1
properties.
Event is muted
This finds all muted events.
Event is selected
This finds all selected events.
Event is empty
This finds all empty events.
Is Hidden
This finds all hidden tracks.
Is Disabled
This finds all disabled tracks.
Bool Column
In the bool column to the right in the list, you can select a boolean operator: And or Or.
A boolean operator combines 2 condition lines and determines the result in the following way:
● And determines that both conditions must be fulfilled for an element to be found.
● Or determines that at least one of the conditions must be fulfilled for an element to be
found.
IMPORTANT
When you add a new condition line, the boolean setting default is And.
EXAMPLE
You can set up the Project Logical Editor to find MIDI tracks.
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Project Logical Editor
Specifying Actions
You can set up the Project Logical Editor to find all parts or events that match exactly the cycle.
Using Brackets
The bracket columns let you enclose 2 or more condition lines, dividing the conditional
expression into smaller units. This is only relevant when you have 3 or more condition lines and
want to use the boolean Or operator.
You can add brackets by clicking in the bracket columns and selecting an option. Up to triple
brackets can be selected.
If you add several layers of brackets, these are evaluated from the inside out, starting with the
innermost brackets.
EXAMPLE
You can set up the Project Logical Editor to find all audio parts and events whose name contains
perc as well as other MIDI parts and events whose name contains drums.
You can set up the Project Logical Editor to find all audio parts or events whose name contains
perc or drums.
Specifying Actions
You can specify actions, that is, changes that are made to the found elements, in the lower list of
the Project Logical Editor. Actions are only relevant for the function type Transform.
You can add action lines by clicking , and remove them by selecting it and clicking .
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Specifying Actions
Action Target
The Action Target allows you to select the property that is changed.
Position
Adjusting the Position value moves the elements.
This parameter is interpreted via the time base setting in the Bar Range/Time Base column, with
the exception of the Random setting, which uses the time base of the affected events:
Add
Adds the value specified in the Parameter 1 column to the Position.
Subtract
Subtracts the value specified in the Parameter 1 column from the Position.
Multiply by
Multiplies the Position value with the value specified in the Parameter 1 column.
Divide by
Divides the Position value by the value specified in the Parameter 1 column.
Round by
This rounds the Position value using the value specified in the Parameter 1 column. In
other words, the Position value is changed to the closest value that can be divided by
the Parameter 1 value.
Length
Adjusting the Length value allows you to resize the elements.
This parameter is interpreted via the time base setting in the Bar Range/Time Base column, with
the exception of the Random setting, which uses the time base of the affected events:
Add
Adds the value specified in the Parameter 1 column to the Length.
Subtract
Subtracts the value specified in the Parameter 1 column from the Length.
Multiply by
Multiplies the Length value with the value specified in the Parameter 1 column.
Divide by
Divides the Length value by the value specified in the Parameter 1 column.
Round by
This rounds the Length value using the value specified in the Parameter 1 column. In
other words, the Length value is changed to the closest value that can be divided by
the Parameter 1 value.
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Specifying Actions
Track Operation
Adjusting the Track Operation value allows you to change the track status.
NOTE
Track operations may also affect automation tracks. This may lead to unexpected results,
especially if you use the Toggle action.
Folder
Opens, closes, or toggles folders.
Record
Enables, disables, or toggles the record enable status.
Monitor
Enables, disables, or toggles the monitor status.
Solo
Enables, disables, or toggles the solo status.
Mute
Enables, disables, or toggles the mute status.
Read
Enables, disables, or toggles the read enable status.
Write
Enables, disables, or toggles the write enable status.
EQ Bypass
Enables, disables, or toggles the EQ bypass status.
Inserts Bypass
Enables, disables, or toggles the inserts bypass status.
Sends Bypass
Enables, disables, or toggles the sends bypass status.
Lanes Active
Enables, disables, or toggles the lanes active status.
Hide Track
Enables, disables, or toggles the track visibility status.
Time Domain
Sets the track time domain to Musical or Linear, or toggles the status.
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Selecting a Function
Name
Adjusting the Name value allows you to rename the found elements.
Replace
Replaces names with the text specified in the Parameter 1 column.
Append
The name will be appended with the string specified in the Parameter 1 column.
Prepend
The name will be prepended with the string specified in the Parameter 1 column.
Generate Name
The name will be replaced by the text specified in the Parameter 1 column, followed by
the number set with Parameter 2. The number will be increased by 1 for every found
element.
Trim
Adjusting the Trim value allows you to trim the found elements. This is used for automation only.
Multiply by
Multiplies the Trim value with the value specified in the Parameter 1 column.
Divide by
Divides the Trim value by the value specified in the Parameter 1 column.
Set Color
Adjusting the Set Color value allows you to set the color for an element.
For this Action Target, the only available option is Set to fixed value. To set a specific color, click
the Parameter 1 column and select the item in the pop-up menu.
Selecting a Function
The left pop-up menu at the bottom of the Project Logical Editor is where you select the
function – the basic type of editing to be performed.
Delete
Deletes all elements found by the Project Logical Editor.
NOTE
When you delete automation tracks and undo this operation by selecting Undo from
the Edit menu, the automation tracks will be restored, but the tracks will be closed.
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Applying Macros
Transform
Changes one or several aspects of the found elements. You set up exactly what is
changed in the action list.
Select
This will simply select all found elements, highlighting them for further work in the
Project window.
Applying Macros
In the Macro pop-up menu, you can select a macro that will be executed automatically after
completing the actions defined.
To use this, you set up the macro that you need in the Key Commands dialog and then select it
in the Project Logical Editor from the Macro pop-up menu.
RELATED LINKS
Key Commands on page 1312
Project Logical Editor operations can be undone just like any other editing.
Presets
The section in the upper left section of the window allows you to load, save and manage Project
Logical Editor presets.
NOTE
If you set up a key command for a preset, you can conveniently apply the same operation to
several selected events in one go.
RELATED LINKS
Key Commands on page 1312
PROCEDURE
1. In the section in the upper left of the Project Logical Editor, click Store Preset.
2. In the dialog that opens, specify a name for the preset and click OK.
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Presets
RESULT
The preset is stored.
NOTE
Preset files cannot be edited manually, but you can reorganize them. This also makes it easy to
share presets with other Nuendo users, by transferring the individual preset files.
NOTE
The list of presets is read each time the Project Logical Editor is opened.
PROCEDURE
1. Select Edit > Key Commands.
2. In the Commands column, navigate to the category Process Logical Preset and click the
plus sign to display the items in the folder.
3. In the list, select the item to which you want to assign a key command, click in the Type in
Key field and enter a new key command.
4. Click the Assign button above the field.
The new key command is shown in the Keys list.
5. Click OK.
RELATED LINKS
Key Commands on page 1312
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Editing Tempo and Time
Signature
You can set up a tempo and time signature for your project. By default, the tempo is set to 120
bpm, and the time signature to 4/4.
On the Transport panel, you can set the following tempo modes:
RELATED LINKS
Setting up Projects for Tempo Changes on page 1136
In the Inspector for MIDI tracks, instrument tracks, and audio-related tracks, you can activate/
deactivate Toggle Time Base to switch the track time base.
● Musical
Use this mode for material with a musical, that is, tempo-related time base. All tracks that
are set to musical time base follow any tempo changes that you add on the tempo track.
NOTE
For audio events on audio tracks that are set to musical time base, the tempo changes on
the tempo track affect only the start position and not the actual audio.
● Linear
Use this mode for material with a linear, time-related time base.
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Editing Tempo and Time Signature
Tempo Track Editor
RELATED LINKS
Instrument Track Inspector on page 134
MIDI Track Inspector on page 140
Audio Track Inspector on page 130
1 Tempo scale
Shows the tempo scale in BPM.
2 Toolbar
Contains tools for selecting, adding, and changing tempo and time signature events.
3 Info line
Shows information about the selected tempo or time signature event.
4 Ruler
Shows the timeline and the display format of the project.
5 Time signature display
Shows the time signature events in the project.
6 Tempo curve display
If your project is set to a fixed tempo, only one tempo event and a fixed tempo is shown.
If your project is set to tempo track mode, the curve display shows the tempo curve with the
tempo events in the project.
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Editing Tempo and Time Signature
Tempo Track Editor
Switches the project tempo between fixed tempo mode and tempo track mode.
Left Divider
Left Divider
Tools that are placed to the left of the divider are always shown.
Auto-Scroll
Auto-Scroll
Allows you to activate Page Scroll or Stationary Cursor and to activate Suspend Auto-
Scroll When Editing.
Tool Buttons
Object Selection
Selects events.
Draw
Draws events.
Erase
Deletes events.
Zoom
Allows you to select the type of new tempo points. Select Ramp if you want new tempo
points to change gradually from the previous curve point to the new one. Select Step if
you want new tempo points to change instantly. Select Automatic if new tempo points
should have the same type as the previous curve point.
Current Tempo
Current Tempo
In fixed tempo mode, this allows you to change the current tempo.
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Tempo Track
Snap
Snap On/Off
Restricts horizontal movement and positioning to the positions specified by the Snap
Type. Time signature events always snap to the beginning of bars.
Snap Type
Tempo Recording
Open Tempo Recording Panel
Process Tempo
Open Process Tempo Dialog
Right Divider
Right Divider
Tools that are placed to the right of the divider are always shown.
Set up Toolbar
Set up Toolbar
Opens a pop-up menu where you can set up which toolbar elements are visible.
Tempo Track
You can use the tempo track to create tempo changes within a project.
● To add a tempo track to your project, select Project > Add Track > Tempo.
● You can use the tools on the Project window toolbar to add and edit tempo events.
● You can use the tempo event editor to edit selected tempo events.
● To select a tempo event, click it with the Object Selection tool.
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Tempo Track
● To select multiple events, drag a selection rectangle with the Object Selection tool or Shift -
click the events.
● To select all tempo events on the tempo track, right-click the tempo track and select Select
All Events from the context menu.
RELATED LINKS
Tempo Track Inspector on page 163
Tempo Track Controls on page 164
● To open the tempo event editor, activate the Object Selection tool and drag a selection
rectangle on the tempo track.
The tempo event editor features the following smart controls for specific editing modes:
1 Tilt Left
If you click in the upper left corner of the editor, you can tilt the left part of the curve. This
allows you to tilt the event values at the start of the curve upwards or downwards.
2 Compress Left
If you Alt/Opt -click in the upper left corner of the editor, you can compress or expand the
left part of the curve. This allows you to compress or expand the event values at the start of
the curve.
3 Scale Vertically
If you click in the middle of the upper border of the editor, you can scale the curve vertically.
This allows you to raise or lower the event values of the curve in percent.
4 Move Vertically
If you click on the upper border of the editor, you can move the entire curve vertically. This
allows you to raise or lower the values of the event values of the curve.
5 Compress Right
If you Alt/Opt -click in the upper right corner of the editor, you can compress or expand the
right part of the curve. This allows you to compress or expand the event values at the end of
the curve.
6 Tilt Right
If you click in the upper right corner of the editor, you can tilt the right part of the curve. This
allows you to tilt the event values at the end of the curve upwards or downwards.
7 Scale Around Relative Center
If you Alt/Opt -click in the middle right border of the editor, you can scale the curve relative
to its center. This allows you to raise or lower the event values horizontally around the center
of the editor.
8 Scale Around Absolute Center
If you click in the middle right corner of the editor, you can scale the curve absolute to its
center. This allows you to raise or lower the event values horizontally around the center of
the editor.
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Tempo Changes for Projects
9 Stretch
If you click on the lower border of the editor, you can stretch the curve horizontally. This
allows you to move the event values of the curve to the left or to the right.
IMPORTANT
If your project is set to tempo track mode and you set up tempo changes, only tracks that are set
to musical time base follow the tempo changes.
NOTE
If you work in tempo track mode, make sure that the display format in the Project window ruler
is set to Bars+Beats. Otherwise, you may get confusing results.
If you activate Activate Tempo Track on the Transport panel, the tempo track curve is displayed
in the tempo curve display.
If you know the tempo of your music, you can adjust the tempo value as follows:
If you do not know the tempo of your music, Nuendo offers tools to calculate and set it:
RELATED LINKS
Setting up Projects for Tempo Changes on page 1136
PROCEDURE
● To set your project to tempo track mode, do one of the following:
● On the Transport panel, activate Activate Tempo Track.
● Select Project > Tempo Track and activate Activate Tempo Track.
RESULT
The project tempo is now set up to follow the tempo track.
All tracks that are set to musical (tempo-related) time base follow any tempo changes that you
add on the tempo track.
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RELATED LINKS
Track Time Base on page 1131
Tempo Track Controls on page 164
Tempo Track Editor on page 1132
NOTE
If Snap is activated, this determines at which time positions you can insert tempo curve
points.
RESULT
The tempo event is added to the tempo curve.
PROCEDURE
1. Open the project for which you want to set up a tempo track and start playback.
2. Select Project > Tempo Track.
3. On the Tempo Track Editor toolbar, use the Tempo Recording panel to add tempo changes
on the fly.
By moving the slider to the right, you can raise the project tempo, by moving it to the left,
you can lower it.
RESULT
The tempo changes are recorded and added to the tempo curve in the Tempo Track Editor.
RELATED LINKS
Tempo Track Editor Toolbar on page 1132
PREREQUISITE
You have opened a project with a freely recorded audio or MIDI file. You have added an
instrument track and loaded an instrument. You have connected and set up a MIDI keyboard.
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PROCEDURE
1. In the instrument track Inspector, deactivate Toggle Time Base to set the track time base to
linear.
2. On the instrument track, activate Record Enable.
3. On the Transport panel, activate Record.
4. On the MIDI keyboard, tap the tempo by hitting a key to the beat of your music.
5. Stop recording and play back the recorded MIDI notes together with the original recording
to check if the timing is correct.
6. Do one of the following:
● Select the MIDI part in the Project window.
● Open the MIDI part in the Key Editor and select the notes that you want to use for the
calculation.
7. Select MIDI > Functions > Merge Tempo From Tapping.
8. Open the Tapping pop-up menu to specify what type of note you tapped during the
recording.
9. Optional: To start the calculation of the tempo curve at the beginning of a bar, activate Begin
at Bar Start.
10. Click OK.
RESULT
The project tempo is set to the tapped tempo.
RELATED LINKS
Setting up All MIDI Inputs on page 25
PROCEDURE
1. In the Project window, select the audio event or the MIDI part that you want to analyze.
2. Select Project > Tempo Detection.
3. On the Tempo Detection Panel, click Analyze.
RESULT
● A tempo track is added to the project. On the tempo track, tempo events are created based
on the analysis for the selected audio event or MIDI part.
● A signature track is added to the project. On the signature track, a signature event with the
value 1/4 is added.
● On the Project window toolbar, the Time Warp tool is selected.
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RELATED LINKS
Tempo Detection Panel on page 1143
Correcting the Tempo Analysis Manually on page 1139
PREREQUISITE
You have analyzed your material and the Tempo Detection Panel is still open. The metronome
click is activated.
PROCEDURE
1. Play back the track with the analyzed material from the beginning and listen to the click.
2. Optional: If you work with an audio event, zoom in on the waveform so that you can
compare the transients with the tempo events on the tempo track.
3. Optional: If the first tempo event that is not placed correctly is located at the beginning of
the material, click the left arrow button on the Tempo Detection Panel to change the
direction of the reanalysis.
4. Select the Time Warp tool and move the first tempo event that is not placed correctly to the
correct position.
RESULT
The material is reanalyzed and the tempo recalculated.
NOTE
If your material includes multiple sections with different tempos, you can also split the material
at each major tempo change and perform a tempo detection for every single resulting section.
Each section must have a length of at least 7 seconds.
● With the Object Selection tool, click and drag horizontally and/or vertically.
● On the info line, adjust the tempo value in the Value field.
NOTE
When editing tempo events on tempo curves, make sure that the display format in the Project
window ruler is set to Bars+Beats. Otherwise, you may get confusing results.
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Setting up a Fixed Project Tempo
NOTE
● On the info line, adjust the tempo curve type in the Type field.
PROCEDURE
1. Set the left and right locator to specify the start and the end of the range you want to adjust.
2. Select Project > Tempo Track.
3. Click Open Process Tempo Dialog.
4. Open the Time Display Format pop-up menu and select a time display format for the new
range.
5. In the New Range section, enter a new end time or a new length for the range.
6. Click Process.
RESULT
The range is adjusted to match the new end time or the new length. The tempo track is adjusted
to show the new tempo of the range.
When the tempo track is deactivated, the tempo track curve is grayed out. The fixed tempo is
displayed as a horizontal line in the tempo curve display.
If you know the tempo of your music, you can adjust the tempo value in the following areas:
If you do not know the tempo of your music, use one of the following tools to calculate and set it:
● Beat Calculator
● Merge Tempo From Tapping
● Set Project Tempo from Loop
RELATED LINKS
Setting the Project Tempo from a Recording on page 1141
Setting the Project Tempo by Tapping on page 1141
Setting the Project Tempo from an Audio Loop on page 1142
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Setting up a Fixed Project Tempo
PREREQUISITE
The Tempo Track is deactivated, that is, the tempo mode is set to Fixed.
PROCEDURE
1. On the Project window toolbar, select the Range Selection tool.
2. In the event display, make a selection that covers an exact number of beats of the recording.
3. Select Project > Beat Calculator.
4. In the Beats value field, enter the number of beats that the selection encompasses.
The calculated tempo is shown in the BPM field.
5. In the Insert Tempo into Tempo Track section, click At Tempo Track Start.
RESULT
The project tempo is set to the tempo calculated from your recording.
RELATED LINKS
Beat Calculator on page 1142
PREREQUISITE
The tempo track is deactivated, that is, tempo mode is set to Fixed.
PROCEDURE
1. Activate playback.
2. Select Project > Beat Calculator.
3. Click Tap Tempo.
The Tap Tempo window opens.
4. Use Space to tap the tempo of the recording that is played back.
In the BPM field, the calculated tempo is updated each time you tap.
5. Click OK to close the window.
The tapped tempo is shown in the BPM field of the Beat Calculator.
6. Click one of the buttons in the Insert Tempo into Tempo Track section to insert the
calculated tempo into the tempo track.
RESULT
The project tempo is set to the tapped tempo.
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Beat Calculator
RELATED LINKS
Setting up a Fixed Project Tempo on page 1140
PREREQUISITE
Your project contains an audio loop that is not in Musical Mode.
PROCEDURE
1. In the Project window ruler, set the left locator to the beginning of the audio loop.
2. Set the right locator to the end of the last bar.
This does not need to match the end of the audio loop, but its number of bars.
3. Select the audio loop.
4. Select Audio > Advanced > Set Tempo from Event.
You are asked if you want to set the global project tempo.
5. Perform one of the following actions:
● Click Yes to adjust the project tempo globally.
● Click No to adjust the project tempo only in the section of the audio event.
RESULT
The project tempo is set to the tempo calculated for the audio loop.
Beat Calculator
The Beat Calculator is a tool for calculating the tempo of freely recorded audio or MIDI material.
It also allows you to set the tempo by tapping.
● To open the Beat Calculator for an audio or MIDI recording, select Project > Beat
Calculator.
Beats
Allows you to enter the number of beats for the selected section of your recording.
BPM
Shows the tempo calculated for the selection.
Tap Tempo
Opens a window where you can specify a tempo by tapping.
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Tempo Detection
At Selection Start
If your project is in tempo track mode, the calculated tempo is set as a new tempo
event at the start of the selection.
Refresh
Allows you to recalculate the tempo. This is useful if you adjust the selection, for
example.
Tempo Detection
You can detect the tempo of any rhythmic musical content, even if it has not been recorded to a
metronome click or if it contains tempo drift.
Detecting the tempo of musical material is useful for the following cases:
● If you want your audio or MIDI tracks to follow the tempo of freely recorded material.
● If you want to adjust freely recorded material to the project tempo.
● To open the Tempo Detection Panel for an audio event or a MIDI part, select the event or
the part and select Project > Tempo Detection.
Name
Shows the name of the selected event or part.
Analyze
Starts the tempo detection.
Multiply by 2
Allows you to double the detected tempo. This is useful if your material is twice as fast
as the detected tempo.
Divide by 2
Allows you to halve the detected tempo. This is useful if your material is half as fast as
the detected tempo.
Multiply by 4/3
Allows you to adjust the detected tempo with a factor of 4/3. This is useful if your
material contains dotted notes or triplets and the algorithm detects 3 beats where 4
are expected.
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Exporting a Tempo Track
Multiply by 3/4
Allows you to adjust the detected tempo with a factor of 3/4. Combined with Multiply
by 2, this is useful if the actual signature is 2/4 and the algorithm detects 6/8 beats or
vice versa.
Offbeat Correction
Allows you to shift the detected tempo events by half a beat. This is useful for material
where the offbeat is so dominant that the algorithm mistakes it for an upbeat.
Smooth Tempo
Allows you to retrigger the tempo analysis and remove irregular spikes or tempo
changes for material that has a steady tempo. This is useful if irregular tempo changes
were detected, even though you know that the material has a more or less steady
tempo.
PROCEDURE
1. Select File > Export > Tempo Track.
2. In the file dialog that opens, specify a name and a location for the file.
3. Click Save.
RESULT
The tempo track information is saved together with signature events with the file extension .smt.
PROCEDURE
1. Select File > Import > Tempo Track.
2. In the file dialog that opens, navigate to the file you want to import.
3. Click Open.
RESULT
The tempo track is imported to your project together with signature events. All tempo track data
in the project is replaced.
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Process Tempo Dialog
● To open the Process Tempo dialog, activate Activate Tempo Track, select Project > Tempo
Track to open the Tempo Track Editor, and click Open Process Tempo Dialog.
Start at Bar
Shows the start time of the locator range in bars and beats.
Finish at Bar
Shows the end time of the locator range in bars and beats.
The following options are available in the Alternative Time Format section:
Start at Position
Shows the start time of the locator range in the selected time format.
Finish at Position
Shows the end time of the locator range in the selected time format.
New Length
Shows the length of the new range in the selected time format.
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Process Bars Dialog
Process
Applies the process.
● To open the Process Bars dialog, select Project > Tempo Track to open the Tempo Track
Editor, and click Open Process Bars Dialog.
Start at Bar
Allows you to set a start position for the process.
Length in Bars
Allows you to set a length for the process.
Process Type
Allows you to select a process type:
● Insert Bars
Inserts empty bars with the specified Time Signature at the Process Start Bar
Position position.
● Delete Bars
Deletes the bar at the Process Start Bar Position position.
● Reinterpret Bars
Reinterprets bars with the specified Time Signature at the Process Start Bar
Position position. However, the playback of the notes stays the same.
● Replace Bars
Replaces bars at the Process Start Bar Position position.
Time Signature
Allows you to specify the time signature that is used for the Insert Bars, Reinterpret
Bars, and Replace Bars actions.
Process
Applies the specified process type.
Time Warp
The Time Warp tool allows you to adjust musical positions of events or parts to time positions.
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Time Warp
● You can match material with a musical time base to material with a linear time base.
NOTE
The Time Warp tool can create tempo values up to 360 BPM.
If you activate Time Warp on the toolbar, the ruler shows tempo events as flags with tempo
values.
If you click Time Warp again, a pop-up menu opens where you can select one of the following
modes:
● Warp Grid
If you use the Time Warp tool in this mode, the absolute time positions for all tracks that are
set to musical time base are kept.
● Warp Grid (musical events follow)
If you use the Time Warp tool in this mode, all tracks that are set to musical time base follow
the changes.
When you click with the Time Warp tool, it snaps to the tempo grid in the window. If you want
the Time Warp tool to snap to a marker or the start or end of an event instead, activate Snap
and set the Snap Type to Events.
PREREQUISITE
Tempo track mode is activated. Snap is activated, and you have selected an appropriate Snap
Type.
PROCEDURE
1. On the Project window toolbar, click Time Warp.
The ruler is automatically set to Bars+Beats format.
2. In the event display, locate the musical position that you want to adjust and drag the time
position to match it.
This can be the event start, a certain hit within the event, etc.
3. Release the mouse button.
RESULT
The musical position is adjusted to the time position, and the tempo value of the last tempo
event before the click position is changed. If later tempo events exist, a new tempo event is
created at the click position.
RELATED LINKS
Project Tempo Modes on page 1131
Time Warp on page 1146
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Set Definition from Tempo Dialog
● To open the Set Definition from Tempo dialog for an audio recording, select Audio >
Advanced > Set Definition from Tempo.
PROCEDURE
1. Select the audio events that you want to adjust to the project tempo.
2. Select Audio > Advanced > Set Definition from Tempo.
3. Optional: Adjust the settings.
4. Click OK.
RESULT
The tempo information is copied to the audio and the tracks are set to musical time base. This is
achieved by applying warping to the events. Musical Mode is activated for the audio events. The
audio tracks now follow any tempo changes in the project.
You can set up the first time signature event of your project on the Transport panel. You can add
further time signature events in the Tempo Track Editor.
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Time Signature Events
Time signature events can have click patterns assigned. These allow you to create different
grooves and feels for the metronome click. You can create a triplet click pattern for a 4/4 time
signature, for example.
RELATED LINKS
Project Window Toolbar on page 48
Transport Bar on page 63
Signature Track on page 162
Adding Time Signature Events in the Tempo Track Editor on page 1149
Setting up a Click Pattern for a Time Signature Event on page 1150
PROCEDURE
1. Select Project > Tempo Track to open the Tempo Track Editor.
2. Select Draw on the toolbar, and in the time signature display, click at the time position
where you want to insert the time signature event.
3. Edit the numerator and the denominator to change the value of the time signature event.
NOTE
You can also select the time signature event and edit the time signature value on the info
line.
RESULT
The time signature event is added at the specified time position. The timeline and the event
displays for the Project window and the editors reflect the changes.
PROCEDURE
1. Select Project > Add Track > Signature.
The time signature track is added to the track list.
2. Select Draw on the Project window toolbar and on the signature track, click at the time
position where you want to insert the time signature event.
3. Edit the numerator and the denominator to change the value of the time signature event.
RESULT
The time signature event is added at the specified time position. The timeline and the event
displays for the Project window and the editors reflect the changes.
RELATED LINKS
Signature Track on page 162
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Time Signature Events
PROCEDURE
1. Double-click the plus sign to open the Click Pattern Editor.
2. Do one of the following:
● Open the Pattern pop-up menu and select one of the presets.
● Use the Clicks setting to define the number of clicks that you want to hear, and click in
the event display to set up a new click pattern.
3. When you are done, click outside the Click Pattern Editor to close it.
4. Repeat this for each signature event for which you want to set up a click pattern.
RESULT
If you play back the project and activate the metronome click, the different project parts use the
defined click patterns. The Click Pattern Editor in the Transport Bar shows the pattern at the
project cursor position.
RELATED LINKS
Click Pattern Editor on page 278
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Project Browser
The Project Browser provides a list-based representation of the project. It allows you to view and
edit all events on all tracks.
NOTE
The Project Browser can be open while you are working in other windows. Any changes in
the Project window or an editor are immediately reflected in the Project Browser and vice
versa.
1 Project Structure
Allows you to select specific track types for viewing and editing in the event display.
2 Toolbar
Contains tools and settings for editing.
3 Info Line
Shows information about the selected item.
4 Event Display
Allows you to view and edit the selected item.
+/- All
Opens/Closes all folders in the Project Structure list.
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Project Structure
Time Format
Allows you to change the time display format in the Project Browser.
Track/Part/Event
Shows what is added when you click Add.
Add
Adds the track, part, or event type that is shown in the pop-up menu to the left.
Filter
Allows you to filter the event display by event type.
Sync Selection
Links the selection in the Project Browser to the selection in the Project window. This
allows you to locate events in the two windows.
Project Structure
The Project Structure allows you to select specific track types for viewing and editing in the
event display. Depending on what track type you select, different items can be available in the
Project Structure.
Track Data
If you select Track Data, the Project Structure shows audio events and/or audio parts, which in
turn can contain audio events, or MIDI parts, which in turn can contain MIDI events.
Automation
Selecting Automation in the Project Structure shows the automation events of the track, if
available.
Each Automation item in the Project Structure has subentries for each automated parameter.
Event Display
The Project Browser event display allows you to view and edit the selected item.
NOTE
Not all columns are available for all events. You can rearrange the order of the columns by
clicking a header and dragging left or right.
Name
Double-click the name to change it. You cannot change the name for the left and right
locator.
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Project Browser
Event Display
Audio events: Double-click the waveform image to open the event in the Sample
Editor.
Audio parts: Double-click the waveform image to open the event in the Audio Editor.
MIDI parts: Double-click the part image to open the event in the Key Editor.
File
Audio events: The name of the audio file referenced by the audio clip of the event.
Type
MIDI events: The type of the MIDI event.
Tempo track: The type of the tempo curve.
Start
The start position of the event.
End
The end position of the event.
Position
The position of an event.
Tempo
The tempo value of a tempo event.
Signature
The time signature value of a signature event.
Bar
The bar of a signature event.
Pattern
The click pattern of a signature event.
Snap
Audio events: The position of the event snap point. Adjust this value to move the audio
event.
Length
The length of the event.
Offset
The event start position in the clip.
NOTE
If the event already plays the whole clip, this value cannot be adjusted.
Volume
The volume of the event.
NOTE
If you add a fade, a linear fade is created. If you adjust the length of an existing fade,
the previous fade shape is maintained.
Mute
Mutes or unmutes the event.
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Project Browser
Event Display
Image
Audio events: Displays a waveform image of the event.
PROCEDURE
1. In the Project Structure, select the Note Expression subitem of the MIDI note that you
want to view or edit.
In the event display, all MIDI controllers or VST 3 events within the note expression data are
listed.
2. In the event display, edit the parameter values.
RESULT
The event changes accordingly.
EXAMPLE
If you entered a different Start value, the event is moved.
RELATED LINKS
Note Expression on page 1026
Deleting events
PROCEDURE
1. Select an event or a part in the event display.
2. Do one of the following:
● Select Edit > Delete.
● Press Delete or Backspace .
RESULT
The selected event is deleted.
IMPORTANT
You cannot delete the first tempo event or the first time signature event of the project.
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Rendering Audio and MIDI
● Audio tracks
● Instrument tracks
● Audio events or parts on audio tracks
● MIDI parts on instrument tracks
● Range selections on audio or instrument tracks
● Range selections on multiple audio or instrument tracks
IMPORTANT
● To open the Render Tracks dialog, deselect all events in the Project window, and select one
or more audio tracks, instrument tracks, or MIDI tracks, and select Edit > Render in Place >
Render Settings.
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Render Tracks Dialog
As Separate Events
Creates one or more tracks that contain separate events or parts that are saved as
separate audio files.
As Block Events
Creates one or more tracks that contain adjacent events/parts that are combined to
blocks. Every block is saved as a separate audio file.
As One Event
Creates one or more tracks that contain the events/parts and combines them to one
event/part. Every combination is saved as a separate audio file.
Dry
Copies all effects and panner settings to new audio tracks. The resulting audio tracks
keep the formats of their source tracks. A mono track results in a mono track, for
example.
Channel Settings
Renders all effects into the resulting audio files. This includes insert effects, channel
strip settings, group channel settings, and FX send channel settings. Panner settings
are transferred to the new audio tracks. The resulting audio tracks keep the formats of
their source tracks. A mono track results in a mono track, for example.
Tail Mode
Allows you to set the tail mode to Bars & Beats, Seconds or Off.
Tail Size
Allows you to set a tail length for the rendered files. This adds time at the end of the
rendered file to allow reverb and delay tails to fully fade out.
Bit Depth
Allows you to set the bit depth for the resulting file.
The following settings are available in the File Name Settings section:
Name
Allows you to enter a custom name for the rendered files.
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Render Tracks Dialog
Scheme
Click Open Naming Scheme Window to define naming schemes.
Preview
Shows the name with the current naming scheme settings.
File Path
Allows you to select a custom folder to which the resulting .wav files are rendered.
The following settings are available in the Source Track Settings section:
Source Tracks
● Keep Source Tracks Unchanged
Keeps the source tracks unchanged.
● Mute Source Tracks
Automatically mutes the source tracks.
● Disable Source Tracks
Disables the source tracks. This option releases CPU and RAM resources and is
therefore similar to the Freeze function. To reenable the tracks, right-click the
disabled track to open the context menu and select Enable Track.
● Remove Source Tracks
Removes the source tracks from the track list.
RELATED LINKS
Pan Control on page 431
Rendering Tracks
You can render selected tracks either via the Render Tracks dialog or by directly using the
Render (with Current Settings) command.
PROCEDURE
1. Deselect all events.
2. Select one or more audio, MIDI, or instrument tracks.
3. Select Edit > Render in Place > Render Settings.
4. Specify the render options.
5. Click Render.
RESULT
All selected source material is processed according to your render settings. Your render options
are saved and used for all further render operations.
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Render Selection Dialog
NOTE
You can also start the rendering operation directly by selecting Edit > Render in Place > Render
(with Current Settings).
● To open the Render Selection dialog, select a range, and select Edit > Render in Place >
Render Settings.
As Separate Events
Creates one or more tracks that contain separate events or parts that are saved as
separate audio files.
As Block Events
Creates one or more tracks that contain adjacent events/parts that are combined to
blocks. Every block is saved as a separate audio file.
As One Event
Creates one or more tracks that contain the events/parts and combines them to one
event/part. Every combination is saved as a separate audio file.
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Render Selection Dialog
Dry
Copies all effects and panner settings to new audio tracks. The resulting audio tracks
keep the formats of their source tracks. A mono track results in a mono track, for
example.
Channel Settings
Renders all effects into the resulting audio files. This includes insert effects, channel
strip settings, group channel settings, and FX send channel settings. Panner settings
are transferred to the new audio tracks. The resulting audio tracks keep the formats of
their source tracks. A mono track results in a mono track, for example.
Tail Mode
Allows you to set the tail mode to Bars & Beats, Seconds or Off.
Tail Size
Allows you to set a tail length for the rendered files. This adds time at the end of the
rendered file to allow reverb and delay tails to fully fade out.
Bit Depth
Allows you to set the bit depth for the resulting file.
The following settings are available in the File Name Settings section:
Name
Allows you to enter a custom name for the rendered files.
Scheme
Click Open Naming Scheme Window to define naming schemes.
Preview
Shows the name with the current naming scheme settings.
File Path
Allows you to select a custom folder to which the resulting .wav files are rendered.
The following settings are available in the Source Event Settings section:
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Render Selection Dialog
Source Events
● Keep Source Events Unchanged
Keeps the source events unchanged.
● Mute Source Events
Automatically mutes the source events.
Rendering Selections
You can render selections or range selections of audio events and/or MIDI parts via the Render
Selection dialog.
PROCEDURE
1. Select one or more audio events and/or MIDI parts or make a range selection.
2. Select Edit > Render in Place > Render Settings.
3. In the Render Selection dialog, specify the render options.
4. Click Render.
RESULT
All selected source material is processed according to your render settings. Your render options
are saved and used for all further render operations.
NOTE
You can also start the rendering operation directly by selecting Edit > Render in Place > Render
(with Current Settings).
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The Export Audio Mixdown function allows you to mix down and export all audio that is
contained between the left and right locators of a project or in ranges defined by cycle markers.
● To open the Export Audio Mixdown dialog, select File > Export > Audio Mixdown.
● To open the Export Audio Mixdown dialog, select File > Export > Audio Mixdown.
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Export Audio Mixdown Dialog
Channel Selection
In the Channel Selection section, the following options are available:
Single
Allows you to export a single channel.
Multiple
Allows you to export multiple channels.
Expand All
Expands all channel categories in the list.
Collapse All
Collapses all channel categories in the list.
NOTE
To show channels for MIDI tracks that are connected to a VST instrument, you must
select the corresponding VSTi channel in the Project window track list.
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Export Audio Mixdown Dialog
Search Channel
Allows you to enter text to search for a specific channel by name. This is useful if your
project contains a large number of channels.
Channel list
Lists all channels that are available in your project. The channel list shows the channel
type, the channel color, and the channel width. Activate a channel in the list to export
it.
MixConsole settings and insert effects are taken into account. An individual file is
created for each activated channel.
Export Range
In the Export Range section, the following options are available:
Locators
Allows you to export the locator range.
Cycle Markers
Allows you to export one or more cycle marker ranges. MixConsole settings, record
enable, and insert effects are taken into account. Lists all cycle markers that are
available in your project. Activate a cycle marker in the list to export the range that it
encompasses. An individual file is created for each activated cycle marker range.
NOTE
Only the cycle markers of the active marker track can be selected.
Export Queue
In the Export Queue section, the following options are available:
Add to Queue
Adds a job to the job queue list. All current settings of the Export Audio Mixdown
dialog are taken into account.
Expand All
Expands all job categories in the list.
Collapse All
Collapses all job categories in the list.
Job list
Lists all jobs that you added to the Export Queue section.
File Location
In the File Location section, the following options are available:
Name
Allows you to specify the name of the mixdown file.
Click File Name Options to open a pop-up menu with naming options:
● Set to Project Name inserts the project name into the Name field.
● Auto Update Name adds a number to the file name and increments the number
every time you export a file.
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Click Set up Naming Scheme to open a dialog where you can specify a naming
scheme.
Path
Allows you to specify the file path for the mixdown file.
Click Path Options to open a pop-up menu with file path options:
● Choose opens a dialog that allows you to browse for a file location.
● Use Project Audio Folder sets the path to the Audio folder of your project.
● Project Mixdown Folder sets the path to the Mixdown folder of your project.
NOTE
If you activate Project Mixdown Folder, the option Use Project Audio Folder is
automatically disabled.
Preview
Shows the file name with the naming scheme applied.
Conflicts
Exporting audio can cause naming conflicts with existing files that have the same
name. You can define how file name conflicts are resolved:
● Always Ask opens a warning that allows you to choose if an existing file should be
overwritten or if a new unique file name should be created by adding an
incremental number.
● Create Unique File Name creates a unique file name by adding an incremental
number.
● Always Overwrite always overwrites the existing file.
File Format
In the File Format section, the following options are available:
Preset
Allows you to save presets for file format settings.
● No Preset allows you to export your file without applying a file format preset.
● Preset list allows you to select a saved file format preset from the list.
● Save Preset allows you to save the current file format settings as a preset.
● Remove Preset allows you to remove the selected preset.
● Rename Preset opens a dialog where you can rename the selected preset.
File Type
Allows you to select a file type for the mixdown file.
Sample Rate
Sets the sample rate for the mixdown file.
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NOTE
● Wave, AIFF files only: If you set the value lower than the project sample rate, the
audio quality degrades and the high-frequency content is reduced. If you set the
value higher than the project sample rate, the file size increases without increasing
the audio quality. For CD burning, select 44.100 kHz, because this is the sample
rate used on audio CDs.
Export as
Allows you to select a channel mode for the mixdown file:
● Interleaved
Allows you to export to an interleaved file.
● Split Channels
Allows you to export the 2 channels of a stereo bus or all subchannels of a multi-
channel bus as separate mono files.
● Mono Downmix
Allows you to downmix all the subchannels of a stereo or surround channel or bus
to a single mono file.
For stereo, the Stereo Pan Law as defined in the Project Setup dialog is applied to
avoid clipping.
For surround, the channels are summed and divided through the number of
channels used (in case of a 5.1 channel = (L+R+C+LFE+Ls+Rs)/6).
● L/R Channels from Surround
Allows you to export only the left and right subchannels of a multi-channel bus into
a stereo file.
NOTE
By activating this option, you create a Broadcast Wave file. Some applications may not
be able to handle these files. If you get problems using the file in another application,
deactivate Insert Broadcast Wave Chunk and export the file again.
Broadcast Wave files also contain loudness metadata according to EBU R 128 that can
be shown in the Attribute Inspector of the MediaBay.
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Export Audio Mixdown Dialog
Quality (OggVorbis)
Sets the quality for the variable bit rate encoding. This setting determines between
which limits the bit rate will vary. The higher the value, the higher the sound quality but
also the larger the files.
Effects
If you activate Multiple in the Channel Selection section to export multiple channels,
you can select an option to specify which process to apply to the exported files.
● Inserts and Strip
Includes insert effects, EQ, and other channel settings. The channel configuration
is exported post-panner, that is, mono channels that are routed to a stereo group
are exported as stereo channels.
● Disabled (DRY)
Bypasses insert effects, EQ settings, etc. The channel configuration is exported in
pre-panner position, that is, mono channels that are routed to a stereo group are
exported as mono channels.
● + Groups/Sends (CSP)
Includes insert effects, EQ, and other channel settings. Also includes effects and
settings in all channels, for example, group and FX channels, towards the output
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Export Audio Mixdown Dialog
channel. The insert FX and EQ settings of the master channel are ignored. The
channel configuration is exported post-panner.
● + Master/Groups/Sends (CSPM)
Includes insert effects, EQ, and other channel settings. Also includes effects and
settings in all channels, for example, group and FX channels towards the output
channel, and the insert FX and EQ settings of the output channels. The channel
configuration is exported post-panner.
After Export
● Do Nothing does nothing after export.
● Open in WaveLab opens your mixdown file in a WaveLab version after export. This
requires that a WaveLab version is installed on your computer.
● Create New Project
NOTE
This option is only available for uncompressed file formats, and if Use Project
Audio Folder is deactivated.
Creates a new project that contains an audio track for each of the exported
channels, as well as the signature and tempo track of the original project.
The tracks will have the corresponding mixdown file as audio event. The track
names will be identical with the export channel names. The new project will be the
active project.
Activating this option disables the Insert to Pool and Create Audio Track options.
● Create Audio Track
Creates an audio event that plays the clip on a new audio track, starting at the left
locator. Activating this option also activates the Pool option.
● Insert to Pool
Imports the resulting audio file automatically back into the Pool as a clip.
Deactivating this option also deactivates the Create Audio Track option.
Pool Folder
Allows you to specify a Pool folder for the clip.
General Options
In the bottom section, the following options are available:
Update Display
Updates the meters during the export process. This allows you to check for clipping,
for example.
Realtime Export
Allows you to export the audio mixdown in real time. Realtime export takes at least the
same time as regular playback. Activate this if you use external effects or instruments,
or if you use VST plug-ins that require time to update correctly during the mixdown.
For further information, refer to the documentation of the respective plug-ins.
During the realtime export of a single channel, the Audition Volume fader is displayed
in the progress dialog. It allows you to adjust the Control Room volume.
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NOTE
● If you export external effects or instruments in real time, you must also activate
Monitor for the respective audio channels.
● If the CPU and disk speed of your computer do not allow you to export all channels
simultaneously in real time, the program stops the process, reduces the number of
channels, and starts again. Afterwards, the next batch of files is exported. This is
repeated as often as needed to export all selected channels.
RELATED LINKS
Available Channels for Export on page 1175
Export Queue Section on page 1173
File Formats on page 1176
Saving File Format Presets on page 1183
The naming attributes that are available in this dialog depend on the channel that you selected
for export.
● To open the Naming Scheme dialog, open the Export Audio Mixdown dialog, and in the
File Location section, to the right of the Name field, click Set up Naming Scheme.
Scheme
Allows you to save and delete naming schemes.
Attributes
Holds the following naming scheme attributes:
● Name
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Result
Allows you to drop attributes for the file name and rearrange them by dragging.
Settings
Allows you to select separator and counter settings.
● Separator
Divides attributes from each other.
● Counter
The value from which the counter starts counting.
● Digits
The number of digits of the counter value.
Preview
Displays a preview of your current settings.
Depending on the settings in the Channel Selection section and the Export Range section,
different naming attributes are available.
PROCEDURE
1. In the Naming Scheme dialog, drag up to 5 attributes into the Result section.
You can also double-click an attribute to add it to the Result section.
2. Optional: In the Settings section, double-click the Separator text field to change the
separator.
The Preview section displays the file name scheme according to your settings.
3. Optional: Set the Counter and the number of Digits.
NOTE
These options are only available if you added the Counter attribute.
The counter starts counting from this value. The Digits setting determines how many digits
the counters contain.
4. Optional: Click the Name value field in the Scheme section and enter a preset name. Press
Return to save your settings as a preset.
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NOTE
The preset is only available for the channels that are selected in the Channel Selection
section.
5. Click OK.
PROCEDURE
1. In the File Location section of the Export Audio Mixdown dialog, click Set up Naming
Scheme.
The Naming Scheme dialog opens.
RESULT
The text that you entered is added to the file name scheme and will be applied on export.
PREREQUISITE
● You have set up the left and right locators or created a cycle marker that encompasses the
range
● You have set up your tracks so that they play back the way you want.
This includes muting unwanted tracks or parts, making manual MixConsole settings, and/or
activating the R (Read) automation buttons for MixConsole channels.
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IMPORTANT
The setting of the Output Routing in the corresponding track Inspector determines the
channel width of the Export Audio Mixdown export. This means if no main output bus is
selected, the exported audio file only contains silence.
PROCEDURE
1. Select File > Export > Audio Mixdown.
2. In the Channel Selection section, do one of the following:
● Click Single to export a single audio channel.
● Click Multiple to export multiple audio channels.
3. In the channels list, select the channels that you want to export.
4. In the Export Range section, do one of the following:
● Click Locators to export the locator range.
NOTE
● Click Cycle Markers, and in the cycle markers list, activate the cycle markers to export
the corresponding ranges.
NOTE
IMPORTANT
● If you set the export range so that effects, such as reverb, that are applied to a
preceding event, reach into the next, these effects are heard in the mixdown even
though the event itself is not included. To avoid this, mute the first event.
NOTE
8. In the File Format section, set up the settings according to your needs.
9. Click Export Audio.
RESULT
The audio is exported.
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Mixing Down to Audio Files Using Job Queues
PROCEDURE
1. Select File > Export > Audio Mixdown.
2. In the Channel Selection section, do one of the following:
● Click Single to export a single audio channel.
● Click Multiple to export multiple audio channels.
3. In the channels list, select the channels that you want to export.
4. In the Export Range section, do one of the following:
● Click Locators to export the locator range.
NOTE
● Click Cycle Markers, and in the cycle markers list, activate the cycle markers to export
the corresponding ranges.
NOTE
NOTE
NOTE
If the job is not valid, for example, if the locator range is empty or no cycle marker is
selected, the job cannot be added. In this case, a warning message is displayed.
9. Optional: Repeat the above steps for as many jobs as you need.
10. Optional: In the job queue list, select the individual jobs to verify one after another if
everything is set up correctly.
When you select a job in the job queue list, all settings for that job are shown in the Export
Audio Mixdown dialog. If necessary, you can change the settings for the selected job, and
click Update Job.
11. Click Start Queue Export.
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NOTE
You can cancel the complete queue export by clicking Cancel. This stops the export process
and removes already exported files from your hard disk. The job queue list is kept.
RESULT
The jobs of your export queue are exported one after another. A progress bar informs you about
the estimated remaining export time, the currently exported channel, the channel names, and
the number of remaining jobs.
RELATED LINKS
Export Queue Section on page 1173
Updating Jobs in a Job Queue on page 1173
Defining Naming Schemes on page 1169
PROCEDURE
1. In the job queue list, select the job for which you want to change the settings.
The settings for the selected job are shown in the Export Audio Mixdown dialog.
2. Make your changes in the corresponding sections of the dialog.
The Update Job symbol for the job changes its color to indicate that the job has been
changed.
3. In the Export Queue section, click Update Job.
RESULT
The export job is updated according to your settings. All other jobs in the job queue list remain
unchanged and valid.
RELATED LINKS
Export Queue Section on page 1173
Mixing Down to Audio Files Using Job Queues on page 1172
● To expand the Export Queue section, click the arrow in the bottom left of the Export Audio
Mixdown dialog.
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Add to Queue
Adds a job with the current settings to the job queue.
Expand All
Expands all jobs in the list.
Collapse All
Collapses all jobs in the list.
Job
The number of the job in the queue.
File Name
Shows one of the following:
● File name
The name of the exported file. This is shown if you add a single channel to the
export queue and activate Locators as export range.
● Channel Batch
The Channel Batch folder that contains all channels that belong to that batch. The
number of files is shown next to the folder. This is shown if you add multiple
channels to the export queue and activate Locators as export range.
● Cycle Marker
The Cycle Marker folder that contains the cycle marker. This is shown if you add a
single channel to the export queue and activate Cycle Markers as export range.
● Cycle Marker + Batch
The Cycle Marker + Batch folder that contains all channels that belong to that
batch. The number of files is shown next to the folder. This is shown if you add
multiple channels to the export queue and activate Cycle Markers as export
range.
File Path
The file path for the exported file.
File Format
The file format settings of the exported file.
Effects
Shows the settings for the exported file. If nothing is stated, the file is exported with
channel settings (post-panner):
● DRY
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Available Channels for Export
Progress
Shows the status of the export job.
Update Job
Updates the selected export job.
Remove Job
Removes the selected export job from the list.
RELATED LINKS
Updating Jobs in a Job Queue on page 1173
Export Jobs on page 1175
Mixing Down to Audio Files Using Job Queues on page 1172
Export Jobs
Export jobs allow you to export multiple audio files with different settings. You can add up to 20
export jobs in a job queue.
An export job contains the Channel Selection, the Export Range, the Name, the Path, the File
Format, and the Effects settings.
The current naming scheme is used for the exported audio files and the conflicts setting is
automatically set to Create Unique File Name, that is, a number is added to each exported file.
NOTE
The After Export settings are not part of the job queue and will be executed after the export.
You can add up to 20 export jobs to an export queue. A job queue is part of a project and is saved
with the project.
RELATED LINKS
Export Queue Section on page 1173
The channels are organized in a hierarchical structure. Channels of the same type are grouped.
This allows you to easily identify and select the channels for export.
NOTE
MIDI channels are not available for export. However, you can export the VST instrument channel
of MIDI tracks that are connected to a VSTi, or you can record MIDI to audio tracks.
● Output channels
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File Formats
All output channels that you configured in the Audio Connections dialog are listed in the
Channel Selection section. By activating an output channel in the list, you instruct Nuendo
to mix down all tracks that are routed to this output channel.
● Audio channels
All audio channels that are available in your project are listed in the Channel Selection
section. By activating an audio channel in the list, you instruct Nuendo to mix it down to a
file.
● Any audio-related MixConsole channels
All VST instrument channels, instrument tracks, effect return channels (FX channel tracks),
group channels, and ReWire channels of your project are listed in the Channel Selection
section. By activating an audio-related channel in the list, you instruct Nuendo to mix it
down.
RELATED LINKS
Audio Connections on page 28
File Formats
The File Type pop-up menu in the File Format section allows you to select a format and make
additional settings for the mixdown file.
Wave file
This is the most common file format on the PC platform. Wave files have the
extension .wav.
AIFF file
This is an audio file format standard defined by Apple Inc. AIFF files are used on most
computer platforms. The files can contain embedded text strings. AIFF files have the
extension .aif.
MXF file
This is a container format for digital video and audio. MXF files are used on most
computer platforms. The files are often part of AAF projects and have the
extension .mxf.
FLAC file
This is an open source format that reduces the size of audio files by 50 % to 60 %
compared to regular Wave files. The files have the extension .flac.
RELATED LINKS
Wave Files on page 1177
AIFF Files on page 1178
MXF files (OP-Atom) on page 1180
MP3 (MPEG 1 Layer 3) Files on page 1180
FLAC Files on page 1181
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File Formats
Wave Files
Wave files have the extension .wav and are the most common file format on the PC platform.
● To open the settings for wave files, select Wave in the File Type pop-up menu.
Sample Rate
Sets the sample rate for the mixdown file.
NOTE
If you set the value lower than the project sample rate, the audio quality degrades and
the high-frequency content is reduced. If you set the value higher than the project
sample rate, the file size increases without increasing the audio quality. For CD
burning, select 44.100 kHz, because this is the sample rate used on audio CDs.
Bit Depth
Allows you to select a bit depth for the mixdown file. You can select 8-bit, 16-bit, 24-bit,
32-bit, 32-bit (float), or 64-bit (float). If you plan to re-import the mixdown file into
Nuendo, select 32-bit (float). This is the resolution used for audio processing in
Nuendo. 32-bit (float) files are twice the size of 16-bit files. For CD burning, use the 16-
bit option, as CD audio is always 16 bit. In this case, we recommend dithering.
Activating the UV-22HR dithering plug-in reduces the effects of quantization noise and
artifacts when converting the audio to 16 bit. 8-bit resolution results in limited audio
quality and should only be used if required.
Export as
Allows you to select a channel mode for the mixdown file:
● Interleaved
Allows you to export to an interleaved file.
● Split Channels
Allows you to export the 2 channels of a stereo bus or all subchannels of a multi-
channel bus as separate mono files.
● Mono Downmix
Allows you to downmix all the subchannels of a stereo or surround channel or bus
to a single mono file.
For stereo, the Stereo Pan Law as defined in the Project Setup dialog is applied to
avoid clipping.
For surround, the channels are summed and divided through the number of
channels used (in case of a 5.1 channel = (L+R+C+LFE+Ls+Rs)/6).
● L/R Channels from Surround
Allows you to export only the left and right subchannels of a multi-channel bus into
a stereo file.
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File Formats
NOTE
By activating this option, you create a Broadcast Wave file. Some applications may not
be able to handle these files. If you get problems using the file in another application,
deactivate Insert Broadcast Wave Chunk and export the file again.
Broadcast Wave files also contain loudness metadata according to EBU R 128 that can
be shown in the Attribute Inspector of the MediaBay.
Dialog-Gated Measurement
As an alternative to standard loudness normalization, you can choose a normalization
based on a dialogue-gated loudness measurement according to ITU-R BS.1770.
RELATED LINKS
Attribute Inspector on page 727
Saving File Format Presets on page 1183
AIFF Files
AIFF stands for Audio Interchange File Format, a standard defined by Apple Inc. AIFF files have
the extension .aif and are used on most computer platforms.
● To open the settings for AIFF files, select AIFF in the File Type pop-up menu.
Sample Rate
Sets the sample rate for the mixdown file.
NOTE
If you set the value lower than the project sample rate, the audio quality degrades and
the high-frequency content is reduced. If you set the value higher than the project
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File Formats
sample rate, the file size increases without increasing the audio quality. For CD
burning, select 44.100 kHz, because this is the sample rate used on audio CDs.
Bit Depth
Allows you to select a bit depth for the mixdown file. You can select 8-bit, 16-bit, 24-bit,
32-bit, 32-bit (float), or 64-bit (float). If you plan to re-import the mixdown file into
Nuendo, select 32-bit (float). This is the resolution used for audio processing in
Nuendo. 32-bit (float) files are twice the size of 16-bit files. For CD burning, use the 16-
bit option, as CD audio is always 16 bit. In this case, we recommend dithering.
Activating the UV-22HR dithering plug-in reduces the effects of quantization noise and
artifacts when converting the audio to 16 bit. 8-bit resolution results in limited audio
quality and should only be used if required.
Export as
Allows you to select a channel mode for the mixdown file:
● Interleaved
Allows you to export to an interleaved file.
● Split Channels
Allows you to export the 2 channels of a stereo bus or all subchannels of a multi-
channel bus as separate mono files.
● Mono Downmix
Allows you to downmix all the subchannels of a stereo or surround channel or bus
to a single mono file.
For stereo, the Stereo Pan Law as defined in the Project Setup dialog is applied to
avoid clipping.
For surround, the channels are summed and divided through the number of
channels used (in case of a 5.1 channel = (L+R+C+LFE+Ls+Rs)/6).
● L/R Channels from Surround
Allows you to export only the left and right subchannels of a multi-channel bus into
a stereo file.
NOTE
By activating this option, you create a Broadcast Wave file. Some applications may not
be able to handle these files. If you get problems using the file in another application,
deactivate Insert Broadcast Wave Chunk and export the file again.
Broadcast Wave files also contain loudness metadata according to EBU R 128 that can
be shown in the Attribute Inspector of the MediaBay.
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File Formats
Dialog-Gated Measurement
As an alternative to standard loudness normalization, you can choose a normalization
based on a dialogue-gated loudness measurement according to ITU-R BS.1770.
RELATED LINKS
Saving File Format Presets on page 1183
● To open the settings for MXF files, select MXF in the File Type pop-up menu.
RELATED LINKS
AAF Files on page 1298
MXF Files on page 1305
Saving File Format Presets on page 1183
● To open the settings for MP3 files, select MPEG 1 Layer 3 in the File Type pop-up menu.
Sample Rate
Sets the sample rate for the mixdown file.
Bit Rate
Sets the bit rate for the MP3 file. The higher the bit rate, the better the audio quality
and the larger the file. For stereo audio, 128 kBit/s is considered to be providing good
audio quality results.
Export as
Allows you to select a channel mode for the mixdown file:
● Interleaved
Allows you to export to an interleaved file.
● Split Channels
Allows you to export the 2 channels of a stereo bus or all subchannels of a multi-
channel bus as separate mono files.
● Mono Downmix
Allows you to downmix all the subchannels of a stereo or surround channel or bus
to a single mono file.
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File Formats
For stereo, the Stereo Pan Law as defined in the Project Setup dialog is applied to
avoid clipping.
For surround, the channels are summed and divided through the number of
channels used (in case of a 5.1 channel = (L+R+C+LFE+Ls+Rs)/6).
● L/R Channels from Surround
Allows you to export only the left and right subchannels of a multi-channel bus into
a stereo file.
High-Quality Mode
Sets the encoder to a different resampling mode. This may give better results
depending on your settings. However, it does not allow you to select the Sample Rate.
RELATED LINKS
Saving File Format Presets on page 1183
FLAC Files
Free Lossless Audio Codec files are audio files that are typically 50 % to 60 % smaller than regular
Wave files.
● To open the settings for FLAC files, select FLAC in the File Type pop-up menu.
Sample Rate
Sets the sample rate for the mixdown file.
NOTE
If you set the value lower than the project sample rate, the audio quality degrades and
the high-frequency content is reduced. If you set the value higher than the project
sample rate, the file size increases without increasing the audio quality. For CD
burning, select 44.100 kHz, because this is the sample rate used on audio CDs.
Bit Depth
Allows you to select a bit depth for the mixdown file. You can select 8-bit, 16-bit, 24-bit,
32-bit, 32-bit (float), or 64-bit (float). If you plan to re-import the mixdown file into
Nuendo, select 32-bit (float). This is the resolution used for audio processing in
Nuendo. 32-bit (float) files are twice the size of 16-bit files. For CD burning, use the 16-
bit option, as CD audio is always 16 bit. In this case, we recommend dithering.
Activating the UV-22HR dithering plug-in reduces the effects of quantization noise and
artifacts when converting the audio to 16 bit. 8-bit resolution results in limited audio
quality and should only be used if required.
Export as
Allows you to select a channel mode for the mixdown file:
● Interleaved
Allows you to export to an interleaved file.
● Split Channels
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File Formats
Allows you to export the 2 channels of a stereo bus or all subchannels of a multi-
channel bus as separate mono files.
● Mono Downmix
Allows you to downmix all the subchannels of a stereo or surround channel or bus
to a single mono file.
For stereo, the Stereo Pan Law as defined in the Project Setup dialog is applied to
avoid clipping.
For surround, the channels are summed and divided through the number of
channels used (in case of a 5.1 channel = (L+R+C+LFE+Ls+Rs)/6).
● L/R Channels from Surround
Allows you to export only the left and right subchannels of a multi-channel bus into
a stereo file.
Compression Level
Sets the compression level for the FLAC file. Since FLAC is a lossless format, the level
has more influence on the encoding speed than on the file size.
RELATED LINKS
Saving File Format Presets on page 1183
● To open the settings for Ogg Vorbis files, select OggVorbis in the File Type pop-up menu.
Quality
Sets the quality for the variable bit rate encoding. This setting determines between
which limits the bit rate will vary. The higher the value, the higher the sound quality but
also the larger the files.
Export as
Allows you to select a channel mode for the mixdown file:
● Interleaved
Allows you to export to an interleaved file.
● Split Channels
Allows you to export the 2 channels of a stereo bus or all subchannels of a multi-
channel bus as separate mono files.
● Mono Downmix
Allows you to downmix all the subchannels of a stereo or surround channel or bus
to a single mono file.
For stereo, the Stereo Pan Law as defined in the Project Setup dialog is applied to
avoid clipping.
For surround, the channels are summed and divided through the number of
channels used (in case of a 5.1 channel = (L+R+C+LFE+Ls+Rs)/6).
● L/R Channels from Surround
Allows you to export only the left and right subchannels of a multi-channel bus into
a stereo file.
RELATED LINKS
Saving File Format Presets on page 1183
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Saving File Format Presets
PROCEDURE
1. In the File Format section, set up the File Type and the file type-specific settings that you
want to save in your preset.
2. Click the Preset field, and select Save Preset from the pop-up menu.
RESULT
A file format preset including the file type, sample rate, bit depth, the Export as settings is saved.
You can select it from the Preset pop-up menu.
Presets are saved with the program and can be used for any project. Presets are stored in the
following location:
● On Windows: “\Users\<user name>\AppData\Roaming\Steinberg\<program name>
\Presets\AudioFileFormatPreset”
On macOS: “/Library/Preferences/<program name>/Presets/
AudioFileFormatPreset” under your home directory
Presets are also saved in profiles in the Profile Manager.
RELATED LINKS
Profile Manager Dialog on page 1341
Profiles on page 1341
File Formats on page 1176
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Networking
The networking functions allow you to collaborate with other users of Nuendo in a peer-to-peer
network.
This can be a LAN (Local Area Network) or a WAN (Wide Area Network).
Such a network allows you to share a project so that you can work on it with several users
simultaneously. Shared data includes MIDI, video, and audio, as well as marker tracks and
instrument tracks. You can not exchange MixConsole settings.
● All users must use the IP addresses or domain names of the other computers in the network
to establish the connection.
● Firewalls
Over the internet, connection and communication is established and handled via TCP/IP
messages sent to the TCP ports 6991 and 6992. These ports must be open on all computers.
If a firewall blocks messages to these ports and makes connection impossible, consult the
documentation for your firewall.
● Routers and Private subnets
Only one computer in a private subnet can be connected to the internet. All computers in a
NAT (Network Address Translation) subnet share the same external IP address, but the
individual computers in the subnet have internal IP addresses. You must set up a port
mapping from the external ports 6991 and 6992 to your internal ports 6991 and 6992, that
is, the actual ports on your computer, as opposed to the ports of the subnet.
NOTE
If you want to collaborate with users whose computers reside in different subnets that use
NAT, we highly recommend that you set up a VPN (Virtual Private Network). Make sure that
your VPN acts as a single network and that the TCP ports 6991, 6992, and, if possible, UDP
6990 are open.
RELATED LINKS
Setting Up WAN Connections on page 1185
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Network Requirements
Network Requirements
You can set up a network with both LAN and WAN connections. While LAN connections use
broadcast messages to find other computers, WAN connections must be added manually.
NOTE
If the computers are unable to communicate, contact your network administrator, or consult the
network documentation for your operating system.
If no UDP 6990 broadcast is possible, you can add a WAN connection if you know the domain
name or the IP address of the computer. For connections over the internet this must meet the
following criteria:
IMPORTANT
If your computer has multiple network interfaces, you must select the IP address of the
interface that is connected to the Nuendo workgroup in the Network Interface Setup
dialog. Here, you must also enter the Sub-Net Mask for your specific network adapter.
The Network Interface Setup dialog opens automatically when you start the application or
when you activate the Network function and multiple network interfaces are available on
your computer.
PREREQUISITE
The network is activated.
PROCEDURE
1. Select Network > Shared Projects.
2. On the toolbar, click Add WAN Connection.
3. In the Add Internet Connection dialog, type in the IP address/domain name of the
computer you want to connect to.
4. Click OK.
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Network Requirements
The item Global IP Network is now shown in the Users and Projects list, and the IP address
of the computer to which you have connected, or the domain name of its internet service
provider.
5. Repeat this procedure for every user you want to connect to over the internet.
NOTE
RESULT
The WAN connection is established.
If the connection cannot be established, make sure that:
● You entered the IP address correctly.
● The required ports on your computer and/or the computer you are trying to connect to are
not blocked by a firewall.
● Your computer and/or the computer you are trying to connect to does have the necessary
ports open.
RELATED LINKS
Considerations for Internet Use on page 1184
PROCEDURE
1. Select Network > Active.
2. In the dialog, enter a unique user name to identify your computer in the network.
NOTE
If you do not enter a user name at this point, the network will not be activated.
3. Click OK.
RESULT
The network is now active and you can load or create a project and share it with the other users.
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Changing Your User Name
PROCEDURE
● Select Network > Verify Communication.
RESULT
A dialog shows the progress of the checking process.
If all project participants are found, the dialog lists all project participants and their response
times.
If project participants are not found because they are offline, a dialog is shown allowing you to
remove these users from the workgroup.
If the response times are longer than the standard timeout, or if a participant who is in fact
online cannot be found, you can change the timeout threshold in Nuendo to a longer setting by
clicking Adjust timer.
NOTE
Once your user name has been established in the network, you should only change it if that is
absolutely necessary.
PROCEDURE
1. Select Network > User Manager.
2. Enter a name in the Network Name text field, and press Return .
IMPORTANT
The user names Guest, Administrator, Admin, and Anonymous are reserved and cannot
be used.
RESULT
The name is displayed in all the network dialogs to identify you to the other users in a network.
RELATED LINKS
Adding Permission Presets on page 1188
Permissions on page 1188
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Permissions
Permissions
If you want to share a project with others, you must give them permissions to join your project.
You can load a permission preset or set up users and permissions manually.
Permission presets allow you to apply the same list of users and their permissions in all projects
where you load them. You can load the default permission preset to let all the participants in a
network have access to a project or create your own permission preset.
Setting up permissions manually allows you to decide which users you want to have access to the
entire project or to separate tracks.
RELATED LINKS
Default Permissions and Guest Users on page 1188
The Default Permissions are the easiest and quickest way to share a project with everyone in a
network and let everyone have both read and write permissions for the entire project.
If this is not what you want, you can modify the Default Permissions by adding and removing
users. However, you cannot remove the Default Permissions preset itself.
The Guest user, and thus his permissions, can be utilized by anyone in the network. Therefore,
shared projects that have Guest user allow anyone in the network to join using the
corresponding permissions.
PROCEDURE
1. Select Network > User Manager.
2. Below the Permission Presets column, click the plus sign.
3. In the Add new Permission Preset dialog, enter a name, and click OK to add a new
permission preset.
4. Select the new permission preset.
5. In the User Pool column, select the users that you want to add to the permission preset.
To select several users, hold down Shift or Ctrl/Cmd .
6. Click Add selected Users to Permission Preset.
The selected users are added to the Users column. Added users automatically have read
permission that allows them to view and play back shared projects or tracks, and write
permission that allows them to make changes to shared projects or tracks.
7. Optional: Deactivate the Write column for a user that you only want to have read
permissions.
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Permissions
NOTE
Users cannot have write permissions without also having read permissions.
RESULT
The permission preset is available for use and applies to entire projects.
RELATED LINKS
User Manager Dialog on page 1197
Loading Permission Presets on page 1189
Setting Up Permissions for Separate Tracks on page 1190
Permissions on page 1188
PROCEDURE
1. Select Network > Project Sharing and Permissions.
2. Open the Permission Presets pop-up menu.
The menu lists all available permission presets.
RESULT
The users defined in the permission preset are shown in the User Name column, and their read
and write permissions are displayed.
RELATED LINKS
Setting Up Permissions Manually on page 1189
PROCEDURE
1. Select Network > Project Sharing and Permissions.
2. In the Project & Tracks column, select the project name.
This way, the settings you make affect the entire project, rather than separate tracks.
3. In the All Users column, select the users you want to share the project with.
4. Click Add User to Permission List.
The selected users are added to the User Name column.
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Project Folder Location
5. In the User Name column, activate the r and w columns to activate the read and write
permissions for the added users.
RELATED LINKS
Adding Permission Presets on page 1188
Setting Up Permissions for Separate Tracks on page 1190
PROCEDURE
1. Select Network > Project Sharing and Permissions.
2. In the Project & Tracks column, select the tracks for which you want to make separate
settings.
The right part of the dialog now only contains the option Override Project Permissions.
RESULT
The separate track permissions are set up. You can also set up separate track permissions in the
Network section of the Inspector.
NOTE
Permission settings for separate tracks are not saved in a permission preset.
RELATED LINKS
Setting Up Permissions Manually on page 1189
Loading Permission Presets on page 1189
Network Inspector Section on page 1200
If you save the project folder on your local hard disk, the project files are copied to the hard
disks, and project folders of the other users. All editing is done locally and updates are copied to
the hard disks of the other users.
If you save the project folder on the server, the project files are accessed directly on the server.
All editing is done on the server. This may be slower, but the files do not need to be copied to
each hard disk every time they are updated.
RELATED LINKS
Joining Projects on page 1192
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Sharing Projects
If you use a Windows workstation and you connect your file server using a drive letter, Nuendo
treats this server as a local drive, and copies any data from over the Nuendo network.
Therefore, try placing your large files on a file server and import them into Nuendo without
activating Copy File to Project Folder/Copy All Files to Project Folder in the Import Options
dialog. The server path should now be displayed in the Pool.
RELATED LINKS
Import Options Dialog for Audio Files on page 312
Sharing Projects
You can share your project with other user in the network.
PREREQUISITE
You have set up all the users and specified their permissions.
PROCEDURE
1. Select Network > Project Sharing and Permissions.
2. Activate Share Project.
RESULT
The project is now shared and available to the users you have specified.
RELATED LINKS
Project Sharing and Permissions Dialog on page 1198
● You can activate the network in Nuendo and reconnect the project by clicking Activate.
● You can remove all network settings to no longer work in the network by clicking Remove.
● You can open the project without changing any network settings by clicking Do Nothing.
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Joining Projects
Joining Projects
You can join projects that other users shared in the network.
PREREQUISITE
The user that owns the project is online and you have read and/or write access to the project.
PROCEDURE
1. Select Network > Active.
2. Select Network > Shared Projects.
3. Click the plus sign next to the user name that owns the project that you want to join.
All established users in a LAN are listed under Users in Local Network. All users with whom
you have established WAN connections are listed under Global IP Network. Shared projects
that you can join are indicated by the label You can join.
4. Select a project and click Join Project.
NOTE
● If you are connected over a LAN, and the owner of the project keeps the project files in a
special, common project folder on a server, you can specify this folder as the project
folder.
● If the owner of the project keeps the project files in a project folder on a local hard disk,
select a local folder on your hard disk. In this case, the project files are copied to the
project folder on your hard disk.
RESULT
If you selected a project folder, the project and the files are copied to your hard disk, unless
you’re working on a server.
If you just have access to separate tracks, only the tracks for which you have read or write
permission are loaded.
RELATED LINKS
Setting Up WAN Connections on page 1185
Project Folder Location on page 1190
PROCEDURE
1. Select Network > Shared Projects.
2. Select the tracks that you want to download, and click Download Selected Tracks.
3. Decide, if you want to create a new project or download the tracks to the active project.
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Working with Shared Projects
NOTE
RELATED LINKS
Shared Projects Dialog on page 1198
PROCEDURE
1. Activate the project that you want to merge to the network project.
2. Select Network > Shared Projects.
3. Click Merge Active Project to Selected Network Project.
You are asked, if you want to download the shared project before merging.
● Click No to commit your tracks.
● Click Yes to download all available tracks and commit your tracks after completion.
4. In the Project Sharing and Permissions dialog that opens, click Start Merge.
PROCEDURE
1. Select Network > Active to deactivate the network.
2. In the dialog, click Yes to confirm that you want to disconnect from the network.
RESULT
Your project is now disconnected from the network. However, as long as the owner shares it with
you, you still have access to the project.
RELATED LINKS
Setting Up Permissions for Separate Tracks on page 1190
Track Controls Settings Dialog on page 121
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Working with Shared Projects
PROCEDURE
1. Select the tracks that contain the changes that you want to commit.
2. In the Inspector for the track, open the Network section.
3. Click Commit changes on this track.
RESULT
The changes are committed to the network.
IMPORTANT
Depending on the speed of the network, it may take some time before the changes are
distributed to all users and work can continue.
RELATED LINKS
Setting Up Permissions for Separate Tracks on page 1190
Network Inspector Section on page 1200
PROCEDURE
● Do one of the following:
● Select Network > Commit Changes.
● On the Project window toolbar, click Commit Changes.
NOTE
To show the Network Controls on the Project window toolbar, right-click in an empty
area of the toolbar and activate Network Controls.
RESULT
The changes are committed to the network.
IMPORTANT
Depending on the speed of the network, it may take some time before the changes are
distributed to all users and work can continue.
RELATED LINKS
Network Controls on the Toolbar on page 1201
Loading Changes
You can load changes from other users.
PROCEDURE
● Do one of the following:
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Working with Shared Projects
● Click Load available update in the track controls or in the Inspector for the track.
This loads the available update for the track.
● Click Automatically apply updates in the track controls or in the Inspector for the
track.
This automatically loads all changes without requiring your intervention.
● On the Project window toolbar, click Sync project to network state.
This loads new tracks, and changes made to the tempo and signature tracks.
NOTE
To show the Network Controls on the Project window toolbar, right-click in an empty
area of the toolbar and activate Network Controls.
RESULT
The changes from the other users are loaded.
RELATED LINKS
Network Controls on the Toolbar on page 1201
Network Track Controls on page 1201
Network Inspector Section on page 1200
Track Controls Settings Dialog on page 121
PROCEDURE
● Select Network > Transfer Status.
RESULT
The transfer status for every track is displayed during the upload or download of project data.
You can cancel each of the transfer operations, if necessary.
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Resolving Network Communication Problems
PROCEDURE
1. Select Network > Verify Communication, to initiate a communication verification process.
A dialog lists each participant with whom communication still failed.
2. Do one of the following:
● If you believe that the communication problems are temporary, select No.
Wait to see if communications can be restored and perform the verification process
later.
● If you believe that the communication problems are more severe, for instance if the
participants have disconnected their network, select Yes.
This removes the participants from the network until they are able to rejoin again.
● If the verification process does not solve the problem, the communication problems are
probably of a more serious nature and may require re-configuration of the network
settings.
RELATED LINKS
Verifying the Communication on page 1186
Network Requirements on page 1185
PREREQUISITE
NOTE
PROCEDURE
1. Open the master project.
The program automatically searches for the users in the network.
2. In the dialog, select Reconnect, to reconnect the participants.
NOTE
If you are unsure about the state of connection, select Unshare to unshare the project and
submit it as a new network project, in order to avoid conflicts.
Chatting
You can chat with other users of shared projects. All network users can see the same chat
window.
● Select Open Global Chat, type in your message in the window that opens and press Return .
● Select Open Project Chat, type in your message in the window that opens and press
Return to chat only with the users working on the shared project.
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User Manager Dialog
NOTE
You can only see messages that were entered after you joined the chat.
● To open the User Manager dialog, select Network > User Manager.
1 Network Name
Shows the name of the network.
2 Permission Presets
Lists the permission presets.
3 Users
Lists the users that are added to the selected permission preset.
4 Add selected Users to Permission Preset
Allows you to add users to the selected permission preset.
5 User Pool
Lists all the users who have entered a user name, and who have been online and established
in the network at some point. The users do not need to be online to be listed.
6 Create a new Permission Preset
Allows you to add a new permission preset.
7 Delete selected Permission Preset
Deletes the selected permission preset.
8 Remove selected Users from Permission Preset
Removes the selected users from the permission preset.
9 Add new User to your User Pool
Allows you to add a new user to the user pool.
10 Remove selected Users from the User Pool
Removes the selected user from the user pool.
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Shared Projects Dialog
● To open the Shared Projects dialog, select Network > Shared Projects.
1 Network Name
Shows the name of the network.
2 My Shared Projects
Shows the active project that is shared.
3 Join Project
Allows you to join the project that is selected in the list, and opens a dialog that allows you to
specify the project folder.
4 Merge Active Project to Selected Network Project
Merges the active project to the selected network project.
5 Download Selected Tracks
Downloads the selected tracks to your computer.
6 Share Active Project
Opens the Project Sharing and Permissions dialog where you can verify all permissions
before sharing the project.
7 Unshare Selected Project
Revokes sharing of the selected project.
8 Add WAN Connection
Allows you to add a WAN connection.
9 Remove WAN Connection
Removes the selected WAN connection.
10 Rescan Network
Allows you to update the network information. The list of online users connected via LAN is
updated and shown under Users in Local Network. The list of online users connected via
WAN is updated and shown under Global IP Network.
● To open the Project Sharing and Permissions dialog, select Network > Project Sharing
and Permissions.
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Project Sharing and Permissions Dialog
NOTE
Select the project to make sure the settings you make affect the entire project, rather than
separate tracks.
2 Permission Status
Shows the permission status of the project or track.
3 Owner
Shows the owner of the project or track.
4 Share Project
Shares the project with the specified users. This is only available, if you own the project.
5 Commit
Commits your changes to the other users.
6 Permission List
Shows the users that you added to the permission list.
7 Read/Write
Allows you to activate the project read and write permissions. Activating write permission
automatically activates read permissions.
8 Add User to Permission List
Adds the users that you select in the All Users list to the permission list.
9 Delete User from Permission List
Removes the selected users from the permission list.
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Network Inspector Section
NOTE
If you do not want everyone in the network to have full access your the project, remove the
Guest user.
10 All Users
Lists all users in the network that have entered user names and are established in the
network, along with the default Guest user. Select the users that you want to share your
project with.
11 Permission Presets
Allows you to set up which users should be allowed to join a project, and what read and write
permissions they should have.
● To show the Network section, right-click in the Inspector and activate Network.
NOTE
If you click Get exclusive access for a track that was locked by another user, a warning
message appears. If you are the owner of the project or track, you can unlock it by selecting
Release Lock.
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Network Controls on the Toolbar
6 Permission status
Shows the permission status for the track. If shown in a lighter color, you have both read and
write access. If shown in orange, you have only read access.
7 Users
Lists the users that are added to the selected permission preset.
8 Add User to Permission List
Adds the users that you select in the All Users list to the permission list.
9 Delete User from Permission List
Removes the selected users from the permission list.
NOTE
If you do not want everyone in the network to have full access your the project, remove the
Guest user.
10 User Pool
Lists all the users who have entered a user name, and who have been online and established
in the network at some point. The users do not have to be online to be listed.
11 Permission Presets
Allows you to set up which users should be allowed to share a project, and what read and
write permissions they should have.
● To show the Network Controls on the Project window toolbar, right-click in an empty area
of the toolbar and activate Network Controls.
1 Share Project
Shares the project with the specified users.
2 Sync Project to Network State
Lights up if there are changes available. Click to get new tracks and changes.
3 Commit Changes
Commits your changes to the other users.
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Network Track Controls
NOTE
If you click Get exclusive access for a track that was locked by another user, a warning
message appears. If you are the owner of the project or track, you can unlock it by selecting
Release Lock.
RELATED LINKS
Track Controls Settings Dialog on page 121
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Synchronization
Synchronization is the process of getting 2 or more devices to play back together at the same
speed, position, and phase. These devices can range from audio and video tape machines to
digital audio workstations, MIDI sequencers, synchronization controllers, and digital video
devices.
If you know the position and speed for the master device, you can resolve the speed and position
of the slave device to it, so that the 2 devices play in perfect sync with one another.
Position (Time)
The following clock signals are used to specify time positions:
Speed (Clock)
The following clock signals measure the speed of a device:
Phase
Phase is the alignment of the position and speed components to each other. Each pulse of the
speed component should be aligned with each measurement of the position for the most
accuracy. Each frame of timecode should be perfectly lined up with the correct sample of audio.
Put simply, phase is the very precise position of a synchronized device relative to the master
(sample accuracy).
● Timecode Master
The device generating position information or timecode.
● Timecode Slave
Any device receiving the timecode and synchronizing or locking to it.
● Machine Control Master
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Timecode Formats
Nuendo can be the machine control master, sending transport commands to an external device
which in turn sends timecode and audio clock information back to Nuendo. In that case, Nuendo
would also be the timecode slave.
NOTE
In most scenarios, the machine control slave is also the timecode master. Once it receives a play
command, that device starts generating timecode for all the timecode slaves to synchronize to.
Timecode Formats
The position of any device is most often described using timecode. Timecode represents time
using hours, minutes, seconds, and frames to provide a location for each device. Each frame
represents a visual film or video frame.
● LTC
Longitudinal timecode or LTC is an analog signal that can be recorded on tape. It should be
used for positional information primarily. It can also be used for speed and phase
information as a last resort if no other clock source is available.
● VITC
Vertical interval timecode or VITC is contained within a composite video signal. It is recorded
onto video tape and is physically tied to each video frame.
● MTC
MIDI timecode or MTC is identical to LTC except that it is a digital signal transmitted via MIDI.
● Sony P2 (9-Pin, RS-422) Machine Control
Sony P2 machine control also has a timecode protocol that is mainly used for locating and is
not nearly accurate enough for speed and phase. It can be used in certain situations where
there is no alternative.
NOTE
The Steinberg SyncStation is capable of using 9-Pin timecode in a very accurate manner.
Timecode Standards
Timecode has several standards. The subject of the various timecode formats can be very
confusing due to the use and misuse of the shorthand names for specific timecode standards
and frame rates. The timecode format can be divided into 2 variables: frame count and frame
rate.
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Timecode Formats
speed of the video sync reference is slower, 23.976 frames per second, so timecode
does not reflect the actual real time on the clock for 24 p HD video.
NOTE
Remember to keep the timecode standard (or frame count) and frame rate (or speed) separate.
23.98 fps
This frame rate is used for film that is being transferred to NTSC video and must be
slowed down for a 2-3 pull-down telecine transfer. It is also used for the type of HD
video referred to as 24 p.
24 fps
This is the true speed of standard film cameras.
24.98 fps
This frame rate is commonly used to facilitate transfers between PAL and NTSC video
and film sources. It is mostly used to compensate for some error.
25 fps
This is the frame rate of PAL video.
29.97 fps/29.97 dfps
This is the frame rate of NTSC video. The count can be either non-drop or drop-frame.
30 fps/30 dfps
This frame rate is not a video standard anymore but has been commonly used in music
recording. Many years ago, it was the black and white NTSC broadcast standard. It is
equal to NTSC video being pulled up to film speed after a 2-3 telecine transfer. The
count can be either non-drop or drop-frame.
50 fps
This rate is also referred to as 50 p.
59.94 fps
This video frame rate is supported by high definition cameras and is compatible with
NTSC.
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Clock Sources
60 fps
This video frame rate is supported by many high definition cameras. However, the
NTSC compatible 59.94 fps frame rate is much more common.
IMPORTANT
Video formats with a variable frame rate (VFR) are not supported.
NOTE
When transferring material between various video formats and film, it becomes necessary to
change the speed (frame rate) of one timecode standard so that video or film frames can line up
in some mathematical relationship to the destination format. That is where all the various pull-
ups and pull-downs come from. Certain frame rates were created as a result of applying a pull-
down. For example, 23.976 fps is actually 24 fps pulled down by 0.1 %.
RELATED LINKS
Film Transfers on page 1264
Compensating for Speed Changes on page 1267
Clock Sources
Once the position is established, the next essential factor for synchronization is the playback
speed. Once 2 devices start playing from the same position, they must run at exactly the same
speed in order to remain in sync. Therefore, a single speed reference must be used and all
devices in the system must follow that reference. With digital audio, the speed is determined by
the audio clock rate. With video, the speed is determined by the video sync signal.
Audio clock
Audio clock signals run at the speed of the sample rate used by a digital audio device and are
transmitted in several ways:
Word clock
Word clock is a dedicated signal running at the current sample rate that is fed over
BNC coaxial cables between devices. It is the most reliable form of audio clock and is
relatively easy to connect and use.
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Clock Sources
ADAT Lightpipe
ADAT Lightpipe, the 8-channel digital audio protocol developed by Alesis, also contains
audio clock and can be used as a speed reference. It is transmitted via optical cables
between devices.
NOTE
Do not confuse the audio clock embedded in the Lightpipe protocol with ADAT Sync, which has
timecode and machine control running over a proprietary DIN plug connection.
Video sync
Video sync signals are transmitted over BNC coaxial connections between devices and run at the
frame rate of the video device.
Complications arise when a video device is used as a speed reference. The video sync signal must
be converted into an audio clock signal in order for audio devices to synchronize at the correct
speed. This can be accomplished as follows:
NOTE
Some audio cards and interfaces can accept a video sync signal as an audio clock source,
performing a similar function to a dedicated synchronizer.
IMPORTANT
Care must be taken to ensure that the incoming video sync frame rate matches that of the
Nuendo project.
MIDI clock
MIDI clock is a signal that uses position and timing data based on musical bars and beats to
determine location and speed (tempo). It can perform the same function as a positional
reference and a speed reference for other MIDI devices. Nuendo supports sending MIDI clock to
external devices but cannot slave to incoming MIDI clock.
IMPORTANT
MIDI clock cannot be used to synchronize digital audio. It is only used for MIDI devices to play in
musical sync with one another. Nuendo does not support being a MIDI clock slave.
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Frame Edge Alignment
While it is possible to have very good sync without proper phase alignment, it will not be sample-
accurate. With Nuendo there are 4 ways of achieving sample-accurate (phase aligned) sync:
IMPORTANT
NOTE
If you activate Steinberg SyncStation as the input source, there are several options for how
these commands are routed within the SyncStation itself. For details refer to the documentation
that comes with the SyncStation.
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Project Synchronization Setup Dialog
RELATED LINKS
Sources Page on page 1209
Destinations Page on page 1212
Machine Control Page on page 1213
Sources Page
The Sources page allows you to set up the synchronization inputs, and to determine which
external signals enter the application.
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Project Synchronization Setup Dialog
Transport Start/Stop
Starts/Stops playback in Nuendo.
Timecode Source
The Timecode Source section allows you to determine whether Nuendo is acting as timecode
master or slave. The following options are available:
Internal Timecode
Sets Nuendo as timecode master that generates all position references for any other
device in the system based on the project timeline and the Project Setup settings.
MIDI Timecode
If Activate External Sync is activated, this sets Nuendo as timecode slave to any
incoming MIDI timecode. You can select the MTC Input ports in the MIDI Timecode
Settings section.
IMPORTANT
When using 9-Pin timecode we recommend that you use Steinberg’s SyncStation
hardware. In other scenarios it should only be used if no other timecode source is
available.
Steinberg SyncStation
SyncStation is a full-featured hardware synchronizer with extensive machine control
capabilities that provides sample-accurate sync with a variety of external devices.
Please refer to the documentation that comes with the unit for setup instructions.
NOTE
Discrepancies between the Project Frame Rate and the incoming timecode can cause problems
during postproduction, even if Nuendo is able to lock to that timecode.
MTC Input
Allows you to select the MIDI input ports. To allow Nuendo to synchronize to MIDI
timecode from any MIDI connection, select All MIDI Inputs.
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Project Synchronization Setup Dialog
Serial Port
Sets the serial port corresponding to the source of the 9-pin timecode. The two 9-Pin
devices connect to your computer from available serial ports. Use the Serial Port pop-
up menu to select the appropriate serial port.
IMPORTANT
PCs and Apple computers use different types of serial ports. PCs typically provide a
RS232 interface on a 9-Pin Dsub connection that must be converted to RS422 in order
to interface with Sony 9-Pin devices. Apple computers require a USB to RS422 serial
converter such as the Keyspan USA-19W.
Lock Frames
Determines how many full frames of timecode it takes for Nuendo to lock, that is,
establish synchronization.
NOTE
If you have an external tape transport with a very short start-up time, set Lock Frames
to a low value to make lock-up even faster.
Inhibit Restart ms
Some synchronizers still transmit MTC for a short period after an external tapemachine
has been stopped. These extra frames of timecode sometimes cause Nuendo to restart
suddenly. Inhibit Restart ms allows you to control the amount of time in milliseconds
that Nuendo waits before restart (ignoring incoming MTC) once it has stopped.
Jam-Sync
Sets Nuendo to ignore any changes in timecode once it has started playback. This can
be useful in special situations, such as synchronizing to broken timecode.
IMPORTANT
If Jam-Sync is enabled, the Drop Out Frames value is ignored so that Nuendo does not
stop if timecode is interrupted.
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Project Synchronization Setup Dialog
RELATED LINKS
Activating VST System Link on page 1227
Project Setup Dialog on page 108
Destinations Page
The Destinations page allows you to set up the synchronization outputs, and to determine
which external signals leave the application.
NOTE
Some MIDI interfaces send MTC over all ports by default. If this is the case, only select one port
of the interface for the MTC.
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Project Synchronization Setup Dialog
Timecode Offset
Allows you to specify an offset to be applied to outgoing MTC. The amount of offset is
added or subtracted from the project’s current position before being transmitted.
No Machine Control
Deactivates machine control.
Steinberg SyncStation
If you activate Steinberg SyncStation as the input source, there are several options for
how these commands are routed within the SyncStation itself. For details refer to the
documentation that comes with the SyncStation.
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Project Synchronization Setup Dialog
No Machine Control
Transport commands are not routed or sent to any device. This does not affect the
operation of the individual 9-Pin and MMC Device panels. They can still function
regardless of the machine control destination. The machine control output destination
only defines the routing of transport commands from Nuendo while sync is enabled.
Steinberg SyncStation
Routes transport commands from Nuendo to a connected Steinberg SyncStation unit.
Please refer to the documentation that comes with your unit for complete information
on its operation. Activate External Sync must be enabled on the Sources page.
If 9-Pin Control 1 or 9-Pin Control 2 is activated as Machine Control Output, the following
options are available:
Serial Port
The 2 9-Pin devices connect to your computer from available serial ports. Use this pop-
up menu to select the appropriate serial port.
NOTE
PCs and Apple computers use different types of serial ports. PCs typically provide a
RS232 interface on a 9-Pin D sub connection that must be converted to RS422 in order
to interface with Sony 9-Pin devices. Apple computers require a USB to RS422 serial
converter such as the Keyspan USA-19W.
Mode
The RS422 9-Pin protocol can control a wide variety of devices. Each device may have
differing features. Nuendo has a library of device profiles that can be used with 9-Pin
devices.
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MMC Master Panel
1, 2, 3, 4
Use these buttons to arm tape tracks for recording.
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External Synchronization
Online
Activate this to use the transport buttons to control the transport of the device.
NOTE
In the Preferences dialog, select MIDI > MIDI Filter, and make sure SysEx is activated in the
Thru section.
This is necessary because MMC uses 2-way communication where the tape recorder replies to
the MMC messages it receives from Nuendo. By filtering out SysEx Thru, you ensure that these
MMC system exclusive replies are not echoed back to the tape recorder.
External Synchronization
To activate external synchronization, do one of the following:
In a typical scenario, an external tape machine, such as a VTR, has its timecode output connected
to Nuendo. Nuendo is sending machine control commands to the deck. When Activate External
Sync is activated and you click Start on the Transport panel, a play command is sent to the VTR.
The VTR in turn starts playback, sending timecode back to Nuendo. Nuendo then synchronizes to
that incoming timecode.
If the Machine follows mouse edits is activated and you change the project cursor position with
the mouse or key command, machine control commands are sent to the remote deck so it will
locate to the new position.
In this way, synchronized operation is somewhat invisible to the user. Just go about editing and
mixing while the synchronized devices chase all movements of the cursor automatically.
IMPORTANT
With tape-based devices, synchronized operation will be slower due to the winding time
necessary for the tape machine to locate to a new position.
Nuendo’s Edit Mode will take advantage of this feature by locating the VTR to the start of the first
selected event.
RELATED LINKS
Use Video Follows Edit Mode on page 1257
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9-Pin Auto Edit
● Select Studio > More Options > 9-Pin Device to open the 9-Pin device panel.
Nuendo can use its auto-punch feature to program Auto Edit functions of a VTR via 9-Pin control.
The left and right locators in the Project window define the punch in and punch out of the Auto
Edit. Provided that Nuendo is in Sync mode, pressing the Auto Edit button on the 9-Pin device
panel causes the punch-in to happen automatically.
NOTE
Auto Edit can only happen on a timecode frame. Punching in or out in between video frames is
not possible.
IMPORTANT
In order to use the 9-Pin device panel to control an external deck, activate Online and arm the
tracks.
RELATED LINKS
Machine Control Page on page 1213
PREREQUISITE
Use MIDI connections for timecode and machine control and Lightpipe digital audio connections
for the audio clock and audio signals.
NOTE
● Nuendo should send MMC commands to the hard disk recorder and remotely start playback
of the recorder.
● The hard disk recorder should send back MTC to Nuendo. When the recorder starts playing,
MTC is sent back to Nuendo, which will sync to that timecode.
● The hard disk recorder uses audio clock from the audio interface of Nuendo as the speed
reference.
PROCEDURE
1. Select Transport > Project Synchronization Setup, open the Sources page, and in the
Timecode Source section, activate MIDI Timecode.
If you record from the hard disk recorder into Nuendo, Nuendo is the machine control
master and the timecode slave, locking to incoming MTC.
2. Open the Machine Control page, and in the Machine Control Output Settings section,
activate MMC Master Active.
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Setting up Synchronization for a Postproduction Suite
Nuendo now sends MMC commands to the hard disk recorder to locate and start playback.
3. In the Machine Control Output Settings section, select the MMC Input and MMC Output
ports that are connected to the hard disk recorder.
Because MMC uses 2-way communication, both MIDI ports should be connected. Make sure
that the MIDI filter does not echo SysEx data.
4. Open the Sources page and activate Activate External Sync.
This routes transport commands to the hard disk recorder via MIDI and sets Nuendo as the
timecode slave.
5. On the hard disk recorder, enable MMC and MTC.
Follow the instructions on how to set up the unit to receive MMC commands and transmit
MTC.
6. In Nuendo, start playback.
RESULT
The hard disk recorder starts playback and sends MTC to Nuendo. Once Nuendo syncs to MTC,
the status on the Transport panel changes to Lock and the current frame rate of incoming MTC
is shown.
Finished audio can then be recorded back onto the digital audio tracks of a VTR in perfect sync
with the video (known as layback). In this example, 9-Pin machine control is used. The audio clock
is a word clock signal generated by the house sync generator that also generates the video sync
signal. Timecode is handled by a SMPTE to MTC reader, such as the audio interface.
● The house sync generator creates both the video sync and audio word clock so that the VTR
and Nuendo play at the same speed.
When laying back digital audio to the VTR, the AES signal will already be in sync with the
VTR’s digital audio inputs.
● 9-Pin machine control is used to manipulate the VTR’s transport.
The VTR can shuttle, locate, play, and record from commands issued by Nuendo. Also,
Nuendo can arm audio tracks on the VTR for layback.
● When the VTR enters play, LTC is fed back to Nuendo which locks to that incoming timecode.
If the LTC reader is part of an audio card that is APP compatible, sample-accurate
synchronization is possible in this scenario.
PROCEDURE
1. Make the connections as shown in the diagram.
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Setting up Synchronization for a Postproduction Suite
Ensure that video sync and word clock are tied to the same generating source.
2. Select Transport > Project Synchronization Setup.
3. On the Sources page in the Timecode Source section activate ASIO Audio Device or MIDI
Timecode.
Depending on your system’s configuration, the sound card might have an LTC reader built
into it or you may have to use a LTC to MTC converter interface to get timecode into Nuendo.
4. Open the Machine Control page, and in the Machine Control Output section, activate 9-
Pin Control 1 or 9-Pin Control 2.
Nuendo’s transport buttons will send commands to the VTR over the 9-Pin RS422 connection.
5. Select Studio > More Options > 9-Pin Device 1 or Studio > More Options > 9-Pin Device 2.
Using the Auto Edit feature, you will be able to perform laybacks to the VTR via digital audio
connections. VTRs with digital audio tracks use 48kHz as a standard sampling rate. Some
decks only have 20 bit depth capacity so make sure to dither properly for the intended
delivery format.
6. Click Online.
Now you can use the device panel to control the VTR.
7. Test the transport with the 9-Pin device panel.
Ensure that all connections are working properly by testing the various transport buttons on
the panel.
8. Record-enable the audio tracks that you want to record to.
Most professional VTRs have 4 audio tracks. Many high-definition VTRs have 8 for recording
6-channel surround sound plus a stereo downmix all on the same tape.
9. Play back the project and look at the meters on the VTR to ensure that proper recording
levels are set.
That way you can also make sure that the digital audio connections are working properly.
10. Set the left and right locators to the punch in and punch out points.
Auto Edit uses the left and right locators to program the record in and out points of the VTR.
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Setting up Synchronization for a Theatrical Mixing Stage
11. Ensure that the pre-roll and post-roll times are appropriate for the VTR.
In most cases, the default values will be sufficient for the VTR to get up to speed before
punching in.
12. On Nuendo’s Transport panel, activate Sync.
This turns Nuendo into a timecode slave. Once the VTR starts to play, Nuendo will sync to
incoming timecode.
13. On the 9-Pin device panel, click Auto Edit.
This starts the Auto Edit process. The tape transport locates to the set pre-roll position (by
default, 5 seconds before the left locator) and starts playback. When the left locator is
reached, the VTR enters record mode.
14. Auto Edit is complete when the right locator is reached and the VTR goes out of record.
After reaching the right locator, the VTR continues playing for the set post-roll time (by
default 2 seconds) before it stops.
In this example, Nuendo is only one part of a very large system of devices that need to be
perfectly synchronized with one another. An external master 9-Pin controller will operate the
transport of the entire system remotely from the console and timecode will be handled via 9-Pin
interface through the SyncStation. The audio clock will be referenced to tri-level HD video sync
fed to the SyncStation which will output dedicated word clock to both Nuendo and the digital
console.
PROCEDURE
1. Make the connections as shown in the diagram.
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Setting up Synchronization for a Theatrical Mixing Stage
In this example, the SyncStation handles many of the synchronization tasks. Please refer to
the documentation that comes with the SyncStation for complete information on its
operation.
2. Select Transport > Project Synchronization Setup.
3. On the Sources page in the Timecode Source section activate Steinberg SyncStation.
SyncStation sends MTC over the USB connection to Nuendo. It uses its Virtual Master
mode to generate timecode.
4. Open the Machine Control page, and in the Machine Control Input Source section,
activate Steinberg SyncStation.
Provided that the SyncStation is set to route record and track arming commands to Nuendo,
this will allow the digital console to record-enable audio tracks in Nuendo and enter record
mode via 9-Pin commands sent to the SyncStation.
5. On the Transport panel, activate Sync.
Nuendo will await incoming timecode from the SyncStation.
6. Test the record-enable buttons on the console.
If configured properly, the corresponding audio tracks in Nuendo become record-enabled.
7. Start playback on the console’s transport control.
This will send the play commands to the SyncStation over 9-Pin and the SyncStation will
start generating timecode to synchronize Nuendo.
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Nuendo 11.0.0
VST System Link
VST System Link is a digital audio network system that allows you to link several computers
using digital audio hardware and cables.
Linking up 2 or more computers allows you to split different tasks and different tracks between
different computers. You can run CPU-intensive processes, such as send effect plug-ins or VST
instruments on one computer, and record audio tracks on another one.
VST System Link supplies transport and sync control, as well as up to 16 MIDI ports, with 16
channels each.
With VST System Link the signal is passed from one machine to the next, and eventually returns
to the first machine.
For this to work, you need 2 or more computers that use the same or different operating
systems, and for each computer in the network, the following:
● Audio hardware with digital inputs and outputs and a specific ASIO driver.
The same digital formats and connection types.
● At least one digital audio cable, such as S/PDIF, ADAT, TDIF, or AES.
● A VST System Link host application.
NOTE
You might want to invest in a KVM (Keyboard, Video, Mouse) switchbox. This allows you to use
the same keyboard, monitor, and mouse to control each computer in the system, and to switch
between computers very rapidly.
● To open the VST System Link section, select Studio > Studio Setup and select VST System
Link in the Devices list.
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VST System Link
Setting up VST System Link
Active
Activates VST System Link.
Online
Puts the computer online.
ASIO Input
Allows you to define the networking input channel.
ASIO Output
Allows you to define the networking output channel.
Offset Samples
Allows you to set an offset for the computer, so that it plays slightly ahead or behind
the rest.
Transfer Bits
Allows you to specify whether you want to transfer 24 or 16 bits. This allows you to use
older audio cards which do not support transfer of 24 bits.
MIDI Inputs
Allows you to set the number of MIDI input ports.
MIDI Outputs
Allows you to set the number of MIDI output ports.
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VST System Link
Setting up VST System Link
Self test
Allows you to test the network.
Receiving
Lights up if the computer is active.
Sending
Lights up if the computer is active.
List
Shows the name of each computer.
Setting up a Network
You can set up a network by connecting computers.
PROCEDURE
1. Use a digital audio cable to connect the digital output of computer 1 to the digital input of
computer 2.
If you have more than 2 computers, add the others one by one.
2. Use a cable to connect the digital output of computer 2 to the digital input of computer 1.
VST System Link is a daisy chain system, that means, that the output of computer 1 goes to
the input of computer 2, the output of computer 2 goes to the input of computer 3, and so
on around the chain. The output of the last computer in the chain must always go back into
the input of computer 1, to complete the ring.
NOTE
If a card has more than one set of inputs and outputs, choose whichever one that suits you –
for simplicity usually the first set is best.
PREREQUISITE
For each computer in the network, the following must apply:
● The correct audio driver is selected in the Studio Setup dialog.
● The clock mode or sync mode is set up in the ASIO control panel of the audio hardware.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select the your audio hardware.
3. Click Control Panel.
4. Set one audio hardware to be the clock master and all other cards to be clock slaves. Consult
the documentation if required.
IMPORTANT
If you set up more than one card as clock master, the network cannot function correctly.
However, if you use an external clock from a digital mixing desk or a special word clock
synchronizer, for example, you must leave all your ASIO cards in clock slave or AutoSync
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Setting up VST System Link
mode and make sure that each of them is listening for the signal coming from the
synchronizer. This signal is usually passed through your ADAT cables or word clock
connectors in a daisy chain fashion.
RESULT
Typically, the ASIO control panel for an audio card contains some indication of whether or not the
card receives a proper sync signal, including the sample rate of that signal. This is a good
indication that you have connected the cards and set up clock sync properly. Check the
documentation of your audio hardware for details.
RELATED LINKS
Selecting an Audio Driver on page 18
ASIO Driver Setup Page on page 21
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select your audio hardware.
3. Click Control Panel.
4. Lower the size of the buffers.
The lower the buffer size, the lower the latency. It is best to keep to fairly low buffer sizes if
your system can handle it. About 12 ms or less is usually a good idea.
IMPORTANT
Latency does not affect the synchronization, but it can affect the time it takes to send and
receive MIDI and audio signals, or make the system seem sluggish.
You can find these settings in the control panel or additional application for your audio
hardware. Make sure that the following conditions are met:
● Any additional format settings for digital ports that you use for VST System Link data must
be turned off.
If you use an S/PDIF connection for VST System Link, for example, turn off Professional
format, Emphasis, and Dithering.
● Any mixer application of your audio hardware that allows for level adjustments of digital
inputs and outputs must be disabled.
Alternatively, you can set the levels for the VST System Link channels to ±0 dB.
● Digital signal processing, such as pan or effects, must be turned off for the VST System Link
signal.
● For RME Audio Hammerfall DSP audio hardware, select the default or plain preset for the
Totalmix function.
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Setting up VST System Link
Otherwise signal loops might occur and VST System Link cannot work.
PROCEDURE
1. Select Project > Project Setup.
2. In the Project Time Displays section, open the Sample Rate pop-up menu and select a
sample rate.
RELATED LINKS
Audio Bus Setup on page 24
Audio Connections Window on page 28
RESULT
You have now verified that the digital connection works as it should. You can reverse this
procedure so that computer 2 plays back and computer 1 listens.
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Activating VST System Link
PROCEDURE
1. Select Transport > Project Synchronization Setup, and on the Sources tab, activate VST
System Link as the timecode source.
2. Select Studio > Studio Setup.
3. In the Devices list, select VST System Link.
4. Use the ASIO Input and ASIO Output pop-up menus to define which channel is the
networking channel that carries the VST System Link information.
NOTE
The networking signal is carried on only one bit of one channel. For an ADAT-based system 7
channels of 24-bit audio and 1 channel of 23-bit audio will be used for networking. You will
still have around 138 dB headroom on this channel.
5. Activate Active at the top left of the VST System Link setup.
6. Repeat the steps for each computer in the network.
RESULT
The sending and receiving indicators on each active computer flash, and the name of each
computer appears in the list in the Self test section of the dialog. Each computer is assigned a
random number.
The name will be shown in the VST System Link window of every computer on the network. You
can double-click the name of the computer and enter another name.
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Activating VST System Link
NOTE
If you do not see the name of each computer, go through the procedure above again and make
sure that all ASIO cards are listening to the digital clock signals correctly, and that each computer
has the correct inputs and outputs assigned to the VST System Link network.
RELATED LINKS
Sources Page on page 1209
PREREQUISITE
All computers have their tempos set to the same value.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select VST System Link.
3. Activate Online.
4. Repeat this for each computer in the network.
RESULT
The computers are online now.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select VST System Link.
3. Specify the number of MIDI ports you need using the MIDI Inputs and MIDI Outputs value
fields.
4. Create a MIDI track.
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Application Examples
RESULT
In the top section of the MIDI track Inspector, the Input Routing and Output Routing pop-up
menu now show the specified VST System Link ports.
This allows you to route MIDI tracks to VST instruments running on another computer.
Application Examples
VST System Link allows you to split different tasks between 2 or more computers. The following
application examples should give you an idea of what is possible.
In the following example, we assume you are using 2 computers: computer 1 as your main mix
computer and computer 2 for 2 additional stereo audio tracks, an FX channel track with a reverb
plug-in and a VST instrument plug-in with stereo outputs.
PROCEDURE
1. On computer 1, use an unused set of outputs, such as an analog stereo output, connected to
your monitoring equipment to listen to the audio playback.
2. On computer 2, route each of the 2 audio tracks to a separate output bus connected to the
digital outputs, bus 1 and 2, for example.
3. Route the FX channel track to another VST System Link bus, bus 3, for example.
4. Route the VST instrument channel to yet another bus, bus 4, for example.
5. On computer 1, check the corresponding 4 VST System Link input busses.
If you start playback on computer 2, the audio should appear on the input busses on
computer 1. However, to mix these audio sources you need actual mixer channels.
6. Add 4 new stereo audio tracks on computer 1 and route these to the output bus you use for
listening, such as the analog stereo outputs.
7. For each of the audio tracks, select one of the 4 input busses.
Now, each computer 2 bus is routed to a separate audio channel on computer 1.
8. Activate monitoring for the 4 tracks.
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Application Examples
RESULT
If you now start playback, the audio from computer 2 will be sent live to the new tracks on
computer 1, allowing you to hear them together with any tracks you play back on computer 1.
PROCEDURE
● Route several audio channels to the same output bus and adjust the output bus level if
needed.
NOTE
If your audio cards have multiple sets of input and output connections, you can link up
multiple ADAT cables and send audio via any of the busses on any of the cables.
PROCEDURE
1. Record a MIDI track into computer 1.
2. Once you have finished recording, route the MIDI output of that track to VST System Link
MIDI port 1.
3. On computer 2, open the VST Instruments window and assign an instrument to the first slot
in the rack.
4. Route the VST instrument channel to the desired output bus.
If you are using computer 1 as your main mixing computer, this would be one of the VST
System Link output busses, connected to computer 1.
5. Create a new MIDI track in the Project window of computer 2 and assign the MIDI output of
the track to the VST instrument you created.
6. Assign the MIDI input of the track to be VST System Link port 1.
Now, the MIDI track on computer 1 is routed to the MIDI track on computer 2, which in turn
is routed to the VST instrument.
7. Now activate monitoring for the MIDI track on computer 2, so that it will listen and respond
to any MIDI commands coming in.
In Nuendo, click the Monitor button in the track list or Inspector.
8. Start playback on computer 1.
It will now send the MIDI information on the track to the VST instrument loaded on
computer 2.
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Application Examples
RESULT
Even with a slow computer you should be able to stack a whole bunch of extra VST instruments
this way, expanding your sound palette considerably. Do not forget that VST System Link MIDI is
also sample-accurate, and thus has much tighter timing than any hardware MIDI interface ever
invented!
PROCEDURE
1. On computer 2, the machine you will use as effect rack, add a new stereo audio track.
2. Add the desired effect as an insert effect for the track.
3. In the Inspector, select one of the VST System Link busses as input for the audio track.
4. Route the channel to one of the VST System Link output busses connected to computer 1.
5. Activate monitoring for the track.
6. Go back to computer 1 and select a track to which you want to add some reverb.
7. Open the Sends rack for the track in the Inspector or the MixConsole.
8. Open the Send Routing pop-up menu for one of the sends and select the VST System Link
bus assigned to the effect.
9. Use the Send slider to adjust the amount of effect as usual.
RESULT
The signal will be sent to the track on computer 2 and processed through its insert effect,
without using any processor power on computer 1.
You can repeat the steps above to add more effects to the virtual effect rack. The number of
effects available this way is only limited by the number of ports used in the VST System Link
connection, and by the performance of computer 2.
PROCEDURE
● Add tracks on another computer and record on them.
RESULT
This creates a virtual RAID system, with several disks all operating together. All tracks will remain
locked together just as tightly as if they were all running on the same machine.
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Application Examples
PROCEDURE
● Move video tracks to another computer.
RESULT
Since all transport commands respond on the VST System Link computers, scrubbing video is
possible even when it is coming from another computer. Spotting sound effects to picture in Edit
Mode will work the same way as it does on one computer. This is a viable and economic
alternative to dedicated hard disk video systems like the Doremi V1.
When scrubbing, the playback on the linked systems may not be perfectly in sync. Also, there are
some further restrictions when scrubbing via VST System Link:
● Always use the system where you started scrubbing to control the scrubbing.
Changing the scrub speed on a remote system will only change the speed on the local
system.
● You can start playback on all systems.
This stops scrubbing and enters playback on all systems in sync.
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Nuendo is a full-featured postproduction media tool that allows you to work with video content
and create complete soundtracks for your video.
You can play back video files in various formats and via different output devices from within
Nuendo, extract the audio material from a video file, compensate for speed changes due to film
transfers, and edit sounds and music to the video. The video export function allows you to share
your videos with clients or other users.
IMPORTANT
Videos are exported with a resolution of 1920 x 1080 px (Full HD). Video files with a lower or
higher resolution than Full HD are upscaled or downscaled on export.
RELATED LINKS
Audio Editing to Picture on page 1245
Video File Compatibility on page 1233
Importing Video Files on page 1235
Preparations for Video Playback on page 1237
Film Transfers on page 1264
Export Video on page 1240
Extracting Audio from Video on page 1243
NOTE
If you are not able to play back a specific video file, use an external application to convert the file
into a compatible format.
To find out which video files are supported, refer to the support area at steinberg.net.
RELATED LINKS
Codecs on page 1234
This container holds various streams of information including video and audio, but also
metadata such as synchronization information required to play back audio and video together.
Data regarding creation dates, authors, chapter markings, and more can also be held within the
container format.
MOV
This is a QuickTime movie.
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Frame Rates
MPEG-4
This format can contain various metadata for streaming, editing, local playback, and
interchange of content. Its file extension is .mp4.
AVI
This is a multimedia container format introduced by Microsoft.
Codecs
Codecs are methods of data compression used to make video and audio files smaller and more
manageable for computers.
Frame Rates
Nuendo supports different video and film frame rates.
23.98 fps
This frame rate is used for film that is being transferred to NTSC video and must be
slowed down for a 2-3 pull-down telecine transfer. It is also used for the type of HD
video referred to as 24 p.
24 fps
This is the true speed of standard film cameras.
24.98 fps
This frame rate is commonly used to facilitate transfers between PAL and NTSC video
and film sources. It is mostly used to compensate for some error.
25 fps
This is the frame rate of PAL video.
29.97 fps/29.97 dfps
This is the frame rate of NTSC video. The count can be either non-drop or drop-frame.
30 fps/30 dfps
This frame rate is not a video standard anymore but has been commonly used in music
recording. Many years ago, it was the black and white NTSC broadcast standard. It is
equal to NTSC video being pulled up to film speed after a 2-3 telecine transfer. The
count can be either non-drop or drop-frame.
50 fps
This rate is also referred to as 50 p.
59.94 fps
This video frame rate is supported by high definition cameras and is compatible with
NTSC.
60 fps
This video frame rate is supported by many high definition cameras. However, the
NTSC compatible 59.94 fps frame rate is much more common.
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Video Output Devices
IMPORTANT
Video formats with a variable frame rate (VFR) are not supported.
Viewing video files onscreen in the Video Player window may work just fine for many
applications, but often it is necessary to display video in a large format for viewing small details
and so others involved in the session can also see the video. Nuendo provides the ability to use
several types of video output devices to accomplish this.
IMPORTANT
● You must install the appropriate driver for the video device and set the video card output to
the video file resolution used in your project.
● Video output via FireWire is not supported.
RELATED LINKS
Video Player Page on page 1237
In Nuendo, you may work with multiple video files of different formats on the same video track.
There can be 2 video tracks per project.
NOTE
For proper synchronization of audio and video events, make sure that the project frame rate
matches the frame rate of the video file.
RELATED LINKS
Project Setup Dialog on page 108
PROCEDURE
1. Select File > Import > Video File.
2. In the Import Video dialog, select the video file that you want to import.
3. Optional: Activate Extract Audio from Video to import any embedded audio streams.
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Preparations for Creating Video Projects
4. Click Open.
RESULT
Nuendo creates a video track with a video event. If Extract Audio from Video was activated, an
audio track with an audio event is positioned below the video track. The corresponding audio clip
is saved in the Pool Record folder.
NOTE
You can also import video files by dragging them from the MediaBay, the File Explorer/macOS
Finder and dropping them in your project. If you want Nuendo to automatically extract the audio,
activate Extract Audio on Import Video File in the Preferences dialog (Video page).
RELATED LINKS
Pool on page 674
Extracting Audio from Video on page 1243
PREREQUISITE
The frame rate of the imported video file differs from the project frame rate.
PROCEDURE
1. Select Project > Project Setup.
2. In the Project Setup dialog, click Get Frame Rate from Video.
3. Click OK.
RESULT
● If Nuendo supports the frame rate of the video, the project frame rate is adopted to it. If
needed, the project start time is automatically adjusted to reflect the change in frame rate.
For example, if the project frame rate is switched from 30 fps to 29.97 fps, the project start
time is adopted so that all the events in the project remain at the same positions in relation
to real time.
NOTE
If you want the project start time to remain the same, you must manually change it back. In
this case, you must snap the video event to the timeline to ensure proper positioning and
synchronization within the project.
● If your project contains several video files with different frame rates, the project frame rate is
adjusted to the frame rate of the first video event on the upper video track. For proper
editing of any other of the imported video files, you must set the project frame rate to the
frame rate of that video file.
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Preparations for Video Playback
RELATED LINKS
Manually Generating Thumbnail Cache Files on page 1237
PROCEDURE
● Do one of the following:
● In the Pool, right-click the video file and select Generate Thumbnail Cache.
● In the Project window, select the video event and select Media > Generate Thumbnail
Cache.
NOTE
You can only refresh already existing thumbnail cache files from within the Pool.
RESULT
The thumbnail cache file is generated in the background so that you can continue working with
Nuendo.
For this to work, you must activate and set up a video output device.
IMPORTANT
If you work with 2 video tracks in your project, the file on the lower track is played back. To play
back a video file that is positioned on the upper video track, change the order of the tracks or
mute the lower video track.
● To open the Video Player page, select Studio > Studio Setup and activate Video Player in
the Devices list.
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Preparations for Video Playback
Device
Lists the video output devices that are available on your system.
Format
Allows you to select an output format.
NOTE
Offset
If the video image does not match the audio, you can enter an offset value in
milliseconds to specify how much earlier the video should be delivered. This
compensates for the display delay. The offset is only used during playback. It is saved
globally for each output device and is independent of the project.
Active
Allows you to activate the device that you want to use for playing back video.
Show Timecode
Allows you to show the timecode.
Position
Allows you to determine the position for the timecode display.
NOTE
If you have no external device connected, you can use the Onscreen Window device that
allows you to play back the video file on your computer monitor.
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Preparations for Video Playback
RELATED LINKS
Video Output Devices on page 1235
● To open the Video Player window, select Studio > Video Player.
Fullscreen Mode
Sets the window to full screen mode. To exit full screen mode, open the context menu
and select Exit Fullscreen Mode or press Esc .
Quarter Size
Reduces the window to a quarter of the actual size.
Half Size
Reduces the window to half the actual size.
Actual Size
Sets the window to the size of the video.
Double Size
Enlarges the window to twice the actual size.
Aspect Ratio
You can also drag the borders of the Video Player window to resize it. However, this
might lead to a distorted image. To prevent this, you can set an option from the Aspect
Ratio pop-up menu.
● If you select None, the aspect ratio of the video is not kept when you resize the
window. The image is enlarged/reduced to occupy the whole Video Player window.
● Internal allows you to resize the window freely while keeping the aspect ratio of
the video. Borders might be displayed around the video image to fill the window.
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Editing Video
● External allows you to resize the window within some limits so that the video
image always fills the full window and its aspect ratio is kept.
● NOTE
In full screen mode, the aspect ratio of the video is always kept.
Scrubbing Video
You can scrub video events, that is, play them back forwards or backwards.
PROCEDURE
1. Select Studio > Video Player.
2. Do one of the following:
● Click in the Video Player window and move the mouse to the left or to the right.
● Use a jog wheel on a remote controller.
Editing Video
Video events are created automatically when you import a video file.
● You can view and edit video events in the Project window. A video event triggers the
playback of the corresponding video clip.
● You can copy and trim video events. You can also lock video events in the Project window.
● You cannot draw, glue, and mute video events, or apply fades or crossfades.
● You can automatically search for video shot transitions and set markers at the detected
video cut positions.
RELATED LINKS
Use Video Follows Edit Mode on page 1257
Adding Markers at Video Cut Positions on page 1254
Export Video
You can export a video file from your project. This allows you, for example, to share sections of
intermediate results or finished videos with clients or other users.
The Export Video function exports the video and a stereo audio signal that are enclosed
between the left and right locators. This allows you to export a specific range or your whole
project by setting the locators accordingly.
IMPORTANT
Video with a lower or higher resolution than Full HD is upscaled or downscaled on export.
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Export Video
IMPORTANT
You can only add a stereo output channel to the exported video file. We recommend that you
route all mono, stereo, or multi-channel channels that you want to export to a stereo output
channel via send, and select this output channel in the Export Video dialog.
If you work with 2 video tracks in your project, the video on the lower track in the track list is
exported. If you want to export video that is positioned on the upper video track, you must mute
the lower video track.
RELATED LINKS
Export Video Dialog on page 1241
Exporting Video Files on page 1243
● To open the Export Video dialog, select File > Export > Video.
File Location
File Name
Allows you to specify the name of the exported video file.
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Export Video
File Path
Allows you to specify the file path of the exported video file.
Click Path Options to open a pop-up menu with file path options:
● Choose opens the File Explorer/macOS Finder allowing you to browse for a file
location.
● Recent Paths allows you to select a recently selected file locations.
● Clear Recent Paths allows you to delete all recently selected file locations.
Video Settings
Video Format
Shows the format of the exported video file.
Add Timecode
Adds the project timecode to the exported video file.
Audio Settings
Channel Selection
Allows you to select a stereo output channel for export. MixConsole settings and insert
effects are taken into account.
Realtime Export
Allows you to export the audio mixdown in real time. Realtime export takes at least the
same time as regular playback. Activate this if you use external effects or instruments,
or if you use VST plug-ins that require time to update correctly during the mixdown.
For further information, refer to the documentation of the respective plug-ins.
NOTE
● If you export external effects or instruments in real time, you must also activate
Monitor for the respective audio channels.
● Realtime Export affects only the audio export. Video is processed as usual.
Export Range
This section provides information about the exported locator range.
File Information
This section provides detailed information about the exported video file.
General Options
In the bottom section, the following options are available:
Export Video
Allows you to export your video as specified.
RELATED LINKS
Export Video on page 1240
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Extracting Audio from Video
PREREQUISITE
● Your project sample rate is set to 44.1 kHz or 48 kHz.
● If you work with 2 video tracks in your project, you have muted the video track that contains
the video you do not want to export.
● If you want to export external audio signals, you have activated Monitor for the
corresponding channel.
PROCEDURE
1. Set up the left and right locators to encompass the section that you want to export.
2. Set up the audio in your project so that it plays back the way you want.
NOTE
You can only add a stereo output channel to the exported video file. We recommend that you
route all mono, stereo, or multi-channel channels that you want to export to a stereo output
channel via send.
NOTE
Make sure that the selected output channel contains all audio that you want to use for the
exported file. For example, solo the channels that you want to export, or mute the channels
that you do not want to export.
RESULT
The video file is exported.
RELATED LINKS
Export Video Dialog on page 1241
PROCEDURE
1. Do one of the following:
● Select File > Import > Audio from Video File.
This creates an audio clip in the Pool, but does not add any events to the Project
window.
● Select Media > Extract Audio from Video File.
2. In the dialog, select the video file, and click Open.
3. In the Import Options dialog, select the desired import options.
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Extracting Audio from Video
RESULT
The extracted audio stream is added to the project on a new audio track and can be edited like all
other audio material.
RELATED LINKS
Pool on page 674
On Import Audio Files Settings on page 313
Importing Video Files on page 1235
Audio Editing to Picture on page 1245
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Audio Editing to Picture
Nuendo is a production tool that allows you to create music and sound design for film and video.
In the time displays, video frames are displayed in SMPTE timecode where colons separate each
division of time: hours, minutes, seconds, frames, and subframes:
The amount of frames per second depends on the frame rate of the video.
Film frames can be displayed as SMPTE numbers or in feet and frames, a traditional method used
by film editors.
Nuendo also offers a user-definable frame rate for specialized frame rates.
Feet and frames are displayed in the Transport panel, in the Project window ruler, and in the
Time Display.
RELATED LINKS
Video on page 1233
Frame rate (speed) on page 1205
Adopting the Project Frame Rate on page 1236
Each frame is divided into 80 subframes. These appear separated from frames by a period.
If a project crosses the 24-hour mark, days can be displayed. These appear as a day number to
the left of the SMPTE display separated by a space.
EXAMPLE
For live events that take place in the evening, it can be useful to display days in timecode even
when the project is shorter than 24 hours. If the central timecode generator for the event is
running time-of-day SMPTE that correlates to the actual time on the clock, the time display may
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Import Production Audio
cross the 24-hour mark at midnight. In that case, all timecode values after midnight will have a 1
in the days position to the left of the SMPTE value.
Drop-Frame SMPTE
Drop-frame timecode is used for the 29.97 fps frame rate used by the NTSC video standard and
the 30 fps frame rate.
Since this frame rate does not correlate exactly to the actual time passing on the clock, a system
has been devised that omits certain frame numbers in order to match the displayed time with
the time of day.
Nuendo distinguishes drop-frame timecode by separating the frame number with a semicolon
instead of a colon.
If the Project window ruler is set to timecode, the following options are available in the Grid
Type pop-up menu:
● Subframe
● 1/4 frame
● 1/2 frame
● 1 frame
● 2 frames
● 1 second
These grid options allow you to edit, nudge, and move events, fades, and automation data in
increments that relate to the video frames you can see.
You can import production audio that was originally recorded during the filming process, or any
other audio you want to use into the project.
NOTE
RELATED LINKS
Field Recorder File Import on page 1247
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Import Production Audio
In the Field Recorder Audio Import window, you can organize the folders where your field
recorder audio files are stored. The specified folders are automatically scanned for audio files in
Broadcast Wave Format (BWF). The files are analyzed for iXML metadata, for example, the scene
and take name, the duration, and the recording date. You can use this metadata to search for
files that match the files of the audio events in your project.
Audio clips in your project that came from imported AAF files often do not contain metadata
information that you need to identify matching field recorder audio files, for example, the scene
number. In this case, the Metadata Retrieval section allows you to retrieve metadata for the
attributes Scene, Take, or Tape by interpreting the file name or the event description.
NOTE
The Tape attribute might also be referred to as Reel in the metadata of field recorder files.
Field recorder audio can contain monophonic or polyphonic WAV files. On import, monophonic
files remain in their original location and are only referenced in the Pool. When working with
polyphonic files, the following applies:
● The single channels of polyphonic files are displayed as single items in the Matching Field
Recorder Files section. The Channel Number and Total Number of Channels columns
allow you to distinguish them from mono files.
● The Track Info attribute shows the channel name of a polyphonic file.
● You can audition the channels of polyphonic files individually.
● On import, polyphonic files are split and added as single monophonic files to the audio
folder of your project. Their BWF and iXML metadata is preserved. The Track Info attribute is
appended to the file name.
The Field Recorder Audio Import window allows you to preview both the files of your events
and the field recorder files to find out which one to use in your project.
When importing the field recorder files to your project, you can choose to add them as new
events on lanes of the corresponding tracks, or only to add them to the Pool for later use.
NOTE
The automatic search for matching field recorder files only works for files that are located in
folders specified in the Field Recorder Audio Import window. Clips in the Pool must be added
manually to your project.
RELATED LINKS
Field Recorder Audio Import Window on page 1250
Importing Field Recorder Files on page 1248
AAF Import Options Dialog on page 1299
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Import Production Audio
PREREQUISITE
● External storage devices that contain the field recorder audio files of your project are
connected to your computer.
● Field recorder files are in Broadcast Wave Format (BWF) with iXML metadata.
● In the Project window, you have selected the events for which you want to search matching
field recorder files.
PROCEDURE
1. Select Project > Field Recorder Audio Import to open the Field Recorder Audio Import
window.
2. In the Field Recorder Audio Folders section, click Add Folder, locate the folder that contains
the field recorder files of your project, and click Select Folder.
The location is added to the list of scanned folders, and the metadata of the contained files is
analyzed. Depending on the number of audio files in the corresponding folder, this may take
a while.
3. Optional: Add further scan folders, or deactivate existing scan folders in the list.
4. In the Files of Selected Events section, click Update.
The clips of the selected events in your project are added to the list on the left.
5. In the Matching Field Recorder Files section, click Search.
All audio files in active scan folders are added to the list on the right.
6. Thoroughly inspect the metadata information provided in the Files of Selected Events and
the Matching Field Recorder Files list and identify the attributes you want to use for finding
matches between imported files and files in your project.
7. Optional: In the Metadata Retrieval section, change the settings to interpret metadata for
the Scene, Take, or Tape attribute in the same format as in the Matching Field Recorder
Files list.
8. In the Filters section, activate the checkboxes for attributes that must match between
imported files and the files of events in your project. If you want to use file name prefixes
when searching for matching files, define the Length of Matching Prefix String value.
9. In the Matching Field Recorder Files section, click Search again.
All audio files in active scan folders that match your search criteria are added to the list.
10. Select one or several files in the Files of Selected Events list to show the matching files in
the Matching Field Recorder Files list.
11. Optional: Preview the selected events in your project and the matching files to verify that
they belong to the same recording.
12. In the list of matching files, select the files that you want to import.
13. Click Insert on Lanes to import the matching files to your project.
Alternatively, you can click Add to Pool if you only want to save the matching audio files to
your project for later use.
RESULT
● The selected files in the Matching Field Recorder Files list are imported into your project
and added to the Pool. Monophonic field recorder files remain in their original location and
are only referenced in the Pool. Polyphonic field recorder files are split and added as single
monophonic files to the audio folder of your project.
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● The imported field recorder files are inserted as events on new lanes of the corresponding
audio tracks. The new events preserve the following event properties: position, offset, fade-
in and fade-out length, crossfade with adjacent events, volume, envelope, and any existing
offline processing.
RELATED LINKS
Wave Files on page 1177
Field Recorder Audio Import Window on page 1250
Retrieving Missing Metadata on page 1249
Move to Submenu on page 218
PREREQUISITE
● You have added the clips of the selected events in your project to the Files of Selected
Events list by clicking Update.
● In the Filters section, no checkbox is activated.
● You have added files to the Matching Field Recorder Files list by clicking Search.
● You have identified Scene as the attribute you want to use for finding matches between
imported files and files in your project.
● You have identified the format of the Scene name in the field recorder files.
● Files in the Files of Selected Events list show no metadata in the Scene column.
PROCEDURE
1. Select a file in the Files of Selected Events list.
2. In the Metadata Retrieval section, select File Name from the Metadata Source pop-up
menu.
3. Click Add in the Scene row to add the selected file as the metadata example.
4. Click into the example field and drag to select the characters of the file name that represents
the Scene.
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RESULT
The Scene column in the Files of Selected Events list shows the interpreted Scene name. The
Scene name is shown in brackets, indicating that this value is interpreted from the file name.
RELATED LINKS
Field Recorder Audio Import Window on page 1250
● To open the Field Recorder Audio Import window, select Project > Field Recorder Audio
Import.
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Import Production Audio
Add Folder
Allows you to add folders that are scanned for matching field recorder files.
NOTE
Adding a folder to the list initiates the analysis of the metadata of the contained files.
Depending on the number of audio files in the corresponding folder, this may take a
while.
Metadata Retrieval
This section allows you to interpret the file name or the event description in order to show Scene,
Take, or Tape attribute values in the Files of Selected Events list in a format that matches the
attribute values in the Matching Field Recorder Files list.
Metadata Source
These pop-up menus allow you to choose between File Name and Event Description
as the source for the metadata retrieval.
NOTE
According to your selection, the corresponding attribute column in the list below is
updated instantly.
Add buttons
Add the selection in the list below as the metadata example for Scene, Take, or Tape.
Clear buttons
Filters
This section allows you to narrow down the criteria when searching for matching field recorder
files.
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Duration
Uses the duration when searching for matching files.
Scene
Uses the Scene attribute when searching for matching files.
Take
Uses the Take attribute when searching for matching files.
NOTE
This attribute may also be referred to as Reel in the metadata of field recorder files.
Tape
Uses the Tape attribute when searching for matching files.
Date Recorded
Uses the recording date when searching for matching files.
Origin Time
Uses the origin time when searching for matching files.
Update
Updates the file list below according to the current event selection in the Project
window.
NOTE
● After modifying the selection in the Project window, you must click Update to
update the list.
● If the value for Scene, Take, or Tape is displayed in brackets, this indicates that
this value is interpreted from the file name or the event description using the
Metadata Retrieval section.
Select All
Selects all files in the list below.
Set up Columns
Allows you to specify which columns are displayed in the list below.
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Search
Starts the search for matching field recorder files according to the current settings in
the Filters section.
Select All
Selects all files in the list below.
Set up Columns
Allows you to specify which columns are displayed in the list below.
Previewer section
Allows you to preview the files in the Files of Selected Events list and the Matching Field
Recorder Files list to decide which one to use in your project.
Transport controls
Start, stop, pause, and cycle the preview.
Preview Level
Sets the preview level.
Waveform displays
Allows you to preview a particular part of the audio by clicking its position on the
waveform.
Import buttons
Allow you to import the files selected in the Matching Field Recorder Files list to your project.
Insert on Lanes
Imports the selected matches to your project and inserts them on new lanes on the
corresponding tracks.
Add to Pool
Adds the selected matches only to the Pool. This allows you to save matching audio
files to your project for later use.
RELATED LINKS
Field Recorder File Import on page 1247
Retrieving Missing Metadata on page 1249
EDL Files
EDL (edit decision list) files are lists of edits created by a video editing suite. They are text files
that contain the timecode and source tape information that you need to place audio events to
picture.
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Video Cut Detection
NOTE
The source material must have correct timestamps, otherwise the EDL timecode values are
invalid. You can create audio files with embedded timestamps with timecode DAT machines,
video tape machines, field recorders, digital film cameras, etc.
Working with EDL files allows for the most precise control over the source material and
synchronization.
RELATED LINKS
Importing an EDL on page 381
OMF Files
OMF files can contain multiple tracks of audio that are either embedded or refer to external
audio media. They store information about where to place each piece of audio in the timeline.
Since the OMF audio is created during the video edit, its timecode values should be correct and
you can safely adjust the position of the video and reference audio to match the OMF audio.
RELATED LINKS
Importing OMF Files on page 1294
RELATED LINKS
Markers on page 368
Adding Markers at Video Cut Positions on page 1254
EDL Files on page 1253
PREREQUISITE
● Your project contains a video file.
PROCEDURE
1. In the Project window, select the whole video event or a range selection.
2. Select Project > Video Cut Detection Panel.
3. On the Video Cut Detection Panel, click Analyze Video.
The video is analyzed for cuts between shots. When the analyzing process is finished, the
detection result is shown in the Number of Video Cuts field and in the Analysis Result
section.
4. Inspect the detected results.
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5. Optional: Adjust the Sensitivity value according to the requirements of the video material.
NOTE
When adjusting Sensitivity, the detection result is instantly updated. You do not need to
click Analyze Video again.
6. Change the settings in the Marker Settings and in the Add Markers section as required.
7. Click Add Markers.
RESULT
Position markers or cycle markers are added at all detected cut positions.
RELATED LINKS
Video Cut Detection Panel on page 1255
● To open the Video Cut Detection Panel, select Project > Video Cut Detection Panel.
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Video Cut Detection
Sensitivity
Increases/Decreases the displayed number of video cuts after analyzing the video. The
higher this value, the more video cuts are shown. Adjust this setting according to the
requirements of the video material.
NOTE
We recommend that you start with a value of 50 %, which provides good results in
most cases.
Transport Stop
Stops playback
Colorize Markers
Colorizes the markers on the marker track in different colors.
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Use Video Follows Edit Mode
Add Markers
Adds position or cycle markers at all video cut positions that are shown in the preview
display.
RELATED LINKS
Adding Markers at Video Cut Positions on page 1254
Marker Track on page 377
Adding, Moving, and Removing the Marker Track on page 378
If you activate Use Video Follows Edit Mode in the Transport menu, project cursor and video
automatically follow each edit you make. This allows you to instantly see where in the video your
edit is taking place.
The video display gives you visual feedback during the following actions:
● Selecting ranges
● Editing audio
● Moving audio events
● Nudging audio events or range selections
● Resizing audio events or range selections
● Using the Time Warp tool
● Adjusting audio fade handles
NOTE
Use Video Follows Edit Mode uses the snap point of audio events. By adjusting the snap point,
you can align to an audio position that is situated in the middle of the event.
EXAMPLE
The sound of a car skidding to a stop can be easily timed to picture by lining up the end of the
skid sound with the stopping of the car in the video. However, if the car comes into the frame
after the skidding, it can be very difficult to align the sound. In this case, move the snap point to
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Event-Based Fades and Volume Envelopes
the end of the skidding sound and activate Use Video Follows Edit Mode to match that point to
the stopped car on screen.
RELATED LINKS
Snap Point on page 592
Editing Tempo and Time Signature on page 1131
Event-based fades and volume envelopes are useful for the following reasons:
● They are calculated in real time which gives you instant feedback of your edits while playback
continues.
As long as you release the event handle before the cursor reaches the event, you can hear
the result of your edit.
● They are calculated before the audio signal is sent to the MixConsole.
If you insert a compressor plug-in on an audio track and you increase the volume of an event
on that track, this will increase the input signal that reaches the compressor plug-in, and the
plug-in changes the gain reduction accordingly.
● They move together with the event.
RELATED LINKS
Event-Based Fades on page 335
Creating Event-Based Volume Changes on page 350
NOTE
If you work with reference audio, consider panning it to one side and the new audio to the other.
This allows you to discern whether one source is ahead of the other. You will hear a comb
filtering effect when 2 identical sources become very close in sync with one another.
PREREQUISITE
A project with an audio and a video event is open.
PROCEDURE
1. In the Project window toolbar activate Snap.
2. Open the Snap Type pop-up menu and select Events.
3. Drag the audio event to the start of the video event.
RESULT
The start of the audio event is aligned with the start of the video event.
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Placing Audio to Picture
RELATED LINKS
MediaBay and Media Rack on page 696
Adjusting and Editing Audio on page 1261
PREREQUISITE
A project with a video event is open. You know the timecode start position of the video event.
PROCEDURE
1. Do one of the following:
● Select Media > MediaBay to open the MediaBay.
● Select Media > Open Pool Window to open the Pool.
2. Right-click the audio event that you want to use and from the context menu select Insert
into Project > At Timecode Position.
3. In the Insert Media at Position dialog, enter the timecode start position of the video event.
4. Click OK.
RESULT
The audio event is inserted on the topmost selected track in the Project window with the event
start aligned with the timecode start position of the video event.
RELATED LINKS
MediaBay and Media Rack on page 696
Adjusting and Editing Audio on page 1261
PREREQUISITE
A project with a video event is open. You have viewed the video and found the position where
you want to insert the audio event.
PROCEDURE
1. Set the cursor to the position where you want to insert the audio event.
NOTE
You can use the Markers window to add markers at positions where you want to insert the
audio. Locate to these markers to set the cursor to these positions.
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RESULT
The audio event is inserted on the topmost selected track in the Project window with the event
start aligned with the cursor position.
RELATED LINKS
MediaBay and Media Rack on page 696
Locating to Markers on page 1260
Adjusting and Editing Audio on page 1261
Locating to Markers
You can use the Markers window to add markers at positions where you want to insert audio. By
locating to markers you can set the cursor to these positions.
PROCEDURE
1. Select Project > Markers to open the Markers window.
2. View the film or the video in Nuendo, keep the Markers window open, and add markers at
the positions where you want to place sound effects and other audio elements.
The marker is shown in the list.
3. In the Description column, enter a description for the marker.
RESULT
You have added markers for specific positions where you want to insert audio. You can select a
marker to set the cursor to the marker position.
RELATED LINKS
Markers on page 368
Inserting Audio at the Cursor Position on page 1259
Inserting Clips into a Project on page 681
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Adjusting and Editing Audio
PROCEDURE
1. Right-click in the Project window toolbar, and on the context menu, activate Nudge Palette.
2. Select the audio event and do one of the following:
● Click Move Left or Move Right to incrementally adjust the position of the entire audio
event.
● Click Trim Start Left or Trim Start Right to incrementally size the start of the audio
event.
NOTE
If the Object Selection tool is set to Sizing Moves Contents, the event content is
moved.
● Click Trim End Left or Trim End Right to incrementally size the end of the audio event.
NOTE
If the Object Selection tool is set to Sizing Moves Contents, the event content is
moved.
RESULT
The audio event is moved accordingly.
NOTE
The nudge increment is determined by the timeline and grid in the Project window.
PREREQUISITE
The audio that you want to use as work file is imported into your project at a position behind the
end of the program material. This prevents your work files from being included in the final mix.
The corresponding tracks are moved to a folder track.
PROCEDURE
1. Watch the video, and with the Range Selection tool, select the range on the destination
track where you want to insert your audio.
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NOTE
You can also use the key commands for Left Selection Side to Cursor ( E ) and Right
Selection Side to Cursor ( D ) to define the range selection on the fly.
2. Listen to the audio to identify the audio that you want to use with the picture.
3. Open the Range Selection pop-up menu and select Selection B.
4. Select the audio range and press Ctrl/Cmd - C to copy this selection to the clipboard.
5. Open the Range Selection pop-up menu and select Selection A to switch to the selection
range you defined on the destination track.
NOTE
If you switch selections, also the viewing area is switched. This allows you to move quickly
between source and destination audio.
6. Press Ctrl/Cmd - V to paste the audio from the clipboard onto the track.
RESULT
The range on the destination track is replaced with the audio from the clipboard.
RELATED LINKS
Adjusting Range Selections on the Info Line on page 1262
PROCEDURE
● Do one of the following:
● Modify the Range Start value to move the selection without changing its length.
● Modify the Range End value to change the end time.
● Modify the Range Length value to change the length of the selection.
● Modify the Top Track value to change the number of the topmost track in the selection.
● Modify the Bottom Track value to change the number of the bottom track in the
selection.
NOTE
By assigning key commands, you can increase the speed and efficiency for creating range
selections.
RELATED LINKS
Range Editing on page 248
Editing Selection Ranges on page 250
4-Point Editing with the Range Selection Tool on page 1261
● To delete everything to the left of the selection range, select Edit > Cut Head.
● To delete everything to the right of the selection range, select Edit > Cut Tail.
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Adjusting and Editing Audio
NOTE
This affects any type of event in the Project window including video, MIDI, markers, and
automation data.
RELATED LINKS
Range Editing on page 248
Using Cut Head and Cut Tail on page 234
PREREQUISITE
The start of the audio event is aligned with the position of the video.
PROCEDURE
1. Open the Transport menu and activate Use Video Follows Edit Mode.
2. Select the Range Selection tool and double-click the audio event to create a selection range
that spans the whole audio event.
3. Click the right edge of the selection range and drag to adjust it to the desired length.
4. Select Transport > Locators > Set Locators to Selection Range.
5. With the Object Selection tool, select the audio event.
6. Select Audio > Processes > Time Stretch.
7. In the Time Stretch dialog, click Use Locators.
This sets the time stretch ratio so that the audio event fits the locator range.
8. Click Process.
RESULT
The audio is stretched or compressed to fit the range.
PREREQUISITE
The audio event is positioned and sized correctly according to the video. Show Event Volume
Curves Always is activated in the Preferences dialog (Event Display—Audio page).
PROCEDURE
1. Open the Transport menu and activate Use Video Follows Edit Mode.
2. On the Project window toolbar, select Range Selection.
3. Select a range that covers the section of the audio event that you want to be played at full
volume.
4. Select Audio > Adjust Fades to Range.
RESULT
The fade-in and fade-out handles of the audio events are adjusted to the selected range.
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Film Transfers
When working on film projects, video postproduction editors typically transfer the film footage to
video for use with computer video editing systems.
Once the film has been edited, it can be transferred back to film for presentation in theaters or
may remain in video format for television broadcast and release on videotape or DVD.
When film footage is transferred to video, the frame rate must be converted from 24 fps to either
25 fps (PAL/SECAM) or 29.97 fps (NTSC). This process introduces a slight speed change as a result
of the mathematical relationships between the different frame rates. The film to NTSC
conversion is done as a 2-3 pull-down and the film is running at 23.98 fps to maintain the exact
2:3 relationship. As a result the film is running ~0.1 % slower in NTSC TV.
These speed changes must also be applied to the audio recorded along with the film, in order for
the audio to remain in sync with the picture. Sometimes the speed change is applied at the same
time as the film transfer and is recorded directly on the videotape. This allows the video editor to
hear the audio along with the transferred video while editing.
However, speed changes also result in pitch changes. Furthermore, this may lead to artifacts in
the audio, due to the fact that a direct digital transfer from the field recorder to videotape is not
possible without performing either a sample rate conversion or an analog transfer.
Therefore, most audio engineers prefer to use the original source material when working with
film audio. Once the original audio has been digitally transferred into Nuendo, the speed change
must be compensated for in order to keep the audio in sync with the video. Nuendo has the
flexibility to apply these speed changes independently to either the audio or video.
RELATED LINKS
Compensating for Speed Changes on page 1267
Telecine Process
A telecine machine is the device used to transfer film to videotape. It transfers images from each
frame of film to frames of video in a very specific way.
Having a clear understanding of this process will help alleviate the confusion surrounding pull-up
and pull-down sample rates and keeping film audio in sync.
In video signals, each frame or single image is composed of 2 video fields, each containing half
of the image. The first field contains all the odd horizontal lines of resolution and the second field
contains the even horizontal lines of the image. This is called interlacing and is needed to
minimize the flicker effect that would result if the image was presented all at once.
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Telecine Process
A film frame, however, is a single, complete image (like a 35 mm photograph). That means that
there are no fields involved.
When properly done, the first frame of film will be transferred to both fields of the first frame of
video and so on. All that is needed is the 4 % increase in speed for this to be a one-to-one
transfer.
To keep the audio in sync, it must also be pulled up by 4 %. This will result in a 4 % increase in the
pitch as well. If the final project is to remain in the video format, pitch-correcting might be
necessary. If the project is going to be returned to film for the final presentation, the audio can
be slowed back down to normal speed when transferring back to film in order to preserve the
fidelity and performance values of the original material.
To allow film transfers to NTSC video, another method called the 2-3 pull-down was devised.
Two-Three Pull-Down
The 2-3 pull-down allows for a smooth transfer to NTSC video without any unwanted or
noticeable pitch changes in the audio. It consists of a combination of speed change and frame-
to-field counting.
NOTE
This is where the 2-3 part of the name comes from. Each alternating frame of film is
transferred to 2 fields of video, then 3 fields of video, and so on.
● The third film frame is transferred to the second field of video frame 3 and the first field of
video frame 4.
● The remaining film frames are transferred in this manner, alternating between 2 and 3 fields
of video, until the end of the transfer. After 4 frames of film have been transferred this way,
an even 5 video frames will be created. Over the course of one second, 24 frames of film and
30 frames of video will have gone by. Because they are running at -0.1 %, the actual frame
rate is 29.97 video frames per second, the NTSC standard.
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Telecine Process
In order to make accurate decisions regarding audio pull-down and video pull-up when working
with NTSC film transfers in Nuendo, it is important to have a clear understanding of 2-3 pull-
down.
Even though 29.97 fps (video speed) is a faster frame rate than 24 fps (film speed), the video is
running -0.1 % slower than the original film due to the 2-3 transfer process. Therefore, you need
to slow the audio down a bit so that production audio, such as DAT tapes or files from a field
recorder from a film shoot are played back in sync with NTSC video.
IMPORTANT
Many video editors working with NTSC video refer to 30 fps as film speed as opposed to 24 fps.
The reason for this is, if you speed NTSC video (29.97 fps) up by 0.1 %, you are running at the
same speed as the original film at 24 fps. Conversations regarding this can often get very
confusing. Make sure that you have a clear understanding of the material you are working with
when dealing with film transfers and frame rates. It will avoid many mistakes and save time in
the long run.
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Compensating for Speed Changes
The first is by adjusting the playback speed of the audio to match the speed of the video. The
second is to adjust the speed of the video file to match the original speed of the film and
production audio in Nuendo.
For NTSC, the speed change is down -0.1 %. For PAL/SECAM, the change is up +4.1667 %.
Audio suffers a generation loss and speed change during the film transfer. Therefore, most audio
engineers prefer to use the original tapes from the film shoot when working on a film project
that has been transferred to NTSC video.
To slow down audio playback in Nuendo, you might need an external sample clock source to pull
the clock speed down by 0.1 %.
For this to work, your audio card must be set to external sync and connected to the clock device
via word clock, VST System Link, or some other clocking method. Furthermore, you must tell
Nuendo that it is being synchronized with an external clock source. This is done in the Studio
Setup dialog.
Because video and audio playback speeds are independent in Nuendo, the video will remain at
the same speed while the audio is slowed down (pulled down). This ensures that the production
audio and film transfer remain in sync.
Either you receive an OMF or AES31 file that contains audio from the original source tapes
conformed to the edited video or you have to record the source tapes into Nuendo yourself. In
both cases, you have audio in Nuendo that is edited to the picture but will not stay in sync with
the video unless you pull down the sample rate.
IMPORTANT
The idea is that when you have completed the audio mix for your film project, the video will be
sped back up to film speed for the final transfer back to film and your audio mix can then be
played at the standard 48 kHz sample rate (no pull-down) and will remain in sync with the picture.
Using this method preserves the quality of the original audio recording made during filming and
allows for a digital mixdown transfer at film speed without any generation loss or sample rate
conversion.
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Compensating for Speed Changes
RELATED LINKS
Selecting an Audio Driver on page 18
Audio pull-up (+4.1667 %) is the same concept applied to PAL/SECAM video transfers.
Because the film is sped up by 4.1667 % during transfer, audio in Nuendo must be running at
+4.1667 % speed in order to remain in sync with the video during editing and mixing.
IMPORTANT
Steinberg’s SyncStation is capable of varispeed and has presets for the 4.1667 % necessary with
PAL film transfers and the -0.1 % for NTSC.
Once the project is complete, the Nuendo sample rate can be returned to normal (48 kHz) for the
final mixdown at film speed. Once again, this allows for a digital transfer of the final master at
the correct speed for theatrical presentation.
The following settings can be used to correct sync errors made at another studio or problems
with video editing systems:
● -4 % pull-down
If a film project was transferred to PAL/SECAM video and the audio editing and mixing was
performed at video speed (48 kHz) without using audio pull-up, the final mix would be
running at video speed, not film speed. In this case, a -4 % pull-down can be used to correct
this and get the audio running at film speed again. The downside to this is that the final
transfer to film would either have to be analog or through a sample rate converter in order
to be recorded with the film.
● +0.1 % pull-up
This pull-up is not normally used except in situations similar to the one described above, but
for NTSC video. It can be used to correct the speed of a project finished at video speed
(without pull-down) prior to transferring it to film. Because film is moving 0.1 % faster than
NTSC video, the audio mix can be sped up to film speed using +0.1 % pull-up for the transfer.
● Other pull-up/pull-down options
There may be other scenarios where non-standard pull-ups and pull-downs can be used to
correct mistakes. Nuendo provides further pull-up/pull-down options for such situations in
the Project Setup dialog and the respective section in the Project Synchronization Setup
dialog.
IMPORTANT
All the examples used here are with 48 kHz as the standard sample rate for the film and video
industry. However, it is possible to accomplish the same tasks using 44.1 kHz, 88.2 kHz, 96 kHz
(this is double the standard sample rate and commonly used for higher fidelity), 176.4 kHz and
192 kHz, provided you have an external clock device capable of pulling these higher sample rates.
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Compensating for Speed Changes
Nuendo provides an adjustment of the timeline to compensate for these changes. This setting is
found in the Project Setup dialog.
Whenever you apply an audio pull to Nuendo from an external clock, also set Audio Pull-up/Pull-
down to the corresponding setting. This allows Nuendo to recalculate the sample count to reflect
the adjusted sample rate.
For example, if the setting is switched from no pull-down to -0.1 % pull-down, events on the
timeline will appear longer because the sample rate has been slowed down. The event display
will show the accurate length of events relative to timecode, minutes, and seconds.
NOTE
In the Project window, the status line below the toolbar also indicates whether audio pull-up or
audio pull-down is applied to this project.
When you change Audio Pull-up/Pull-down and there are audio events in the timeline already,
Nuendo prompts you to choose whether or not to keep the original sample start times.
● Select No to let the events follow the timecode and minutes:seconds clock change, and
remain at their SMPTE start times.
● Select Yes to force Nuendo to leave events at the same sample start time regardless of the
clock speed change.
Depending on the situation, it can be helpful to make the video file play back at film speed and
not adjust the audio playback at all.
Adjusting the video playback speed back to film reverses the process used when adjusting audio
playback speed. For NTSC video, the video playback speed must be adjusted up +0.1 % back to
film speed.
Altering the video playback speed is done in the Project Setup dialog. You have 2 options: 0.1 %
pull-up and 0.1 % pull-down.
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Working with Video Tape Recorders
NOTE
Speeding up or slowing down the video speed is only possible if the video is running through a
computer video card. If a professional genlocked video card is used, the video playback speed is
derived from the genlock input.
Because the look of film running at 24 fps is unique, many HD productions are filmed at 24 fps to
mimic the look of film on video. Because the speed change from 24 fps to 29.97 fps NTSC is such
an odd one (requiring the 0.1 % pull-down), designers of these cameras have developed a
method of recording that allows the camera to record like film, but also output an NTSC video
signal at the same time without any speed change. They record at 23.976 fps which translates to
24 fps pulled down -0.1 %.
In the case of using video tape recorders (VTRs) with Nuendo, a device capable of dealing with
SMPTE timecode, word clock, video reference clock, MIDI machine control, and Sony 9-Pin
machine control protocols will be needed.
The most important aspect of working with VTRs is the ability to maintain the best possible
synchronization between Nuendo and the tape machine. Using a device, such as Steinberg’s
SyncStation, will provide the best results.
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Tips
Regardless of your hardware setup, Nuendo will have to be configured to synchronize with the
VTR.
RELATED LINKS
Synchronization on page 1203
Tips
There are so many variables within the boundaries of a multimedia project that only years of
experience can cope with all of them. However, here are a few tips and good ideas you can use to
help eliminate some common issues.
Preproduction Planning
The most important tip for making postproduction go smoothly for a TV commercial, feature film
or even Internet media creation is good use of preproduction planning. Try and meet with all the
people involved in a project prior to starting in order to decide how the work will flow once you
get into postproduction. Determining frame rates for film and video, film transfer issues, what
format the location audio will be recorded in, delivery formats and other details including a
working copy of the script will be invaluable to any postproduction audio professional.
TC Burn-In
The timecode burn-in window (BITC) is a section of the video image that contains timecode
numbers for each frame of video from the original video editor. Using this, it is possible to align a
video perfectly in Nuendo so that all the timecode numbers line up exactly.
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ReConform
The ReConform function allows you to automatically adapt edited audio projects to new cut
versions of video material.
Post production often includes working on audio mixes with early cut versions of video material.
When you get changed versions of the video material, you must identify the changed parts and
adapt the audio mix accordingly.
The ReConform function helps you by re-adapting the audio mix to the changed video material.
Most of the process is done automatically, however, you can still make manual changes.
Prerequisites
The following prerequisites are required to work with the ReConform function.
● A Nuendo project.
● An Edit Decision List (EDL) for the current cut version of the video material.
● An Edit Decision List for the target cut version of the video material.
NOTE
Instead of old and new EDLs you can also use a change EDL that contains the changes from
old to new EDL.
RELATED LINKS
EDL Files on page 1253
ReConform Workflow
The ReConform function automates most of the typical workflow that includes comparing old
and new EDLs as well as applying the EDL changes correctly to the Nuendo project.
● You import and compare different versions of EDLs. This creates a new EDL that contains the
differences between your current project and how it is supposed to be to match the new
video. This EDL is called Change EDL.
NOTE
● You manually check and validate the entries in the Change EDL and make corrections where
necessary.
You can use the preview functions to see the result of the ReConform process for single
entries in the ReConform dialog and in the Project window. The preview does not affect the
original audio or video material.
● When you have made all changes to the Change EDL, you start the ReConform process
which applies the changes to the project.
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ReConform Dialog
ReConform Dialog
The ReConform dialog contains the main user interface for the ReConform function.
1 Old EDL
The current cut version of the video material.
2 New EDL
The updated version of the video material.
3 Change EDL
The changes between old and new EDLs.
4 Video preview
Displays video frames of selected entries in the Change EDL.
5 Timeline
The entries of the old and the new EDL.
6 Open ReConform Settings
Allows you to configure the ReConform function.
RELATED LINKS
ReConform Settings on page 1280
EDLs
Edit Decision Lists (EDLs) form the basis of the ReConform function.
The main idea of the ReConform function is to adapt changes in EDLs to a current audio mix. As a
prerequisite, you must have at least an existing EDL and a new EDL. Alternatively, you can use an
EDL that already contains changes, the Change EDL.
The ReConform dialog allows you to import old and new EDLs that you can use to generate a
Change EDL. You can also import an existing Change EDL.
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EDLs
In the dialog, you can find these EDLs in the Old EDL, New EDL, and Change EDL lists. In these
lists, you have the following options:
Add EDL
Delete EDL
State
State of the entry. Green indicates that the entry is valid. Red indicates that the entry is
invalid. If you move the mouse pointer over the symbol in the column, a tooltip
provides an error description.
ID
ID of the entry.
Roll
Roll name of the entry.
Clip Name
Clip name of the entry.
EDL File
The name of the EDL file from which this entry was read.
TR
Transition type of the entry.
● C - Cut
● D - Dissolve
● W - Wipe
SRC IN
Start timecode of the entry in the original video file or clip.
SRC OUT
End timecode of the entry in the original video file or clip.
DST IN
Start timecode of the entry in the project.
DST OUT
End timecode of the entry in the project.
In addition to the columns, all EDLs inform you about the number of entries and how many of
them are selected or invalid.
RELATED LINKS
Adding EDLs on page 1276
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EDLs
It can either be generated through comparison of old and new EDLs or imported directly into the
ReConform dialog.
Each entry in the Change EDL specifies which parts of the current project version, indicated by
the timecodes in the SRCIN and SRCOUT columns, are to be put at a different position in the new
project version, indicated by the timecodes in the DSTIN and DSTOUT columns.
If you select an entry in the Change EDL, the corresponding entries in the old and new EDLs are
displayed in a different color.
Timelines
Below the Change EDL, the entries of the old and new EDLs that were used for creating the
Change EDL are displayed on timelines. The Source timeline displays the old EDL, the
Destination timeline the new EDL.
Entries that are selected in the Change EDL are highlighted in the same color on the timelines.
VFX shots that were found while the Change EDL was being created have a specific color in the
list and on the timelines.
Preview
The Preview function of the Change EDL section allows you to check how one or several selected
entries will affect the result of the ReConform process. Any manual healing or extending of
entries as well as the editing of timecodes in the Change EDL can be previewed before the start
of the actual process. You can listen to the result and inspect the audio and video material of the
source version and the destination version in detail. You can also add notes to the destination
preview. It is not possible to make changes to the destination version.
In the Project window, locators mark the time range that is used during the ReConform process.
Technically, the preview result is added to the project with a one day time offset, which will be
deleted after the preview is deactivated. The resulting tracks are locked for as long as the
preview is active. This prevents you from making changes to the resulting material, as the
changes will be lost as soon as the preview is deactivated.
Preview
If this button is activated, the preview shows the source or the destination version of
the selected entry in the Project window. The button blinks if the preview is active.
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SRC
If this button is activated, the preview shows the source version of the selected entries
in the project.
DST
If this button is activated, the preview shows the destination version of the selected
entries in the project.
For example, if you discover problems within the generated data of the preview, you can add
notes to the Memos marker track that is automatically created when you activate the preview.
The notes are transferred to the corresponding entry in the source version.
PROCEDURE
1. Activate DST to display the destination version of the selected entry.
2. On the Memos marker track, add a marker and move it to the required position.
3. Enter a description for the marker.
RELATED LINKS
Marker Track on page 377
Adding EDLs
You can add standard EDLs to the Old EDL and New EDL lists in the ReConform dialog. You can
import an existing Change EDL to the Change EDL section.
PREREQUISITE
You have received EDL files in one of the following formats:
● CMX3600
● FILE16
● FILE32
PROCEDURE
1. In any of the lists, click Add EDL .
The Add EDL to <name of list> List dialog opens.
2. Click Browse EDL Files .
3. Select one or more EDL files and click Open.
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4. Optional: In the Add EDL to <name of list> List dialog, specify a timecode offset for the
destination times in the DST Offset field. In the Add EDL to Change EDL List dialog, you can
also specify a timecode offset for the source times in the SRC Offset field.
5. Click OK.
RESULT
The EDL is displayed in the ReConform dialog. The timecode offsets are added.
Deleting EDLs
You can delete added EDLs from the ReConform dialog.
PROCEDURE
● In the EDL, click Delete .
RESULT
The EDL is deleted from the dialog.
Modifying Timecodes
You can modify the source and destination start and end times for a selected entry in an EDL.
PROCEDURE
1. Select an entry in Old EDL, New EDL, or Change EDL.
2. Right-click the entry.
The context menu opens.
3. Select Edit.
4. In the dialog, change the timecodes of the source and destination time ranges. You have the
following options:
● Activate either SRC IN and SRC OUT or DST IN and DST OUT and change only one of the
timecodes. The other timecode is automatically adjusted. The range length remains the
same.
● Activate either SRC IN and DST IN or SRC OUT and DST OUT and change only one of the
timecodes. The other timecode is automatically adjusted. The range length in the SRC
and DST areas are equally modified.
● If you want to change the beginning or end of the time range, you can change one of
the timecodes.
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NOTE
The Motion Speed indicator that is available if you modify timecodes in the old and new
EDLs informs you about differing source and destination range lengths. If it displays “2.00x”,
the source range is twice the length of the destination range. This indicates that the source
material is referenced with double playback speed.
EXAMPLE
You have received an EDL, but the EDL does not match with the video. This can occur if a video
sequence is changed after the EDL was created.
If the video sequence was moved, you can, for example, activate the SRC IN and SRC OUT
timecodes and change these accordingly.
PROCEDURE
1. Select one or multiple entries in the EDL.
2. Right-click the entries.
3. Select Delete.
RESULT
The entries are deleted from the EDL.
PREREQUISITE
You have added an old and a new EDL file to the ReConform dialog.
PROCEDURE
● Click Generate.
RESULT
The Change EDL is added to the ReConform dialog. It displays the changes between the old and
new EDL files.
PROCEDURE
1. Click Save Change EDL .
2. Enter the name of the file.
3. Click Save.
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Healing is useful if the comparison of old and new EDL results in a Change EDL in which multiple
consecutive entries are unchanged and still in the same order.
PROCEDURE
1. Select two or more consecutive entries in the Change EDL.
2. Right-click within the selected entries.
3. Select Healing and choose from the following options:
● None
Entries are not combined.
● Normal
Consecutive entries without gaps are combined to a single entry.
● Gaps without Inserts
Consecutive entries with gaps are combined to a single entry if the gap length is
identical in source and destination file and there is no New EDL entry that inserts a new
video clip into this gap.
● Gaps with Inserts
Even if a New EDL entry inserts a new video clip into a gap, consecutive entries with
gaps are combined to a single entry if the gap length is identical in source and
destination file.
NOTE
You can automate the healing process by selecting one of the Heal Processing options in
the options dialog. You can always return to uncombined entries by selecting None.
RESULT
The selected consecutive entries become one entry.
RELATED LINKS
ReConform Settings on page 1280
Some inserts from new EDLs can replace existing events in the previous EDLs. This deletes
already existing audio for the previous events and creates gaps. You can extend events before or
after a gap to use their audio within the gap.
PROCEDURE
1. Right-click an entry in the Change EDL.
2. Select Extend Event and choose one of the following options:
● Until Previous Event
Extends the entry to the previous event.
● Until Next Event
Extends the entry to the following event.
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RESULT
The source and destination ranges of the entry are extended.
EXAMPLE
If you have a series of film scenes and in one shot, the director chose to use the picture of
camera 2 instead of camera 1, this picture change is detected by the ReConform function. In the
Change EDL, the original audio for the new picture shot is discarded and replaced by an empty
area. If you want to keep the audio that was used right before the shot, you can extend the
length of an existing Change EDL entry to a neighboring gap.
ReConform Settings
ReConform provides settings that allow you to configure the ReConform function and to
automate several functions.
To open the ReConform Settings pane, at the bottom of the ReConform dialog, click Open
ReConform Settings .
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an entry with the same name that has no trailing “B”, the B is deleted from the roll
name.
Heal Processing
Allows you to combine specific entries in the Change EDL to reduce complexity.
● None
Entries are not combined.
● Normal
Consecutive entries without gaps are combined to a single entry.
● Gaps without Inserts
Consecutive entries with gaps are combined to a single entry if the gap length is
identical in source and destination file and there is no New EDL entry that inserts a
new video clip into this gap.
● Gaps with Inserts
Even if a New EDL entry inserts a new video clip into a gap, consecutive entries
with gaps are combined to a single entry if the gap length is identical in source and
destination file.
VFX Handling
Allows you to specify and activate up to 3 naming patterns for recognizing VFX (visual
effects) shots in the loaded EDL. VFX shots are film sequences with a multitude of
different versions that are denoted in the clip or roll name of a corresponding EDL
entry according to a custom naming scheme. As VFX shot changes usually have no
impact on the audio, naming patterns ensure that simple version changes are not
treated as inserts.
Each pattern definition must contain a version number that may be extended by a
prefix and a suffix, for example, “VFX_01_V03.mpg”, where “VFX_01_V” is the prefix, “03”
the version number, and “.mpg” the suffix.
If naming patterns are activated, Old EDL, New EDL, and Change EDL show the
recognized VFX shots in a different color.
Processing Options
You can use the following options to specify what the ReConform function must take into
account. For every marker setting, a marker track is created in the Project window.
Apply ReConform to
Allows you to process all tracks or selected tracks.
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ReConform Settings
RELATED LINKS
Restricting the ReConform Range on page 1282
Including/Excluding Overhanging Audio Events on page 1283
Examples for Markers on page 1284
Markers on page 368
Virgin Territory vs. Initial Value on page 814
Usually, the ReConform function is applied to an entire Nuendo project. In this case, the used
EDLs lead to a restructuring of all material that is available. However, if the project contains more
than one episode, you may want the new EDL to restructure only the episode that contains
changes instead of the entire project. To avoid that the rest of the project data is changed or
overwritten, use the Restrict ReConform Range option in the ReConform Settings pane.
PROCEDURE
1. In the ReConform Settings pane, activate Restrict ReConform Range.
2. Enter the range that you want to preserve.
● In the Preserve Material Before field, enter the timecode before which the project data
may not be changed.
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● In the Preserve Material After field, enter the timecode after which the project data
may not be changed.
RELATED LINKS
ReConform Settings on page 1280
If a video clip is shorter than the corresponding audio event, the ReConform process may cut off
the sections of the audio event that hang over. To avoid these cuts, you can activate the Include
Overhanging Audio Events option in the Processing Options. If you move video clips to
another position, the overhanging sections of the audio events are moved together with the
video clip.
EXAMPLE
In the illustration, video clip 1 is shorter than audio event 1. If you activate the Include
Overhanging Audio Events option and move the video clip to another position, the audio event
moves with the video clip. Its length remains unchanged. If the option is deactivated, the
overhanging sections in audio event 1 are cut off.
RELATED LINKS
ReConform Settings on page 1280
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Dissolve/Wipe Markers
A dissolve or wipe marker is created if either the old or the new EDL contains a dissolve or wipe
transition between 2 video clips. In the illustration, such a transition is detected in video version 2
where a marker is added. In the Change EDL, this transition is converted into a cut. The
Dissolve/Wipe marker track displays the position of the cut.
Insert Markers
An insert marker is created if the new EDL inserts a new video clip. The ReConform process
inserts a cycle marker at the position of the new video clip. In the illustration, clip 3 is the new
video clip. The Insert marker track displays the position of the new video clip.
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Automation warning markers are created if changes in the video cut lead to strong differences in
automation curves, such as jumps. In the illustration, the automation curve in version 1 increases
gradually from clip 1 to clip 3. In version 2, clip 2 has been deleted, which breaks the automation
curve and lets it continue at a different level. The ReConform process detects this and creates an
automation warning marker at this position. The Automation Warning marker track displays the
position of the automation issue.
Audio snippet markers are created if the ReConform process divides existing audio events due
to insertions in the recut video. If one of the cut pieces is a small snippet, it is marked with an
audio snippet marker. To define the length of the snippets, you can set the number of frames
using the Create Audio Snippet Markers option. In the illustration, clip 3 is inserted between
clip 1 and 2 in video version 2. The audio event audio 2 is divided in 2 sections. One of these
events remains as an audio snippet connected to clip 1. An audio snippet marker is inserted at
the position of the audio snippet. The Audio Snippet marker track displays the position of the
audio snippet.
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Video Preview
You can preview new and recut video material in the Video section of the ReConform dialog.
The video preview allows you to check if the ReConform process performs a correct recut of the
available video material. The video preview displays the video track in a recut version that can be
compared with the new video material. In general, these must match. If the new video material is
longer or if it contains previously unavailable material, the resulting recut video preview shows
no content. In other cases, where the previews differ, there may be an issue with the delivered
video material or with the edits in the Change EDL.
The video preview displays video frames as soon as you select an entry in the Change EDL. You
can switch to the last frame. The timecode shows the start or end times of the entry.
Technically, the new video material is copied onto a specific video track when the video preview is
activated.
If you get new video material, you can select it in the video preview settings.
RELATED LINKS
Change EDL Section on page 1275
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Video Preview
Video Section
The Video section in the ReConform dialog displays video frames of the selected entry in the
Change EDL.
To open the video preview settings, in the Video section, click Open Video Preview Settings .
NOTE
RELATED LINKS
Pool on page 674
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Video Preview
PREREQUISITE
You have added the video files to the Pool.
PROCEDURE
1. In the New Video Track Configuration section, activate one or multiple video files by
clicking in the Use as New Video column next to the video file names.
2. Adjust the Start and End timecodes according to your needs.
PROCEDURE
● In the Video Track Assignment section, click in the Old Edit Version or New Edit Version
column next to the video track name.
The other video track is automatically selected as the other version.
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Applications
Nuendo supports a number of file formats that you can use to exchange files with other
applications.
RELATED LINKS
AES31 Files on page 1289
Cue Sheets on page 1291
OMF Files on page 1294
AAF Files on page 1298
ADM Files on page 1303
MXF Files on page 1305
AES31 Files
The AES31 standard is an open file interchange format developed by the Audio Engineering
Society that allows you to transfer projects from one workstation to another, retaining time
positions, for example, of events, fades, and markers.
AES31 uses the widely used Microsoft FAT32 file system with Broadcast Wave as the default audio
file format. You can transfer AES31 files to digital audio workstations that support AES31,
regardless of the type of hardware and software used.
RESULT
The audio tracks, events, and markers of the imported AES31 file are added.
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AES31 Files
RESULT
● All audio track data including audio file references are exported.
● Real-time fades set up with the fade handles are automatically converted and saved in a
fades folder.
● The marker positions of the first marker track in your project are exported.
● MixConsole settings, automation, and MIDI Tracks are not exported.
● The file is saved as an XML file with the extension .adl (audio decision list). You can open it
in any text editor.
● To open the AES31 Export Options dialog, select File > Export > AES31.
Export
Allows you to select a track for export.
Track Name
Shows the track name.
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Cue Sheets
Select All
Selects all tracks in the project for export.
NOTE
You can create references to media destinations that do not exist on the system you
are working with. This allows you to prepare files for use in projects on another system
or in a network environment, for example.
Copy Media
Allows you to create copies of all the media files. By default, the copied audio files are
placed in a subdirectory in the export destination folder. To specify a different location
for the copied files, use the Media Destination Path field.
Consolidate Events
Allows you to copy only the portions of audio files that are used in the project.
The Handle Length value allows you to define a length in milliseconds to include audio
outside each event boundary for later fine-tuning. Handles allow you to adjust fades or
edit points when the project is imported into another application.
Cue Sheets
You can export a cue sheet that contains detailed information about audio, video, markers, and
plug-ins used in your project.
A cue sheet is often needed for billing purposes, such as reporting any used music or film.
Furthermore, it can be helpful to reconstruct small projects on other production systems or in
case of data loss.
The cue sheet is exported as plain text in CSV or TXT format for further processing in an
appropriate editor.
Each cue sheet exported from Nuendo contains the following sections:
Project Information
Provides global project information about project name, sample rate, bit depth, frame
rate, author, company, and start and end time.
Additionally, you can add the following sections to the cue sheet:
File List
Lists all audio files that are used in your project.
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Cue Sheets
Plug-in List
Lists all plug-ins that are used in your project.
RELATED LINKS
Exporting a Cue Sheet on page 1292
Cue Sheet Export Options Dialog on page 1292
Showing/Hiding Individual Tracks on page 70
PROCEDURE
1. Select File > Export > Cue Sheet.
2. In the Export Options dialog, select the tracks that you want to include in the exported file.
3. Change the settings in the Options and in the Additional Cue Sheet Content section as
required.
4. Click OK.
5. In the file dialog, specify a name and location.
6. Click Save.
RESULT
The cue sheet is created at the specified location.
RELATED LINKS
Cue Sheet Export Options Dialog on page 1292
● To open the Export Options dialog, select File > Export > Cue Sheet.
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Cue Sheets
Export
Allows you to select a track for export.
Track Name
Shows the track name.
Select All
Selects all tracks in the project for export.
Format
Allows you to select the export format. The available formats are CSV and Text.
Separator
Allows you to specify the kind of separator used in the CSV file.
Time Format
Allows you to select a time format for your cue sheet.
Encoding
Allows you to select an encoding format for the CSV file.
Plug-ins
Adds information about all plug-ins that are used in your project to the cue sheet.
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OMF Files
File List
Adds a list of all audio files that are used in your project to the cue sheet.
File Name
Adds the file names to the Event List per Track.
Event Length
Adds the length of the events to the Event List per Track.
OMF Files
Open Media Framework Interchange (OMFI) is a platform-independent file format that allows
you to transfer digital media between different applications.
NOTE
You can use these markers as position references if you want to manually import the video
files.
RESULT
The audio events of the imported OMF file are added.
● To open the OMF Import Options dialog, select File > Import > OMF.
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OMF Files
Import
Allows you to select a track for import.
Type
Shows the media type of the track.
Track Name
Shows the track name.
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OMF Files
PROCEDURE
1. Select File > Export > OMF.
2. In the Export Options dialog, select the tracks that you want to include in the exported file
and make your changes.
3. Click OK.
4. In the file dialog, specify a name and location.
5. Click Save.
RESULT
The OMF file is exported. It contains or references all audio files that are played in the project,
including fade and edit files.
Unused audio files that are referenced in the Pool, or any MIDI data are not contained in the file.
Video files are not included.
RELATED LINKS
Splitting Multi-Channel Audio Tracks on page 179
● To open the OMF Export Options dialog, select File > Export > OMF.
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OMF Files
Export
Allows you to select a track for export.
Track Name
Shows the track name.
Select All
Selects all tracks in the project for export.
NOTE
You can create references to media destinations that do not exist on the system you
are working with. This allows you to prepare files for use in projects on another system
or in a network environment, for example.
Copy Media
Allows you to create copies of all the media files. By default, the copied audio files are
placed in a subdirectory in the export destination folder. To specify a different location
for the copied files, use the Media Destination Path field.
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AAF Files
Consolidate Events
Allows you to copy only the portions of audio files that are used in the project.
The Handle Length value allows you to define a length in milliseconds to include audio
outside each event boundary for later fine-tuning. Handles allow you to adjust fades or
edit points when the project is imported into another application.
AAF Files
The Advanced Authoring Format (AAF) is a multimedia file format that allows you to exchange
digital media and metadata between different systems and applications across multiple
platforms. Metadata include fades, automation, and processing information.
RELATED LINKS
Importing AAF Files on page 1298
Exporting AAF Files on page 1301
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AAF Files
● To import the AAF file to your active project, click No and proceed with step 5.
4. In the File Explorer/macOS Finder, specify a project folder and click Select Folder.
5. In the Import Options dialog, choose the tracks you want to import and make your
changes.
6. Click OK.
NOTE
Depending on the size of the imported project and whether the files are embedded or
referenced, the import process may take a while.
RESULT
The audio tracks and events of the imported AAF file are added. If you have imported the file to a
new project, the events are placed at their original timecode position. If you have imported the
file to your active project, the events are placed at the position you have specified in the Import
Options dialog.
RELATED LINKS
AAF Import Options Dialog on page 1299
● To open the AAF Import Options dialog, select File > Import > AAF.
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AAF Files
Import
Allows you to select a track for import.
Type
Shows the media type of the track.
Track Name
Shows the track name.
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AAF Files
timecode 01:00:00:00 with an event located at 02:00:00:00, and if the cursor in your
active project is located at 02:00:00:00, the imported event is placed at timecode
03:00:00:00.
NOTE
● If the original timecode position of the imported data is outside of your project range, the
start/end time of your project is modified.
● The import position options are only available if you import the AAF file to your active
project.
RESULT
The AAF file is exported.
RELATED LINKS
AAF Export Options Dialog on page 1301
● To open the AAF Export Options dialog, select File > Export > AAF.
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AAF Files
Export
Allows you to select a track for export.
Track Name
Shows the track name.
Select All
Selects all tracks in the project for export.
NOTE
You can create references to media destinations that do not exist on the system you
are working with. This allows you to prepare files for use in projects on another system
or in a network environment, for example.
Copy Media
Allows you to create copies of all the media files. By default, the copied audio files are
placed in a subdirectory in the export destination folder. To specify a different location
for the copied files, use the Media Destination Path field.
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ADM Files
Consolidate Events
Allows you to copy only the portions of audio files that are used in the project.
The Handle Length value allows you to define a length in milliseconds to include audio
outside each event boundary for later fine-tuning. Handles allow you to adjust fades or
edit points when the project is imported into another application.
ADM Files
Nuendo allows you to import Audio Definition Model (ADM) files, for example, complete Dolby
Atmos premixes, for further mixing and editing. You can export your own Dolby Atmos mixes as
fully compliant ADM BWF files.
You can import ADM files in Broadcast Wave Format (BWF), such as those exported from the
Dolby Atmos Production Suite, Dolby Atmos Mastering Suite, or Cinema RMU (Dolby Rendering
and Mastering Unit), into new or existing projects, preserving the hierarchical structure of the
ADM file and all pan automation. The imported ADM can contain channel-based beds and object-
based audio. Nuendo supports different ADM file structures containing the elements
audioProgramme, audioContent, audioObject, and audioChannel, according to
Recommendation ITU-R BS.2076-1 by the International Telecommunication Union.
When importing ADM files into your Nuendo project, the following applies:
● Multi-channel audio from ADM files is extracted and split into mono files.
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ADM Files
● Folder tracks are created to represent the file elements audioProgramme, audioContent, and
audioObject. Each folder track contains the associated sub-elements.
● Folder tracks that represent an audioObject contain the mono audio tracks created from the
channels of the object.
NOTE
If an audioObject only contains one channel, no folder track is created, but the mono track is
created in the associated parent folder track or on the root level in the track list.
● Cross-references within the ADM file structure are replaced by copies of the corresponding
files.
● Tracks with object audio are automatically assigned to VST MultiPanner, preserving existing
pan automation.
● Tracks with bed audio channels are not automatically assigned to a panner.
You can export ADM data from your project as fully compliant ADM BWF (Broadcast Wave
Format) files, containing the complete object structure with all metadata required for re-
rendering on a Dolby Atmos playback system. This is done in the ADM Authoring for Dolby
Atmos window.
● Multi-objects are split into the corresponding number of mono objects, containing their own
panning metadata.
RELATED LINKS
Authoring and Mixing for Dolby Atmos on page 769
Importing ADM Files on page 1304
Object Mixes with VST MultiPanner on page 786
Exporting ADM Files on page 1305
ADM Authoring for Dolby Atmos Window on page 781
PROCEDURE
1. Select File > Import > ADM.
2. In the file dialog that opens, navigate to the ADM file you want to import.
3. Click Open.
4. In the Import Options dialog, select the channels of the ADM file that you want to import.
5. Click OK.
RESULT
● The selected channels of the ADM file are imported to your active project.
● The channels of audioObject elements are split into mono audio files, inheriting the name of
the channels.
● Folder tracks are created, representing the hierarchical structure of the original ADM file.
They contain the associated audioContent, audioObject, and the mono audio tracks deriving
from them.
● Object audio channels are connected to VST MultiPanner.
● Bed audio channels are not connected to a panner.
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MXF Files
RELATED LINKS
ADM Files on page 1303
ADM Authoring for Dolby Atmos Window on page 781
Object Mixes with VST MultiPanner on page 786
Renderer for Dolby Atmos Plug-in Panel on page 774
External Dolby Atmos Renderer Setup Dialog on page 779
PREREQUISITE
● You have set up a complete and valid ADM project, for example a Dolby Atmos mix,
containing bed and object audio.
● In the ADM Authoring for Dolby Atmos window, you have selected a renderer. If you use
an external renderer, you have connected all necessary Nuendo output and renderer input
ports.
PROCEDURE
1. Select Project > ADM Authoring for Dolby Atmos.
2. Click Export ADM File.
3. In the file dialog, specify a name and location.
4. Click Save.
RESULT
Your ADM is exported as ADM BWF file according to your current settings at the specified
location.
RELATED LINKS
Authoring and Mixing for Dolby Atmos on page 769
ADM Authoring for Dolby Atmos Window on page 781
MXF Files
Nuendo supports audio files in the MXF (Material Exchange Format) container format (OP1a for
import only, and OP-Atom).
Project data from non-linear video editing systems is often delivered as AAF files referencing MXF
audio.
On importing AAF files, MXF media from the AAF project is automatically added as audio events
to the project. However, you can also import individual MXF media (clips) independently from an
AAF file.
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Nuendo 11.0.0
Exchanging Files with Other Applications
MXF Files
RESULT
The MXF file is imported to your project. For multi-channel audio, a single multi-channel track is
created. The video track of the MXF file is ignored.
RELATED LINKS
Splitting Multi-Channel Audio Tracks on page 179
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Nuendo 11.0.0
ReWire
ReWire is a special protocol for streaming audio between two computer applications.
Developed by Propellerhead Software and Steinberg, ReWire provides the following possibilities
and features:
● Realtime streaming of up to 256 separate audio channels, at full bandwidth, from the
synthesizer application into the mixer application.
In this case, the mixer application is Nuendo. An example of a synthesizer application is
Propellerhead Software’s Reason.
● Automatic, sample-accurate synchronization between the audio in the two programs.
● The possibility to have the two programs share one audio card and take advantage of
multiple outputs on that card.
● Linked transport controls that allow you to play, rewind, etc., either from Nuendo or from the
synthesizer application (provided it has some kind of transport functionality).
● Automatic audio mixing functions of separate channels as required.
In the case of Reason, for example, this allows you to have separate channels for the
different devices.
● Additionally, ReWire offers the possibility to route MIDI tracks in Nuendo to the other
application for full MIDI control.
For each ReWire-compatible device, a number of extra MIDI outputs is made available in
Nuendo. In the case of Reason, this allows you to route different MIDI tracks in Nuendo to
different devices in Reason, with Nuendo serving as the main MIDI sequencer.
● The overall load on your system is reduced significantly, compared to when using the
programs together in the conventional way.
IMPORTANT
● Enabling ReWire applications may have an impact on performance and stability of Nuendo,
even if the ReWire connection is not used. We therefore recommend to enable only ReWire
applications that you want to use in your project.
● Disabling a ReWire application removes the corresponding ReWire channels from your
project. All associated automation or parameter settings are lost.
PROCEDURE
1. Select Studio > ReWire > ReWire Setup.
2. Activate the ReWire applications that you want to use.
3. Click Apply.
RESULT
The enabled ReWire applications become available in the ReWire submenu.
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ReWire
Launching and quitting
RELATED LINKS
Activating ReWire channels on page 1309
PROCEDURE
1. First launch Nuendo.
2. Enable one or several ReWire channels in the ReWire Device dialog for the other application.
3. Launch the other application.
It may take slightly longer for the application to start when you are using ReWire.
RELATED LINKS
Activating ReWire channels on page 1309
PROCEDURE
1. First quit the synthesizer application.
2. Then quit Nuendo.
PROCEDURE
1. First launch the synthesizer application.
2. Then launch Nuendo.
NOTE
Please note that the two programs now compete for system resources such as audio cards,
just as when running with other, non-ReWire audio applications.
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ReWire
Activating ReWire channels
PREREQUISITE
You have enabled the ReWire application that you want to use in the ReWire Setup dialog.
PROCEDURE
1. Select Studio > ReWire, and select the ReWire application that you want to use.
The corresponding ReWire panel appears. This consists of a number of rows, one for each
available ReWire channel.
2. Click the power buttons to the left to activate/deactivate channels.
The buttons light up to indicate activated channels.
3. Optional: Double-click the labels in the right column, and type in another name.
These labels are used in your project to identify the ReWire channels.
RESULT
The activated ReWire channels are added to the project.
NOTE
● The more ReWire channels you activate, the more processing power is required.
● For information about exactly what signal is carried on each channel, refer to the
documentation of the synthesizer application.
IMPORTANT
Deactivating ReWire channels in the ReWire panel removes the channels from your project. All
associated automation or parameter settings are lost.
RELATED LINKS
Enabling ReWire Applications on page 1307
This is only relevant if the synthesizer application has a built-in sequencer or similar application.
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Nuendo 11.0.0
ReWire
How the ReWire channels are handled
Loop settings
If there is a loop or cycle facility in the synthesizer application, that loop will be completely linked
to the cycle in Nuendo. This means that you can move the start and end point for the loop or turn
the loop on or off in either program, and this will be reflected in the other.
Tempo settings
As far as tempo goes, Nuendo is always the master. This means that both programs will run in
the tempo set in Nuendo.
However, if you are not using the tempo track in Nuendo, you can adjust the tempo in either
program, and this will immediately be reflected in the other.
IMPORTANT
If you are using the tempo track in Nuendo and the Activate Tempo Track button is activated on
the Transport panel, you should not adjust the tempo in the synthesizer application, since a
tempo request from ReWire automatically deactivates the tempo track in Nuendo.
● ReWire channels may be any combination of mono and stereo, depending on the synthesizer
application.
● ReWire channels have the same functionality as regular audio channels.
This means you can set volume and pan, add EQ, insert effects and sends, and route the
channel outputs to groups or busses. However, ReWire channels have no monitor buttons.
● All channel settings can be automated using the Read/Write buttons.
When you write automation, channel automation tracks will automatically appear in the
Project window. This allows you to view and edit the automation graphically, just as with VST
instrument channels, etc.
● You can mix down the audio from ReWire channels to a file on your hard disk with the
Export Audio Mixdown function.
You can export the output bus to which you have routed the ReWire channels. You can also
export individual ReWire channels directly – “rendering” each ReWire channel to a separate
audio file.
RELATED LINKS
Mixing Down to Audio Files on page 1170
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Nuendo 11.0.0
ReWire
Routing MIDI via ReWire
● The number and configuration of MIDI outputs depends on the synthesizer application.
Sample rates
Synthesizer applications may be limited to audio playback in certain sample rates. If Nuendo is
set to a sample rate other than those, the synthesizer application will play back at the wrong
pitch. Consult the documentation of the synthesizer application for details.
ASIO drivers
ReWire works well with ASIO drivers. By using the Nuendo bus system, you can route sounds
from the synthesizer application to various outputs on an ASIO compatible audio card.
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Nuendo 11.0.0
Key Commands
Key commands are assigned to most main menus and functions in Nuendo. They are stored as
Preferences that are used for all your projects.
You can view and add key commands in the Key Commands dialog. Key command assignments
are also shown in the tooltips.
Tooltips that show an exclamation mark at the end have no key command assigned yet.
In addition, you can save complete or partial key commands settings as a “key commands file”,
which is stored separately and can be imported into any project. This way you can quickly and
easily recall customized settings when moving projects between different computers, for
example. The settings are saved in an XML file on the hard disk.
RELATED LINKS
Saving Complete Key Commands Settings as Presets on page 1316
● To open the Key Commands dialog, select Edit > Key Commands.
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Nuendo 11.0.0
Key Commands
Key Commands Dialog
+ All
Expands all folders.
- All
Reduces all folders.
Search
Allows you to search for Nuendo functions. This is useful if you want to know which key
command is assigned to a specific function.
Commands list
Shows the Nuendo functions for that you can assign key commands arranged in
category folders.
Keys
This is where the assigned key command is shown for the function that is selected in
the Commands list.
Assign Key
Assigns the key from the Type in Key value field to the function that is selected in the
Commands list.
Type in Key
This is where you can enter a key that is assigned to a function that is selected in the
Commands list.
Assigned to:
Shows the function that the key in the Type in Key value field is assigned to. Click the
Select button, to select this function in the Commands list.
Select Preset
Opens a menu with the stored key commands presets.
Store
Opens a dialog that allows you to store a key commands preset.
Delete
Deletes the selected key commands preset.
Show Macros
Opens the Macros section that allows you to set up a combination of several functions
or commands to be performed in one go as a macro.
Reset All
Resets all key commands to their default settings.
RELATED LINKS
Macros Section on page 1314
Assigning Key Commands on page 1315
Searching for Key Commands on page 1315
Resetting Key Commands on page 1318
Removing Key Commands on page 1316
Loading Key Command Presets on page 1317
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Nuendo 11.0.0
Key Commands
Key Commands Dialog
Macros Section
The Macros section allows you to set up a combination of several functions or commands that
you want to be performed in one go.
● To open the Macros section, select Edit > Key Commands, and click Show Macros.
Macros list
Shows all added macros.
New
Allows you to add a new macro.
Duplicate
Allows you to duplicate the selected macro.
Delete
Deletes the selected item from the Macros list.
Add
Allows you to add the function that is selected in the Commands list to the macro.
Move Up
Allows you to change the position of the selected command by moving it up the list.
Move Down
Allows you to change the position of the selected command by moving it down the list.
Remove
Allows you to remove the command that is selected in the Commands list in the upper
part of the dialog.
Hide Macros
Hides the Macros section.
Reset All
Resets all key commands to their default settings.
RELATED LINKS
Key Commands Dialog on page 1312
Setting up Macros on page 1316
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Nuendo 11.0.0
Key Commands
Assigning Key Commands
PROCEDURE
1. Select Edit > Key Commands.
2. Do one of the following:
● In the Commands list, click the plus sign to open a category folder, and select the
function to which you want to assign a key command.
● In the search field, enter the name of the function to which you want to assign a key
command.
Assigned key commands are shown in the Keys column as well as in the Keys list to the
right.
3. Click the Type in Key field and press the keys you want to use as a key command.
You can press individual keys or a combination of one or several modifier keys ( Ctrl/Cmd ,
Alt/Opt , Shift ) plus any key.
4. Click Assign.
The key command is shown in the Keys section.
5. Click OK.
NOTE
You can set up several different key commands for the same function. Adding a key
command to a function that already has another key command does not replace the key
command previously defined for the function.
PROCEDURE
1. Select Edit > Key Commands.
2. In the search field, enter the name of the function for which you want to know the key
command.
3. Click Start/Continue Search.
RESULT
The first matching command is selected and displayed in the Commands list. The Keys column
and the Keys list show the assigned key commands, if any.
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Nuendo 11.0.0
Key Commands
Removing Key Commands
Setting up Macros
You can set up a combination of several functions or commands to be performed in one go as a
macro.
PROCEDURE
1. Select Edit > Key Commands.
2. Click Show Macros.
3. Click New.
4. Enter a name for the macro and press Return to confirm it.
5. In the Commands list, select the first command you want to include in the macro.
6. Click Add.
7. Select the next command and click Add.
NOTE
Commands are added after the selected command in the Macros list. This allows you to
specify the order of commands of a macro.
8. Click OK.
RESULT
All macros are available in the Macros submenu of the Edit menu.
RELATED LINKS
Macros Section on page 1314
PREREQUISITE
You have set up the key commands to your liking.
PROCEDURE
1. In the Key Commands dialog, deactivate Store Selected Items Only.
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Nuendo 11.0.0
Key Commands
Saving Partial Key Commands Settings
RESULT
Your key commands settings are now available as a preset on the Presets pop-up menu.
PREREQUISITE
You have set up the key commands to your liking.
PROCEDURE
1. In the Key Commands dialog, activate Store Selected Items Only.
2. Click in the Store column for the individual key commands items or for category folders you
want to save.
RESULT
Your key commands settings are now available as a preset on the Presets pop-up menu.
NOTE
When you apply a saved partial preset you only change these specific settings. All other key
commands settings remain unchanged.
PROCEDURE
● In the Presets section, open the pop-up menu and select the preset.
RESULT
The key command preset replaces the current key command settings and macros.
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Nuendo 11.0.0
Key Commands
Resetting Key Commands
RESULT
The key commands are reset.
IMPORTANT
Any changes made to the default key commands are lost. If you want to be able to revert to these
settings again, make sure to save them first.
Key Sets
Nuendo comes with default key sets. Additionally, you can set up and save alternative key sets.
You can switch between the different key commands settings. You can edit and save them as
additional key sets for your specific needs.
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Nuendo 11.0.0
Key Commands
Key Sets
RESULT
The saved key set appears in the list of alternative key sets.
RESULT
The key set is saved with the updated settings.
RESULT
The key set is removed.
PROCEDURE
● In the Project window, press Ctrl/Cmd - F5 .
This is the default key command for Toggle Alternate Key Commands that is located in the
File subfolder in the Key Commands dialog.
RESULT
The next available alternative key set is activated and its name is briefly shown on top of the
Project window.
RELATED LINKS
Assigning Key Commands on page 1315
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Nuendo 11.0.0
Key Commands
Default Key Commands
NOTE
When the On-Screen Keyboard is displayed, the usual key commands are blocked because they
are reserved for the On-Screen Keyboard. The only exceptions are: Ctrl/Cmd - S (Save), Num *
(Start/Stop Record), Space (Start/Stop Playback), Num 1 (Jump to Left Locator), Delete or
Backspace (Delete), Num / (Cycle on/off), F2 (Show/Hide Transport panel), and Alt/Opt - K
(Show/Hide On-Screen Keyboard).
● Note that it is possible to switch key commands for menu items and other functions on and
off.
RELATED LINKS
Disabling Key Commands on page 1333
Add Track T
Audio Category
Auto-Grid Shift - Q
Crossfade X
Automation Category
Open Panel F6
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Nuendo 11.0.0
Key Commands
Default Key Commands
Chords Category
Audio Connections F4
MixConsole F3
Edit Category
Auto-Scroll On/Off F
Copy Ctrl/Cmd - C
Cut Ctrl/Cmd - X
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Nuendo 11.0.0
Key Commands
Default Key Commands
Duplicate Ctrl/Cmd - D
Expand/Reduce Alt/Opt - E
Group Ctrl/Cmd - G
Invert Alt/Opt - F
Mute M
Open Ctrl/Cmd - E
Paste Ctrl/Cmd - V
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Nuendo 11.0.0
Key Commands
Default Key Commands
Record Enable R
Repeat Ctrl/Cmd - K
Snap On/Off J
Solo S
Undo Ctrl/Cmd - Z
Ungroup Ctrl/Cmd - U
Write W
Editors Category
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Nuendo 11.0.0
Key Commands
Default Key Commands
File Category
Close Ctrl/Cmd - W
New Ctrl/Cmd - N
Open Ctrl/Cmd - O
Quit Ctrl/Cmd - Q
Save Ctrl/Cmd - S
Media Category
Open MediaBay F5
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Nuendo 11.0.0
Key Commands
Default Key Commands
MIDI Category
Navigate Category
Bottom: End
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Nuendo 11.0.0
Key Commands
Default Key Commands
Top: Home
Up: Up Arrow
Nudge Category
Project Category
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Nuendo 11.0.0
Key Commands
Default Key Commands
Setup Shift - S
Quantize Category
Quantize Q
1/1 Alt/Opt - 1
1/2 Alt/Opt - 2
1/4 Alt/Opt - 3
1/8 Alt/Opt - 4
1/16 Alt/Opt - 5
1/32 Alt/Opt - 6
1/64 Alt/Opt - 7
1/128 Alt/Opt - 8
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Nuendo 11.0.0
Key Commands
Default Key Commands
Tool Category
Draw Tool 8
Drumstick Tool 0
Erase Tool 5
Glue Tool 4
Mute Tool 7
Play Tool 9
Previous Tool F9
Split Tool 3
Zoom Tool 6
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Nuendo 11.0.0
Key Commands
Default Key Commands
Transport Category
Activate Metronome C
Activate Punch In I
Cycle Num /
Forward Num +
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Nuendo 11.0.0
Key Commands
Default Key Commands
-B
Locators to Selection P
Record Num *
Rewind Num -
Start Enter
Start/Stop Space
Stop Num 0
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Nuendo 11.0.0
Key Commands
Default Key Commands
To Marker 1 Shift - 1
To Marker 2 Shift - 2
Workspaces Category
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Nuendo 11.0.0
Key Commands
Setting up Tool Modifier Keys
Zoom Category
Zoom In H
Zoom Out G
PROCEDURE
1. In the Preferences dialog, select Editing > Tool Modifiers.
2. Select an option in the Categories list, and locate the action for which you want to edit the
modifier key.
3. In the Action list, select the action.
4. Hold down the desired modifier keys and click Assign.
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Nuendo 11.0.0
Key Commands
Disabling Key Commands
NOTE
If the modifier keys you pressed are already assigned to another tool, you will be asked
whether you want to overwrite them. If you do, this leaves the other tool without any
modifier keys assigned.
5. Click OK.
RESULT
The modifier keys for the action are replaced.
PROCEDURE
1. In the Preferences dialog, select the Configuration page.
2. Navigate to the item for which you want to disable the assigned key command, and select it.
3. Click the Command column beside the item to set the status to Off.
4. Click OK.
RESULT
Any key command assigned to that menu item or function is now disabled.
NOTE
If you disable an entire subfolder, all the items or functions it contains are automatically
disabled. If this is not what you want, you can reset separate items in the subfolder.
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Nuendo 11.0.0
Customizing
In Nuendo you can organize windows and dialogs in workspaces, set up the appearance of
specific elements, configure the main menu items, and save program settings as profiles.
RELATED LINKS
Workspaces on page 1334
Setup Options on page 1337
Configuring the Main Menu Items on page 1339
Profiles on page 1341
Workspaces
Workspaces in Nuendo allow you to organize windows and specific dialogs for your common
work routines.
A workspace saves the size, position, and layout or setting of important windows and dialogs,
such as the Project window, MixConsole, or Transport panel. You can define several
workspaces. This allows you to quickly switch between different working modes, either through
the Workspaces menu or by using key commands.
You can define different workspace types that are either available for all projects on your
computer or specific for one project. However, when you open a project, its last saved view is
opened by default. A view is the window layout and setting that you defined for your project. The
last saved view can either be a workspace view or a view that you saved without having any
workspace selected. When you open an external project, the last used view on your computer is
used by default.
The Workspaces Organizer and the Workspaces menu allow you to create and modify
workspaces.
NOTE
● You can also work without workspaces. In this case, the last used view of the former project
will be used when you create a new project.
● In the Preferences dialog (General page), you can select which view is used when you open
a project.
RELATED LINKS
Open Projects in Last Used View on page 1365
Workspace Types
You can create global workspaces or project workspaces.
Global Workspaces
Allows you to save a specific layout of dialogs and windows for all projects on your
computer. Global workspaces are indicated by the letter G on your Workspaces menu.
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Customizing
Workspaces
Project Workspaces
Allows you to save a specific layout of dialogs and windows that is saved with your
current project. This allows you to open your project layout on other computers.
Project workspaces are indicated by the letter P on your Workspaces menu.
When you open external projects, which are projects that have been created on other computers,
the window and dialog settings that you last used on your computer are applied by default. This
can either be the last used view that was saved on your computer or one of your specified global
workspaces.
If you want to open the original layout setting of a project, you have the following options:
● Select the project’s original layout from the project workspaces on the Workspaces menu or
in the Workspace Organizer.
● In the Preferences dialog (General page), select Never from the Open Projects in Last
Used View menu. This opens all external projects using their original layout. However, this
may lead to a modification of your custom layout.
To return to the view that you last saved without any workspace assigned, select No Workspace
on the Workspaces menu.
RELATED LINKS
Workspaces Organizer on page 1336
Open Projects in Last Used View on page 1365
Creating Workspaces
To save your current dialog and window setting for future use, you can create a new workspace.
PROCEDURE
1. Select Workspaces > Add Workspace.
2. In the Name field of the New Workspace dialog, enter a workspace name.
3. Select the type of workspace that you want to create.
● Global Workspace
● Project Workspace
4. Click OK.
RESULT
The workspace is saved and added to the Workspaces menu.
Editing Workspaces
You can modify your created workspaces.
NOTE
To change a global workspace to a project workspace and vice versa, you must save it as a
different workspace type.
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Nuendo 11.0.0
Customizing
Workspaces
PROCEDURE
1. On the Workspaces menu, select the workspace that you want to modify.
2. Make your changes as required.
3. On the Workspaces menu, select one of the following:
● To update your current workspace, click Update Workspace.
● To save your workspace as a different workspace or workspace type, click Add
Workspace.
RELATED LINKS
Creating Workspaces on page 1335
Workspaces Organizer
The Workspaces Organizer allows you to manage the existing workspaces.
The Workspaces Organizer displays the global workspaces and the project workspaces in
separate lists. Every workspace has an assigned key command that lets you switch views quickly.
Moving or deleting workspaces within the lists changes the key command assignments. When
you change the position of a workspace, the key command assignments remain in their original
list position. You can click a key command of a selected workspace to open the respective key
command assignment in the Workspace category of the Key Commands dialog.
Add
Allows you to create a new workspace using the New Workspace dialog.
Delete
Deletes a selected workspace.
Move Up
Moves up a workspace by one position.
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Nuendo 11.0.0
Customizing
Setup Options
Move Down
Moves down a workspace by one position.
NOTE
● You can also click and drag a workspace to another position within a list.
● You can move workspaces only within a list. For a global workspace to become a project
workspace and vice versa, you must save it as a different type of workspace.
● To rename a workspace, you can double-click the workspace name.
RELATED LINKS
Workspaces Category on page 1331
Setup Options
You can customize the appearance of the following elements:
● Transport panel
● Status line
● Info line
● Toolbars
● Inspector
You can also click the corresponding setup buttons to open the context menu.
The following general options are available on the setup context menus:
If presets are available, they can be selected on the lower half of the menu.
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Nuendo 11.0.0
Customizing
Setup Options
Setup Dialog
The setup dialog allows you to specify which elements are visible/hidden and in what order they
are shown. You can save and recall setup presets.
● To open a setup dialog, right-click the element that you want to set up, and select Setup.
Hidden Items
Lists the elements that are hidden.
Visible Items
Lists the elements that are visible.
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Customizing
Configuring the Main Menu Items
Add
Select an item in the list of Hidden Items, and click Add to make it visible.
Remove
Select an item in the list of Visible Items, and click Remove to hide it.
Move Up
Select an item in the list of Visible Items, and click Move Up to reorder the items.
Move Down
Select an item in the list of Visible Items, and click Move Down to reorder the items.
Store
Allows you to name the current configuration and save it as a preset.
Delete
Remove a selected preset.
Reset All
Reverts to the default configuration.
NOTE
Do not hide menus or menu items unless you are sure that you do not need them.
PROCEDURE
1. In the Preferences dialog, select Configuration.
2. Click the + sign for a folder item.
3. Do one of the following:
● Activate/Deactivate a menu in the Menu column.
● Activate/Deactivate a key command in the Command column.
4. Click Apply to apply the changes or OK to apply the changes and exit the dialog.
RESULT
The corresponding menu items and key commands are deactivated.
RELATED LINKS
Configuration Page on page 1340
Disabling Key Commands on page 1333
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Customizing
Configuring the Main Menu Items
Configuration Page
The Configuration page in the Preferences dialog allows you to customize the menus in
Nuendo.
● To open the Configuration page, select Edit > Preferences, and select Configuration.
1 Main Menu
This folder contains folders for all main menus.
2 Command Categories
This folder contains folders for all command categories.
3 Menu
This column allows you to show/hide entire menus from view by setting them to On or Off.
NOTE
Specific menu items, such as Save, Open, Close, Undo on the File and Edit menus, cannot
be hidden.
4 Command
This column allows you to enable/disable the key command for a menu item by setting them
to On or Off.
5 Defaults
Click this button to show all menu items and activate their key commands again.
6 Apply
Allows you to apply the changes without exiting the dialog.
7 OK
Allows you to apply the changes and exit the dialog.
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Nuendo 11.0.0
Customizing
Profiles
NOTE
You can save menu configurations as preference presets, either separately or together with
other Preferences dialog settings.
Profiles
Profiles allow you to save customized program settings and preferences. You can switch between
profiles, and import and export your profiles for use on different computers.
Profiles are helpful if you work on different computers if you use different settings for different
kinds of projects, or in a studio environment where several users work on the same computer.
Profiles are saved as files with file name extension .srf.
● Preferences
● Toolbar settings for all windows
● Global workspaces
● Track control settings
● Track control presets
● Presets for input and output busses
● File format presets
● Plug-in collections
● Quantize presets
● Crossfade presets
● Key commands
All changes done for these settings are saved in the active profile.
IMPORTANT
The following is not included in profiles: Settings in the Studio Setup dialog and in the Audio
Connections window, presets on the Control Room tab of the Audio Connections window, track
presets, plug-in presets, and project templates.
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Nuendo 11.0.0
Customizing
Profiles
The dialog lists all available profiles. The active profile is indicated by a checkmark.
New
Adds a new profile with factory settings.
Duplicate
Duplicates the selected profile.
Rename
Allows you to rename the selected profile.
Delete
Deletes the selected profile.
Import
Opens a dialog that allows you to import a profile from a file.
Export
Opens a dialog that allows you to export the selected profile to a file.
Activate Profile
Activates the selected profile. You must restart the program for the change to take
effect.
Close
Closes the dialog.
Creating Profiles
The Profile Manager allows you to create a new profile that is based on the factory default
settings.
PROCEDURE
1. Select Edit > Profile Manager.
2. In the Profile Manager, click New.
3. In the Add New Profile dialog, enter a profile name and click OK.
RESULT
The new profile is added to the list.
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Nuendo 11.0.0
Customizing
Profiles
RELATED LINKS
Activating Profiles on page 1343
Duplicating Profiles
The Profile Manager allows you to create a duplicate of a profile and save it under a different
name.
PROCEDURE
1. Select Edit > Profile Manager.
2. In the Profile Manager, select the profile that you want to duplicate.
3. Click Duplicate.
4. In the Duplicate Profile dialog, enter a profile name and click OK.
RESULT
The new profile is added to the list.
Activating Profiles
The Profile Manager allows you to switch to another profile. A profile switch requires a restart of
Nuendo.
PREREQUISITE
You have saved at least two profiles.
PROCEDURE
1. Select Edit > Profile Manager.
2. In the Profile Manager, select the profile that you want to activate.
3. Click Activate Profile.
4. Click OK.
5. Restart the application.
RESULT
The settings of the profile are now active.
Renaming Profiles
The Profile Manager allows you to rename profiles.
PROCEDURE
1. Select Edit > Profile Manager.
2. In the Profile Manager, select the profile that you want to rename.
3. Click Rename.
4. In the Rename Profile dialog, enter a profile name and click OK.
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Profiles
Deleting Profiles
The Profile Manager allows you to delete profiles.
PREREQUISITE
You have saved at least two profiles.
NOTE
PROCEDURE
1. Select Edit > Profile Manager.
2. In the Profile Manager, select the profile that you want to delete.
Select multiple profiles to delete them at once.
3. Click Delete.
4. Click OK.
RELATED LINKS
Activating Profiles on page 1343
Exporting Profiles
The Profile Manager allows you to export profiles for use on another computer.
PROCEDURE
1. Select Edit > Profile Manager.
2. In the Profile Manager, select the profile that you want to export.
3. Click Export.
4. In the file dialog, specify the file name and the location.
5. Click Save.
RESULT
The exported profile is saved as .srf file at the specified location.
Importing Profiles
The Profile Manager allows you to import profiles.
PROCEDURE
1. Select Edit > Profile Manager.
2. In the Profile Manager, click Import.
3. In the file dialog, select the profile that you want to import.
4. Click Open.
RESULT
The imported profile is added to the list of available profiles.
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Windows Dialog
RELATED LINKS
Activating Profiles on page 1343
Windows Dialog
The Windows dialog allows you to manage open windows in Nuendo.
The dialog lists all open dialogs, windows, and editors. The following options are available:
OK
Closes the dialog.
Mode
Allows you to select a mode that affects the function.
● Selected
Affects the selected window only.
● Cascaded
Affects also the associated windows, such as the editors of a project window, for
example.
● All
Affects all windows.
Activate
Activates the selected window.
Minimize
Minimizes the selected or all windows.
Restore
Restores the selected or all windows.
Close Windows
Closes the selected or all windows.
Reset Layout
Resets the layout of the selected window.
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Where are the Settings Stored?
If you need to transfer your projects to another computer in another studio, for example, you
can bring all your settings along by copying the desired preference files and installing them on
the other computer.
NOTE
It is a good idea to make a backup copy of your preference files once you have set things up the
way you want! This way, if another Nuendo user wants to use his or her personal settings when
working on your computer, you can restore your own preferences afterwards.
● On Windows, preference files are stored in the following location: “\Users\<user name>
\AppData\Roaming\Steinberg\<program name>\”.
On the Start menu, you will find a shortcut to this folder for easy access.
● On macOS, preference files are stored in the following location: “/Library/Preferences/
<program name>/” under your home directory.
The full path is: “/Users/<user name>/Library/Preferences/<program name>/”.
NOTE
The RAMpresets.xml file, which contains various presets settings, is saved when exiting the
program.
NOTE
Program functions, such as crossfade, or configurations, such as panels, not used in the project
will not be stored.
When your previous Nuendo version is older than Nuendo 5, its settings are discarded, and the
default settings of the new version of Nuendo are used.
● To open the Safe Mode dialog, launch Nuendo, and hold down Ctrl/Cmd - Shift - Alt/Opt .
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Safe Mode Dialog
RELATED LINKS
Disabling Third-Party Plug-ins on page 1348
Disabling the Preferences on page 1347
PROCEDURE
1. Quit Nuendo.
2. Launch Nuendo, and hold down Ctrl/Cmd - Alt/Opt - Shift .
3. In the Preferences section of the Safe Start Mode dialog, activate one of the
troubleshooting options.
● Use current program preferences
Opens the program with the current preference settings.
● Disable program preferences
Disables the current preferences, and opens the program with the factory default
settings instead.
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Safe Mode Dialog
RELATED LINKS
Safe Mode Dialog on page 1346
Preferences on page 1353
PROCEDURE
1. Quit Nuendo.
2. Launch Nuendo, and hold down Ctrl/Cmd - Alt/Opt - Shift .
3. In the Plug-Ins section of the Safe Start Mode dialog, activate Deactivate all third-party
plug-ins.
4. Click OK.
RESULT
Only Steinberg plug-ins are available after startup, and third-party plug-ins are temporarily
disabled.
RELATED LINKS
Safe Mode Dialog on page 1346
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Optimizing Audio Performance
To get the most out of your Nuendo system, performance-wise, you can optimize specific
settings.
NOTE
For details and current information on system requirements and hardware properties refer to
the Steinberg web site.
Performance Aspects
Tracks and Effects
The faster your computer, the more tracks, effects, and EQs you are able to play. Exactly what
constitutes a fast computer is almost a science in itself, but some hints are given below.
High latency is most irritating when playing VST instruments and when monitoring through the
computer, that is, when listening to a live audio source via the Nuendo MixConsole and effects.
However, very long latency times (several hundred milliseconds) can also affect other processes
like mixing, for example, when the effect of a fader movement is heard only after a noticeable
delay.
While Direct Monitoring and other techniques reduce the problems associated with very long
latency times, a system that responds fast will always be more convenient to work with.
● Depending on your audio hardware, it may be possible to trim your latency times, usually by
lowering the size and the number of buffers.
● For details, refer to the audio hardware documentation.
NOTE
We recommend that you use audio hardware for which there is a specific ASIO driver.
● Under Windows, ASIO drivers written specifically for the hardware are more efficient than
the Generic Low Latency ASIO Driver and produce shorter latency times.
● Under macOS, audio hardware with properly written macOS (Core Audio) drivers can be very
efficient and produce very low latency times.
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Settings That Affect Performance
However, there are additional features only available with ASIO drivers, such as the ASIO
Positioning Protocol.
Generally, the smaller the buffer size, the lower the latency. On the other hand, working with
small buffers can be demanding for the computer. If the audio buffers are too small, you may
get clicks, pops or other audio playback problems.
PROCEDURE
1. Select Studio > Studio Setup.
2. In the Devices list, select your audio hardware driver.
3. Click Control Panel.
4. Do one of the following:
● Windows: Adjust the buffer size in the dialog that opens.
● macOS: Adjust the buffer size in the CoreAudio Device Settings dialog.
Multi Processing
Multi processing distributes the processing load evenly to all available CPUs, allowing Nuendo to
make full use of the combined power of the multiple processors.
Multi processing is activated by default. You can find the setting in the Studio Setup dialog
(Audio System page).
● To open the Audio Performance window, select Studio > Audio Performance.
Average load
Shows how much of the available CPU power is used for audio processing.
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ASIO-Guard
Real-time peak
Shows the processing load in the real time path of the audio engine. The higher this
value, the higher the risk that dropouts occur.
Overload indicator
The overload indicator to the right of the real-time peak indicator and the average
load indicator displays overloads of the average or real-time indicator.
If it lights up, decrease the number of EQ modules, active effects, and audio channels
that play back simultaneously. You can also activate the ASIO-Guard.
Disk
Shows the hard disk transfer load.
NOTE
You can show a simple view of the performance meter on the Transport panel and on the
Project window toolbar. These meters only feature the average and the disk indicator.
ASIO-Guard
The ASIO-Guard allows you to shift as much processing as possible from the ASIO real time path
to the ASIO-Guard processing path. This results in a more stable system.
The ASIO-Guard allows you to preprocess all channels as well as VST instruments that do not
need to be calculated in real time. This leads to fewer dropouts, the ability to process more tracks
or plug-ins, and the ability to use smaller buffer sizes.
ASIO-Guard Latency
High ASIO-Guard levels lead to an increased ASIO-Guard latency. When you adjust a volume
fader, for example, you will hear the parameter changes with a slight delay. The ASIO-Guard
latency, in contrast to the latency of the audio hardware, is independent from live input.
Restrictions
The ASIO-Guard cannot be used for:
NOTE
If you select Studio > VST Plug-in Manager and click Show VST Plug-in Information, you can
deactivate the ASIO-Guard option for selected plug-ins.
If you activate the monitoring for an input channel, a MIDI instrument, or a VST instrument
channel, the audio channel and all dependent channels are automatically switched from ASIO-
Guard to real time processing and vice versa. This results in a gentle fade out and fade in of the
audio channel.
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ASIO-Guard
RELATED LINKS
VST 2 Plug-in Path Settings on page 854
NOTE
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Preferences
The Preferences dialog provides options and settings that control the global behavior of the
program.
Preferences Dialog
The Preferences dialog is divided into a navigation list and a settings page. Clicking one of the
entries in the navigation list opens a settings page.
Preference Presets
Allows you to select a saved preference preset.
Store
Allows you to save the current preferences as a preset.
Rename
Allows you to rename a preset.
Delete
Allows you to delete a preset.
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Preferences
Preferences Dialog
Defaults
Resets the options on the active page to their default settings.
Apply
Applies any changes that you have made without closing the dialog.
OK
Applies any changes that you have made and closes the dialog.
Cancel
Closes the dialog without saving any changes.
PROCEDURE
1. In the Preferences dialog, make your changes.
2. Click Store in the lower left section of the dialog.
3. Enter a preset name and click OK.
RESULT
Your settings are now available on the Preference Presets pop-up menu.
PROCEDURE
1. In the Preferences dialog, make your changes.
2. Activate Store marked preferences only.
In the preferences list, the Store column is shown.
3. Click in the Store column of the preference pages that you want to save.
4. Click Store in the lower left section of the dialog.
5. Enter a preset name and click OK.
RESULT
Your settings are now available from the Preference Presets pop-up menu.
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Preferences
Configuration
Configuration
This section allows you to configure what items are shown on the main menus and submenus.
You can also hide entire menus.
You can activate/deactivate key commands for menu items by changing the On/Off status in the
Command column. Even if a key command is assigned to an item, it will be disabled if you set the
key command status to Off.
● The Configuration page contains 2 parent folders: Main Menu, which contains subfolders
with items found on all main menus, and Command Categories, which contains subfolders
with items corresponding to program functions that are not available on the main menus.
● To hide a menu item or a menu, click in the Menu column beside it to change it to Off. Click
again to change back to On.
All menu items or menus set to Off will be hidden in the program when you click Apply or
OK.
NOTE
Note that certain essential menu items cannot be hidden, such as Save, Open, Close, Undo/
Redo, etc. This has the consequence that if you set a main menu folder that contains such
items to Off, all hideable items on the menu will be set to Off, but the menu will still be
visible.
● To disable the key commands for a menu item, menu or function, click in the Command
column beside it so that the column reads Off. Click again to change back to On.
For all items set to Off it will not be possible to use any assigned key commands when you
click Apply or OK.
● By clicking Enable All, you can revert back to the default settings - all items set to On.
Meaning all menu items are visible and all key commands enabled.
RELATED LINKS
Configuring the Main Menu Items on page 1339
Editing
‘Edit Solo’/’Record in MIDI Editors’ Follow Focus
Suspends Record in Editor and Solo Editor in the MIDI editor if the Project window
gets the focus.
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Preferences
Editing
Delete Overlaps
Deletes overlapped, that is, hidden, sections of overlapping events. Hold Shift while
moving events to override this setting.
Quick Zoom
Only redraws the contents of parts and events once you have stopped changing the
zoom. This is useful if screen redraws are slow on your system.
Drag Delay
Allows you to set up a delay in ms that is used when you move events. This is useful to
avoid accidentally moving events when you click on them in the Project window.
Editing - Audio
Treat Muted Audio Events like Deleted
Allows you to play the hidden event of 2 overlapping audio events when you mute the
top event.
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Editing
● Moving the mouse wheel moves the event volume curve up or down.
● Holding down Shift while moving the mouse wheel moves the fade curves.
● Positioning the mouse in the left half of the event moves the end point of the fade
in.
● Positioning the mouse in the right half of the event moves the start point of the
fade out.
Editing - Chords
‘X’ Chords Mute Notes on Tracks That are in Follow Chord Track Mode
Mutes playback when you play back a track that follows the chord track and the cursor
reaches an undefined chord event (X chord).
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Editing
Editing - Controls
Value Box/Time Control Mode
Allows you to select your preferred way of controlling value fields.
● Text Input on Left-Click
Clicking opens a value box for editing.
● Increment/Decrement on Left/Right-Click
Clicking decreases the value, right-clicking increases the value. Double-clicking
allows you to enter values manually.
● Increment/Decrement on Left-Click and Drag
Clicking and dragging up or down adjusts the value. Double-clicking allows you to
enter values manually.
Knob Mode
Allows you to select your preferred way of controlling knobs.
● Circular
Clicking and dragging in a circular motion changes the setting. Clicking anywhere
along the encoder’s edge immediately changes the setting.
● Relative Circular
Clicking anywhere on an encoder and dragging changes the current setting. There
is no need to click on the exact current position.
● Linear
Clicking on an encoder and dragging up or down, or left or right changes the
setting.
Slider Mode
Allows you to select your preferred way of controlling value sliders.
● Jump
Clicking anywhere on a slider instantly moves the slider handle to that position.
● Touch
Clicking and dragging the actual slider handle adjusts the setting.
● Ramp
Clicking and dragging a slider causes the handle to move smoothly to the new
position.
● Relative
Clicking and dragging up or down changes the setting according to how far you
drag, not according to where you click.
Editing - MIDI
Select Controllers in Note Range: Use Extended Note Context
Takes into account the extended note context when you move notes together with
their controllers. This means that controllers between the last selected note and the
following note or the end of the part are also moved.
Legato Overlap
Allows you to set an overlap for the Legato function. Legato allows you to extend MIDI
notes so that they reach the next notes.
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Editing
An overlap setting of 0 ticks causes each selected note to extend so that it reaches the
next note exactly. A positive value causes the notes to overlap by the specified number
of ticks. A negative value causes a slight gap between the notes.
NOTE
If you just split a part and play back the result, it will sound the same regardless of this
setting. However, if you split a part and delete the first half or move the second half to
a different position in the project, you may want to activate Split MIDI Controllers to
make sure all controllers have the correct value at the beginning of the second part.
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Editors
PROCEDURE
1. Select an option in the Categories list.
2. Select the action for which you want to edit the modifier keys in the Action list.
3. On your computer keyboard, hold down the modifier keys and click Assign.
RESULT
The current modifier keys for the action are replaced. If this tool already has assigned modifier
keys, you are prompted to replace them.
Editing - Tools
Show Toolbox on Right Click
Opens a toolbox when you right-click in the event display and editors. To open the
context menu instead of the toolbox, press any modifier key when right-clicking.
Cross-Hair Cursor
Allows you to set up the colors for the line and the mask of the cross-hair cursor, as
well as its width.
Editors
Use Drum Editor when Drum Map is assigned
Shows drum note symbols in parts on MIDI tracks to which drum maps are assigned.
The parts automatically open in the Drum Editor on double-click. This overwrites the
Default MIDI Editor setting.
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Preferences
Event Display
Event Display
The Event Display section contains several settings for customizing the display in the Project
window.
Show Overlaps
Determines how overlapping events are displayed.
Event Opacity
Sets the opacity of the event background.
NOTE
● If you reduce the event opacity, it might be helpful to increase the Waveform
Brightness for audio events or the Note Brightness for MIDI events.
● Reducing the opacity may result in a less responsive user interface.
RELATED LINKS
Waveform Brightness on page 1362
Note Brightness on page 1364
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Event Display
Show Waveforms
Shows waveforms for audio events.
Waveform Brightness
Sets the brightness of the waveform.
Chord Font
Allows you to specify a font for all chord symbols.
Chord Symbols
Allows you to select your preferred display method for major 7th chords, minor chords,
half-diminished chords, diminished chords, and augmented chords.
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Event Display
● New Custom Chord allows you to add a new custom chord symbol.
● The options to the left allow you to specify the chord for which you want to change
the chord symbol.
● Click the Type and Tension column and enter your custom symbol.
NOTE
EXAMPLE
To change the appearance of all minor chords from Xmin to X-, click New Custom Chord,
activate 5 and min3/#9 to define the chord type, and change the symbol in the Type column
from min to -.
Show Controllers
Shows non-note events such as controllers, etc. in MIDI parts.
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Preferences
General
Note Brightness
Sets the brightness of note events.
Controller Brightness
Sets the brightness of controller events.
RELATED LINKS
Use Drum Editor when Drum Map is assigned on page 1360
RELATED LINKS
Markers on page 368
General
The General page contains general settings that affect the program user interface. Set these
according to your preferred work methods.
NOTE
NOTE
On macOS, you can disable HiDPI support in the Nuendo application folder by invoking
Get Info and checking Open in Low Resolution.
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Preferences
General
Language
Allows you to select which language is used in the program. After switching the
language, you must restart the program for the change to take effect.
Auto Save
Automatically saves backup copies of all open projects with unsaved changes. These
are named Name.bak, where name is the name of the project, and are saved in the
project folder. Backup copies of unsaved projects are named #UntitledX.bak, where
X is an incremental number, to allow multiple backup copies in the same project folder.
Show Tips
Displays an explanatory tooltip when you position the mouse pointer over an icon or
button in Nuendo.
Use Hub
Opens the Hub when you start Nuendo or create a new project using the File menu.
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Preferences
MIDI
RELATED LINKS
VST Instrument Context Menu on page 840
General - Personalization
Default Author Name
Allows you to specify an author name that is used by default for new projects. This is
included as metadata when exporting audio files with an iXML chunk.
MIDI
This page contains settings that affect MIDI recording and playback.
NOTE
If you use MIDI Thru, select Local Off mode on your MIDI instrument to prevent each
note from sounding twice.
Reset on Stop
Sets Nuendo to send out MIDI reset messages, including note-off and controller resets,
on stop.
Length Adjustment
Allows you to enter a length adjustment value in ticks by which the notes that have the
same pitch and MIDI channel are adjusted. This ensures that there is always a short
time between the end of one note and the start of another. By default, there are 120
ticks per 1/16 note, but you can adjust this with the MIDI Display Resolution setting.
Chase Events
Chases event types for which one of the chase options is activated when you locate to a
new position and start playback. This makes your MIDI instruments sound as they
should when you locate to a new position and start playback.
If Chase not limited to Part Boundaries is activated, MIDI controllers are also chased
outside the part boundaries, and the chase is performed on the part under the cursor
as well as on all the parts to the left of it. Deactivate this for very large projects, as it
slows down processes such as positioning and soloing.
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Preferences
MIDI
extend the playback range, these events are not played. This setting is also taken into
account during cycle playback.
Export Options
These options allow you to specify what data is included in exported MIDI files.
Export Automation
Includes automation as MIDI controller events in the MIDI file. This also includes
automation recorded with the MIDI Control plug-in.
If you record a continuous controller (CC7, for example) and deactivate Read
Automation for the automation track, only the part data for this controller is exported.
Export Inserts
Includes MIDI modifiers and MIDI inserts in the MIDI file.
Export Sends
Includes MIDI sends in the MIDI file.
Export Markers
Includes markers as standard MIDI file marker events in the MIDI file.
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MIDI
Export as Type 0
Exports a type 0 MIDI file with all data on a single track, but on different MIDI channels.
If you deactivate this option, a type 1 MIDI file with data on separate tracks is exported.
Export Resolution
Allows you to set a MIDI resolution between 24 and 960 for the MIDI file. The
resolution is the number of pulses, or ticks, per quarter note (PPQ) and determines the
precision with which you will be able to view and edit the MIDI data. The higher the
resolution, the higher the precision. The resolution should be chosen depending on the
application or sequencer with which the MIDI file will be used, because certain
applications and sequencers may not be able to handle certain resolutions.
Import Options
The Import Options for MIDI files allow you to specify what data is included in imported MIDI
files.
Import Markers
Imports Standard MIDI File Markers in the file and converts them to Nuendo markers.
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MediaBay
Destination
Allows you to specify what happens when you drag a MIDI file into the project.
● MIDI Tracks creates MIDI tracks for the imported file.
● Instrument Tracks creates instrument tracks for each MIDI channel in the MIDI
file and lets the program automatically load appropriate presets.
● HALion Sonic SE multi-timbral creates several MIDI tracks, each routed to a
separate instance of HALion Sonic SE in the VST Instruments window, and loads
the appropriate presets.
Record
Prevents the corresponding type of MIDI message from being recorded. It will,
however, be thruput, and if already recorded, play back normally.
Thru
Prevents the corresponding type of MIDI message from being thruput. It will, however,
be recorded and played back normally.
Channels
Prevents MIDI messages on that MIDI channel from being recorded or thruput.
Already recorded messages are, however, played back normally.
Controller
Prevents certain MIDI controller types from being recorded or thruput.
To filter out a controller type, select it from the list at the top of the section and click
Add. It is shown in the list below.
To remove a controller type from the list (allow it to be recorded and thruput), select it
in the lower list and click Remove.
MediaBay
Maximum Items in Results List
Sets the maximum number of files that are displayed in the Results list.
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Preferences
Metering
NOTE
Metering
Map Input Bus Metering to Audio Track (in Direct Monitoring)
Maps the input bus metering to monitor-enabled audio tracks, giving you the
opportunity to watch the input levels of your audio tracks when working in the Project
window. For this to work, activate Direct Monitoring in the Studio Setup dialog.
Note that the tracks are mirroring the input bus signal, that is, you will see the same
signal in both places. When using mapped metering, any functions, such as trimming,
that you apply to the audio track are not reflected in its meters.
Meters’ Fallback
Allows you to specify how quickly the meters in the MixConsole return to lower values
after signal peaks.
Metering - Appearance
This page allows you to assign colors to level meter values to quickly identify what levels are
reached. You can edit the appearance individually for all available scales.
Add
Adds a color handle to the top of the meter.
Remove
Removes the selected color handle.
Scale
Allows you to select a scale for editing.
NOTE
RELATED LINKS
Setting up Meter Colors on page 433
Record
This page contains settings related to audio and MIDI recording.
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Record
Record - Audio
Audio Pre-Record Seconds
Sets for how many seconds any incoming audio you play is captured in buffer memory
during playback or in stop mode.
NOTE
Record - MIDI
Record-Enable allows MIDI Thru
Prevents record-enabled MIDI or instrument tracks from echoing incoming MIDI data.
This way record-enabled tracks to which a VST instrument is assigned do not play
doubled notes.
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Preferences
Scores
If you record live on a VST instrument, you usually compensate the latency of your
audio card by playing too early. In consequence, the timestamps are recorded too
early. By activating this option, all recorded events are moved by the current latency,
and playback sounds like during the recording situation.
Scores
This page allows you to make settings for the Score Editor. Select one of the available entries.
● Click in the Active column to activate this function for the respective element.
● Click in the color field to the right to specify a color.
Scores - Editing
Insert Tool
Display Object Selection Tool after Inserting Symbol
Switches back to the Object Selection tool after you add a symbol.
Selections
Tied Notes Selected as Single Units
Selects both notes when you click on either note in a tied note pair.
Note Tool
Show Bars and Beats Positions When Inserting Notes
Shows the bars and beats positions when you insert notes with the mouse or the
computer keyboard.
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Preferences
Scores
Layout Tool
Global Staff Spacings with Alt/Opt - Ctrl/Cmd
Applies the spacing to all staves on the current and all the following pages when you
press Alt/Opt - Ctrl/Cmd and adjust the spacing of staves.
NOTE
This option erases the layout for the whole track. The next time you open the entire
track, the previous layout is overwritten with the layout settings you made for the
single edited part.
NOTE
In this case, the Score Settings dialog only opens if you select Scores > Settings.
Miscellaneous
Show Position Cursor
Shows the project cursor as a vertical line in the score. You can click and drag the line
to move the cursor or hold down Ctrl/Cmd and click anywhere in the score to move
the cursor directly there.
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Transport
NOTE
When using the Auto Layout function, you will be asked for the maximum number of
bars across the page, overriding this setting.
This page is where you specify to which layer each object type belongs. The actual locking of
layers is done on the extended toolbar of the Score Editor.
Transport
This page contains options related to playback, recording, and positioning.
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User Interface
If you zoom in very close for detailed editing, you probably do not want to have a
high fast forward/rewind speed. Because of this, the Speed Factor does not have
any effect in this mode. The Fast Wind Factor still applies.
● Fixed keeps a fixed wind speed regardless of the horizontal zoom factor.
● Speed Factor allows you to set the wind speed. You can set a value between 2 and
50. The higher the value, the faster the wind speed will be.
If Adjust to Zoom is activated, this has no effect.
● Fast Wind Factor allows you to set the winding speed to a multiple for fast
winding.
If you press Shift while fast forwarding or rewinding, the wind speed will increase.
The increase in speed is a multiple of the Speed Factor. Meaning that if you set the
Fast Wind Factor to 2, the wind speed will be twice as fast. If you set it to 4, the
wind speed will be 4 times as fast, etc. You can set a value between 2 and 50.
Cursor Width
Adjusts the width of the project cursor line.
RELATED LINKS
Setting the Project Cursor on page 273
Transport - Scrub
Scrub Volume
Sets the playback volume for the Scrub tool in the Project window and audio editors.
NOTE
This does not affect the scrub volume controlled by any connected hardware.
User Interface
This page contains options that allow you to adjust the default user interface colors.
Color Schemes
Allows you to adjust the color scheme for the application and the desktop cover.
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Preferences
User Interface
● Click one of the colors in the Choose Color Scheme section to apply a pre-defined
color.
● Click the field in the Choose Custom Color section to open the Color Picker and
select a custom color.
PROCEDURE
1. In the Preferences dialog, select User Interface > Color Schemes.
2. Do one of the following:
● Activate a default color scheme by clicking on it.
● Click Choose Custom Color and in the Color Picker, select a new color.
RESULT
The color scheme is instantly applied.
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VST
Tracks
Enables the application of the track color to the track controls.
Folder Tracks
Enables the application of the folder track color to the track controls.
MixConsole Channels
Enables the application of the MixConsole channel color to the channel controls.
Color Strength
Allows you to adjust the intensity of the color.
VST
This page contains settings for the VST audio engine.
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VST
NOTE
NOTE
Nuendo features full delay compensation–any delay inherent in the VST plug-ins you
use will automatically be compensated for during playback. However, when you play a
VST instrument in real time or record live audio (with monitoring through Nuendo
activated), this delay compensation may result in added latency.
Auto Monitoring
Determines how Nuendo handles monitoring. The following options are available:
● Manual
Turns input monitoring on or off when you click Monitor.
● While Record-Enabled
Connects the audio source to the channel input when you click Record Enable.
● While Record Running
Switches to input monitoring only during recording.
● Tapemachine Style
Activates input monitoring in stop mode and during recording, but not during
playback.
NOTE
The automatic monitoring options apply when you monitor through Nuendo, or when
you use ASIO Direct Monitoring. If you monitor externally (listen to the input signal
from an external mixer, for example), select Manual mode and keep all audio Monitor
buttons turned off in Nuendo.
RELATED LINKS
Realtime Export on page 1167
VST - Plug-ins
Warn before Removing Modified Effects
Shows a warning if you remove an effect plug-in for which you have made parameter
changes.
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VST
NOTE
NOTE
Set the Talkback DIM level to 0 dB so as not to radically change the mix level when
punching in and out of record mode.
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VariAudio
NOTE
Reference Level
Allows you to specify the reference level that can be assigned to the Control Room
level. The reference level is the level that is used in calibrated mixing environments,
such as film dubbing stages.
NOTE
You can also manually adjust the reference level in the Control Room settings.
VariAudio
Inhibit warning when changing the Sample Data
Inhibits the message that warns you when you modify audio material that is used in
several places in the project.
Video
Extract Audio on Import Video File
Extracts and saves the audio data of imported video files as a separate audio clip.
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Nuendo 11.0.0
Index
Renaming Routing
Clips 679 Editor 510, 511
Events 225 For surround setups 744
Regions 679 Group channels 439
Tracks 182 Input busses 438
Render Audio Click between Locators 286 Insert effects 505
Render MIDI Click between Locators 286 MixConsole 437
Renderer for Dolby Atmos 774 Output busses 439
Rendering Ruler
Naming Scheme 242 Display format 60
Rendering Audio 1155 Project window 60
Rendering Selected Events 240 Timeline 912
Rendering Selections 1158 Ruler track 152
Rendering Tracks 1155, 1157 Track controls 153
Repeat Events 235 Ruler tracks
Repeat Loop 905 Add Track dialog 152
Replace Recording in Editors 1371 Run Setup on Create New Project 1364
Resample
Direct Offline Processing 553
Reset on Stop 1366
S
Resize crossfades 346 Safe Mode
Resizing events 228 Dialog 1346
Resolve Display Conflicts Sample editing
Track Control 123 Sampler Control 668
Retrospective MIDI Recording 308, 309 Sample Editor 573, 584, 585
Empty Buffer 310 Generate Harmony Voices 612, 637
Insert from All MIDI Inputs 308 Info line 579
Retrospective Record 1371 Inspector 580
Retrospective Record Buffer 307 Lower zone 75
Retrospective Recording Overview Line 580
Buffer 307 Regions 590
MIDI 307 Ruler 583
Return to Start Position on Stop 1374 Showing multiple waveforms 584
Reverse Snap 592
Audio 554 Toolbar 575
Direct Offline Processing 554 Undo zoom operations 585
MIDI 910 Sample rate
Reverse shots Externally clocked 22
VST MultiPanner 758 Sampler Control 653
Review Adjusting the sample gain 671
ADR 390 Amp section 663
ReWire 1307 AudioWarp mode 659
Activating channels 1309 Envelope editor 663
Channels 1310 Filter section 662
Enabling applications 1307 Keyboard section 667
Routing MIDI 1311 Lower zone 75
Setup 1307 Normalizing samples 671
REX files 317 Pitch section 662
Right locator Playback and sound parameters 659
Setting 272 Playback quality 659
Right Locator 271 Playback section 659
Right zone 78 Playing back samples 670
Control Room 83 Root Key 669
Media rack 81, 82, 696, 699, 701, 702 Sample editing 668
Meter 83, 493 Slice mode 659
VSTi rack 79, 80 Slicing 671
RMS Toolbar 654
Resolution 497 Transferring samples to VST instruments 672
RMS display Waveform display 658
Meters 493 Sampler tracks 136
Root Key Add Track dialog 136
Sampler Control 669 Creating 653
Inspector 137
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