MusicMaker en
MusicMaker en
MusicMaker en
MAKER
MOVIE SCORE
EDITION
Copyright
This documentation is protected by law. All rights, especially the right to duplicate,
circulate, and translate, are reserved.
All other product names are trademarks of the corresponding manufacturers. Errors in
and changes to the contents as well as program modifications reserved.
VST and ASIO are registered trademarks of Steinberg Media Technologies GmbH.
Preface 3
Preface
MAGIX Music Maker Movie Score Edition 6 offers an easy start and the option to
dive deeper into the world of music production. A giant, high-quality sound archive,
an especially intuitive approach to creating original music, plus many useful functions
result in an unbeatable complete package for making your own songs.
The handling is especially easy and consistent. The included sound files can be
combined with the software synthesizers easily. MP3 songs can be used with audio
CD tracks, your own music recordings and even videos, photos or graphics. Even VST
and DirectX plug-ins or MIDI files can be added easily.
This turns your computer into a universal production studio for music and all other
kinds of multimedia files. The included CD-quality musical building blocks can all be
easily combined since they are all categorized according to tempo and harmony. And
for those of you who want to start making songs effortlessly and straight away, the
integrated "Song Maker" will take care of almost everything for you.
The tutorial (view page 14) starts off by explaining all of the basic features in the
program and then goes on to provide complete, detailed descriptions of each of the
functions. If you prefer to discover the many possibilities of the program by yourself,
you can also use the PDF manual and the Help feature as references. An alphabetical
index is included at the very end.
Support
Dear MAGIX customer,
Our aim is to provide fast, convenient, solution-focused support at all times. To this
end, we offer a wide range of services:
• Unlimited web support:
As a registered MAGIX customer, you have unlimited access to web support
offered via the convenient MAGIX service portal on http://support.magix.net,
including an intelligent help assistant, high-quality FAQs, patches and user
reports that are constantly updated.
The only requirement for use is product registration at www.magix.com
• The online community, on-the-spot support and a platform for exchange:
MAGIX customers have free and unlimited access to the online community at
www.magix.info, which includes approx. 150,000 members and offers the
opportunity to ask members questions concerning MAGIX products as well as
use the search function to search for specific topics or answers. In addition to
questions & answers, the knowledge pool includes a glossary, video tutorials and
a discussion forum. The multiple experts, found round-the-clock at
www.magix.info guarantee quick answers, which sometimes come within
minutes of a question being posted.
• Email support for MAGIX products:
For each new MAGIX product you will automatically receive 12 months free
customer support by email.
• Premium Email Support:
For priority support, or if you want the support team to help with non-MAGIX
related hardware problems you can purchase a premium email support ticket.
Proceed as follows:
Please note: To be able to use the Premium email support and free product email
support via the Internet, you have to register your MAGIX product using the serial
number provided. The serial number can be found on the sleeve of the installation
disc or on an insert card included in the package.
Support 5
Here you can find a summary of our technical support telephone numbers:
http://support.magix.net/
Mail (Europe): MAGIX Development Support, P.O. Box 20 09 14, 01194 Dresden,
Germany
Mail (North America): MAGIX Customer Service, 1105 Terminal Way #302, Reno,
NV 89502, USA
• Program version
• Configuration details (operating system, processor, memory, hard drive, etc.),
sound card configuration (type, driver)
• Information regarding other audio software installed
You can reach the MAGIX Sales Department workdays for help with the following
questions and problems:
• Orders
• Product consulting (pre-purchase)
• Upgrade requests
• Returns
Europe
Monday - Friday, 09:00-16:00 GMT
North America
9 am to 4 pm EST Mon-Fri
Phone: 1-305-722-5810
6
Table of Contents
Copyright 2
Preface 3
Support 4
Quick start 14
Play demo project 14
Previewing and loading sounds 16
Create a Project 16
Edit objects 17
Adding software instruments 18
Add videos or images 20
Effects 20
Export arrangement 21
Burn audio CD 21
Arranger 22
Tracks 22
Track headers and Instrument icons 23
Zoom 24
Timeline and grid 25
Pitch Bar 28
Transport Bar (playback functions) 28
Arranger buttons 30
Multi-touch 30
Media Pool 32
Preview function 32
Soundpools 32
File Manager 35
Instrument settings 38
Templates 38
Keyboard 39
Setting Catooh 40
Table of Contents 7
Mouse modes 41
Move selection 41
Move to track 41
Move all 41
Draw 42
Split 42
Stretch 42
Preview audio 42
Scrubbing 43
Replace 43
Context help 43
Arranging Objects 44
Save/load projects 44
Multimedia files and objects 44
Select objects 44
Mute objects 45
Build or split object groups 45
Split objects 45
Duplicate objects 46
Object Handles 46
"Draw in" loops 48
Takes 48
Mixdown audio 49
Audio Objects 50
Audio formats 50
Load and edit audio files 50
Smart preview for the included samples. 50
Audio recording 51
Import audio CD 55
Change the playback tempo or pitch 59
Song Maker 61
Remix Agent 63
Remix Maker 68
Harmony Agent 70
Text to speech 72
MIDI objects 73
8
Mixer 166
Slider (Fader) 166
Control groups 167
Track effects 167
VST and DirectX audio plugins 168
FX tracks 168
Master track 169
Index 228
12
The arranger, video monitor and Media Pool can be positioned anywhere on the
screen or completely hidden. In the "View" menu (F11 key) you can reset the standard
layout for Music Maker Movie Score Edition.
The maximize buttons on the arranger, the video monitor and the Media Pool let
you display them on the full screen, e.g. to make positioning and editing objects in
the arranger easier.
For very large projects, the video monitor can be used as an overview display (Menu -
> Video monitor -> Project overview).
14
Quick start
This chapter explains the basic functions of MAGIX Music Maker Movie Score Edition
6 with a step-by-step introduction. A systematic description of all program functions
can be found towards the end of the manual.
Tip: Watch the introductory videos and learn some tips and tricks from other users
at magix.info http://www.magix.info/us/search/music+maker/.
To get an idea of what Music Maker Movie Score Edition can do, click on "Load demo
song" and select a demo song from the menu. Once it is loaded, the Music Maker
Movie Score Edition interface will be displayed.
Table of Contents 15
The large area with the horizontal tracks is the arranger. The colored rectangles are
objects. They represent various samples, synthesizers and other sounds. There are
also objects for titles, images and video files.
Look at the individual tracks of the song in the arranger: In MAGIX Music Maker
Movie Score Edition 6 you can create a complete song by compiling objects. Click on
the vertical scroll bar on the right-hand side of the screen and drag them down (hold
down the left mouse button) in order to be able to see each track.
In the middle you'll find a large volume control, the transport console (view page 28)
and some buttons for opening important windows..
In the lower section of the program interface you can find the Media Pool. You can
switch between the different areas. In Soundpools you will find the included loops
that you can load into the project by drag & drop while holding the mouse key or by
double-clicking.
To play the demo, click on the Play button with the mouse or press the space bar on
your keyboard. A vertical red line (the playback marker) runs across the screen and
music will play from the speakers.
Note: If you do not hear anything, check if the correct sound card is active for
playback in the Setup window (P key). Also make sure that the output of the sound
card is connected to the speakers.
16
• Now, select which instrument you would like to use under instruments (3). On
the right all of the loops (5) will be listed and you can select the sound you want.
The selected sound will play back automatically.
• Most instruments are categorized according to pitch. Click on the pitch (4) to
listen to the sound in the corresponding pitch. Other instruments, like drums, are
not categorized according to pitch.
• To load a file into the arranger, simply press the Enter key. You can also drag the
file from a table onto a track in the arranger. Once you let go of the mouse
button, the file will appear as an audio object (or MIDI object) at that position.
Create a Project
Start playback now.
To load new samples into the arranger, you do not need to interrupt playback. MAGIX
Music Maker Movie Score Edition 6 has a "Smart Preview" function: You can
simultaneously preview new samples in the Media Pool – they always run in sync with
the song in the arranger. This function considerably simplifies the search for suitable
samples for a song you wish to create.
Table of Contents 17
This way, any number of loops from any style can be dragged from any folder into the
arranger and placed on top of one another, on multiple tracks, or behind one another.
The pitch of the first loop is displayed in the pitch bar. When additional loops are are
added underneath at the same time position, they are automatically adjusted to the
same pitch.
Take note of the two markers at the top of the bar ruler – they represent the start and
end points of the range to be played (playback range). Playback is "looped" in this
range which means that it repeats continuously. New loops can be added when
possible.
If you want to create a new part for the song you can reposition the start marker by
left-clicking on the bar ruler and the end marker by right-clicking on the bar ruler. Or
you can use the right arrow key (view page 26) to move the playback area its entire
length to the right.
Each object can be moved in any way in the arranger with the mouse; horizontally on
a track as well as vertically between tracks.
Note: There is one important limitation to the movement of objects on tracks. The
Soundpools contain two different kinds of loops: audio & MIDI. You can recognize
MIDI loops by their icon in the list. You can recognize MIDI loops by their
corresponding icon in the list . These loops only produce a sound when
combined with a software synthesizer (view page 102). This synthesizer is
automatically loaded to the track where the MIDI object is placed. These objects
should not be moved to other tracks once the synthesizer is loaded to a particular
track.
Edit objects
Even though it's possible to make great projects with the audio building blocks
provided, you will probably get to a point where you want to add your own personal
touch by shortening or removing objects or adjusting the loops in specific areas.
All objects can be shortened or looped by moving the mouse to one of the lower
corners of the object until it turns into a stretch symbol. You can now stretch or
compress the object length as much as you like. If you make the object longer than it
originally was, it will be played back as a loop. This way you can create rhythm tracks
from short drum samples simply by stretching them.
18
Two fade handles are found on both top corners, which can be dragged inwards in
order to fade the object in and out. The handle at the top center can be used to adjust
the volume of audio objects and the transparency of video objects.
All objects can be split into multiple objects. To do so, open the "Edit" menu, click on
"Object", and select the "Split objects" option. The selected object will be split at the
position of the playback marker.
This can be done even faster using the special splitting mouse mode, found in
the mouse mode button in the tool bar, or by pressing "Ctrl + 6".
Right-clicking on an object opens the context menu with the options available for that
specific object in the Timeline mode.
Tip: You'll really notice the advantages of object-based editing when you start to use
Object Effects! You can apply audio effects to each individual audio object. For
example, you can cut a sample to create an object for the last beat before a pause in
the project and add an echo effect. Or create some crazy drums by applying various
filter effects to each beat in the loop. There's no limit to the creative possibilities!
While audio objects consist of pre-made recordings, the sound from software
instruments (synthesizers) is created during playback on the computer. The resulting
sounds are not as refined but allow for total control of every musical detail.
A selection of the loops included in Music Maker Movie Score Edition are intended as
control files for software synthesizers (MIDI loops). The sound progressions of these
loops can be edited in the MIDI Editor (view page 73). You can also record your own
melodies by connecting a MIDI keyboard.
In MAGIX Music Maker Movie Score Edition 6 a distinction is made between VST
instruments and object synthesizers.
Table of Contents 19
Object synthesizers are standalone objects in the track and can be moved, cut and
arranged just like any other objects. Various object synthesizers can also be put
together on one track. The control of the sound creation takes place within the object
synthesizer.
VST Instruments are always loaded to one track and controlled by MIDI objects in the
track. MIDI objects only contain control information (notes) that is used to create
sounds in VST instruments. Various MIDI objects arranged on one track control the
same synthesizer and that means a maximum of one instrument per track.
To open the folder with the software instruments in MAGIX Music Maker Movie
Score Edition 6 switch to the Instruments folder in the Media Pool.
• As with all Media Pool objects, the instrument that is selected will automatically
produce a preview sound.
• Drag the desired synthesizer into an arrangement track by holding down the
mouse button.
• For object synthesizers a synth object will be created and a settings dialog for
the synthesizer will open. You can "program" the synth here. The resulting synth
object can be moved, cut, stretched or adjusted with effects just like an audio
object.
• VST instruments are loaded to a track and a preset MIDI object is added to the
track. Double-clicking on it opens the MIDI Editor where you can make
adjustments to the melody.
• Or you can switch to Keyboard view in the Media Pool. Here you can play the
synthesizer using your computer keyboard. You can also record your playing by
clicking on the large red record button.
Tip: You can access the sound programs of the included VST instruments with the
button on the far left of the track.
Experiment with the various synthesizers in MAGIX Music Maker Movie Score
Edition 6 and take advantage of each of their individual strengths.
20
You can activate a video monitor using the middle button on the right below the
arranger.
In the Media Pool templates you will also find animated text templates (view page
161) (Titles), video effects (Video FX) and visualizations that you can use to spice up
your videos.
Effects
You should take time to experiment with the effects. In the context menu you can
select the effects for the objects. Effect modules can be opened and adjusted to get
the exact sound you want.
Effects can also be dragged onto objects by holding the left mouse button or double-
clicking. Simply open the Templates folder in the Media Pool and test out the effects
listed in Audio FX by clicking on them. As with all other entries in the Media Pool,
effects in this folder always have a preview as well. If you like an effect and wish to
apply it to an object in the project, simply click on it, drag it onto the object, and
release the mouse button.
Table of Contents 21
Tip: Use the object inspector in the Media Pool to display all important object
effects.
Another option for using effects is to apply Track Effects. These effects influence all
of the signals on a track making it a quick way to apply the same effect to several
objects. They also affect the audio output of track synthesizers. There are no audio
effects available for MIDI objects so object effects can't be used on them.
You can also select from a variety of useful track effect presets by clicking on
the button on the corresponding track. These are organized according to the
instruments and applications.
Export arrangement
The purpose of arranging and editing is usually to have a good quality audio or video
file at the end. MAGIX Music Maker Movie Score Edition 6 supplies various export
formats for this purpose.
• To export your arrangement, click on "File" and select the "Export" option.
• Now select the export format. You can choose between pure audio export (e. g.
MP3, WAV,…) and audio and video export (e. g. AVI, Windows Media Video,…).
• The Community upload option enables uploads to SoundCloud®.
• Select the fitting settings in the dialogs and click on OK or log in to your Internet
community of choice.
• The arrangement will then be exported.
Note: The export calculations don't affect playback performance. Even if your
playback on your computer begins to stutter because too much RAM is being used
for videos and effects, the export file will still be calculated correctly. We
recommend placing already finished passages of complex arrangements via the
export or mixdown function into a single file to free up some processing power (and
tracks). This kind of file can be reloaded into the arrangement and edited further
with the other parts.
Burn audio CD
To burn an audio CD, first export your arrangement as a WAV file:
• Click "File" and select the "Export arrangement -> Audio as wave..." option.
The WAV file created can be burned as an audio CD with the included burn program
MAGIX Speed burnR.
22
Arranger
Tracks
The arranger is organized into tracks. Each track corresponds to a channel on the
mixer (view page 166). You can use this channel to control volume, apply effects,
mute or solo all of the objects in the track. The loops of the same instrument are
typically grouped together on one track (bass track, vocal track, etc.) which makes it
easier to edit them.
Additional tracks can be added with the button at the bottom of the arranger
or by selecting the "Add track" option in "Edit" menu (Ctrl + I)
To move a track you can open the Effects menu (view page 23) of the track and select
"Move Track Up" or "Move Track Down". Tracks cannot be deleted, but those that
don't have any audio objects are automatically deactivated and that means they don't
use any computing power!
If the tracks in the arranger are not long enough, you can increase their length by
pressing the minus button (-) to the right. The size of the project adapts itself
automatically when objects exceed the space for them on the right-hand side or when
new objects are loaded.
Arranger 23
Instrument icon: When you drag & drop a MAGIX Soundpool sample onto an
empty track an icon will appear in the track header. You can replace this icon by
right-clicking on it and selecting a different one. A left-click on the icon opens
the menu for the track synthesizer (see below).
The Peak Meter can be found beside the icons. Here, you can control the volume
of the track and see if the track produces any audio at all.
The track name is located to the left of the track number. You can rename the
track by double-clicking on the field.
You can use the Mute button to shut off the sound of a track or the Solo button
to play only the sound from one particular track. The Solo function is not
exclusive which means you can use it to play back the sound from several tracks.
On the lower border of the arranger, underneath the track headers you will find
the buttons Reset Solo / Mute which you can use to restore the previous solo
and mute settings of all tracks with one click.
Left-clicking on the field with the instrument icon opens a menu with the
sounds from the included software synthesizer which can be loaded to
the track. This software instrument will then be used by all MIDI objects
in the track. You can find out more about this in the chapters Software
Synthesizers (view page 102) and MIDI objects (view page 73).
The track header of a track with a loaded synthesizer has a
few additional controls. With the arrows (2, 4) you can
switch back and forth from the previous to the next sound
in the software instrument and the gear icon (3) opens the
instrument editor.
24
Here you can open the Track Effects menu. In it you will find presets for
track effects sorted according to the instrument type.
With the "Move track up/down" commands you can sort your tracks. A lit FX
button indicates that the track effects are active.
With REC you can activate the track for an Audio or MIDI recording.
A simple click puts the track into Audio Recording mode. This also
activates monitoring which means you can hear the input signal of
your sound card during playback. (Find out more in the section
Listening to the input signal - monitoring (view page 52) ). If you start
recording now (R key), the audio recording (view page 51) will start.
The recorded audio material is added to this track in the playback
range (view page 26).
Clicking this button again puts the track into MIDI Recording mode. If
a software instrument is loaded, you can play it with a hooked-up
MIDI keyboard (Monitoring). If you start recording now, a new MIDI
object will be created in the track, the MIDI Editor will open and the
MIDI recording (view page 80) will begin.
Zoom
The vertical zoom function sets the
number of visible tracks. On many tracks
zooming is useful for selectively editing a
track or an object in full view.
Use the horizontal zoom functions to set up the visible section of the project on the
timeline. Clicking and dragging on the bottom border of a track allows you to adjust
the height of the display.
You can tell which part of the project is being displayed by the size and position of the
scroll bar. If the entire project is displayed, then the scroll bar will fill out the progress
bar. Complete view may be set by double clicking the scroll bar.
Arranger 25
A track may not be diminished without limit, and the number of maximum displayable
tracks is also limited, meaning not all tracks may be able to be viewed at once.
Zoom buttons
Zoom menu: Certain zoom levels may be selected by right clicking the
horizontal scroll bar or by clicking the zoom menu. You can also jump to
certain positions in the project here.
Enlarge objects: Vertical and horizontal zoom stages are enlarged so that
all of the selected objects are displayed at maximum size. If the function is
switched off, the regular zoom stage will be restored.
Optimize view (view page 204)
Menu "View > Arranger > Horizontal scrolling" interchanges the horizontal and
vertical functions of the mouse wheel. This means you can use Shift and Ctrl+Key for
zooming and scrolling the tracks instead of for the visible duration. This corresponds
with the performance of the mouse wheel in the old Music Maker Movie Score
Edition version.
Snap/Grid
At top of the toolbar there is a field for entering the grid step size.
26
The grid ensures that the objects and the start, end & play markers only snap into
place at specific positions so they can be positioned precisely according to the beat.
When an object or marker is close enough to a grid snap point, it automatically jumps
or "snaps" to this position. For example, if the grid has been set to "1/2 Note", the
objects and markers will snap into position when they are close enough to a half beat
position (1:1, 1:3, 2:1, 2:3 on the bar ruler).
Note: "Close enough" refers to the screen display, so the distance of the object from
the desired position in screen pixels. If you have zoomed in to just a few bars, but
have the grid set rather coarse (e.g. 1/2 notes), it is possible that objects can be
moved to positions between grid positions.
This way, there won't be any gaps between the objects and beat-matched cuts are
made possible. The selection ranges from full beats to 1/64 notes. Triplet values are
also possible. The setting "Frames" is important for videos and allows objects to snap
to single frames in video files.
In addition to the beat grid, two consecutive objects will seamlessly snap together.
This prevents undesired gaps or overlapping. This also works if they are located in
different tracks.
"Only Objects" deactivates the beat grid and the grid will now only affect the object
edges. You can also deactivate the grid entirely by selecting "No Grid" or pressing the
shortcut Ctrl + F12.
With "Select time signature" you can switch the bar ruler to irregular time signatures,
such as ¾ beat.
The length of the playback area is shown in the colored section. The number before
the period indicates the number of bars, the number after the number of quarter
notes. A tilde (~) in the indicator means that the playback range does not have the
exact pattern length and the loop is therefore "non-circular". Double-click on the
selection to set the playback range for the whole project.
This area is also the basis for the commands in the „Edit > Section” (view page 194)
(Copy, Cut, Paste...).
Arranger 27
To reposition the start marker left-click the upper half of the timeline. The end marker
is always moved together with the start marker, this means that the length of the
playback range remains constant. To set the end marker right-click with the mouse.
The start marker will not be moved, thereby changing the length of the range. You can
also drag each of the markers to the desired position with the mouse.
Note: If you deactivate the option „Cursor keys move playback marker” (view page
205) in the "View" menu > "Arranger", you do not have to press the Alt key.
However, it is necessary in order to move the playback marker with the cursor keys.
When you move the playback area while a playback is running, the old area is always
played to the end and smoothly changed into the new one after. In this way you can
remix your tracks in real-time with the keyboard!
Use the cursor keys to move the playback marker with the keyboard. The option
"Move playback marker with cursor keys” in the "View" menu > "Arranger” (preset
on) interchanges the Alt-Key function. If you deactivate this option, you can move the
playback marker with Alt + cursor keys and only require the cursor keys to turn down
the playback range.
28
Pitch Bar
A pitch bar can be found below the timeline.
When a Soundpool sample is moved to an empty section of the project, the relevant
pitch and the corresponding key will be displayed in the pitch bar. The key can differ
depending on the Soundpool. This can help to maintain the same pitch in order to
prevent disharmonious sound combinations when adding more loops.
When a "false" pitch is moved to a pitch section, you will be asked to automatically
adjust the pitch. The relevant selection is saved with "Do not show this message
again". This means that the this automatic customization will always or never be
carried out hereafter.
Note: You can reactivate all deactivated queries with "Do not show this message
again" by clicking on the tab "Reactivate notice dialog boxes" in the program settings
(P key or File menu > Settings > Program settings...).
You can hide the pitch bar by going to View > Arranger.
Tip: Using the space bar on your computer's keyboard you can start and stop
playback much more easily. (Overview of all keyboard shortcuts (view page 214))
Arranger 29
Back to start: With this button the start marker is quickly moved to the
beginning of the project. Another click on "Back to start" moves the
start marker and the playback range to the beginning of the project.
Stop: The stop button stops playback. The playback marker returns to
the position from which it started.
Volume control
The volume control is to the left of the transport controller. With it, you can quickly
control the overall volume of your project. To regulate the volume of individual tracks,
use the mixer (view page 166).
Under the volume control there is a peak meter that displays the master signal peak
level and an indicator for incoming MIDI signals.
Time Display
The time display is beside the
transport console.
With the position slider you can quickly move the playback marker within the
visible range.
The current pitch is displayed at the top and below it the project tempo in BPM
(beats per minute). The tempo is determined by the first sample used in the
project. To enter a new tempo, click on the number and enter a BPM value in the
field. Finalize the entry by pressing the Enter key. The objects in the arrangement
are adapted using time stretching.
Time Signature: Here there are various time signatures such as 3/4-, 4/4- or
5/4 which can be selected for the project.
Click on BPM to open the Tap Tempo Dialog where you can set the tempo by
"tapping" it out. Simply click the tap button at your desired tempo or press the T
key. The tempo is measured and displayed in the dialog. Apply the tempo by
clicking on "OK".
Metronome: This button activates a click track that is played back during
recording. This helps with maintaining the right beat and tempo when recording
instruments or vocals.
Arranger buttons
The Arranger buttons for quickly opening and closing all the most important windows
can be found underneath the last track in the Arranger.
Opens the mixer (view page 166) where tracks can be mixed by adjusting
volume, setting the position in the stereo panorama and adding effects.
Opens or closes the video monitor (view page 159). The video monitor
displays the video and images files that have been loaded into Music Maker
Movie Score Edition. It can also be used as a peak meter, overview of the
project or as an info box for help text.
Multi-touch
In Windows 8, Music Maker Movie Score Edition can also be easily used with a
touchscreen. Provided that you have a multi-touch enabled screen, you can also
perform all of the normal mouse-click actions and dragging actions with a finger on
the screen.
To facilitate the touch control, MAGIX Music Maker Movie Score Edition 6 also has a
special display mode in which the loops in the media pool, the keys of the virtual
keyboard, and the menu entries are enlarged. Turn on this mode with the tab key or
with the special buttons in the relevant mediapool tab.
Arranger 31
Pressing and holding is interpreted as a right-click and opens the relevant context
menu.
You can scroll in the arranger and the mediapool with two fingers. To do this, touch
the screen with two fingers and move them together in the desired direction.
In addition, you can zoom in the arranger with the familiar "pinch" gesture used on
smartphones. Touch the screen with two fingers and decrease the distance between
the fingers to zoom out Increase the distance between the fingers to zoom in. The
zoom always functions in both directions, that is, it changes both the track height
(and thus the number of tracks displayed) and the duration displayed.
32
Media Pool
The Media Pool in MAGIX Music Maker Movie Score Edition 6 lets you access,
preview and load all supported media types online and offline, e.g. the included audio
and MIDI loops, audio CDs, MP3s, software instruments or effects.
All media types are loaded into an arrangement from local drives or directly from the
Internet by double-clicking or dragging & dropping.
The upper edge of the Media Pool contains buttons which operate the Media Pool in
different ways:
Preview function
There is a preview function for all files: By simply clicking an audio object, the pre-
listening function starts via the sound card. Video, graphics and text objects are
shown on the video screen.
As the project plays on, you can experiment with sounds from the Media Pool (see
Smart Preview (view page 50)).
Note: Even while previewing, audio files are adapted to the current tempo using
timestretching (you can deactivate this in the "Audio/Video options" menu).
Soundpools
This view in the Media Pool is used to control the Soundpools. You can access the
included Soundpools through the clearly laid out database view that lets you arrange
the display of the loops according to styles, instruments and pitch.
While installing Music Maker Movie Score Edition, if you no longer have the
Soundpools installed on your hard drive, insert the installation DVD into the DVD
Media Pool 33
drive. The contents of the Soundpool media will now be imported into the database.
Other Soundpool media are automatically recognized and added to the media
database.
Note: Under program settings -> General (view page 184), you will find different
options for maintaining and displaying the Soundpool database.
Soundpools already present on the hard disk can be imported into the
database by clicking "Add styles".
Soundpools from previous versions of Music Maker Movie Score Edition or additional
Soundpool collections that you have purchased can also be integrated into the Media
Pool this way.
A Soundpool consists of one or more styles. Styles are sound libraries that belong
together and cover a certain musical style. The sounds (sample or MIDI loops) of one
style all have a certain tempo. You can mix loops from different styles, and the
tempos will be adjusted accordingly. Within a style, loops are ordered according to
instruments, and one instrument folder contains different sounds. Each sound can
have a different pitch (except for drums and effects sounds).
All of the styles that are available in the database are displayed in the first column.
The second column lists the instruments.
The list of samples found is created after entry selection in the first two columns.
With "Ctrl + click" you can reduce or expand a selection. No selection ("Ctrl + click"
on a single selected element) or clicking on "Select all" shows all entries from this
category. If you select an instrument (e.g. "Drums" and "Percussion") and no style, all
drums and percussion samples in the whole database will be displayed.
Simply clicking on the loop starts the preview. Clicking on the numbers 1 to 7 changes
the pitch. The pitch for that loop is set when you click on a different loop.
You can sort the list according to criteria (Type, Name, BPM, Length in bars, Favorite,
Style) by clicking on the column header.
Clicking on the star in the sample list marks the You can display only audio loops, MIDI
loop as a favorite. You can use the filter loops or both. For the difference between
"Favorites" to display only the loops that you have audio and MIDI loops see below.
marked as favorites.
An entry field for full text search is located above the match list.
SoundVision
This alternative display of the Soundpool library shows all available sounds
graphically. No matter how large the Soundpool collection is, you can view the entire
library using this 2-dimensional display. This "galaxy" can now be accessed via the
mouse to collect all of the sounds you want.
The large clusters of "stars" are the styles, and these are arranged from inside to
outside with increasing tempo. Eventually they form a center - the styles furthest out
have the highest tempo.
Within a style are the individual instruments (e.g. keys, pads, sequence) formed in a
circle, and the drums are in the middle. Every instrument group has a certain color
assigned to it which is the same in every style. The individual sounds are points
encircled by the individual pitches, if available.
You navigate throughout the Sound Vision view by moving the selection displayed
with the mouse; the mouse wheel enlarges or diminishes the view. The points (which
symbolize the sound loops) can be manipulated exactly as in the Media Pool list view,
i.e. select by double clicking and load by double clicking or via drag & drop.
File Manager
The file manager works very similarly to Windows Explorer. It can be used to access
and load media files of all kinds: Videos, photos, MP3 files, audio CD tracks, and RTF
text files for titles.
The Media Pool consists of a file list to the right (the actual “Media Pool”), in which all
loadable media types (and, if required, further subfolders) are listed, and the
navigation area on the left-hand side.
All supported multimedia files and subfolders of the currently selected folder are
displayed in the file list. All entries can be loaded into the arranger tracks by double
clicking or via drag & drop.
36
Navigation buttons
Forwards/Back The "Back" button always returns you to the
folder where you were previously.
Up The "Up" button brings you to the next highest
folder level.
View These buttons switch the file view list between
icons, lists, or details.
Additional functions can be accessed via the context menu, i.e. by right clicking an
entry.
My Projects
This button opens the "My Projects" folder. This is a subfolder of "My Projects" that is
named after the program (i.e. MAGIX Music Maker Movie Score Edition 6, only
featuring "_" instead of empty spaces). This is created automatically when the
program is installed. All new recordings and projects are saved here automatically as
a preset, and finished projects are exported here. You may change the save location
as you see fit via Program settings > Folders (view page 184).
My Files: This displays the contents of the "My Files" folder. This is normally the save
location of videos, pictures, music, etc. (in the corresponding subfolders).
My MP3s
This provides quick access to your own MP3 collection. When this button is pressed
for the first time, you can select the folder where your MP3 files are saved. You may
also change this path later via "Program settings", the "Folder" tab (Y key or "File"
menu > "Settings" > "Program settings").
Database
Note: This feature is only available if you have installed a corresponding photo or music
management program from MAGIX (e.g. MP3 deluxe or Photo Manager deluxe).
This means the files are no longer displayed according to where they are stored in the
different folders but are grouped according to general characteristics. The top "folder
level" is the difference in audio, video or image files; subfolders would be, for instance,
the date for photos or the artist for MP3 files.
In order to present media data on your PC in a database view, you first have to add
them to the MAGIX database. To do this, click on the database button to the right and
select the option Start media manager for photos and music.
This opens the corresponding MAGIX program and the database scan function of the
program.
By right clicking on "Database" and clicking on "Database search", you can open a
special search dialog in which you can carry out a targeted search for media.
38
Expert search: Here you can restrict your search by stating search criteria in the
following way:
You can search up to three database columns that are connected via "and" or "or"
simultaneously.
"AND" means only those files will be listed that match all criteria.
"OR" means only those files will be listed that match at least one of the criteria.
Instrument settings
This button opens the folder containing your software instruments. You can read
more on this in the Software Instruments (view page 102) chapter.
Templates
The folders for installed effects presets will be opened. Even saved audio and video
effect presets as well as title templates end up in these folders, so that over time, a
complete library of your own presets will be created.
The buttons to the left open the folders for audio effects ("Audio FX"), presets for the
Vintage Effects Suite ("Vintage FX"), the LiViD drums synthesizer, title templates
("Titles"), video effects ("Video FX"), and animations ("Visuals").
You can also add effects by drag & drop. They can simply be dragged onto the
corresponding object using the mouse.
Media Pool 39
Tip: When an audio effect lands on the audio objects by right-clicking the context
menu, the dialog for the particular audio effect (view page 125) will open and you
can adjust it more precisely!
Keyboard
The keyboard enables software synthesizers to be played and recorded directly via
the on-screen keyboard.
If a track synthesizer is not present, then a new track will be added and a new
synthesizer plug-in will be added when the view is switched to "Keyboard" (Vita with
Sound Acoustic Bar Piano).
The keyboard always controls the synthesizer in the track for which MIDI recording
has been activated.
You can click the keyboard with the mouse to play the instrument. The closer to the
bottom edge you click on the "virtual keys", the louder the sound will play. Of course,
you can't seriously play music by clicking with the mouse (this function is more
suitable for testing out sounds quickly). That's why you can also play the keyboard
with the keys on your computer's own keyboard.
Note: This works only after you first click once on the keyboard using your mouse.
Otherwise, pressing the computer keys will function as keyboard shortcuts (view
page 214) for the different functions in Music Maker Movie Score Edition. If the
computer keys control the program's keyboard, then the piano keys will display the
corresponding keyboard characters.
Use the vertical arrow buttons to move the octave range that the
keyboard can be played in.
You can use the horizontal arrow keys to select the next or previous
sound of the synthesizer or they can be selected directly in the list field on
the side.
This button opens the editor window for the synthesizer for fine tuning
the sound.
40
Arpeggiator
The arpeggiator is a special function that can be used to create full chords
or broken chords (arpeggios, i.e. the notes of a chord played in quick
succession) by pressing a single key.
Setting Catooh
You can preview multimedia files from the Online Content Library Catooh, load them
into the project, and edit them further .
Mouse modes
MAGIX Music Maker Movie Score Edition 6 offers special mouse modes for
arranging and editing objects.
A small arrow next to the mouse pointer symbol allows different modes to be
set.
Move selection
This is the preset mouse mode in which most changes are made. Left clicking
selects an object. When the "Shift" or "Control" keys are pressed, multiple
objects can be selected.
Hold down the mouse button to move selected objects. In this mode the objects can
be faded in or out or their lengths can be changed using any of the five handles. Please
refer to the "Arranging objects" (view page 44) chapter. Right clicking on an object
opens the context menu with the most important effects and settings available for
that specific object.
If an effect curve is active (only available in the Premium version of Music Maker
Movie Score Edition), the curve handles can be selected and moved. Double clicking
on the curve creates new handles.
Move to track
This mouse mode behaves basically like the mouse mode for individual objects,
but moving objects
results in all other objects behind the object moving in sync on the track. This is
practical if space is needed at the start of a track, since all objects can be moved
together without moving them underneath each other.
Move all
This mouse mode behaves in principal just like the "Single object mouse mode",
but during moving, all objects on all tracks will be moved together from the
mouse position.
Draw
In this mode you can insert further similar objects behind an already loaded
object.
Starting from the first object, the following objects are always inserted synchronously
so that you can also think of this mode as the insertion of a "Mute" automation from a
continuous loop. You can read more about this in the section "Drawing in loops (view
page 48)" in the chapter "Arranging objects".
Split
You can split objects quickly with this mouse mode in order to remove
unwanted parts or attach various effects to parts
of objects.
Stretch
This special mode is for customizing the length of objects.
Preview audio
In this mode you can individually preview audio objects in the project. By clicking
on the audio object it will be played back from the start to the end of the solo
for the entire duration and independent of the start and end markers in the timeline.
The objects are protected against inadvertent moving in this mode.
Scrubbing
By holding down the mouse button, the project can be previewed at the point
where the cursor is positioned.
The playback marker follows the mouse movements. This mode is especially suited to
searching for specific parts of a project.
Replace
This mouse mode simplifies searching for suitable samples: Left mouse click on
a MAGIX
Soundpool object to switch the object automatically with another from the same
instrument category. Shift + left mouse click keeps the object but changes the pitch.
Ideal for quick experimentation!
Context help
This mouse mode allows you to open the corresponding "Help" section by
clicking on any area of the MAGIX Music Maker Movie Score Edition 6 screen.
Shortcut: Alt + F1
44
Arranging Objects
In MAGIX Music Maker Movie Score Edition 6 you can jointly and uniformly load,
arrange, edit, and export different multimedia file formats. This chapter describes the
basic way of working with multimedia objects. This includes audio objects, video
objects, graphics, midi objects, and synth objects. Later chapters will describe the
particulars of the respective formats.
All object editing is virtual, non-destructive, and is calculated in real time during play.
The multimedia material is thus not destroyed (non-destructive editing) and any
change can be cancelled with the multi-stage undo function ("Ctrl + Z"). You can
experiment to your heart’s content without having to fear that you will change or
damage the original material.
Save/load projects
"Project" refers to all objects found in the arranger (audio, video, MIDI, songs,
graphics, synthesizers) along with all their positions, fades, lengths, volumes,
brightness settings, and effects. Projects can be saved via the menu "File"as an MMM
file and loaded again.
When loading projects you must ensure that all media files used (audio, video, image
files) are available in their respective folders. To save projects completely, to archive
them, or to edit them using a different computer, use the function " Save project and
used media..." from the menu "File" > "Backup". The entire project along with the
media files will then be saved in one folder.
Right-clicking on an object opens the context menu with the most important editing
options available for that specific object.
Select objects
To edit or delete objects using the menus, you must first select them. To do so, simply
click on the object you wish to select. When the Shift key is pressed, multiple objects
are selected. Object modifications like cutting, moving, effect allocations and so on,
apply to all selected objects together.
Arranging Objects 45
To visually highlight the current selection, the object handles (see below (view page
46)) of the selected objects are displayed.
Several objects can be selected quickly by clicking on the first object in the first track
with the mouse and dragging out a square for selection. All objects entirely or partially
within the square will be selected (rubberband selection).
Mute objects
Each object can be muted individually. Simply select the objects you want to mute
and press Ctrl + M (or use the corresponding command from the context menu).
Once they are combined, clicking on one object of a group will select the entire group,
allowing you to move, copy, or delete the group as a whole. To ungroup objects, use
the corresponding command in the "Edit" menu or the keyboard shortcut Ctrl + U.
Split objects
All objects can be split. This way, two new independent objects are created. To do
this select the object and move the playback marker to the position where you want
to cut by clicking on the timeline.
Click on this button in the upper toolbar (view page 214) or click on "Edit” >
"Object" and select the option "Split objects” or press the "T” key. It's even
easier with the mouse mode "Split objects (view page 42)".
The two new objects keep all object effects (view page 125). For example, you can
then design a loop in a more varied manner by first overlaying an object as a whole
with an effect before cutting it into several parts and then varying the effect
parameters in the individual parts.
You cannot easily combine two such object parts again. But you can edit them
together by joining them together in a group. To do this you can select the individual
parts and select the command "Group" (Ctrl+G).
46
Duplicate objects
To duplicate objects select the object(s) and select in the "Edit" menu > "Object" >
"Duplicate objects" (Ctrl + D). A copy of the object appears right beside the original
which can be moved to any position with the mouse.
Tip: Speed up this process by clicking on the object to be copied with the mouse
while holding down the Ctrl-key. This generates a copy, which you can immediately
drag to the desired position.
Another way to duplicate is by using the copy/edit commands from the "Edit" menu >
"Object" or "Section". For the latter, all objects will be copied in the playback range
(view page 26).
Object Handles
You can fine tune the object start, end, and volume as well as the fade-in and fade-out
with the object handles for each object.
To extend the object again, drag the object boarder outwards. If you drag the object
beyond its original boundaries, it will loop (i.e. repeat) until the end of the object is
reached. This allows you to create, for example, a complete drum track from a short
drum loop, or a long video from a short video sequence.
Normally an object is always looped over the full length of the underlying data
material (audio or video file). To set a clip from a file as a loop, shorten the object at
the front and the back with the handles and choose the in the "Edit" menu > "Object"
> "Loop section" > "Insert user-defined loop". This function is very useful for setting
your own recording as a loop, as the silence at the beginning of a recording can be cut
away.
Arranging Objects 47
Fading Objects
An object can be faded in or out with the handles to the left and right upper corners of
the object. The length of the fade can be adjusted with the handles.
Crossfade
In connection with the ability to cut objects (see above), this makes it possible to edit
the volume progression in detail.
The drum loop in the first bar was cut into individual parts in the second bar and the volume
varied.
You can adjust the overall volume of a track or the volume performance between the
tracks more conveniently in the Mixer (view page 166).
Note: The handle serves the transparency settings for videos, images, and title
objects.
48
For this you have to set the mouse mode to "Draw objects" by clicking on the
corresponding icon in the mouse modes menu. Now an audio sample has to
be loaded which will serve as a template and which will then be drawn into the
following area of the track as a loop in the track. This works as follows:
1. Load any loop from the Media Pool into the arranger.
2. Click on an area further back on the same track and hold down the mouse
button to draw in the loop.
Starting from the first object, the drawn-in loop area is always synchronous with the
beat. This means that the drawn-in loop is not played from the beginning, but rather
starts from the position where the original loop would be if you had continued to this
position. Or, to put it differently, a running loop can be found on the track and you can
draw in at which position you can hear it ("Mute automation").
The synchronous start of the object in this mode has another consequence: If an
object is moved, then only object borders are moved, but the underlying loop,
however, always remains intact.
Takes
Every object can be saved as a "Take". Takes save all editing done on an object, like
object length, fade settings and all object effects. MIDI takes save the instrument
controlled by them (MIDI output or software instrument).
Takes are saved as "TAK" (*.tak) files and take up virtually no space on the hard disk.
This means you can cut a sample, add various effects to it and save it as various takes
in order to use these together with all their editing in other MAGIX Music Maker
Movie Score Edition 6 projects. Instead of repeatedly saving the original sample, only
the object and effect settings are saved. You can also save Synth objects as takes
which creates your own preset libraries for the synthesizer.
The MIDI loops included with MAGIX Music Maker Movie Score Edition 6
(you'll recognize them in the Media Pool by this icon) are also takes because the
MIDI files (view page 73) only sound the way they were intended when
combined with the right synthesizer sound.
Attention: When loading takes, the audio or video file for which the take was added
must be in the original folder.
Mixdown audio
If the arranger becomes too full to manage, the system is out of RAM, or you just
want to ”summarize” your production, use the mix down function to convert the
entire project into a single audio and/or video file.
To do so, choose the "Mixdown" function from the "Edit" menu. You can choose a
name and a destination for storing the mix down object. The default directory is ”My
Projects”. If only audio objects are in the tracks, a wave file will be created. If audio
and video objects are combined, you can choose whether an audio or a video file will
be created.
The objects of the arranger or the area will be replaced by the new object.
MAGIX Music Maker Movie Score Edition 6 automatically normalizes the audio file,
i.e. the loudest part of the wave audio object is identical with the highest figure of the
16-bit resolution ceiling. This guarantees the same sound quality, even if you repeat
the mix down procedure or you combine the mix down file with other wave audio
objects again and again.
Tip:The mix down function is very helpful if you want to go on working with the mix-
down object. To create the finished end version of the song or video it is
recommended to select the "Export project" function in the "File" menu instead of
the "Mixdown" function.
Audio Objects
Audio formats
MAGIX Music Maker Movie Score Edition 6 can load audio files in the formats Wave
(.wav), Ogg Vorbis (.ogg), Windows Media Audio (.wma), MP3 (.mp3), AIFF (.aif)
and CDA (audio CD tracks). The audio data of a file are displayed as an object in the
arranger of MAGIX Music Maker Movie Score Edition 6. The material will be
displayed as a waveform, optically representing the sound to make editing easier.
MAGIX Music Maker Movie Score Edition 6 can export files in all formats listed
above (except AIFF).
Edits, fine positioning, volume settings, and fading in and out may all be adjusted
directly in the Arranger using the object handles. See chapter "Arrange objects”.
You can compose a song in realtime by loading different samples and searching for
suitable new building blocks during playback.
Start the playback and select a loop by simply clicking the mouse. The loop will be
used as a preview on the next available track and played back together with the pre-
existing audio material. Update the preview by selecting another loop. You can then
try out the all of the soundpool samples in the context.
As a preview, the loop will always be extended to the entire length of the playback
range. The result is therefore immediately audible, even if the loop is originally shorter
than the selected playback range. If you adopt the loop in the project (double-click or
press the Enter key), it will be introduced in its original length at the beginning of the
playback range.
Audio Objects 51
Tip: You can also use key commands to quickly change the playback area (view
page 26) by using the arrow keys. This will let you add loops to your project with
more precision.
Audio recording
Your own sounds like vocals, speech, noises, or instruments can be easily recorded in
MAGIX Music Maker Movie Score Edition 6 using the audio recording function.
Click the REC button in the track box to specify the track for the recording.
The input signal will be played back featuring all track effects (if there are any) (live
monitoring (view page 52)).
Live monitoring requires the use of ASIO drivers (view page 187).
Click the red button on the transport bar to start the actual recording.
Click on the gear icon next to it to open the dialog box "Audio
recording" (view page 53) with various settings options. This dialog
box can also be opened after starting the recording.
If the adjustment is set too high, distortion occurs and the incoming signal must be
reduced. If you have linked the sound source directly with the sound card without a
mixer, this can only be done via the Windows system settings "Sound". You can
access this directly from within the recording dialog via the “Recording level” button.
You will see which sound card input is already being used with the amplitude in the
small peak meter in the settings dialog. Double-click on this and change in the tab
"Level",
If you reduce input sensitivity by using the input fader, the resolution at which the
analog signal is digitized is also reduced. Try to set these automatic controllers to the
loudest sound level possible! The yardstick for the optimal level setting is the loudest
part of the material. The loudest part should be adjusted to the maximum.
52
Note: Not all sound card drives fully support the Windows system mixer; this
functionality can also potentially fail. Some sound cards also come with its own
mixer application in which you can control the input level. If both fail, you need to
match the level to the analog source.
Live monitoring
This is the preset method and allows you to listen to the input signal via the audio
processing of Music Maker Movie Score Edition, that is, with all effects, i.e., the track
effects as well as the AUX send effects and master effects. You can therefore hear
your vocals or guitar recordings with the necessary effects while recording or jam live
to a finished project.
An ASIO driver is needed for monitoring. Professional soundcards come with such
drivers. For any soundcards that don't have this there is the MAGIX Low-Latency
driver, which provides any sound card or on-board sound chip that is fitted with
WDM drivers with an ASIO driver. For more information see the Menu "File" >
"Settings" "Program Settings" > "Audio/MIDI" (view page 187)section.
There will be a short delay (latency) caused by processing the audio signal. This delay
amounts to just a few milliseconds with modern sound cards. You can deactivate this
option should it still disturb you. To do this, uncheck the "Direct monitoring" box in
the recoding settings dialog.
System monitoring
You may already hear your input signal or two input signals with live monitoring
before you have activated the track for recording. This is due to the fact that the line-
in input is configured so that its signal is directly routed to the output. This is a feature
of the Windows operating system and not of Music Maker Movie Score Edition. The
purpose of this is to allow you to connect external audio sources, such as MP3
players, via the input and listen directly through the computer speakers.
On the other hand, you can also use this type of monitoring if the live monitoring is
not suitable, because the ASIO driver does not function in a stable way. Or if you don't
Audio Objects 53
want to use the live monitoring because you find a small latency disturbing. However
you then cannot listen to the Music Maker Movie Score Edition effects.
Note: Not all sound card drives fully support the Windows system mixer; this
functionality can also potentially fail. Some sound cards also come with its own
mixer application that provides monitoring.
Save audio file as/storage location: Here you can select the title of the audio file you
wish to record. You can also select the folder where you wish to store the file.
Recording quality: Sets the sound quality of the recording. In the preset menu you can
choose between AM Tuner, FM Radio, CD Audio, and DAT (Digital Audio Tape).
Mono/Stereo: The recording can be made in mono or stereo. Mono recordings are
recommended for song and instrument recordings made using only one standard
mono microphone. This reduces the required memory space in half.
Peak control: This opens the Windows system dialog for the selected sound card
drivers. There you can customize the input level and deactivate the system
monitoring (view page 52).
Level indicator (L/R): Use the level indicator (peak meter) to monitor the strength of
the input signal. Please read more on this in the section 'Adjusting levels'.
Direct monitoring: Select this option to switch the live monitoring on and off. Please
read more on this in the section Listening to the input signal - monitoring (view page
52).
Advanced: Use this button to open a window containing a selection of three special
functions.
Advanced settings
• Normalize after recording: This option raises your material to the correct volume
level after recording is completed. In order to achieve good audio results, you
should try to record the source as loud as possible without overmodulating it.
The Peak Meter display here helps in the recording dialog.
• Realtime adaptation of the sample rate: This automatically adapts the sample
rate if the file you wish to record to the sample rate of the current project.
• "Ducking" (reducing the sound volume): This is a function for video dubbing. To
add narration or other sound material to a video that already has sound volume
levels set, activate the option ”Automatic reduction of sound volume of
remaining audio tracks”. This automatically reduces the volume of audio objects
in the project during the recording session (”ducking”). This is achieved using an
automatically configured volume curve: Before and after the recording other
tracks will be faded in or out, resulting in a homogeneous total volume level.
(Lowering of volume level during spoken comments is also called "Ducking".)
Audio Objects 55
Import audio CD
Entire music tracks from audio CDs can be imported into the project through the
Media Pool in the same way as importing files from the hard drive.
3. Insert an audio CD into the CD/DVD drive of the PC
4. Go to your CD/DVD drive in the Media Pool (File Manager, Computer). The
individual CD titles appear in the file list.
5. A simple mouse click starts the playback of the CD title for sampling purposes
6. Drag & drop the track from the CD into a track of the current project and it will
be digitally scanned and copied to the hard drive. The files will be saved in the
import folder (may be specified in "File" > "Settings" > "Program..." > "Folder"
(More information can be found in the section "Folders" on page 190)).
7. The CD track appears in the track as an audio object and can be played back or
edited immediately.
Use the CD import dialog for more advanced control of the import process, e. g.
importing sections from music tracks. You can access this dialog box via "File" >
"Import" > "Import audio CD track(s)..." (Keyboard shortcut: C)
CD import dialog
In the CD import dialog box you can select tracks from audio CDs and partially or fully
import them into the project. You can also select and configure the used drive if you
have more than one drive. The data is imported digitally which eliminates any loss in
sound quality. The CD tracks are imported into the project as wave files. The files are
saved in the import folder. (File menu > Properties > Program settings > System >
Path settings (More information can be found in the section "Folders" on page 190))
To import audio CD tracks, insert an audio CD into the drive and select "Import >
Import audio CD track(s)" from the File menu. A dialog with a list of the CD tracks will
open. If you have more than one drive, you may have to first select the drive
containing the CD. You can do this in CD drive options .
56
On the left-hand side in the list you can choose which track(s)/title(s) you wish to
import from the CD. Several subsequent tracks can also be selected by holding the
"Shift" key + mouse clicking; "Ctrl + mouse-click" selects several individual tracks. By
clicking on "Select all tracks", all audio tracks will be selected, e.g. for copying the
complete CD.
Now click on "Save selected tracks..." This will open the "Save audio to..." dialog,
where you can specify the name and target address of the audio files. The audio files
are subsequently numbered depending on their names (name -> name_1.wav,
name_1.wav...). "Save" starts the audio copying process. A progress bar is displayed.
Once ripping is complete, the dialog will be closed and the tracks are inserted into the
project as individual objects.
In the top right field, details on the total length and the memory capacity of the
selected track/section are displayed.
Use the small "Volume" faders to control the preview volume. The chosen drive
appears below it. In the right selection box you can select the read speed, and in the
left one you can select the export mode (see Configuring the CD-ROM).
CD drive options: Here you can change the settings and select the drive for importing
the CD if you have installed several CD drives (see also CD-ROM drive dialog).
Keyboard shortcut: C
Configuration: This button opens the configuration dialog, where various special
settings can be made.
Add: Creates a new drive in the list, which first requires special settings.
Load setup: Loads the current drive list and all configuration data from a *.cfg file.
Save setup: Saves the current drive list and all configuration files in a *.cfg file.
58
CD/DVD-ROM configuration
Drive Name: Lets you edit the name of the drive in the list. This is useful if you create
more than one entry accessing the same physical drive.
Host Adapter Number: Lets you specify the number of your SCSI adapter - normally
0.
Bus ID: Here you can enter the ID of your CD-ROM drive. Be sure to set the correct
ID, there is no error checking!
Alias: Lets you select the manufacturer type of your CD ROM drive.
Normal copy mode: copies audio files without any software correction.
Copy mode sector synchronization: copies audio files with a special correction
algorithm. This is especially useful, since many CD drives have problems finding an
exact position again and gaps can occur.
Audio Objects 59
Burst copy mode: optimizes the speed of the copy process, no software correction is
used.
Sectors per cycle: defines the audio sector count that should be read from the audio
CD in one cycle. The higher the number of sectors, the faster the copying process.
Numerous SCSI systems have problems with more than 27 sectors.
Sync sectors: sets the count of audio sectors, which should be used for software
correction. A higher number results in a better synchronization but also in a slower
copying process.
In the new project (empty), the tempo will be determined by the first samples loaded
into it. All additional audio files will then be automatically adjusted to this tempo. If
you are planning a remix which is composed of different samples with different
tempos, then try to add the most important sample first. This minimizes sound
distortions compared to the other samples via timestretching.
In order to be able to correctly adjust an audio object to the tempo, its output tempo
must first be detected. If the sound is a Soundpool sample, then the tempo saved
therein ("patched") will be used, and the tempo adjustment will always work.
For all other (short) samples, an attempt will be made to automatically provide the
tempo. If the sample is not cut exactly, i.e. it does not contain an exact number of
beats or is incorrectly interpreted by the automatic detection process, then this may
not work. The sample will then be incorrectly stretched. In this case you can try to
manually adjust the sample.
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The <Remix Agent> launches optionally for longer samples ( > 15 seconds), e.g.
entire songs from CD or MP3s. This also gives you the option of either adjusting the
sample to match the project or the project to the sample.
MIDI objects for controlling synth objects always have the correct tempo because
they are always aligned with the project tempo.
In the dialog Program settings ("Y" key) -> Import, you can deactivate the automatic
tempo adjustment or limit it to patched samples. In the dialog Program settings (view
page 186) ("Y" key) -> Import, you can deactivate the automatic tempo adjustment or
limit it to patched samples.
The playback tempo can be quickly changed via the stretch mouse mode, i.e. by
compressing/stretching the audio object's lower handles, in which case the tempo
will change but the pitch will not be influenced.
For example, to fit a "non-circular" loop with the stretch mouse mode (view page 41)
in a current project, proceed as follows:
1. Load the sample. Music Maker Movie Score Edition will try to fit it into an even
number or bars. Set the appropriate track to solo and place the playback range
exactly above the sample.
2. Select it and click on Enlarge Object at the bottom left of the arranger window
. The object will be displayed at the maximum size.
3. Turn off the raster (in the list field at the top right of the arranger or with
Ctrl+F12)
4. Now start the playback and move the end marker of the playback range to the
right until the loop "runs around". You can rely on your hearing and not just on
the waveform display.
5. Now shorten the object on the playback range length.
6. Deactivate "Enlarge Object" and turn the raster back on.
7. Switch to the stretching mouse mode (Ctrl+7) and stretch or squash the object
to an even number of bars.
8. Deactivate "Solo", set an even playback range, and start the playback. The loop
should run perfectly in time. To set the object as a loop, select "Edit > Object >
Loop section > Set custom loop".
To match the pitch of the loop to the current project, you can also change the pitch
using the mid handles on the object in the stretch mouse mode.
Audio Objects 61
The Time Stretch/Pitch Shift Effect allows you to use different algorithms. The best
results often depend on the respective audio material and the different algorithms
(see Audio Effects Chapter > Timestretch/Resample (view page 140)). You can
improve the sound by opening the Effect Dialog via the "Effects Menu > Audio > Pitch
& Tempo > Time Stretch & Pitch Shift" or Shift+P, and try out the different algorithms
via the "Setup" button.
The tempo setting on the transport controller allows the project's tempo to be
changed retroactively. This affects all objects contained in the project, and in some
circumstances this can lead to an increased demand on the system and dropping out
during playback. If this occurs, use Apply function in the effects rack (view page 130)
or the function Combine audio (view page 194).
Song Maker
With the help of the Song Maker, you can automatically arrange multiple audio
objects (loops) using included samples for songs or song parts without having to drag
them individually from the Media Pool into the corresponding tracks. Considering the
relatively random selection of loops that are combined you shouldn't expect the Song
Maker to produce a chart-topping hit, but it can be very helpful as a basis for making
your own adjustments and additions to create a cool project.
Activate the Song Maker by pressing the “Song Maker” button or from the Effects
menu.
Select the song part or parts that you want to create. The parts differ in their
harmonic structure and instrument density, for example verses have fewer
instruments than refrains, while there are accompaniment variations between
the 1st and 2nd verses as well as in the refrains. The pitch sequence from verse
to verse remains the same. If you activate all parts, Song Maker creates a
complete song in the typical structure of a classic pop song, i.e. intro-verse-
chorus-verse-chorus-bridge-(transition or solo)-chorus-outro.
Use the sliders to the right to set the speed and the length of your song.
"Chaos" draws a different loop of the corresponding instrument for each new
object. Normally, the same loop is continuously used in various pitches for each
element of the song such as verse, chorus etc. If you use "Automatic", a new
song in a randomly generated style will be created automatically, as soon as a
song has been played.
Now click on "Create Song". Song Maker automatically compiles a project. The
following is only a suggestion.
Use the play button to preview the song maker's suggestion. If you don't like the
results, you can repeat the process. Before you do this, right-click on the
instruments you want to keep in the project to prevent them from being
overwritten. You can return to a previous status anytime by clicking on "Undo"
or "Redo".
Once you're happy with Song Maker's suggestion, click on "Apply". The building
blocks are only now added to the arranger. A click on “Cancel” closes Song
Maker and returns to the original project status.
Tip: If you start the Song Maker for a project that already has audio material in it,
this material will not be affected. This means you can apply the Song Maker
repeatedly saving only the parts you like until you have a final project. You can also
create song parts one after the other. The results from the Song Maker are always
added at the start marker position. If you decide you want to replace the chorus you
can simply set the start marker (view page 26) at that position.
Keyboard shortcut: W
Audio Objects 63
Remix Agent
To create a remix, elements from a completed song or components of a song are
added and removed creating a new song. In order to combine your own loops and
beats with a given song, it is important to know the exact tempo (in BPM - beats per
minute) of the song. The Remix Agent in Music Maker Movie Score Edition allows
you to define the tempo of MP3s or imported tracks from a CD.
Once the tempo has been determined, you can optionally match the tempo of the
project to the tempo of a song, the tempo of a song to the tempo of an existing
project, or divide a song into individual beats (remix objects), which can then be
rearranged as desired.
Note: If one of the above requirements is not fulfilled, the Loop Finder can be used.
If audio files longer than 15 seconds are dragged into the project, the Remix Agent is
started automatically.
Note: If the tempo or bar information of the object you wish to analyze is already
available, these are displayed as dots at the respective positions above the display of
the wave shape.
Under the waveform on the left side the established tempo is displayed in BPM. There
is a small transport console in the middle to make navigating easier. The slider serves
as a position controller. To set the metronome volume, an additional fader and mute
button are provided on the right-hand side.
To correct the metronome speed and any timeshift that may occur between the
metronome clicks you can use the tempo correction as well as the "Tap tempo"
button:
Tempo correction: The Remix Agent provides various speed settings – the speed the
Remix Agent determined as the most probable is preset. If this tempo isn't correct,
you can choose another one from the list. The next time you play back the song it
should be in sync with the metronome.
On/Off beat correction: Now it may happen that the tempo is right, but the beats
have been displaced. "On/off beat correction" provides a number of alternatives for
moving the beats according to the complexity of the rhythm. Try out various
alternatives until the metronome clicks are in sync with the beat.
Tap tempo: Instead of selecting the tempo under "Change Tempo", you can click
rhythmically on the "Tap tempo" button or press the "T" key. Additional blue lines are
displayed in the wave display. After at least four taps, the Remix Agent attempts to
select the correct tempo from the list in "Tempo correction". The display next to the
"Tap tempo" button displays the current status. Keep tapping until the red display
showing "Unlocked" changes to the green "Locked" setting.
Use the "0" key to manually set the quarter beats while the music plays. Surrounding
markers will automatically be removed to ensure that the set tempo remains intact.
You can move the markers with the mouse. If you hold down the "Ctrl" key
simultaneously, the subsequent markers are also moved. If the metronome clicks now
correspond with the music, you can continue to the next step.
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It can now be corrected in just one step: If the start of the bar can be heard, click on
"Tap One" once using the mouse or press the"T" key on the keyboard. Alternatively,
select how many quarter notes the "One" is to be moved back. Use the "0" key to
manually tap the position of the beginnings of the bars during playback. This allows
you to correct the beginnings of the bars in longer sections.
Continue to the last step if the starts of the bars are now correct.
Following this, you can also start the Remix Maker (view page 68) and the Harmony
Agent (view page 70).
• Create loops from complete songs which you can then use with your own
material. Important: Not all remix objects are suitable for loops. Less complex
material such as drums from an intro are ideal.
• To remix songs, that is, change the order of the objects, cut and duplicate
individual parts or beats of the song, or enhance the song with various other
loops or synth objects. Why don't you try placing a techno beat under your
favorite tune?
• For mixing 2 songs: The beat and tempo match perfectly so you can fade without
"side effects".
You also can activate this function from the "Object" menu only if the tempo
information has been saved.
Audio quantization: The new objects are precisely fitted into the bar grid of the
project.
Audio Objects 67
There are slight tempo variations in “hand-made” music, so that different bar lengths
can occur. To make sure the objects fit into the bar grid of the project, the time
processor is automatically activated and object-timestretching used so that the
difference in length is corrected.
Use resampling for small corrections: If the required corrections are not too
significant, you can use higher-quality resampling instead of time-stretching. You
should then no longer change the master tempo as this may result in considerable
pitch changes.
Remix objects in loop mode: New objects are put into loop mode. When extending
the length of the object using the right object mouse handle, the object is
continuously played back in original length.
Note: The time correction allocated to the objects can be undone later if the time
processor is opened and edited (menu item: Timestretch/Resample Object Menu).
Adapt tempo
Set object tempo to project tempo
Adjusts the object length to the existing project. There are three different options:
Time stretching, resampling or audio quantization.
• Use Time stretching: The pitch of the song remains constant in time-stretching;
however, the sound quality may suffer.
• Resampling changes the pitch (similar to changing the speed of a record player),
but retains most of the sound quality.
• During Audio quantization the tempo adjustments are calculated into the audio
file in such a way that it appears as if remix objects were created and then
immediately compiled into a new audio file (see below). If recognition is
unreliable, the result can show extreme tempo variations. In this case, it is
particularly important to set the playback marker at such a position (before
opening the Remix Agent) that the tempo can be reliably recognized. The
advantage of audio quantization is that smaller tempo variations can be
balanced in the music. The beat starts of the music always correspond with the
beat starts of the project. They do not slowly drift apart.
Remix Maker
The Remix Maker can be run directly following the Remix Agent.
Use the Remix Maker to automatically create remixes. Here, the remix objects
created by the Remix Agent are moved, copied, and newly compiled according to
specific criteria. You can select one of four DJs who each represent different styles
and specify the length of the remix and the form of the compilation.
• Load the new song you want to remix. This should contain clearly defined
rhythms.
• When the song is loaded, the Remix Agent pops up to give you the option of
dividing the song into its structural segments (see "Remix Agent" above).
• Select the option "Open Remix Maker" from the Remix Agent dialog box.
• Once the Remix Agent has sliced your song, the Remix Maker is started
automatically.
Presets
Choose one of four virtual DJs with different remix characteristics. We recommend
you try them all out and see which results you like best!
Remix length
Shuffle mode
This determines the selection and order of the objects.
Distant: Objects that are far apart in the original song are placed close to each other.
Fill mode
A "fill" or "fill-in" is created when the loop object sliced by the Remix Agent again to
produce very short objects that are looped or played in rapid succession. Fills are used
to liven up the regular beat.
Harmony Agent
The music track is analyzed first when you open the Harmony Agent. The Harmony
Agent tries to automatically identify the harmonies for each beat of the music. Thus
the right beat information is an important prerequisite for a properly-functioning
Harmony Agent.
The transport control controls playback of the music track. The position slider below
lets you quickly move to a certain passage.
Audio Objects 71
Once you are sure that all harmonies are set correctly, click "Continue".
Generate chords in arrangement: In the project two tracks are created, one that
contains the chords symbolized as guitar chords, the other contains other title objects
with the respective chord symbols. You can graphically display harmonies in the video
monitor in sync to the music.
Save information about harmonies from the audio file: This also ensures that the
harmonies are available later. For instance, to display the harmony information in the
timeline (Edit -> Show object marker -> Harmony marker).
Display: You can choose between different displays of the harmony symbols. You can
choose between German, English or Roman symbols to "name" the tones.
Furthermore, you can set "Predraw" to force single harmony interpretation. "#"
shows all notes as "sharps" (C#, D#, F#,...), and "b" displays them as flats.
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Text to speech
In this dialog under the "Effects" menu > "Audio", you can make the computer "talk"
by typing in text. You can choose from a range of different types of voices. You can
change the speed and volume of the spoken passages. Once you've settled on a
suitable voice, a WAV file will be created. This can of course be used in the arranger
like any other audio object.
Load text: Here you can load a text file in the formats: *.txt or *.rtf.
Save text: Your entered text can be saved.
Test: After entering your text, you can preview the result.
Voice: If additional voice packages (TTS engines) have been installed, you can select
a different voice here.
Speed: Playback speed can be regulated with this controller.
Volume: Output volume is regulated with this control.
Format: Here you can determine the quality of the created wave file (.wav).
File: Path selection for the wave file to be created.
MIDI objects 73
MIDI objects
MIDI objects do not contain audio material. They are used to control synthesizers that
then create corresponding sounds. They are comparable to notes that still have to be
brought to life by a musician.
You can create MIDI objects by loading MIDI files, playing and recording with an
external MIDI keyboard, or by drawing notes in an empty MIDI object with the MIDI
editor.
• Volume changes in MIDI objects (mid handles or fades in/out) are controlled by
adjusting the velocity (MIDI Note On velocity). Many synthesizers do not
change the volume, but rather the sound in relation to the velocity level. If you
do not want that, adjust the volume in the mixer instead or by using a controller
curve (view page 86) (usually controller 7).
• MIDI objects always control a single synthesizer per track. If you move a MIDI
object onto another track, then a different synthesizer will be controlled and the
sound of the project changes accordingly.
• Self-recorded MIDI objects are not available as a loop.
Transpose MIDI
Using this function from the "Effects" menu, the pitch of MIDI objects can be altered.
You can find this function in the "Effects" menu > "Audio > Pitch & Tempo > MIDI
transposition..." Just enter the number of half steps to transpose all the notes in the
MIDI object up or down!
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Note: For drums each note corresponds to a different percussion instrument (kick
drum, snare, toms, etc.). Transposition of a drum track is therefore not
recommended. Instead, directly adjust the pitch of the respective synthesizer.
You can save the content of a MIDI object as a file in the MIDI editor. In the "File"
menu of the MIDI editor use the command "Export MIDI".
Since the number of possible sounds is virtually unlimited and because such files
should be universally applicable, they are usually arranged so that they require certain
standard sounds. This number of standard sounds is called General MIDI (GM) or in
an expanded form General Standard (abbreviated GS). To preview a MIDI file in the
Media Pool MAGIX Music Maker Movie Score Edition 6 uses "Microsoft GS
Wavetable SW Synth", this is a software synthesizer that is part of the Windows
operating system and contains these sound programs.
Its sound quality is rather modest compared to "proper" software synthesizers. For
further work with imported MIDI data, we recommend using the software synthesizer
supplied. And due to another reason: "Microsoft GS Wavetable SW Synth" is not part
of MAGIX Music Maker Movie Score Edition 6 and the sounds it produces are
therefore not included in a finished song that has been exported.
Note: MIDI data that contain a complete arrangement should be copied onto
multiple tracks and filtered by MIDI channels with help from the MIDI channel filter
(view page 82).
• Check the output device for MIDI in the "Program settings" window in the
"Audio/MIDI" tab (P key or via "File" menu > Settings > Program settings").
"Microsoft GS Wavetable SW Synth” should be selected here!
MIDI objects 75
• The sound card synthesizer's volume is set via the the sound card mixer. Double
click the small loudspeaker icon in the notification area and find the controller
for the SW synthesizer.
• Several sound cards cannot use the SW synth simultaneously with ASIO drivers.
MIDI interfaces can be integrated into the computer system in different ways. It can
be part of the sound card built into the computer or externally connected via USB or
Firewire.
In this case, two MIDI jacks MIDI IN and MIDI OUT are
located on the sound card. With older sound cards an
additional adapter cable must be connected, which
provides the typical 5-pin DIN jacks.
MIDI connectors
Connect your MIDI keyboard to the MIDI In (MIDI input) via its MIDI Out jack using a
MIDI cable on your MIDI interface on your computer. If your MIDI keyboard can
generate its own sounds and you would like to use this, connect also the computer's
MIDI Out jack to the keyboard's MIDI In jack.
With USB MIDI keyboards the MIDI interface is part of the external hardware. USB
MIDI keyboards are a separate class of devices designed to control software
synthesizers. They usually no longer produce any of their own sound, but only consist
of a keyboard, various controllers and a USB MIDI interface. They are connected via
USB to the computer, in this case, no MIDI connection cables are required.
Note: Even on "proper" keyboards and other synthesizers you can now find a USB
MIDI interface alongside traditional MIDI connectors.
Normally for these keyboards no special drivers are needed. All you have to do is
connect them. Make sure that the device is switched on and is able to be detected
prior to starting <Program Name>, since the available MIDI ports are only able to be
discovered during program launch!
Under some circumstances, you may have to select the port for the device as the
MIDI input device via the Program settings ("Audio" tab) (view page 187). This is
usually called "USB audio device"
Note: Some older devices do not function in some cases in Windows XP. Even
though the device has been detected, the corresponding MIDI drivers do not appear
in the list. In this case, please contact MAGIX customer support!
In the event that your external device does not have a USB port and the sound card
does not have MIDI connectors, you will need to purchase an additional USB to MIDI
interface.
MIDI Local Off: If the MIDI keyboard has an internal sound source, it must be shut off
when you use its keyboard for recording. This enables you to play the software
instruments without hearing the sound of your keyboard at the same time. This
function is referred to as "Local OFF" and can be directly set on your keyboard. If
necessary, refer to the user manual for your keyboard to find out exactly how to do
this.
External synthesizers
MIDI objects can also be played back over a MIDI interface onto external
synthesizers, sound modules, etc. Set as default, the "pure" MIDI output (i.e. without
using software synthesizer plug-ins) is sent to the system software synthesizers
MIDI objects 77
If you set the MIDI port of an external synthesizer as the MIDI output device (see
previous section), the content of each MIDI object will be output in this manner.
Note: If the MIDI object is in a track containing a software synthesizer, the object
will control this synthesizer. To output MIDI via an external sound synthesizer,
select "no VSTi" from the list of software synthesizers.
The output of the MIDI sound generator (e.g. the synthesizer) must be connected to
the input of the sound card. The MIDI data can now be played and recorded
simultaneously via the record function. The result is an audio file that can be edited
and exported together with the multimedia files.
Presuming that the MIDI input and output devices are set correctly (see above), you
should be able to play software synthesizers with the MIDI keyboard.
If a software instrument is loaded via the track box or opened via the MIDI Editor,
then MIDI recording mode is activated automatically.
Tip: You can also play a synthesizer live without an external MIDI keyboard. The
Media Pool features an On-screen keyboard that may also be operated via the
computer keyboard.
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In order to record a new MIDI object, simply click the red "Record"
button in the transport bar
MIDI Editor
The MIDI Editor makes it possible for you to edit MIDI objects. The MIDI Editor
provides different sub-editors, views, areas, and aids to do this.
Double clicking a MIDI object opens the MIDI Piano Roll Editor for advanced
recording/editing of MIDI objects.
In the center you'll find the Piano Roll Editor in which the notes are displayed as bars
and from which they can be edited using the mouse. There are various buttons
located just above the Piano Roll.
Clicking on this button opens the Event list (view page 89). In this list you
can view all MIDI data of a MIDI object, including those that cannot be
edited in the piano roll or controller editor. You can use the Event List to
remove unwanted commands included with imported MIDI files.
Use this button to switch to Drum Editor (view page 90) mode.
MIDI objects 79
You can use this to leave the Drum Editor and return to the Piano Roll
section.
Clicking on this button opens the Controller Editor (view page 86) in the
bottom area. This allows you to edit features such as the note velocity,
pitchwheel, and controller data.
Deletes all MIDI data from the object. Now you can begin from the start
again...
Of course, "Undo/Redo" is also available for all changes you make in the
MIDI Editor.
Along the top edge, you will also find the buttons for selecting the editing tools (view
page 83), for quantization (More information can be found in the section
"Quantization settings" on page 95), and for the output (view page 79) used by the
MIDI object (MIDI out or VST instrument).
Select sounds
The sound of virtual instruments (VST plug-ins), is produced by the synthesizer chip
of the sound card or by external MIDI synthesizers. Each MIDI object can produce as
many sounds as the corresponding synthesizer offers. The sounds themselves can be
specified in the instrument – regardless whether its a virtual VST Instrument or a
hardware device.
If there is no VST instrument loaded, the MIDI object uses the MIDI output for the
external synthesizer or for the Microsoft™ Windows® supplied synthesizer. The MIDI
output can be adjusted in the "Program settings" window in the "Audio/MIDI" tab (P
key or via "File" menu > Settings > Program settings"
Select the desired VST instrument from the menu. You can test the same MIDI object
with various VST synthesizers. You can set the sound of VST instruments in the VST
instrument editor (view page 120). You can open the instrument editor with a right-
click on the VSTi name or a left mouse click on the cogwheel symbol.
You can set up the MIDI output channel under MIDI channel. This is important for
VST instruments which can receive MIDI notes on multiple channels and play several
different sounds simultaneously (multi-timbral).
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Play/ PlaySolo
Play solo only plays the MIDI object for which the MIDI editor is opened
(corresponding with the filter settings of the options menu). Play all plays the entire
project.
Overdub: Normally, existing notes are deleted with each new recording. "Overdub"
simply adds new MIDI notes to the existing MIDI recording. "Overdub" allows you to
create a completely new MIDI song step-by-step (or take-for-take).
Cycle: This plays the MIDI object in a loop during recording. This enables you to let
the object play through a few times before you get started recording your own
melody.
MIDI objects 81
Metronome: In order to play back the proper tempo, you can activate the MIDI
metronome to provide the beats. This is only for orientation while you play and is not
recorded.
Play project during recording: If this option is active, then the project will
play during recording.
Here various tools are available, for example, pencil or eraser and editing functions,
such as quantize or thin controller. With few exceptions, editing such as moving or
deleting notes always apply to all selected MIDI events. Changes to the selection in a
range always apply to every other range as well. You can, for example, select a group
of notes in the Piano Roll and then change the velocity for this group of notes using
the Controller Editor, modifying all selected notes simultaneously.
Selection of all notes of a pitch Double-click on a free space with this pitch
or press the appropriate key on the
keyboard (only Piano Roll)
Selection of all events Ctrl + A, depending on the editing section,
includes the selection of notes (Piano Roll),
Controller events (Controller Editor), or all
events (List Editor).
Select next or preceding note Arrow left/right (only Piano Roll)
Selected notes: Multiple selected notes are displayed in yellow. Here too, a more
intense color symbolizes increased velocity.
Alternatively, the color in the Piano Roll can symbolize the MIDI channel of a note.
Select in the "Options" menu "Use MIDI channel colors"
Current event: Appears with an orange border. If an event is selected with the mouse,
it turns into the current event.
Filtered Events: Events filtered with the MIDI channel filter (view page 82) appear in
gray.
Muted Notes: For test purposes you can mute notes (Menu "MIDI Functions (view
page 97)"), which then for selected and unselected events will be displayed with a
fainted color.
Events outside of the object borders: Events in front of or behind the beginning/end
of the object – recognizable by the blue lines in the Editor – also appear fainter and
have a white border.
Events in one object from all channels or only from selected channels can be played
back with the MIDI channel filter in the MIDI editor. To play back or edit events only
from certain channels, select the appropriate channels in the "Options" menu > MIDI
channel filter". Events in channels that are not selected will be filtered out. "Play back
all" deactivates the channel filter.
MIDI objects 83
Events that have been filtered out appear in gray and can be edited using the selection
tool. They can be hidden with the command "Hide filtered MIDI data" in the "Options"
menu.
Note: The list editor (view page 89) provides additional filters (such as filter by
event type, controller number, Note Off events) that only function within the list.
If you load a MIDI file, it will load as a MIDI object on a single track. However, MAGIX
Music Maker Movie Score Edition 6 can only control one software synthesizer per
track, and most software synthesizers, also those available in MAGIX Music Maker
Movie Score Edition 6, can only play back one instrument at the same time and are
thus not multitimbral.
For this reason, duplicate your MIDI one beneath the other as often as there are
different instruments involved and set the corresponding Channel filters (view page
82) in the MIDI objects ("Options" menu in the MIDI Editor) so that each object only
plays the notes for a single channel. Next, assign software instruments for the
individual channels via the Track (view page 23) menu.
Piano Roll
For notes inside the Piano Roll, various editing tools, so-called mouse modes, are
available. When clicking existing notes all tools generally act in the same manner:
You can select notes simply by clicking on them (see Selecting MIDI events (view
page 81)) and by clicking and dragging notes, whose start time, pitch or note length
you are editing (see Editing notes (view page 85)). There are two exceptions: The
eraser tool deletes notes by clicking on them and with the velocity tool, notes are not
moved but rather their velocity is adjusted (see below).
The mouse modes display their special functions by clicking or clicking and dragging
into empty sections of the Piano Roll:
Draw Draw note. The start position and the length snap
(Ctrl + 2) respectively to the current quantization settings. Draw
mode can be activated in all modes by pressing the Shift
key .
Draw Pencil Draw sequence of notes. The lengths and distances of
(Ctrl + 3) the notes are set according to the current quantize
settings.
If H is pressed while drawing, the pitch of the first note
will be applied to all subsequently drawn notes. Moving
backwards with the mouse when drawing removes
notes already drawn.
Pattern Pencil Draw note pattern. A selection of existing notes can be
(Ctrl + 4) saved as a pattern (phrase) and then drawn in different
pitches.
To create a new pattern select the respective notes and
press Ctrl + W or select in the "Edit" menu >
MIDI/Drum Editor > "Create pattern from selection".
Draw the pattern at the position of the deepest note of
the pattern. This makes an original pitch sound. You can,
of course, draw in different pitches. If H is pressed when
drawing, the basic tone pitch from the beginning will be
retained.
Moving the mouse back (to the left) while holding down
the mouse button removes the notes which were just
drawn.
Velocity mode (Ctrl Click an empty section like in selection mode.
+ 5) Left-clicking on notes and dragging them vertically
alters the velocity of the notes. The velocity of notes can
be edited directly in the Piano Roll and the Controller
Editor remains free for other outputs.
Delete Left-click: Delete note. Clicking one selected note
(Ctrl + 6) deletes all selected notes when multiple notes are
selected. Click and drag: Delete all notes that come into
contact with the eraser.
The Delete mode can be activated anytime by clicking
with the right mouse button. You can add new notes
with the Drawing pencil by using a left-click and remove
existing notes with a right-click, without having to
change the tool.
MIDI objects 85
Change note start time: Grab note bar at the beginning, note end
remains the same
+ Shift Set fixed note length for multi-selection: Hold Shift key and drag current
reference note longer/shorter. This sets all selected notes to the same
length.
+ Ctrl Scale note length for multi-selection: Hold Ctrl key and drag current
reference note longer. All notes will be lengthened by the same factor.
If Alt is also pressed in Move mode, the note will only be moved
horizontally, retaining the pitch.
If Shift is pressed while in Freehand Draw mode, only the pitch can be
changed, the position will remain the same.
Pressing the Alt key while moving the mouse temporarily deactivates the
quantization grid.
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Controller Editor
The Controller Editor is a graphic editor that allows you to edit the velocity of notes in
the Piano Roll and Controller events. A Continuous Controller abbreviated as CC or
simply referred to as the Controller allows you to transfer control values such as for
filter, volume and panorama position.
Tip: All control elements for MAGIX Vita Solo Instruments and MAGIX Vita can be
controlled via the MIDI controller (view page 123).
The velocity values of note events are displayed as colored bars in the Controller
Editor, whereby darker and higher bars symbolize larger values. The bars are located
directly below the respective notes.
The values of other controllers are shown as bars. The width of the bar extends to the
next event. Because the controllers typically change in small time intervals more or
less continuously - regardless of note events -, they appear as ascending or
descending ramps. In this case, the height of the ramps and their color intensity also
represent the last defined value of an event. Selected controller events also appear in
yellow.
MIDI objects 87
Tools
Controller Editor for editing the velocity of existing notes (left) or controller values (right)
Draw line: Use the line function to quickly insert a straight controller
gradient (ramp).
Controller Selection. Select a controller to edit by clicking the menu.
Controllers, whose data is already available for the MIDI object, are
marked by an asterisk.
Velocity values are only available at time positions of the corresponding notes
and in the case of multiple notes occuring simultaneously, several appear on top
of each other (view page 88). Controllers are independent of the notes.
Selection tool
Select multiple controller bars by clicking and dragging a range in the Controller
Editor; individual values can be selected by single-clicking within the bar. When
selecting a velocity bar, the corresponding notes will also be selected.
By clicking and dragging the upper edge of a velocity or controller bar, you can
immediately change its value. For multiple selection, the following rules apply: Each
controller is increased or decreased by the same absolute value. Holding Ctrl while
dragging changes the values relative to each other.
For example: Two controller values are selected; the first is 30 and the second 60. If
you drag the end of the larger bar up by 30, then the values will change to 60 (30 +
30) and 90 (60 + 30). If you increase the larger bar with relative values (by holding
Ctrl) by 30, it will result in an increase of 50%. The smaller bar will also increase by
50%, meaning a increase by 15 (50% of 30), resulting in a final value of 45. If you
instead drag the smaller bar (+ Ctrl) and move it from 30 to 60, it will result in an
increase of 100%. The larger bar will accordingly be increased to 120. In other
88
words: The relation between the selected values will remain the same when they are
relatively changed.
If you hold Shift while changing the value of a multiple selection, all of the selected
events will be set to the same new value.
Drawing tool
With the Freehand drawing tool (Mouse pointer: pencil) you can draw any number of
controller curves. With the Line drawing tool (Mouse pointer: crosshairs) you can
create a linear controller gradient (ramp). By dragging backwards, you can delete your
curve during drawing. You can temporarily activate the Freehand drawing tool with
the Selection tool by additionally pressing the Alt key before clicking. The Shift key
temporarily activates the Line drawing mode when using the Selection tool as well as
the Freehand drawing tool.
Hint: If you edit velocity with the draw tools, no new notes are generated; only
existing velocity values are modified.
This also works for several pitches. You can add additional notes with Ctrl + click or
space between two notes with Shift + click on a second note. These are simply view
options of the Velocity Editor. Multiple note selection is also possible using double-
click
A further possibility is to selectively edit velocity bars located on top of each other,
which is based on the fact that the bar of the currently selected note is
selected/edited using the mouse. Therefore, first click on the note within the Piano
Roll, or click on the bars located on top of each other and then select the required note
using the cursor keys. Then change the controller value by dragging the highlighted
(current) bar.
Besides directly changing the velocity values of a selected note, you can change
several velocity values at once by clicking in a free space and dragging the mouse over
several velocity values while holding down the key. You can then also create
sequences by moving the mouse in a curve. A previous (multi-)selection is ignored.
For example, you can easily create a crescendo or decrescendo effect.
MIDI objects 89
List Editor
In addition to note and controller events, which can be edited with the Piano Roll or
Controller Editor, MIDI objects usually contain other types of events, e.g. program
change commands (Prog Ch) to change the sounds in the software synthesizers. The
MIDI editor has an integrated display of all events in list format. Here, you can edit
MIDI data in detail.
This List Editor is opened either with a click on this button or by using the
shortcut "Alt+L".
Show Note Off: Each note contains a "Note On" and a "Note Off" event, which are
always selected and edited together, therefore, Note Off is preset as hidden. Use this
check box to see Note Off events.
Display filter: To edit specific events only, the List Editor provides a view filter for
each column. These are small check boxes above the list editor columns.
90
Select a representative event. This can be, for example, a note with a certain pitch.
Then click on a display filter for a specific column to only display events of this type,
here with the selected pitch. All other events will now be hidden.
Display filters can be combined with one another. This way, you can, for example,
when working with the "Select All" command (Ctrl+A), select and edit all control
change events of type 10 (volume) on MIDI Channel 6.
Select an event type in the list field on the left and click "Insert". The event will then be
added with preset parameters, which can be adjusted in the List Editor.
Drum Editor
Clicking this button switches the MIDI editor to Drum Editor mode.
The same content of a MIDI object can be edited with the Drum editor like in the
"normal" MIDI editor. The same tools are available. The "Piano Roll" here is specially
adapted to edit drum sequences:
• For each pitch there is a Drum editor track header instead of simple piano keys.
Here, you can assign a name to each drum instrument or rather to each pitch, as
MIDI objects 91
well as set the output note and channel, grid and quantization settings, and
velocity scaling in %.
• Cell mode (view page 91) is used. The display width for each drum event in a cell
can be individually set for each instrument as well as in the respective track
header.
• All individual settings for each note can be edited as a whole in a drum map.
Important: When you switch from Drum Editor mode back to the normal Piano Roll,
you will be asked if you wish to apply mapping (view page 92) or not. If you add
mapping, all mapping settings will be applied to the MIDI object. For example: You
changed the output value for an instrument with a pitch of 35 ("Bass drum 1" in GM
Standard) to 36 ("Bass drum 2"). If mapping is applied, these notes will be replaced
by corresponding "real" notes with a pitch of 36.
Cell mode
"Cell" mode serves to improve the overview as it limits the display to only the most
important information, note starting points, and velocity.
Each time position of a bar is displayed as a row of cells in on/off states. The note
length is not displayed, but rather a unified display width is used. This way, it all looks
similar to the step sequencer of a drum computer (see Robota (view page 116)).
The set quantization grid can be read from the width of cells. "Swing" and "Offset"
settings of the quantization options are also made clearer thanks to cells of various
widths and by repositioning.
The height of cells displays the velocity of the note. When drawing new drum notes
the velocity can be specified via the vertical drawing position within the cells. In
connection with the "Drum draw" mode, increasingly loud drum rolls can be drawn in
easily.
By clicking on the upper edge of a cell and dragging it vertically with the mouse, the
velocity can be adjusted directly without having to use the controller editor. In
"Velocity" mouse mode ("Ctrl + 5") it's even easier; all you need to do is click
anywhere on the cell.
S/M: Each individual instrument can be played solo (S) or muted (M).
Note number: The output note from the instrument can be set here. This can be
different to the note currently displayed in the MIDI object so that individual drum
instruments can be substituted. To put the display of notes back into the usual order
(deep notes at the bottom, highs at the top), click on "Map" at the top and use the
"Sort drum map" command.
Instrument name: Double clicking on this field lets you rename your drum instrument.
Quantization options/colors: Use this menu to assign any one of the eight
different colors to the cells of a drum instrument. The dialog for the instrument's
quantization options is also opened here.
The dialog is the same as for global quantization options (view page 95), but the
settings only apply to the individual quantization options if an individual grid value is
set for the note as well.
K Output channel
# Quantization grid, "Glo" refers to the global value (More information can be found
in the section "Quantization settings" on page 95)
L Note length, # corresponds to the grid value, "Glo" to the global value
Length of the notation, # corresponds to the grid value (i. e. the entire cell width),
"Glo" refers to the global value of the note length
V Velocity scaling: The velocity value of each note is multiplied by the value set here
in %.
Scaling is audible, but is not visualized further. The purpose of this setting is the
customization of the volume ratio between the individual drum instruments. Software
instruments usually provide their own mixers.
Drum Maps
Drum synthesizers usually respond to notes with different pitches and different
sounds. You are then able to control an entire drum kit and an array of other
percussion instruments via one MIDI channel. Assigning a MIDI note to a particular
drum sound is called "mapping". A "General MIDI" map is used by default.
It may be the case that your synthesizer (regardless if real or virtual) uses a different
mapping setup. This means that when you play the drum event, the sound you wish
to hear may not be heard (for example, instead of a bass drum, you get a high tom). In
this case you must adjust the mapping. The settings for individual instruments can be
specified in the track header (the number/note value next to the solo/mute buttons).
MIDI objects 93
For more extensive changes we recommend using the Drum Map Edito (see below).
There you can save your Drum Map as a file.
A project may contain various different Drum Maps. All Drum Maps saved in the
project can be selected via the menu. If you require a Drum Map from a *.map file,
you will have to load it into the Drum Map Editor first so that if can be shown in the
menu. You can edit the individual Drum Maps in the Drum Map Editor.
The "Drum maps" list on the left-hand side displays all drum maps which are available
to the project. The drum map GM General MIDI is always available to start off with.
Copy: Creates a copy of the existing map. This way you can quickly create variations
of a drum map with various note allocations which can then be toggled via the drum
editor.
Load/Save: Use this to save a drum map (*.map file). This way you can use a drum
map you created for a synthesizer in other projects as well. All loaded maps will be
displayed in the "Map" menu of the drum editor.
Use the name field to rename the selected drum map. The settings (mapping) of the
individual notes for each drum map will be displayed below this in tabular format.
Instrument: Displays the name of the drum instrument, e.g. "Bassdrum 1".
Grid: If desired, you can set up a grid for the starting point of the drum events.
Length: In this field you can set the grid for the note length.
Output note: This is the note value to which the drum instrument (the incoming MIDI
note in the "Pitch" field) should be routed or mapped.
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Channel: You can set up an individual channel for each instrument here.
Quantization options: This opens the dialog for the each instrument's quantization
options (view page 95).
Instrument, grid, length... apply to all: This applies the corresponding setting of the
selected instrument to all other instruments.
Quantize
Small irregularities during recorded playing can be smoothed with the quantization
function. In contrast, mechanical sounding sequences can be made a little more
groovy by applying the "Swing" function.
The Quantize button always performs standard quantization (the note's start point
and length are preset). In the menu MIDI functions (view page 97) > Advanced
quantization provides other quantization modes (e.g. length only or Soft Q).
The quantization options enable the type and scope of the quantization to be set more
precisely.
You can deactivate the snap function while creating or editing notes by holding down
"Alt" as you draw them.
Quantization settings
The quantization settings can be found in the menu "MIDI functions -> Extended
quantization" in the MIDI editor. The dialog with the settings is not "modal", i. e. you
can open it as required and test certain passages with different settings.
The selected quantization settings may be visualized in the top of the dialog. The blue
lines indicate the target positions for the quantized notes, i.e. the snap points. The
gray area around this show the quantization window, i.e. the target positions that are
affected by the quantization.
Q-grid/length: The quantization grid and length at the target points within the bar on
which the note start points or lengths move. (See above)
Q threshold/Q window: With the parameters Q threshold/Q window you can restrict
the quantization to certain notes in order to retain the genuineness of an MIDI
recording. The parameter "Q threshold" can be used to exclude notes from
quantization that are very close to the next snap point. Only notes that are far enough
from the raster will be quantized. Conversely, by reducing the "Q Window" notes that
deviate too much from the raster can be excluded from the quantization. It is
therefore possible, for example, to quantize quarter and eighth notes and retain the
sixteenth notes that lie between by reducing the appropriate window.
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In summary this means: Events less than the "threshold”-distance or more than the
"window"-distance from the grid point will not be quantized. The time range affected
by the quantization is indicated in gray in the dialog graphic.
Swing: Starts swinging, groovy playback (for example, triplet). Specifies the division
for uneven grid points.
• 50 ... “50-50” division: The odd eighths are exactly halfway between the even
eighth notes (“even” playing method)
• 67... triplet playing method, 3-2 division
Offset: The value range in this parameter stretches from -100 to +100. By changing
the offset values, you move the whole quantization grid. Negative values move the
quantization to the left, i.e. forward in time; positive values move to the right, i.e.
backward in time. The maximum of 100 corresponds with an offset distance of half
the grid width.
Presentation of blue grid points in the dialog as well as of the grid in the MIDI editor
directly reflects changes to these values.
Humanize: The "Humanize" parameter creates another variation option, i.e. notes are
able to be assigned according to the randomization principle up to a specific interval
to positions around the exact quantization value. The setting occurs in % of a 16th
note. The specified value thus regulates the maximum possible spacing of the
quantized notes at the exact quantization value.
Soft Q: This value sets the strength or "Soft Q" value of the quantization.
• “100” moves the event precisely to the quantize grid point
• "50" shifts the event to the middle between the current position and the
quantization grid point,
• "0" means no movement, i.e. quantization off
The command "Soft Q" considers the current level value in the quantization options.
The simple quantization command always occurs at 100%. In this manner, you can
always select between approximation (soft) and hard quantization without having to
adjust the quantization options every time.
Standard quantization settings: Select the quantization action from the list (see MIDI
functions (view page 97)) to be performed by clicking the "Quantization" button.
MIDI Functions
The "MIDI functions" menu contains advanced quantization (More information can
be found in the section "Quantization settings" on page 95) and editing functions for
MIDI notes. The commands in the "MIDI functions" menu always affect the selected
events. If nothing has been selected, the functions are applied to all events.
Legato: If necessary, notes may be lengthened until the next note to be played in
legato.
Quantize notes (default): A standard quantization will be used on all selected notes.
If no notes are selected, all notes will be quantized. The standard action can be
defined in the Quantization Settings Dialog (view page 95). "Quantize notes (start
and length)" is set as default. This function can be accessed via the "Quantization"
button in the MIDI editor.
Advanced quantization
This submenu contains additional quantization commands.
Quantize controller events: Allows you to quantize controller events (view page 89)
to reduce their number.
Humanize: Use the Humanize function to make quantized notes sound more
"human" meaning less perfect. Notes will be moved to a random value. See
Quantization settings (view page 95).
Remove overlaps (polyphonic): Notes are shortened so that there are no longer any
overlaps. Chords (simultaneously played notes) are recognized and left uncorrected,
i.e. chords are not split up.
Remove overlaps (monophonic): Notes are shortened so that there no longer are any
overlaps. Forces monophonic voice leading.
Convert sustain pedal to note lengths: This function converts sustain pedal controller
events (controller 64) into note lengths. All notes which were started after a "Pedal
pressed" event (CC64 > 64) will be extended to the "Pedal released" event (CC64 <
64), and the pedal events removed.
Edit
• Undo/Redo: The last editing function is undone or restored.
• Copy/Cut/Paste: Depending on the editor area, the copy actions can be used for
notes (Piano Roll), controller events (Controller Editor), or all events (List
Editor). You can copy and paste within one MIDI object or between different
ones. Events are inserted at the position of the playback marker.
• Duplicating: If the grid is activated, the notes selected in the Piano Roll are
copied and inserted from the next grid point following the selection. They are
otherwise inserted immediately after the selection.
• Select all: Select all events in the MIDI object. Depending on the editor area, the
selection includes notes (Piano Roll), controller events (Controller Editor), or all
events (List Editor).
• Reverse selection: All non-selected MIDI events are selected and selected
events will be deselected.
• Create pattern from selection: Selected MIDI notes are saved as a pattern. The
length of the pattern is quantized when the grid is active. Afterwards, the
pattern can be drawn in the Piano Roll in Draw pattern mode (view page 83).
• Delete selected MIDI data: Selected MIDI data are deleted.
• Delete all MIDI data = File > New
• MIDI recording: Same as the REC key and starts the MIDI recording (view page
80).
MIDI Functions
see MIDI Functions (view page 97)
MIDI objects 99
Options
• Hide MIDI channel filter/filtered MIDI data (view page 82)
• Use velocity colors/Use MIDI channel colors: Changes the colors of the MIDI
notes from a graduated representation of the velocity values to different colors
for each MIDI channel.
• Scoll mode/Soft scroll mode: In Scroll mode (preset) the displayed section of
the MIDI object follows the playback marker. In Soft scroll mode, this is done
continuously, meaning the section moves behind a fixed playback marker.
• Show event list/Show Matrix Editor (Piano Roll)/Drum
Editor/Velocity/Controller Editor: Shows or hides the elements of the MIDI
editor. (corresponds to the functions of the buttons above in the MIDI editor)
• Step input
• Play notes that have been clicked: Deactivates the playback of notes that have
been clicked or the piano keys on the left
• Zones with restricted movement for notes: If active, the notes react differently to
the movements of the mouse, depending on where you click on the bar in the
Piano Roll, see Edit notes with the mouse (view page 85).
• Quantization grid active: Activates/deactivates the quantization grid (view page
94).
• Show quantization grid: Shows/hides the quantization grid.
• Automatically quantize selection: If active, quantization takes place
automatically after recording.
• MIDI Panic (End all notes): In rare cases, after a Note On event the
corresponding Note Off event may not be sent to the synthesizer and the notes
"freeze". Use this command to send Note Off events to all channels in all
pitches.
Mouse Mode
Mouse mode for editing events, see Piano Roll (view page 83).
Quantize Ctrl + Q
Quantization options Alt + Q
Select previous Note/Event Up/Left arrow
Select next Note/Event Tight/Down arrow
Play selected notes Ctrl+N
End all notes Ctrl+P
Grid on/off Ctrl+G
Auto-scrolling during playback Ctrl+F
Vertical zoom in Ctrl + Up arrow
Vertical zoom out Ctrl + Down arrow
Horizontal zoom in Ctrl + Left arrow
MIDI objects 101
Software Instruments
MAGIX Music Maker Movie Score Edition 6 has many software synthesizers and
synthesizer plug-ins (VST instruments) for creating your own sound material. The
synthesizers are either VST plug-ins that are controlled by MIDI objects or Synth
objects that can be arranged with other objects in the tracks.
Here's an overview:
Synthesizers Type Use scenario
BeatBox 2 Synth object Background noise
Livid Synth object acoustic drums (complete song
parts)
Robota Synth object electronic drums
Vita Solo Instruments VST Plug-in
You can choose links between the categories VST Instruments and Object
Synthesizer. You will find icons for all available software synthesizers to the right.
You can add VST plugins to the list with "Add" This opens a file
selection dialog where you can specify a folder containing the VST
plugins.
On the far right the indicator can be switched between being
displayed as an icon or in a list.
Synth objects
MAGIX Music Maker Movie Score Edition 6 contains many internal synthesizers for
creating your own drum patterns, break beats, bass lines, or ambient noise. The
synthesizers are represented either by internal synth objects that can be arranged
together with other objects on the tracks.
Every software synthesizer can be loaded into the project via drag & drop. A synth
object appears in the appropriate track and the synthesizer interface opens, and synth
objects can be programmed via this interface. You should also read the sections about
the individual synthesizers.
You can start or stop the playback with the space bar. If the synth object has a play
button of its own (e.g. BeatBox), the plug-in can start it solo without playing the other
project tracks.
If the synth objects melodies or rhythms are programmed, you can close the the
control console and arrange the synth object in the track. Synth objects are handled
like normal objects and can be edited with all available effects (view page 125), drawn
longer or made shorter using handles, or have their volume adjusted.
The interface of any synth object can be opened for further editing by double clicking
it. In addition, any number of synth-objects from the same software synthesizer be
dragged onto the track and programmed separately. You can also split up synth
objects.
BeatBox 2
BeatBox 2 is a 16-voice drum computer with hybrid sound synthesis and a step
sequencer. The proven handling concepts of the "old" BeatBox like matrix
programming with auto copy have been expanded with comfortable editing of
velocities and significantly improved sound synthesis, including a multi-effects section
(one effect per drum instrument).
There are two styles of interface in BeatBox 2. While closed, you can listen to included
sounds or those you've made in BeatBox 2 without using too much window space.
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Only the most important control elements are displayed when the program window is
minimized.
Drum kit: This section loads drum kits (collections of different drum instruments)
and the individual drum instruments.
Selected drum instrument: The settings in the synthesis section (6) and
velocity/automation (5) always affect the selected drum instrument.
Pattern editor: Programs the beat sequence. In the top part, different patterns
(sequences) can be loaded and saved as well as different settings for the view
Software Instruments 105
and function of the pattern editor. The matrix is where the beat is programmed:
One line corresponds to a drum instrument, and a column matches a specific
time position within 1-4 beats. If a cell is clicked on, then the respective drum
instrument will be triggered at this position.
Velocity: In the velocity section, the velocity levels for the selected instrument's
beats are displayed as a bar for detailed editing.
Synthesis: Selected sound parameters and the level of the effect for the selected
drum instrument can be edited here.
Drum kit
This section loads drum kits (collections of different
drum instruments) and the individual drum instruments.
You can also try out an already programmed pattern
with different kits or exchange individual drum
instruments.
Select drum kit: Use the <> buttons to switch through the different drum kits. A
drum kit is a collection of percussion instruments with matching sounds, e.g.
rock kit or electronic drums à la TR 808. By changing the drum kit, you can add
an entirely different sound to the rhythm you have already created.
Save drum kit: Use this button to save the current collection of drum
instruments as a kit.
Drum kit list: Click on the arrow right of the name to open a complete list of
available drum kits.
Select drum kit: The arrow buttons function analogously to those of the drum
kit. The sequence of drum instruments in the kit can be resorted via drag & drop.
Mute/Solo: The "solo" button switches a drum instrument solo, i.e. all other
instruments which are not "solo" will be muted. The "mute" button mutes a
drum instrument.
New drum or effect sounds can by added to the current drum kit by drag & drop from
Windows Explorer. Drag a wave file to a drum instrument to create a new drum
sound based on this sample. BeatBox 2 copies the sample into the sample folder to
make sure that the instrument or kit created can be used again later. You can drag a
complete folder with wave files to the drum kit to create a kit based on those samples.
106
Context menu
Right clicking a drum instrument always opens a context menu:
• Copy/Paste: Copy an instrument from a track and paste it to another one.
• Empty instrument: An empty instrument is added. No sound is played, it has no
name, and is used to clean up an unused track.
• Default instrument: The standard instrument is added. It has the standard
parameter for all synthesis shapes and serves as the starting point for your own
sounds.
• Reset automation: BeatBox 2's own presets contain automations. These are
dynamic sound parameters like filter curves or pitch changes. This command
allows you to completely remove these for the selected instruments.
Pattern: Use the <> buttons to switch through the different patterns. The arrow
to the right opens a list of all available patterns, and the save button stores the
current pattern.
Clear track/all: All events for the selected instrument (track) or all events for
the pattern (all) are removed by clicking this button.
Bar selection: The bar you wish to edit can be selected via the corresponding
number button. Use the “Follow” button to select follow mode, i.e. the step
display follows the steps of the currently played beat. All shows all bars of the
pattern.
"1>2-4" Auto copy: If more than one bar is set as the pattern length, "Auto copy"
mode makes sure that the drum notes set in the first bar are automatically
placed into the next bars. This also makes it easy to create a continuous beat,
even with a loop length of four bars. Notes set in the bars further back are not
affected by the "Auto draw" function, which, for example, makes faint variations
detectable only in the fourth bar.
Bars: The maximum length of a drum pattern is four beats. The length can be
selected via the small scroll bar.
Shuffle: This controller changes BeatBox 2's timing. If the fader is turned to the
right, the eighth of a rhythm is played more and more like a triplet. If that sounds
a bit too abstract – simply try it out, ideally with a pure 1/16 hi hat figure; you'll
soon see what the shuffle fader is capable of.
Grid: Here you can set the time resolution of the BeatBox. You can choose from
1/8 notes (only for very simple rhythms), 1/16 (default), 1/32 (for more refined
constructions).
Software Instruments 107
This is the heart of BeatBox. A click on any position in the drum matrix creates or
deletes drum notes (events). Clicking and dragging draws in a series of notes.
Together with the velocity editing options (view page 108) (velocity), you can easily
create drum rolls.
If "Shift" is held when you click on notes in the range, a rectangle can be drawn out
which selects the notes contained within this rectangle (lasso selection). Selected
notes can be copied by dragging them to a new position. If "Ctrl" is also held down,
then existing notes will remain at the target position. Delete all selected notes by right
clicking.
A simple mouse click cancels the selection. The selection is automatically canceled
after copying. If you want to keep your selection, hold down "Ctrl" while copying.
Keyboard shortcuts
Many functions in BeatBox 2 can be controlled with the keyboard, for example a beat
can be triggered with the "Enter" key live in a running pattern. Here's a complete list of
the keyboard commands:
General Key command
Open/Close editor e
Pattern editor - options
"1>2-4" Auto copy a
Follow f
Display bar 1... 4 1... 4
Show all bars 0
Grid finer/rougher +/-
Selected drum instrument
Previous/Next Cursor up/down
Preview p
108
Velocity
The velocity section serves for editing the velocity of the individual drum notes for the
selected drum instrument.
mouse.
The "Copy" button copies the selection to the clipboard. If you select this or that track
in another editor, then you can paste the notes there now from the clipboard. If the
target selection is larger than the contents of the clipboard, then it will be inserted
again. This lets you quickly add a short section throughout the complete length of the
pattern.
An object can be faded in or out with the handles to the left and right upper corners of
the object.
If you move the handles horizontally you can change the curve shape of the transition.
Synthesizer
In the lower section of BeatBox, you can set the sound for the selected drum
instrument. The synthesis in BeatBox 2 consists of a combination of a simple drum
sampler and a synthesizer. There are three different synthesis models possible for the
synthesizer: "Phase Distortion Synth" (FM synthesis), "Filtered Noise", and "Physical
Modeling". The mixed signal of both components is then processed by a multi-mode
filter. An envelope curve ("envelope generator") time-dependently controls
modulations of in all components.
Parameter controller: All six sound parameters for a drum sound can be directly
set and automated via the parameter controllers. The parameters in question
depend on the drum sound currently loaded.
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Effects level: Each of BeatBox 2's drum instruments includes an effects unit which
is fed in after the actual sound synthesis and editing. The type of effect depends
on the selected drum sound.
LiViD features four styles (pop, rock, funk, latin), each of which is subdivided into four
further substyles, as well as six song sections for each substyle (intro, verse, bridge,
chorus, outro, fill-in).
Shuffle: Shifts the second and fourth 16th note of a beat back by a freely definable
amount (100% = triplet rhythm).
Snare: Sets the snare stick style to “normal”, “side stick” (stick hits the rim while
resting on the skin) or “rim shot” (sticks hits the rim and skin simultaneously).
Exception: the snare’s quietest velocity level ( the "ghost notes") is always “normal”.
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Hi-hat: Sets the hi-hat sound to “soft” (fully closed) or to “hard” (half-open).
Exception: completely opened hi-hat (pop, type1, verse).
Ride: Sets the ride cymbal sound to “ride” (cymbal is hit on the rim) or “ride bell”
(cymbal is hit on the bell at the center).
Robota
The Robota is a four-part drum computer with virtual analog and sample-based sound
production. Virtual analog sound production means that the sounds are synthesized
in real-time, i.e. produced with a synthesizer to recreate the typical analog sounds of
classical drum computers, such as the Roland Tr-808 and Tr-909, or more recent
devices such as the Korg Electribe or the Jomox x-cousin. Sample sound production
uses drum sound recordings (or even other recordings) as the basis for sound
production.
After selecting the elementary sound production technique, the sounds of each of the
4 parts (or instruments) can be edited using modulators.
The step sequencer programmed with incident lighting helps Robota to play. 4 beats
in sixteenths (or 2 beats in thirty-seconds) are processed as a loop. At each beat
position, the playing positions can be set by clicking a button. In "Event" mode, the
instruments are distributed within the beat pattern. In "Snapshot" mode you can
adjust additional instrument sound settings.
Sound synthesis
The four instruments of the Robota are built identically. Each instrument can create all
kinds of drum sounds – from hissing hi-hats to phat bass drums.
During elementary sound production, you can choose between an oscillator with
selectable wave shapes (sine, triangle or saw tooth) or a sample. In addition, you can
add a noise generator can be added. The oscillator has a pitch envelope (pitch env.)
and a volume envelope (attack/decay). It can also be frequency and ring-modulated.
The depth of the modulation can be controlled via an envelope parameter (Fm/rng
dcy). There’s also a “Lo-fi” section consisting of distortion (Rectify), bit rate reduction
(Crush) and sampling rate reduction (down sample).
Temporal control via an envelope (lofi dcy) will get the best out of the lo-fi effects. A
multi-mode filter (low-pass/band-pass filter/high-pass) with 12/24 dB steep-side. A
comb filter can be inserted. The filter frequency can be likewise modulated via an
envelope. For extra pressure, an adjustable compressor (compressor, comp resp) is
included, as well as tube amplifier simulation (tube).
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With select choose the instrument for editing in the step sequencer.
Master Section
Volume regulates the total volume of the Robota. Distortion adds an adjustable tube
distortion to make the sound “dirtier” and more powerful. The peak meter helps
control the output level – when it enters the red area, reduce the total volume.
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Here is a detailed circuit diagram of a Robota voice with a description of all control
parameters.
Tune
Tunes the instrument.
Oscillator waveform
The fundamental waveform of the oscillators is selected here. You can choose from
sine/triangle/sawtooth/sample. If "Sample" is selected, you can use the controller to
select a sample, i.e. a previously recorded drum sound. These samples are saved in
the folder /Synth/robota/samples/. If you select custom samples, they will appear in
the selection list. If you are playing your own samples, they will appear in the selection
list.
Noise
Adjust the ratio between the oscillator sound and the noise generator.
Attack
Adjusts the attack time. The greater the set value, the softer the attack of the sound.
The attack rate is also applied to the lo-fi and filter envelope curves.
Decay
Adjusts the decay curve. The greater the value, the slower the instrument will decay.
Rectify
Distorts the audio signal.
Crush
Bit rate reduction. Digital artifacts become audible with higher settings.
Regulates how much and in which direction the filter envelope curve moves the filter
frequency in which direction.
24 dB
The filter can operate with a slope of 12 dB or 24 dB. This mode is set as a preset and
cannot be changed.
Compressor
Controls the compressor strength. This lets you increase the "power" of the drum
sound.
Tube
Controls the level of the tube amp simulation. It "saturates" the output signal of the
voice and adds warmth to the sound if the settings are moderate. Increasing the
settings makes the sound "dirtier".
Volume/Pan
Controls the volume and panorama position of the drum instruments.
Sequencer
Incident lighting is used to control the drum patterns just like in all classical drum
computers and groove boxes. The step sequencer consists of 16 individual step
buttons with LEDs corresponding to the appropriate partitioning of a beat:
16ths or 32nds (a half beat is in each case displayed). A button lights up to indicate
the releasing of the instrument at this point in the beat (= step).
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A left click turns on the step, a further left click deletes the step again.
The beat to be edited can be selected with the applicable “edit” button. The “Follow”
button specifies whether the step of a beat is in time.
"1 > 2-4" auto draw: If more than 1 beat is activated as the loop length, the "Auto
draw" mode ensures that the drum note set in the first beat is set automatically for
the following beats. This makes it very simple to produce a continuous beat from a
loop length of 4 beats. Notes set in the rear beats are not affected by auto draw.
• If you edit during playback, turn off “Follow”. Select the beat with the “Edit”
buttons.
Use the “Clear bar” button to delete all steps in the selected instrument.
Snapshots
Warning: The parameters are not changed abruptly but are faded internally instead,
in order to avoid crackling. If two snapshots with extreme parameter differences are
too close together, the drum sounds will sound differently when the pattern is
played.
• Using the arrow keys, you can jump between the individual
snapshots during stopped playback.
Groove Control
The secret behind “groove” beats lies in delay. That is, individual beats are either
anticipated or delayed according to patterns. For example house beats use the
“shuffle” whereby straight 1/16s are delayed at certain times.
In the Robota there are groove velocity and groove swing presets. Groove velocity
presets contain for each step of a beat a certain offset to increase or reduce the
original beat velocity. Groove swing presets contain for each step a time alignment
that is either anticipated or delayed. The result is a livelier-sounding sequence. The
strength of the effect can be adjusted with the % regulator.
Load/Save
Presets, drum kits, patterns and setups can be selected with the continuous rotary
regulators next to the display area. For storing, click on the “Save” button. Then
specify a new name in the input field. To store, press “Enter”.
Note: A drum kit stores only the names of the presets, not the actual parameters. If
you want to store your own drum sounds that were created by changing existing
presets, you must first store them as new presets and then as a new drum kit! The
same applies to the setups, which contain only the pattern and drum kit names.
If necessary, always store in this order: preset -> drum kit -> pattern -> setup. This
applies only when creating your own “templates”. If you store your project normally,
the complete current status (synthesizer + sequencer) of the Robota is always stored
and correctly loaded later with the project.
Synthesizer plug-ins
MAGIX Music Maker Movie Score Edition 6 also includes a software synthesizer that
is based on the VST plug-in technology. Depending on your program version this is:.
Version Synthesizer
Compared with the object synthesizers that are addressed via synth objects, these
feature several differences:
Nevertheless, these are much easier to manipulate in MAGIX Music Maker Movie
Score Edition 6 due to MIDI control.
The VST instruments are loaded from the Media Pool. These appear in the area above
the "Object Synthesizer" setting (VST Instruments). To use VST instruments, drag the
VSTi Synth into a free track in the arranger. A preset MIDI object will appear in the
track and the MIDI Editor will open.
In the instrument menu that can be opened by clicking on the instrument icon
in the track header you can select from the preset sounds for the VST software
instrument.
"VST" stands for "Virtual Studio Technology". VST plug-ins offer an elegant way of
copying and making virtual devices that are normally used in recording studios.
The advantages:
The disadvantages: Each of these plug-ins uses up processor power. The more a plug-
in is used, the faster your computer should be. The required processing power is, of
course, also dependent on the size, state, and complexity of the plug-in.
The Instrument Editor has two views, the so-called "GUI" of the plug-in (Graphical
User Interface) and the parameter view. This is either automatically activated when
the VST plug-in does not have its own GUI or can be used if the GUI of the plug-in is
too unclear or takes up too much space on the screen. The parameter view displays
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the eight parameters of the plug-in as sliders. In the File menu you can change
between these views (plug-in dialog/plug-in parameter).
Load/save patch/bank: The instrument settings can be saved and loaded in the patch
formats typical for VST plug-ins (*.fxp) and bank formats (*.fxb).
Menu program: Here you can select the presets integrated into the plug-in or loaded
via the File menu.
One click on the arrow symbol opens a fold-out menu where you can determine the
general sound of the instrument. If "ECO" appears in the description, this refers to
especially performance-improving settings which may not sound so "smooth". In
addition, you can also save your settings and add them to a favorites list for later use.
You can turn the instrument keyboard on or off with this controller.
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Because these samplers are enhanced for each instrument by especially tailored
effects, the rest of controls function analogously to the already familiar effects. If you
would like to know which result certain effects have, you will find explanations in the
Vintage Effects Suite (view page 141), Reverb (view page 135) and Distorsion & Filter
(view page 139) chapters..
Via the "More..." button you can get additional Vita Solo Instruments
directly out of MAGIX Music Maker Movie Score Edition 6.You will be
redirected to the MAGIX online store.
Articulation
Some Vita Solo Instruments have a special feature: In a bass octave (on the keyboard
(C0-H0), there are special notes, which let you control the playing style (articulation).
An alternative sample set is loaded, which lets the bass sound even more realistic
using various playing styles such as note bending and flageolet.
On the keyboard at the bottom of the synthesizer interface are the buttons to switch
articulation, displayed in different colors. In the MIDI Editor appearing above, you can
watch a practical application of articulation. The notes on 1:4 and 4:1 will be played
back with varying articulation. Before the next "right" note, normal articulation will be
switched on again through C0.
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1. Right-click on an effect knob. This opens a context menu where you can select a
MIDI controller number for the automation using "midi ctrl #". A few standard
controller settings are preset, e.g. 7 for volume, 10 for panorama, 91 for reverb.
2. Open the MIDI Editor (Y key) and switch into the "Velocity/Controller Editor".
3. At the bottom right you can now select the pre-selected controller number in the
MIDI controller selection field.
Additional information can be found in the Controller Editor - Select and edit events
(view page 86).
Tip: If you are using an external controller, you can also use it to control and
automate values. To do so, select "Learn MIDI" in the Vita Solo Instruments context
menu. Also read the Using external equipment (view page 75) chapter.
Audio effects 125
Audio effects
MAGIX Music Maker Movie Score Edition 6 offers you a multitude of infinitely
variable and intuitively adjustable audio effects.
Effects
The effects in MAGIX Music Maker Movie Score Edition 6 allow the sound spectrum
of all of the audio objects and synthesizers to be thoroughly manipulated. Since most
effects operate in real time, the effects offer ideal room for experimenting with
creative sound design.
Real-time effects
Real-time effects are calculated the first time the object is played back. The audio file
(original material) itself remains unaffected. The effect is recalculated in real time
each time it is played back. The object always retains its original status when real-
time effects are applied.
To change a real-time effect, open the effects rack or the effect's settings dialog and
drag the respective control elements; the changes will be audible immediately.
The lower edge of an audio object in the arranger lists all currently active object
effects with abbreviations.
These virtual effect devices are controlled either with common sliders, knobs and
buttons or alternatively with graphic sensor fields.
Power switch: Every effect device in the rack may be switched on or off
separately. This button allows you to directly compare the neutral, unedited
sound of the audio object with the effect setting you have chosen.
Reset: Every effect has a reset button that restores the effect device’s initial
default. In this state, the effect is not calculated into the sound, and the
effect is not rendered.
A/B: The A/B button compares two settings with each other. If you have
selected a preset for the effect and make manual changes to it later, you can
compare the original preset sound with the new settings by using the A/B
button.
Note: The displayed graphics serve only examples and can differ from device to
device.
There are several ways to apply audio effects to individual audio objects:
1. Drag & drop: In the Media Pool setting "templates", the following folders are
visible "Audio FX", "Vintage FX". These contain presets for the most important
effects. These presets have a preview function and can be dragged & dropped on
an audio object in the arranger.
2. Right clicking on an audio object or via the "Effects -> Audio" menu opens
individual audio effects via a menu command.
3. Double clicking on an audio object opens the audio effects rack (view page 129).
The most important effects are compiled into one dialog and some special
functions are still available, as is the option of saving all of the effects settings.
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Track effects
Besides the object audio effects, a separate track effects rack with equalizer,
reverb/echo, compressor as well as the Vintage Effect Suite plug-ins can be used.
The Vintage Effect Suite plug-ins are being loaded via the plug-in slot.
You can open the track audio effects rack with the FX button.
A bright blue track effects button signifies that effects are active in the track.
The track effects can also be applied without having to open the mixer.
The arranger's trackbox (view page 23) also features the track FX menu.
In it, you will find presets for track effects (view page 127) sorted
according to the instrument type.
Track effects always apply to all audio objects of a track. In comparison to applying an
effect to each object individually, this saves storage space. The effect itself works the
same way as object effects.
Master effects
Master effects influence the mixed sum of all audio tracks. For this purpose a Master
Audio Effects Rack and further plug-ins are installed in the Mixer window.
At different positions in MAGIX Music Maker Movie Score Edition 6, you can also
utilize effects from third-party developers in the VST or DirectX format. Several of the
included effects (EssentialFX, Vintage FX Suite, Vandal SE) are also applied as plug-
ins.
Track effects
Track effects can be selected and specified in the Mixer. They refer to all objects in
the corresponding track.
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Tip: An effect set in the Mixer uses up processing power at every playback position
in the arrangement. Consider whether or not it would be enough simply to use an
effect as an object effect.
Two slots for track effects are located in the channel strip of the mixer
for the corresponding track as well as in the FX tracks (view page 168).
If you click on the small triangle here, MAGIX Music Maker Movie Score Edition 6
compiles a list of available effects. Now you can select any effect from the list.
The list consists of multiple subfolders: Direct X plug-ins and the MAGIX plug-ins
folder for the included plug-ins Vintage Effects Suite (view page 141) and Vandal SE.
Select "No effect" to remove a plug-in from the slot. Left clicking temporarily disables
the plug-in. Active plug-ins are displayed in light blue. Right clicking on the slot opens
the settings dialog of the plug-in.
Object Effects
The audio effects rack can be opened by double-clicking an audio object.
The effect relates to the selected object (in contrast to track effects)and only needs
computing power when the object is played.
Master Effects
In the master channel you can find two slots for selecting a master effect. Often, for
example, compressors are used in the master so as to give the whole signal a more
booming and louder sound.Effects selection here is the same as by the track effects:
In addition to the most important effects like the 10-band equalizer, reverb/delay,
compressor, time processor (objects only), filter and stereo enhancer (track only), the
following features are also available:
Object Volume
Here you can set the master level for the selected object. With some effect
combinations undesired distortion may appear as many effects increase frequency
ranges. In this case, you can reduce the master volume.
The faders for each stereo channel are usually moved together.
If you deactivate the left button, the object can be made into stereo panorama by
separate volume controlling for left and right.
Load/Save
The current settings for each applied effects device in the rack can be saved as an
effect preset, e.g. so that it can be used for other objects. Only the rack effects that
were used will be saved and loaded during this process. This means that effects
presets can also be combined.
This function is not yet available for the track effects rack.
Effects plug-ins
If external plug-ins are installed on your computer, then
you can activate them via the button to the bottom
right. These buttons also open the effects in the
Vintage Effects Suite (view page 141).
For more information about plug-ins, please read the chapter Using VST/DirectX
effects (view page 127).
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This has the advantage that no more processing power will be required for the effect.
The object will be replaced by a new audio file which contains the sound of the object
with the effect. This will then only be played – processor-heavy "realtime" effect
calculation is no longer required.
The disadvantage: Changing the effect settings is not a simple any more. You can
undo these "destructive" changes straight after using the Undo function in the Edit
menu (like every editing operation in MAGIX Music Maker Movie Score Edition 6).
After saving the project this is no longer possible.
In the master effects rack there are no Apply buttons. Instead, the function can be
found in the Edit menu (Audio Mixdown (view page 194))
Equalizer
The 10-band equalizer subdivides the frequency spectrum into ten areas ('bands') and
equips them with separate volume controls. This way it is possible to create many
impressive effects, from a simple boosting of the bass to complete elimination of a
certain range of frequencies. Note: If low frequencies are boosted too much, the
overall sound level is heavily increased which may lead to distortion. In this event,
adjust the overall volume downward by using the 'master volume' control situated at
the bottom center of the effect rack.
Slider control: Each of the ten frequency ranges can be separately boosted or turned
down with the ten volume controls.
Audio effects 131
Link bands: Using this button randomly combines the frequency ranges with each
other in to avoid artificial-sounding overemphasis of an individual frequency range.
Touch screen (right EQ section): This is the 'sensor field' of the EQ. Here you can
draw any type of curve with the mouse. This will be immediately translated into a
corresponding control setting on the left side of the EQ.
You can influence the basic sound of the mix by boosting or cutting specific frequency
ranges (low Q value) to give it more "depth" (lower mids 200-600 Hz) or more "air"
(Highs 10Khz). You can also decrease very specific frequencies (high Q-value) to
remove unwanted noise.
The blue bullets 1-6 symbolize the six frequency bands. You can move them around
with the mouse until you find the frequency response you want. The bandwidth (Q
value) can be adjusted using the mouse wheel.
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The faders beside the filter graphic display the parameters of the currently selected
"band token".
You can use the knobs to set the values for each band more precisely. There is also a
numeric field for each parameter where values can be entered.
Gain: This controller allows you to raise or lower the filter. Setting the controller to 0
deactivates the filter so it does not use any processing time.
Freq: The center frequency of the individual filters can be set between 10 Hz and 24
kHz with the frequency controller. Freely choosing the frequency enables multiple
filters to be set to the same frequency in order to have a greater effect.
Q (Bandwidth): Here you can set the bandwidth of the individual filters to between 10
Hz and 10 kHz.
Bands 1 and 6 are special: Their Filter Curves can be edited in three different modes.
The four editing points in the graphic have different functions in each mode.
Peaking: Here the effect curve is brought closer to the working point (which
represents the peak of the curve) from both sides simultaneously.
Shelving (Basic setting): Here the working point displays the beginning of the
filter curve. From this point on there is a gentle increase or decrease in the
frequency.
High or Low Pass:In Band 1 the working point displays the frequency which is
filtered out of particularly high or low frequencies.
Audio effects 133
You can control the output level of the equalizer with the Peak Meter . With the
Master Gain Controller beside it you can offset the level changes resulting from the
EQ adjustments.
Compressor
Threshold: This sets the volume threshold below and above which compression is
applied.
Attack: Sets the algorithm's reaction time to increasing sound levels. Short attack
times can create an undesirable "pumping" sound, as the volume is quickly reduced or
increased correspondingly.
Enhancer
The Enhancer enables the justification of the audio material in the stereo panorama to
be adjusted. If the stereo recordings sound unfocused and undifferentiated, an
extension of the stereo base-width can often provide better transparency.
Use the maximize function to move the echo and improve the stereo picture, for
example, into the foreground.
Volume controller: Adjusts the volume of every single channel to adjust the complete
panorama. The reduction of left and right levels is displayed under the control buttons.
Pan-direction: Use this controller to move the sound source from the middle into
stereo panorama. The signals at the outer edges of the sound picture remain
unchanged.
Multiband: This option switches from "Stereo FX" to "Multiband" mode. Stereo
editing only applies to the middle frequency, the bass and highs remain unchanged.
Bandwidth/maximize sensor field: Adjusts the base width between mono (extreme
left), unchanged base width (normal stereo), and maximum base width (wide,
extreme right). Raising the bandwidth (values over 100) diminishes the mono
compatibility. This means that recordings edited this way sound hollow when listened
to in mono.
Maximize strengthens the spatial component of the recording, which also increases
the stereo transparency without influencing the mono compatibility.
Stereo meter (correlation gauge): This provides a graphical display of the phase
relation of the audio signal. You can use it to review the orientation of the signal in the
stereo balance and the effect of the stereo enhancer. To maintain mono-compatibility,
the "cloud" shown should always be higher than it is wide.
Audio effects 135
Reverb
The reverb effect device offers newly developed and very realistic reverb algorithms
to add more room depth to your recording.
Reverb is probably the most important but also the most difficult effect to generate.
Fundamentals
Our everyday experience shows that not every room matches every instrument. Thus
we have designed “virtual” rooms. However, it still remains important to find the
correct parameters. Here are some examples of parameters that are decisive for the
sound impression in real and virtual rooms:
• Size of room: The larger a room, the longer the sound travels between walls or
objects. Our brain “calculates” the size from the time difference. The size
impression is mainly determined from so-called first reflections and the discreet
echo. We don’t notice a (diffused) reverb.
• The reverberation time is mainly influenced by the composition of the walls,
ceilings and floors. This reverb time is highly frequency-dependent. For instance,
the highs and mids are dampened more in rooms with curtains, carpets,
furniture and some corners than in an empty and tiled room.
• The density of the reflection: The sequence of the first reflection is particularly
important. A room with many individually recognizable echoes feels alive,
especially if they are quite far apart.
• The Diffusion: Simple reverb machines do not take into account that reflections
become more and more complex as they develop. They blur the first echoes at
the beginning, which sounds artificial and “two-dimensional” for many signals.
Our reverb effect works like a real room instead where individual echoes can still
be heard at the beginning of the reverb but then reflect amongst each other
more and more until they disappear in the signal sustain as a so-called “diffused
hiss”.
The 24 presets include many rooms that were designed for certain instruments and
applications and whose internal parameters have been optimized for these
applications. However, you can influence most of the characteristics of the room
using the provided sliders.
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In addition to the rooms we have modeled two device types in the reverb effect that
allow you to create an artificial reverb for a longer time: Plate Reverb and Spring
Reverb.
Plate Reverb: A plate reverb consists of a large metal plate (often 0.5 to 1m2 thick or
more), that is put into motion by a magnet and coil system (similar to a loudspeaker).
On the reverb plate so-called “taps” are positioned at different locations. These are
pick-ups comparable to those on a guitar. Reverb plates have a very dense sound
(high diffusion); no direct echo can be heard. They are therefore ideal for percussive
metal. With vocals a plate reverb generates a smooth “wellness effect”.
Spring Reverb: You probably remember Spring Reverb from guitar and keyboard
amps, particularly older ones. At the bottom of these amps a unit consisting of two to
four spirals is mounted on a vibration-free carriage. As with the reverb plate it uses
systems for transforming the electric signal into a mechanical one. There are different
designs and sizes of spring reverb; however, they all have the same quite peculiar
sound: the typical “bloing” sound when the springs are moved, similar to splashing.
When the reverb dies away the basic pitch of the spring(s) can usually be heard quite
clearly. Furthermore, the frequency range is considerably limited due to the losses in
the spirals and in the used pick-up/transmitter. Despite this, the sound is special and
some of the latest music styles (e.g. dub & reggae) would hardly be possible without
spring reverb.
Parameters
The reverb effect has the following parameters:
Size: defines the size of the room (or the system for the plate and spring). With some
low “size” settings you can also reduce the distance between the individual
reflections. This allows resonance to develop (accentuated frequency ranges), which
can sound oppressive if the reverb sustain is too long. The proper size for each
instrument can be gauged by taking into account the interplay between the room and
the resonance.
Time: reverberation time. With this controller you can define how far the echo will be
absorbed, i.e. the time for the reverb to die away. Turning this knob to the left
minimizes the time. You will then only hear the first reflection. Turning the knob to the
right minimizes the absorption and thus results in a long sustained reverberation.
Color: within certain limits you can influence the sound characteristic of the effect.
The effect of this controller depends on the used preset. In rooms “Color” controls the
dampening of the highs in the reverb (from dark to bright) as well as pre-filtering of
the signal. The controllers for plate and spring presets also determine the dampening
of the basses.
Audio effects 137
Mix: this controller sets the mix ratio between the original and the edited signal. For
rooms you can therefore quite easily move a signal further into the room by increasing
the effect share. The last four presets are intended for use in an AUX channel of the
mixer and are set to 100%.
Presets
The presets are primarily sorted by instruments; however, you can (and should)
choose which preset you want to use for which instrument. The rooms in particular
have completely different characteristics which are noticeable for some and more
subtle for others. Generally we recommend reverb with many individually audible
reflections and slight diffusions for dense projects. On the other hand you can use
Plate Reverb for minimally arranged songs in order to create a dense atmosphere.
However, you should avoid adding reverb to too many instruments. Sometimes some
extra mixing is sufficient to move an instrument slightly away from the total sound. It
is often recommendable to adjust the sustain to the song tempo, i.e. the faster the
track, the shorter the reverb. Otherwise the sound easily sounds washed-out and
indifferent.
Vocals
Voice: main hall A: standard hall, e.g. for monitoring/recording, medium-sized room,
medium diffusion, minimum sustain time
Voice: main hall B: like A, but as a small hall (longer delay times than A), distinct
reflection pattern, longer reverb time
Voice: early reflections: medium-sized room, low reverberation share, very distinct
early reflection pattern, e.g. for spreading vocals
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Guitar
Guitar: Spring reverb mono A: spring reverb simulation, typical oscillating sound of
the springs, limited frequency range
Guitar: Spring reverb mono B: Like A, slightly broader frequency range, greater
diffusion
Guitar: Spring hall stereo A: similar to spring hall mono A, but one
spring/transmission system per channel (L/R)As a result of the mechanical
interlinking of the systems, the reverberations meet at the middle of the stereo field
Guitar: Spring reverb stereo B: Like stereo A, slightly broader frequency range, greater
diffusion
Delay (Echo)
The echo effect is further refined with "Delay" and "Feedback" amounts and
calculated into the original sound by means of "Mix".
Delay: This sets the period of time between the individual echoes. The more the
control is turned to the left, the faster the echoes will follow each other.
Feedback: This adjusts the amount of echo. Turn the dial completely to the left, there
is no echo at all; turn it completely to the right and there are seemingly endless
repetitions.
Presets: The presets have various functions. In the upper part of the list there are
presets that allow the delay time to be set using musical units. This is very useful for
adding beat-synced echo to rhythmic material such as drum loops or arpeggios. The
other settings can be used for special effects involving very short or very long delay
times, e.g. "metallic" or "robotic" sounds. "Simple Echo" can be used to set the echo
repetitions between 0 and 4 using the feedback slider.
Sound Warper
Distortion
This is a distorter, which over-modulates the audio object.
Gain: With these controls you adjust the degree of distortion. ‘Gain’ designates the
prestage to an amplifier.
Cut off: Here you adjust the frequency ranges that are to be distorted.
Volume: Here you can adjust the volume of the distorter. The higher you set the
‘gain’ control, the louder the distortion when compared to the overall volume.
Filter
Similar to an equalizer, the filter controls the volume of certain frequency ranges. It is
however also possible to completely suppress frequencies so that very impressive
distortions are possible.
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Resonance: Here you set the range (band width) around the frequency which is to be
boosted together with the frequency.
Backwards
When Backwards is applied the sound file will be played in reverse. This way you can
create very interesting effects, not to mention the “hidden messages” in many songs...
Timestretch/Resample
Pitch: This control changes the pitch independently of the object’s speed (‘pitch-
shifting’).
Tempo: This control changes the tempo independently of the pitch ("time-
stretching"). The object acts as if it were compressed or stretched on the track.
Tones/BPM: These fields are used to numerically enter the pitch or speed change.
Only MAGIX Soundpool files are suitable for numeric entries because they are
equipped with information regarding pitch and speed.
Setup: This button opens a setup dialog where you can select various pitchshifting
and timestretching procedures.
read out from the source file, as long as they are available (patched). In the
Premium version's included MAGIX Music Editor, a patching tool is provided for
users to set the markers themselves.
• Beat marker stretching: Beat-synchronized timestretching and pitchshifting in
high audio quality. The material is stretched between beat markers positions so
that the impacts or attacks at the beat markers positions are not impaired by
stretching. The markers can be generated in real time from the audio material
(automatically), provided they are present (patched).
• Beat marker stretching (smoothed): Beat-synchronized timestretching and
pitchshifting in high audio quality, even with extreme time extension. Beat
markers are used at the beats or transients. The markers can be generated in
real time from the audio material (automatically), or read out from the wave file,
provided they are present (patched).
• Universal HQ: Universal method for timestretching and pitchshifting in very high
audio quality. Suitable for all types of audio material.
• Monophonic voice: Time-stretching and pitch-shifting for vocal solos, speech or
solo instruments.
• Resampling: Pitch shift and tempo cannot be changed individually. This method
requires comparably little CPU time.
All effects of the Vintage Effects Suite are subject to a soft rule behavior – internally,
parameters are softly faded from the old to the new value. This is particularly
noticeable when presets change and is of a particular benefit when playing in live
mode.
In the following we will present the effects of this suite and explain how and where to
use them.
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Analog Delay
This delay offers creative playing along with common delay effects. "Analog" in this
case means, for instance, that you can change the delay times while playing without
the risk of typical, scratching artefacts developing. Instead, the times are softly faded
out, similar to the old tape echo machines that used the tape speed to change the
delay and where the system also had a certain sluggishness.
"analog" in terms of this delay also means that typical tape echo sounds can be
mimicked, e.g. tape speed fluctuations and reduced highs during playback
("feedback"). The feedback has a two-band filter that can be used to create dark, high,
or mid repetitions depending on the settings.
These properties can be useful, for example to create "wild" dub/reggae-style delays
that move towards the center of the sound with each repetition and even grind
slightly. In this case, "analog" means that you cannot digitally overdrive the delay.
Even in a 'looped' repetition, the signal cannot be distorted indefinitely, but it is
compressed by an increasingly slight degree and distorted similar to a tape.
Delay type
Delay type (l + r): Left and right delay times can be controlled separately (see below).
You can choose a note value for the control pots to snap to. Even and syncopated
note values from 1/2 to 1/32 are available. Note that the delay times are always in
relation to the project’s current tempo.
Link button (lock symbol): Press this button to control the “delay type” pots for
both channels simultaneously.
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Mix: Adjusts the ration between the original signal and the echo.
Modulation
Speed: The tape warble speed. Low values result in very light fluctuations, high values
result in drastic warbling.
Depth: The warble intensity. When this control is turned all the way to the left, there
is no pitch modulation. For a subtle "analog" feel, we recommend a setting between
the 9 and 11 o’clock position.
Filter
Feedback
Width: This controls the stereo width of the delay repetitions. When you turn “Width”
to the right, an additional effect is produced: the panning of the delays increases. This
is commonly referred to as a "ping-pong" delay.
Drive: When this control is turned all the way to the left, the delayed signal is
repeated only once. Turned all the way to the right, the feedback is seemingly endless
and the repetitions continue for a long time.
The actual strength of the effect is dependent on the material, since the feedback loop
(as explained earlier) is addressed via compression and uses a "tape saturation"
effect. If you send a "loud" signal to the delay, then the feedback will sound longer
than at a lower level as compression "brings it up" to a certain level. If you are used to
"purely digital" delays, then this might take some getting used to, but it will probably
sound "livelier".
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Flanger
The "Flange" effect is similar to that of the chorus, but does have a different technical
and historical background. It came about by chance: Someone (various sources say
John Lennon) slowed down one of two running interconnected tape machines in a
studio with his hand. The result: The rather brief delay of the second signal compared
to the first resulted in cancellations within the frequency spectrum, leading to a so-
called comb filter effect (the sum of both signals creates "peaks" and "lows" in the
spectrum that look familiar to the teeth of a comb).
Flanging is basically a chorus effect, but it has a lower delay time (less than 10 ms).
"Release" or signal doubling is not highlighted here; the result is a much more creative
frequency response deformation.
A "complete" flange effect will definitely require feedback: The flange portion is
returned to the input to increase the effect. People often talk about the "jet effect",
since it resembles a jet on take-off.
Flanger parameters
Speed: Modulation speed.
Mode:
Normal: Flanging.
Quad pan: Like “Quad”, but the “Depth” control also sets the intensity of the signal’s
pan movements between left and right.
Filter
"Filter" is a "modulation" effect like chorus and flanger. However, it controls the
frequency response of a modulation source as well as the pitch. There are various
filter types and modulation sizes available for this.
Filter parameters
Speed: The modulation speed is set by note values ranging from 1/1 to 1/16 (even or
dotted). Similar to analog delay, the tempo information is automatically provided by
the project.
Freq: This is the base frequency for modulating the filter, and generally takes place
above this frequency, i.e. the modulation increases the filter frequency.
Depth: This control determines the modulation depth, i.e. the amount by which the
speed control (or envelope mode, as described above) increases the base frequency.
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For extreme effects, turn “Freq” all the way to the left and “Depth” all the way to the
right.
Filter modes
Band Two parallel filters (–36 dB) with linked base frequencies
elimination create two ‘notches’ in the frequency spectrum. This allows
(„Notch-Filter") you to create interesting sounds (e.g. guitar chords), and it
sounds similar to a phaser.
Chorus
The chorus pedal creates characteristic "floating" sounds which one typically
recognizes from guitar or synth pads. You can add acoustic "depth" to an instrument
to add more power to the sound or to create the illusion that it exists multiple times.
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The chorus sound is created by using the so-called Doppler effect. You probably have
noticed this phenomenon daily life: The sound of an approaching ambulance sounds
higher than when it is moving away. This effect is a result of the speed of the sound
which first increases and then decreases, thus also changing the sound pitch. If there
were a second siren at your location, an oscillation would develop between both
sounds (just like when two instruments are out of tune).
Chorus also splits the signal in at least two: direct sound and effects part. The double
effect is created by a short signal delay of the effect.
This delay is within the range of 10-30 ms (as in this one), this means that it is short
enough to be perceived as an "echo". The times would also be similarly short if you
were to double a guitar track for instance. A short delay in the mix already sounds
"doubled" but is not authentic. This is where the above-mentioned "out-of-tune"
effect comes in: The pitch of the effect signal is slightly modulated by gently "drifting"
forward and backward in the delay curve. The result is a floating effect where the
speed is influenced by drifting
Chorus parameters
You can enter the following parameters to control the floating effect:
Speed: Modulation speed. Low speeds create an even, continuous development. High
speeds produce vibrato-like qualities, but can also result in an "underwater" effect.
Depth: Modulation depth. This determines how strongly the speed affects the pitch
modulation.
Mix: This sets the balance between the direct signal and the effects signal.
Mode: You can choose between four operating modes of the chorus effect:
“Normal” is a combination of the direct signal and the detuned delay signal.
“Normal, low-pass” is designed for bass-heavy signals like bass guitar. The bottom
end of the signal stays clear and well-defined, the effect is only audible for the mid
and treble frequencies.
“Dual” makes the source sound more lively than a single "part". The sound is spread
over the stereo panorama, which makes this mode seem "wider". The character of the
sound becomes livelier than with a single voice only, and it is also distributed over the
stereo panorama, making the mode sound "broader".
“Quad, low-pass” is ideal for creating sounds such as deep synth pads with tight bass
frequencies.
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Tip: Similar to the stomp boxes our vintage effects are modeled on, there is a
"footswitch" below the pedal’s logo that can be clicked to turn the effect on or off for
A/B comparisons. All the effects of the Vintage Effects Suite have been designed
like this.
Distortion
The distortion pedal is a "high gain" distorter for crunch and lead guitar sounds. If you
like typically "British" amp sounds and want to quickly record a guitar track with little
effort, this pedal is for you.
An entire valve pre-amp circuit has been modeled, including the typical EQ curve. The
amplification is "valve-typical", i.e. it doesn't start quickly but is harmonic and soft.
Even at full power the pedal still reacts softly to a guitar and its settings (e.g. pick-up
choice and tone controller). For instance, you can influence the distortion even more
by using the volume knob on the guitar.
There are only three parameters on this effect; however, these interact with each
other and can thus generate quite a variable sound:
• Low: The "bass" controller. This allows you to set the share of basses, even after
the distortion. The type of prefiltering is important for guitar amps in particular,
and is characteristic for the basic sound. You should set the bass controller
depending on the basic sound of the guitar and the sound you are aiming for
("powerful" or "cut").
• High: Mainly controls the share of highs before and after the distortion. If you
are not using an external guitar speaker as a monitor, we recommend setting the
controller to the middle position or even moving it slightly to the right. This way
the "sharp" highs disappear, which all guitar amps generate without the suitable
loudspeaker. At the same time the mids stand out more, which gives the sound
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more "kick". On the other hand you can further emphasize the highs if you want
the sound to be more neutral.
• Drive: The level of distortion. This controls the amplification used to operate the
"virtual valve circuit" (max. 60 dB). As the level increases, the valve goes into
overdrive and generates typical distortions. For a slightly distorted sound
("crunch"), it's sufficient to set the controller to 10-11 hours at maximum; the
modeled circuit also provides the usual "weight" for power rock chords, and
more. The further you turn this controller to the right, the more the mids of the
signal move to the fore so that the "high-gain" lead sound is better heard.
You can also use the distortion effect in combination with the amp simulation!
BitMachine
Audio material can always be edited into high quality with MAGIX Music Maker
Movie Score Edition 6. Nevertheless, there are some situations, for example, a more
imperfect lo-fi sound would perfectly suit a drum loop or a synthesizer sound.
Remember, for example, the first hardware samplers from the 80s that usually only
ran at 8 or 12-bit rates and at low sample rates. With the BitMachine, changing the
sound with such an "antique" device is no problem.
You can use the BitMachine to bring back to life the times when minimalist and
scratchy soundchips in home computers were commonplace.
The BitMachine opens up a gateway to "acoustic time travel" where you can
encounter bit and sample rate reduction and downstream filters based on analog
models.
Furthermore, the effect has a modulation section with which you can control
individual parameters using an oscillator (LFO) or the input signal.
We have designed a range of "typical" presets to demonstrate the time travel abilities
of the BitMachine. These can be opened at the top right of the interface
"Reduction" section
Bits
This dial controls the resolution of the audio material. Turning the dial to the left
results in 16-bit quantization (CD quality). The further it is turned to the right, the
lesser the signal dynamic becomes. In extreme cases (1-bit), there are only "on“ or
"off“ states.
At the intermediate levels, you’ll notice an increase in the background noise and a
decrease in the dynamics. For example, 8-bit quantization will exhibit dynamics of
only 48 dB. Quieter points in the material sound noisy and very quiet points sound
"capped“. This effect is amplified the more you turn the dial to the left until it starts
crackling or "groaning".
Sample rate
The audio material is "down-calculated" with this dial, i.e. the internal sample rate is
reduced. A new separation ratio between old and new rates is created. In relation to
this ratio, a sample from the data stream will be "dropped“ at the various points.
Note: The two smaller dials from this section are explained under Modulation.
"Filter" section
The filter in the BitMachine is a digital model of one of the most well-known filters in
music electronics, i.e. the "Chamberlin 2-pole" filter used in old Oberheim
synthesizers. These types of filters sound exceptionally musical. They can also be
used quite creatively in the BitMachine, but should not be used exclusively to smooth
out existing artifacts.
The filter works in the so-called "high-pass" mode, i.e. it lets through deep frequency
(or medium) material according to setting, and dampens highs and medium areas.
Freq:
You can specify the cut-off frequency of the filter using "Freq". Filtering starts above
this frequency.
Reso:
The signal in the area around the cut-off frequency can be strongly elevated to just
below self-oscillation. Sharp, cutting sounds are possible at this level, and the effect
becomes even clearer when you vary the cut-off frequency.
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Drive:
Both of the individual filters of the connections mentioned above have the ability to
overmodulate themselves internally. With the "Drive“ dial, you can regulate the
amount of overmodulation. The more you turn this dial up, the more the signal is
overmodulated. In this case, the parameters of the internal workings of the filter
interact with one another. Increasing drive weakens the resonance, but, at the same
time, the signal gets more volume, more bass and becomes acoustically fuller.
Note: The two smaller dials from this section are explained under "Modulation".
"Modulation" section
You can automate your effects via the settings in the modulation section.
Here, you’ll find the so-called low frequency oscillator (LFO), which resonates with
adjustable speed. You can influence the speed and type of resonance.
To influence the resonance, use the two small dials in both the reduction and filter
areas. These four dials display modulation targets.
Example: You’ve left the dial for the sample rate at its default setting. Change the
small dial beneath from its middle position to either side. The modulation for the dial
value is added to the sample rate: The LFO now controls these parameters
proportionately and the sample rate reduction resonates at this modulation.
You can use this technique on other dials as well. You just have to make sure that the
main dial isn’t turned up to full, because then the modulation wouldn’t have any
effect. The modulation is always added to the set value.
Example: Turn the small dial beneath the "bits" dial fully to the left (Value: -50) and
the one beside it (beneath "sample rate") to the right (+50). You’ve now assigned a
modulation to both parameters with the LFO. They are not changed uniformly, but
rather opposite to one another: A negative setting is nothing more than an inversion
of the modulation, so you’re effectively turning down the control signal.
We’ve already explained this example with the help of sine oscillation. The LFO can
be in:
• Sine form
• Square wave (0 or 1, no intermediate level)
• Random value (an internal randomizer will be queried at the set speed)
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Oscillator speed
The LFO speed is specified with the "speed“ dial. If the "sync“ button is active, then
the LFO adapts to the song speed, and the dial locks musical values into place (e.g. ¼
note). Rhythmic paths of the sound distortion are therefore enabled. You can also
switch off this synchronization and set the speed manually (in Hz).
In the modulation section you’ll find a fourth button, the audio input signal. If this
mode is active, then the signal itself can be called upon to extract “modulation
tension”; a so-called "envelope follower" continuously scans the volume of the input
signal.
Note: The BitMachine doesn’t recognize the type of audio signal automatically. For
this reason, you should set the input sensitivity roughly with the "gain“ dial. To do
this, use the control LED: With accurate detection of the signal dynamics, assigning
the four small dials to modulation lows is easier and you can use the full control
range.
In envelope mode, the "speed“ dial is used to control the response speed of the
envelope (the display now switches to milliseconds). Lower times result in a faster
response, higher times make the envelope rise (and fall) slower. You should
experiment with the signal according to its complexity. The presets provided can only
point you in a rough direction.
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Vandal SE
VANDAL is a complete simulation suite for guitarists and bassists. The plug-in is
capable of simulating the entire signal chain, from input to stomp boxes, amplifiers,
microphone loudspeaker boxes and post-processing studio effects, all in top quality.
A preset includes all settings for the main elements of Vandal SE: Stomps, amp
settings, cabinet simulation, and studio effects.
Tuner
The best amp or the best simulation is useless if the guitar is out of tune. VANDAL
offers its own chromatic tuning device for this. You can use it like any analog device: It
automatically displays the note that has been struck (in octave) and the display
visualizes deviations (in cents).
The following describes the major components of VANDAL. The stations are
described according to their position in the signal chain.
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Input
The station that you will most likely want to activate first is the input controller. Just
like with a genuine guitar or bass setup, it's important to ensure the highest possible
input level, in order to work optimally. This is even more important for distorted
sounds and natural high-gain playing styles. Use metering for this, too.
As required, activate the noise gate and adjust it so that it lightly suppresses the input
signal during pauses in playing. VANDAL does not cut the input on classic gates too
hard, but rather regulates them finely via the signal energy beginning at the highs
(where noise is most audible).
Stomp boxes
The real world has produced a series of effect devices popular with guitarists and
bassists in the "stomp box" format. We've also included a rich palette of these
devices. Vandal SE includes four "stomp slots" that can be equipped with effects from
the list. The signal flow within this chain runs from left to right. Since all of the
controls are self-explanatory, we won't describe them here.
Vandal - Amplifier
Vandal SE basically offers 2 different amplifiers: Guitar Amp and Bass Amp. The
amplifier type depends on the selected preset.
During development, a large selection of famous amplifier brands and models were
not included. To guarantee that you are nevertheless able to get a number of different
sound characteristics out of your Vandal SE amp, the amplifiers are set up variably.
Internally, circuit designs work absolutely the same as the real devices. In several
ways, however, Vandal SE goes in its own direction in terms of the sound it offers.
Guitar amp
The Vandal SE guitar amp offers three different pre-amp modes and two switchable
end stage models. These basic configurations differ according to the selected preset.
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The guitar amp is set up with three channels. These may be set up with the pre and
post gain controllers per channel (Clean, Crunch, and Lead) for the desired mix ratio.
Don't worry about switching things around: The amplifier will remember the gain
settings when channels are changed. These are the gain presets for the different
playing styles within a song.
Voicing: We have provided Vandal SE pre-amps with something that we call Curve
EQ. For example, if you take a simple EQ pedal and shape the signal a little before the
amp, then this may change the sound quite drastically. Curve EQ does something
similar: It's located (in some cases multiply) at strategically important points between
individual amplifier stages and filters the signal, before it is distorted by the next
stage. Move the curve in both directions and navigate through the spectrum using the
"Freq" controller. This will give the amp a completely different character...
Equalization: The actual sound control (the "tone stack") functions rather
conventionally: Vandal SE offers low, mid & high settings. Everything functions like
the passive sound regulation network in genuine amps, so that the controllers
influence each other to produce numerous variations.
Reverb: Surf and twang simply need on-board spring reverb. We relied on well-known
reverb springs for modeling. Everything sounds natural with complete authenticity.
Bass amp
After roughly setting the Gain controller, the bass signal will first be treated with the
Contour circuit. This filtering stage works similarly to the "Loudness" function by
cutting the (lower) mids and lifting the deep bass and highs. It's sort of like an "instant
slap".
Audio effects 157
Next, the signal passes through the compressor stage (Comp). This is a simple but
extremely musical, visual design: The bass triggers a light source that is coupled with
a photo resistor which dampens the signal. This may already be familiar to you from
the most famous studio compressor for bassists, i.e. Urei LA2A, which functions
according to the same principle.
After any possible compression, Drive provides the option to take the bass sound to
the next level. Saturating the signal takes place depending on the frequency: In spite
of a possibly high level of distortion, the basses remain relatively clean and contoured.
The equalization stage offers 4 frequency ranges, whereby the two mid bands are
variable. The final master volume controller specifies the volume of the final stage. As
with the guitar amp, the end tubes are also engaged in this case as much as remains
sensible.
For final processing and enriching, we offer two separate studio-quality effects units
just like real 19" rack devices.
Many algorithms create a stereo signal. Take care that the sequencer track operates
the duct in "stereo" mode.
Effects units may be selectively operated one behind the other (serial) or parallel.
Switching may be changed via the mode switch.
• Mono delay (msec & tempo sync): Possibly a simple delay with free selection of
delay time or synched to the sequencer tempo with a musical raster. In case of
high feedback values, a reduction of the damping frequency is required to
provide naturalness to echoes.
• Stereo delay (msec & tempo sync): Like mono delay; features two models.
Repetitions may take place on separate channels (feedback controller to the
right: dual delay) or in ping-pong mode (controller to the left), whereby the
signal alternates between the sides.
• Chorus: Produces a typical "floating/shimmering sound" by modulated detuning
of a signal to "thicken up" its sound or spread it across the stereo field. Detuning
is achieved by a short delay, the length of which can be varied by the
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modulation. This produces the so-called "Doppler" effect and broadens the
signal.
• Flanger: Algorithmically similar to chorus, but different in that the delay time is
significantly lower and delay works with repetitions (feedback). A flanger
sounds more "cutting" and up-front than a chorus.
• Phaser: A modulation effect just like chorus & flanger, but in this case no
detuning takes place. Filter components periodically alter the signal's "phase
response" (principle of the "phase shifter"). Characteristic notches are produced
in the frequency spectrum response (comb filter effects).
• Room reverb/hall reverb: Reverb offers realistic simulation of realistic
reverberation. Room creates the impression of a small to mid-sized recording
room, while Hall produces the sound impression of a concert hall. A particular is
that both effects algorithms provide a modulation parameter, which may remove
possible resonance at low dosages and can produce a soft chorus effect at
higher values.
• LoFi: This algorithm gives the sound a little bit of "grit", or a certain measure of
signal destruction depending on its setting. Turn down the internal sample rate
as much as you like to steal a few bits from the sound's resolution. This is
definitely unconventional...
• Vintage compressor: Ideal for thickening up the signal a little. The algorithm
emulates an older popular circuit design that is similar to studio legends like the
Urei 1176 or simple compressor pedals. A so-called "FET building block" controls
the volume via the input level simply, effectively, and quite musically, as well as
the set compression ratio and the attack and release.
• 3-band EQ: This sound controller works like a conventional mixer with controller
for bass, highs, and two controllers for the (variable) mids. This adds the final
polish to your sound.
Video and Bitmap Objects 159
Video monitor
The video monitor can be opened by clicking on this button or
pressing the F3 key.
The video monitor's size can be increased to the full size of the screen by double-
clicking on the video monitor or by pressing Alt-Enter. You can end fullscreen by
pressing Escape (Esc). Apart from the video monitor size, you can also add a large
time display on the video monitor. Select “display play time” in the context menu and
the current playback marker position is displayed on the video monitor. Foreground
color, background color and transparency are selectable
Audio peakmeter
The video monitor is transformed into an analyzer which displays the
sound as a graphic.
Shortcut: Shift + F4
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Overview
In the Overview mode, you can view the whole project and you are
also able to access any object you want in a split second; zoom in
directly to the video monitor or move around the clip displayed in the
arranger.
Shortcut: Shift + F2
Infobox
The InfoBox mode shows help text in the preview monitor if you hold
the mouse pointer over a button on the screen.
Shortcut: Shift + F1
• Via the context menu (right mouse-click into the list) you can choose between
different views ("List", "Details", "Large symbols"). In the "Large Symbols" view
the videos are displayed with a preview frame – very useful to preview the
available images.
• If you want to use the video for your project, drag the video or bitmap file onto a
track in the arranger while holding the mouse key. During playback in the
arranger, the entire video and image material on all tracks, including all effects, is
played back in real-time.
• Video and image objects can be edited in the same manner as other objects:
You can touch and move them with the mouse, fade them in or out with the
handles at the top corners, or change their brightness with the middle handle,
etc. Please also read the chapter "Arranging objects (view page 44)".
Video scrubbing
The scrub mouse mode is particularly useful for quickly finding certain positions
within a video. To do this, activate the scrubb mode in the mouse mode bar and drag
the mouse pointer over a video object while holding down the mouse key. The video is
played back according to the speed and position of the mouse, including all effects.
To edit the video and audio material separately from one another, the objects can be
separated with the Ungroup (view page 193) function in the "Edit" menu or button in
the project window. Now you can replace the audio or the video track, or process
each file separately. Rejoin/regroup the tracks with the ”Export project” function.
Video effects
All video effects work in real time. In principle, almost any combination of effects may
be assigned to any video or image object: For example, mix mode stanzas with a false
color effect.
Example, if you want to put a dancer on a landscape, place the landscape on track 1,
the dancer on track 2 and activate the Blue Screen effect for the dancer.
Video effects are stored in the ”Video FX” directory. Open the directory by clicking
"Templates" in the Media Pool. All video effects have a preview function and can be
dragged & dropped on a video object into the Arranger.
Title Editor
Text objects and title presets
MAGIX Music Maker Movie Score Edition 6 has an option for inserting and editing
titles. These can be things like animated text in music videos to indicate the artist and
song or opening and closing credits.
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The title templates ("Title" button in the Media Pool in the "Templates" tab) offer a
good basis for creating titles. To add a title to your project, proceed as follows:
Title Editor
Enter text, e.g. for subtitles or opening and closing credits. Texts can be displayed in
all of the installed fonts and colors.
Presets: The list on the left continas the title templates from the title folder in the
Media Pool. This way you can try out different movements, effects and designs. The
presets are arranged in various subfolders; the icon and the description will help you
find the template you want.
Video and Bitmap Objects 163
Save as template: You can save all the settings as a title template. You can then easily
drag & drop them from the Media Pool.
Text/Position: Type the text for your video subtitles in the title editor. Use the
scrollbar to the left and above the text window to organize your text in the video
monitor. You can freely position the writing vertically and horizontally. If you have
selected moving text, this position determines the starting position. Please note that
setting movement to text places the starting position of the title outside of the video
window. You can, however, always change the starting position.
Font: Here you can enter the font style, size, color and type.
Color: With this button you can choose your own color. If you want to format
individual words or letters, select them with the mouse and choose a different format.
If no selection is made, the entire text will be formatted.
Alignment: Specifies whether the title should be aligned left, right or at the center.
Center Position: Clicking on “Center Position“ puts the title back in the middle.
Preview: This button starts the title preview in the video monitor together with the
project. If you have selected a movement for the title, it will also be animated in the
video preview window. You can interrupt the preview anytime by pressing "Stop".
Length: Sets the duration of how long you would like to display the title. (You can also
adjust the length of the title object directly in the arranger by dragging the lower
handles to shorten or extend it)
Text Effects: This function allows you to add motion, shadows, and 3D effects, or a
border. These settings can be adjusted in detail in the "Advanced" section.
Delete Title: Closes the title editor and removes the title object.
Arrow Buttons: If there are several title objects on a track, you can use the arrow
buttons to switch between the these objects without having to close the editor.
Apply to All: The settings in the title editor (font, color, effects etc.) are applied to all
title objects. The text in each title object remains intact during this process.
The basis of these titles is the titles templates settings in the "Templates", and these
may be reached via the "Titles" button. To integrate a title template into your project,
proceed as follows:
• Select a file. As usual, a simple click generates a preview in the video window.
This way, you can see how certain title settings will look and the effect they will
have in advance.
• Once you’ve found the right title for your purposes, drag & drop it onto a track in
the arranger. It will now be displayed there as a title object. Several title
templates (e.g. YouTube templates) contain additional image objects, these
titles require two tracks.
• The title editor (see above) opens automatically. You can open it again later by
double clicking (or by right clicking in the context menu below "Title Editor").
Video Compression
Compressed video data is typically saved in AVI files. AVI stands for ‘Audio and
Video Interleaved’, i.e. mixed picture and sound. Depending on the compression rate,
high data rates will be required – a good video starts at about 2 MB per second,
equivalent to compression of about 1:10 as opposed to uncompressed video with 20
MB per second data flow rate. High quality video systems only work with a
compression of 3 or 2 – i.e. creating up to 10 MB per second data for video flow. Even
uncompressed video can be used. MAGIX Music Maker Movie Score Edition 6 can
also process such high-resolution video data completely. Within MAGIX Music
Maker Movie Score Edition 6, video data is processed in uncompressed format – all
effects, mixes etc are carried out in the highest quality. It is possible that replay of a
project with several videos or realtime effects may ‘jump’ more than is the case with
smaller videos. This does not harm the end result though – video export is calculated
frame by frame.
In concrete terms, a computer-generated AVI file can only be loaded by and played
on a different computer if the same codec is installed on it.
Many codecs (e.g. Intel Indeo® video) have now become standard components of the
Windows installation. Others are not standard. If you are generating an AVI file for
future play on another computer using one of these codecs, you should first install
this codec on the other PC. The best method available is to copy the codec installer to
your export directory and burn it every time you create a video disc (slideshow disc)
for play on computers.
You may encounter some problems when using older video editing cards with codecs
which only function with the card’s hardware. Such AVIs can only be used on the
computer which was used to create them. Try to avoid using this kind of codec.
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Mixer
MAGIX Music Maker Movie Score Edition 6 includes a real-time mixer with a master
effects section. The mixer can be opened by pressing the "M" key or via the toolbar in
the main window.
The mixer displays eight tracks simultaneously by default. You can enlarge or
minimize the mixer by dragging on the left or right border. You can view further tracks
using the scroll bar.
Slider (Fader)
Each track in the project corresponds to a particular volume fader in the mixer, which
controls the volume of all audio objects, synth objects, or a synthesizer in the track.
(The fader has no effect on image and video objects.)
The stereo position for each track is defined with the Pan controls.
The "Solo" button switches a track to solo mode, i.e. all other tracks are muted. Mute:
The "Mute" button mutes the active track. Double-clicking on any of the controls
resets it to its default passive setting (no boost or cut in level) that does not require
processor output.
Mixer 167
With the REC-button you can activate recording for this track. (see the
"Track box and Instrument Icons (view page 23) section in the
"Arranger" chapter) and Monitoring (view page 52).
Control groups
The volume, panorama, and FX send faders of the various tracks can be compiled into
control groups. To do this, first click on a fader and then, while holding down "Ctrl",
click on all other faders that you wish to include in your group. If you select "Shift", all
faders in between the first one selected and the next one will be grouped.
Now you can set the volume of multiple tracks together without having to change the
volume ratios of the tracks. For example, you can set the volume of an individual
instrument of a drumset (kick, snare, HighHat) in such a way that they can harmonize
with one another. Now, if you group together the volume faders of the tracks, you can
set the master volume of the drumset.
To ungroup a fader from a control group, click the instrument and press "Ctrl" again.
There may only be one control group active at a time, creating a new group
automatically deactivates an existing group.
Track effects
Besides the object audio effects, a separate track effects rack with equalizer,
reverb/echo, compressor as well as the Vintage Effect Suite plug-ins can be used.
The Vintage Effect Suite plug-ins are being loaded via the plug-in slot.
You can open the track audio effects rack with the FX button.
A bright blue track effects button signifies that effects are active in the track.
The track effects can also be applied without having to open the mixer.
The arranger's trackbox (view page 23) also features the track FX menu.
In it, you will find presets for track effects (view page 127) sorted
according to the instrument type.
Track effects always apply to all audio objects of a track. In comparison to applying an
effect to each object individually, this saves storage space. The effect itself works the
same way as object effects.
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For more information on using and controlling the individual effects, please read the
chapter Audio effects (view page 125).
Before DirectX plug-ins can be used, the DirectX system needs to be installed on your
computer. Manual installation is rarely required as most Windows installations
include DirectX. If, however, your computer does not have DirectX or just an older
version, you can use the up-to-date DirectX installer provided on the MAGIX Music
Maker Movie Score Edition 6 installation CD.
Naturally, the DirectX plug-ins themselves also need to be installed before they can
be used! Installation procedures may vary from plug-in to plug-in.
Two so-called slots for track effects are located in the channel strip of
the mixer for the corresponding track as well as in the FX tracks.
Clicking on the small triangle will let you select an effect from the list. Select "No
effect" to remove a plugin from the slot. A left-click temporarily disables the plug-in.
Active plug-ins are displayed in light blue. Right-clicking on the slot opens the settings
dialog of the plug-in.
FX tracks
Two FX send controllers (FX1 and FX2) are located below the plugin
slots.
You can determine the volume at which you want the signal to be routed to the two
available FX tracks.
A send effect differs from a normal effect found in the track (Insert) insofar as it can
edit the signals from multiple tracks or objects simultaneously.
The FX are usually hidden in the Mixer. They will be displayed as soon as one of the
FX send controllers is used.
In the first FX track the hall function is activated as standard as it is the most
important application of the send effects.
The volume controllers serve to regulate the volume of the FX track and corresponds
to the old AUX return controller. The mute button is used to switch the FX function on
and off. The solo button enables you to single out FX individual tracks. The peak meter
of the tracks, which send to the FX track, are displayed in grey.
Master track
The FX button and the plug-in slots function exactly like in the tracks. The FX button
will open the Master Audio Effect Rack. The complete mixer settings including the FX
tracks can be reset with the "FX reset" button.
Link button: If you deactivate the Link Button, you can control the
volume of the right and left channels individually.
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Reprocess arrangement
Export-Assistent
The export wizard can be opened through "File" > "Export" > "Common export
options". This bundles different options for exporting your project in different formats,
for burning onto CD, or publishing on the Internet with different platforms.
Export as MP3: This selection exports the project in the popular MP3 format for use
on the Internet or on mobile playback devices (MP3 players, mobile phones, etc.).
More details about the export dialog are provided in the "Export" (view page 175)
section of the "File menu" chapter.
Reprocess arrangement 171
Burn to CD/DVD: This selection exports the project in the best possible quality and
opens an additional program for burning an audio CD. The option is also available to
backup the entire project with all involved files onto CD or DVD. See Burn audio CD
(view page 173).
Upload to MAGIX Online Album laden: Uploads the project to MAGIX Online Album.
This platform enables friends and acquaintances to experience your work. The
MAGIX Online Album online player may also be embedded into any other websites.
More information about MAGIX Online Album is available in the"File menu"
Publish on Facebook: You can send the project directly to your Facebook profile. It
will then appear as a post on your wall.
Send by email: Converts the project into Windows Media and adds it as an
attachment to an email. An email program (e. g. Outlook Express) must be installed
and setup.
Note: You cannot use this function if you only access your email through a browser.
However, you could invite others to listen to your uploaded music via email to your
MAGIX Online Album or Soundcloud. To do so, you will have to use the functions of
the respective website (for MAGIX, this is MAGIX Online Media Manager).
Export as ringtone
With MAGIX Music Maker Movie Score Edition 6 you can produce your own
individual ringtone melodies. Once completed, export the project using the "Audio as
Wave/ADPCM" or "Audio as MP3" option in the File menu under "Export". Exactly
which format to choose can vary depending on the capabilities of your phone.
Take a look at the "File menu"chapter for more information on the audio export dialog
and the for specific export format settings.
172
Some manufacturers offer VST effects which simulate the loudspeaker of your mobile
phone on the PC.
Length: Typical ring tones have a length of about five to sixty seconds. MAGIX Music
Maker Movie Score Edition 6 lets you create longer ring tones; however, you should
note that large ring tone files require sufficient memory in your mobile phone.
File format: First, select a format suitable for your mobile phone from the Export
dialog. If several formats are possible, please note that the resulting audio quality will
vary. In general, the quality increases in tandem with the size of the file. If your mobile
does not support stereo audio playback, you can activate the "mono" export option
which reduces the required memory space by about half. The size of the file that will
be generated using your current settings is displayed in the Export dialog.
Transferring the ringtone to your mobile phone: Depending on the type of mobile
phone and the items included in delivery there are several possibilities to transfer your
ringtone from the PC to the phone:
Community upload
The menu entries featured under "File" > "Export" >"Community upload" or via the
Export assistant allow you to upload the finished song to different web communities.
Export to Facebook
You can export your project from MAGIX Music Maker Movie Score Edition 6 directly
to Facebook.
The command opens a dialog where the project name (displayed according to the
settings in MAGIX Music Maker Movie Score Edition 6), a description and search
words (tags) can be entered. After confirming this data with "OK", the project will be
exported and uploaded to Facebook. For connecting and transmitting the video file,
Reprocess arrangement 173
you must login with your Facebook username and password. If you aren't registered
on Facebook, first open your browser and create a Facebook account.
After a successful upload, your browser will open to show you your video's info page
so you can check the entered data once again. If everything is as you want it, you can
leave the page and the new video will now appear in the list of your own videos.
For more information about the possibilities provided by the Soundcloud community
and the different premium accounts see www.soundcloud.com
http://www.soundcloud.com.
Additional editing
You can send your project directly into other MAGIX programs for further editing. In
the "Mixdown" menu you can find the applications available in Music Maker Movie
Score Edition.
MAGIX Music Maker Movie Score Edition 6 lets you use your project
• as background music in slideshows and videos
• to be added to an existing music collection
• to be edited with an external editor
• to be uploaded onto an online platform
• and much more...
Note: The relevant MAGIX program must be installed in order to use these features.
Music Maker Movie Score Edition automatically populates the menu "Share" with
the corresponding features available.
Burn audio CD
To burn an Audio CD, export your project as a wave file: Click on "File" and select the
"Export project" option > "Audio as Wave/ADPCM". The WAV file created can be
burned as an Audio CD with any burn program.
174
File Menu
New project
A new MAGIX Music Maker Movie Score Edition 6 project is created with this menu
item, with 16 tracks. More tracks can be added via the menu “Edit”.
Shortcut: Ctrl + N
Load project
A previously saved MAGIX Music Maker Movie Score Edition 6 project is loaded with
this menu item. Please note that the object files for the project must also be available!
MAGIX Music Maker Movie Score Edition 6 will look for the sounds and videos that
were used first in the path where they were located when the project was saved. If
they are not found there, then the MAGIX Music Maker Movie Score Edition 6 Project
will look for the objects in the same directory as the project itself.
Shortcut: Ctrl + O
Save project
The current project is saved under the existing name. If no name has been selected,
then a File requester opens, where the path and name can be defined.
Shortcut: Ctrl + S
Shortcut: Ctrl+Shift+S
File Menu 175
Import
Import audio CD tracks
You can simply import one or more CD tracks like a regular file from the Media Pool
via drag & drop. If this convenient method fails for some reason, then this menu
command may be accessed via the CD manager to insert tracks from audio CDs
directly into the project. More on this can be found in the section "Importing Audio
CDs (view page 55)" in the "Audio objects" chapter.
Shortcut: C
Audio recording
See Audio recording (view page 51).
Shortcut: R
Export
Common export options
You will find a quick selection of the most common export options here.
Please read more on this in the section Export wizard (view page 170).
Keyboard shortcut: X
Shortcut: Shift + C
176
File
In File you can enter the file name for you exported file.
Use the folder symbol to select the folder into which you want to export it. The
dialog will remember the export path for future exports.
Use the "home" symbol to restore the original preset (More information can
be found in the section "Folders" on page 190) path.
With "Overwrite file automatically" you can perform multiple exports from the same
file.
Options
Only export the area between the start and end markers: Set the option if you wish
to export only one of the clippings from the project.
Bit rate: The "Bit rate" selection specifies the level of compression: The higher the bit
rate, the higher the quality of the exported audio file. On the other hand, the bit rate
determines the final file size: The smaller the bit rate, the smaller the files.
File Menu 177
Mono/Stereo/5.1 Surround: Most mobile devices have only one loudspeaker. To save
on memory, you can export in mono as well. In 5.1 Surround Mode (see Mixer in
Surround Mode) you can also export in MP3surround.
Advanced: Here you can open the advanced settings dialog for the corresponding
audio format (see below).
Normalize: This function should always be activated. It guarantees that the music is
not too loud/overmodulated or too quiet.
Transfer format:
Here you can state whether you want to send he exported arrangement to mobile
devices via Bluetooth, infrared or email. Read more in the Reprocess arrangement
(view page 170)chapter.
Audio as WAV/ADPCM
The audio material is exported as a standard wave file. This is the conventional format
for further use on Windows PCs. These files are not compressed and retain their full
sound quality.
Compression (IMA ADPCM): This option compresses the WAV file in to the ADPCM
format. This format is needed for playing WAV files on mobile phones. A lot of mobile
phones also need a lowered sample rate. (usually 16000 Hz).
Note: You can also export single tracks. TO do so, simply "mute" those tracks that
you don't want. Then, only the active tracks will be exported with this function.
Shortcut: Shift + W
Audio as MP3
MAGIX Music Maker Movie Score Edition 6 supplies an optional MP3 encoder for
especially fast, top-quality conversions into the popular MP3 audio format.
Hint: The MP3 encoder cannot be used as a codec for audio tracks from AVI audio
files.
Transfer format:
Here you can specify how you wish to send the audio file to the mobile device. Read
more on this under Transferring files (view page 171).
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Options
In the "Options" section you can set the format and the compression of the audio file.
Bit rate: The "Bit rate" selection specifies the level of compression: The higher the bit
rate, the higher the quality of the exported audio file. On the other hand, the bit rate
determines the final file size: The smaller the bit rate, the smaller the files.
Mono/Stereo/5.1 Surround: Most mobile devices have only one loudspeaker. To save
memory, you can also export in mono. In 5.1 Surround mode (see Mixer in Surround
mode) you can also export in MP3 Surround.
Note: Before you can use the MP3 encoder for MP3 Surround, you will have to
activate it first. Activation is fee-based! For more information, read the Activate
additional functions chapter.
Normalize: This function should always be activated. It guarantees that the music is
not too loud/overmodulated or too quiet.
Shortcut: Shift + M
In the settings under "Advanced" you can still choose from three various encoder
modes and bit rate. Set quality. Constant bit rate enables streaming and maximum
compatibility; with variable bit rate a better audio quality with the same size files can
be achieved.
Shortcut: Shift + O
Shortcut: Shift + E
Shortcut: Shift + U
File Menu 179
You can export your arrangement into various video formats. The options on offer can
vary according to the selected format.
Presets: Under "Presets", you'll find the typical settings for the selected format for the
most important applications.
You can save your personal settings by pressing the "Save" button
and remove them by pressing the "Delete" button.
Export settings: You can set up the general export parameters like resolution, page
proportions and frame rate in the dialogs. Select the most-used values from the list
field, to set your own values click on the "..." button. The "Advanced" button opens
the specific settings dialog for selected video format (see below).
In File you can enter the file name for you exported file.
Use the folder symbol to select the folder into which you want to export it. The
dialog will remember the export path for future exports.
180
Use the "home" symbol to restore the original preset (More information can
be found in the section "Folders" on page 190) path.
With "Overwrite file automatically" you can perform multiple exports from the same
file.
Options
Shut down PC automatically after successful export: Use this option to have the
computer switch off automatically after lengthy export processes.
Only export the area between the start and end markers: Set the option if you wish
to export only one of the clippings from the project.
Play after export: Here you can state whether you want to send he exported
arrangement to mobile devices via Bluetooth, infrared or email. Read more in the
Reprocess arrangement (view page 170)chapter.
Video as AVI
When exporting to AVI video you can set and configure the size and frame rate of the
AVI video and the compression codec for audio (audio compression) and video
(Codec). Please also observe the general information on AVI video formats (view
page 164, view page 180) in the PDF manual.
Shortcut: Shift + A
This means that an AVI file created on your computer can only be loaded/played on
computer B if this computer has the same codec installed.
Many codecs (for example, Intel Indeo video) have now become standard
components of the Windows installation, others, such as the popular DivX codec are
not. If you create an AVI file with such a codec and you wish to use it other
computers, install the corresponding codec on them as well.
File Menu 181
On older video editing cards certain codecs that function only with the hardware of
the corresponding cards can be problematic. This type of AVI can only be used on the
computer on which they were created. Avoid using this type of codec when possible.
Shortcut: Shift + X
Manual configuration
Audio/Video codec: Various codecs are available, corresponding to the various
Windows Media versions (7, 8 or 9). Should compatibility problems arise on
playback, try an older codec with a lower version number.
Bitrate mode: Constant and variable bitrates are possible; most devices and
streaming applications demand constant bitrate. For VBR two pass modes the movie
is compressed in two passes in order to optimally use the bandwidth for highly-
compressed movies for the Internet.
Bitrate/quality/audio format: The bitrate determines display and audio quality. The
higher this is, the better your videos will look and the larger the files and the required
encoding time will be. For variable bit rates, the bit rate is adapted dynamically to the
requirements of the corresponding picture or sound material. Either the quality value
can be set between 1-100 or, for two-pass encoding, an average or maximum bit rate.
For audio, the bit rate is set additionally by the audio format.
Import from system profile (export type): For the most used methods (other than
playback on mobile devices,for which you should use the supplied presets), like
Internet streaming, etc., Microsoft provides diverse system profiles to choose from. If
you have the Windows Media Encoder 9 installed, which is available from Microsoft
as a free download, you can edit the profiles or create your own. These can be loaded
by pressing the "Import from profile file" button.
Go to Clip info to insert title, author name, copyright details, and a description.
Shortcut: Shift + V
182
Upload to Community
In this menu item you have the option of uploading the finished project to various
online platforms. You can find details about this in the section Publish online (view
page 172).
Backup
Load backup project
Using this command you can load a backup project. Backup projects are created
automatically by MAGIX Music Maker Movie Score Edition 6 and can be used when,
for instance, a program crashes in order to recover the last status of files. This type of
automatic backup gets the file extension MM_ (underscore). This command is also
useful if you unintentionally saved your change and wish to return to the previous
version.
A dialog opens where you can specify the path and name of the project.
Even larger projects can be burned straight to disc. The project, if necessary, will then
be split up and burned automatically to multiple discs. A restore program which is
burned to the first disc of such a backup, guarantees easy re-recording of the backup.
Shortcut: Ctrl + B
Settings
Project settings
In this dialog, the general properties of the project can be set. Statistical information
about the project is also displayed.
Shortcut: E
General options
Name: Enter the name of the current project.
Audio sample rate: The sample rate determines the pitch and the speed at which
audio objects are played back. The sample rate you can use depends on your sound
card (some sound cards even permit changing the sample rate during playback). The
sample rate you can use depends on your sound card (some sound cards even permit
changing the sample rate during playback). If you halve the sample rate, wave audio
objects are played one octave lower.
Time signature: Several types of bars are available to choose from, for example ¾
beat. With various grid settings you can also set additional time signatures. For
example, with a set ¾ beat and a 1/8 note grid a 6/8 beat would be the result.
Video resolution: Here you can specify the presets for the video resolution used and
the video format.
Information
Name/Path: See above
Created on: Displays the time the project was created.
Last changes: Displays the time when last saved.
Number of used objects: Displays the number of all objects in the project.
Used files: Here the names and paths to all multimedia files used in the project are
shown.
Audio recording
See Audio recording (view page 51).
Program settings
Here you can set MAGIX Music Maker Movie Score Edition 6 according to your
needs and wishes.
Shortcut: P
General options
Autoscroll: If autoscroll is activated, the screen view automatically shifts when the
playback marker reaches the right edge of the screen, which is particularly useful for
longer projects. Scrolling requires constant recalculation of the screen view, which
may lead to interrupted playback if the amount of system RAM is too low. If this
happens, simply deactivate the autoscroll feature.
File Menu 185
Simplified Object Display: This option determines whether the objects are displayed
with one or two waveforms. When it is activated, the waveforms are displayed in
stereo, i.e. with a right and left channel. In addition, video objects are displayed as
individual frames in the arranger rather than just the frame at the beginning and end
of the video object. This helps to improve performance and allows for a faster display.
Automatic saving of backup projects: Here you can the time intervals at which
automatic backup projects will be saved.
Soundpool
Hide unavailable loops: All Soundpools are saved into a database automatically. The
Media Pool lists all loops saved in the database, i.e. also those which originate from
external media (Soundpool discs) that may not be in the drive at the moment. These
results can be hidden, but this slows down the search results in the Media Pool.
Hide instruments which are left empty in the style selection: Instrument groups for
which there are no loops present in a certain style are completely hidden in the Media
Pool (instead of being grayed out).
Clean up Soundpool: Every detected Soundpool (on CD/DVD or on the hard drive) is
added to the database and displayed there, even if the corresponding medium is
currently not in the drive or if the Soundpool has been deleted or moved. This option
helps to remove these entries in the database.
Reset Soundpool: Deletes the Soundpool database. You have the option of
maintaining the included and installed factory-provided Soundpool in the database.
Hide advanced tooltips: The additional information for the detected loops in the
Media Pool will be hidden.
Instruction dialogs: In its newly installed state, MAGIX Music Maker Movie Score
Edition 6 displays a number of security queries at various parts of the program. Every
one of them can be switched off by clicking the small box at the bottom that says
"Don't show this message again". To display these warning messages, select the
"Reactivate dialogs" option.
Program interface
Darken screen when dialogs are opened: Darkening signals modal dialogs which
need to be closed before the rest of the program can be operated. This can be
deactivated if it disturbs you.
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Hide news: This option deactivates the MAGIX News Center in the main interface of
MAGIX Music Maker Movie Score Edition 6.
Import
Preview samples (Wav, OGG) while playing the project (Smart Preview): Here you
can switch off the preview when a playback is running (Smart Preview).
With "For patched samples only", automatic timestretching can be deactivated for all
other samples. With "Apply to samples longer than 15 seconds as well", longer
samples will also be adapted if they contain tempo and bar information provided by
the Remix Agent.
Automatically open Remix Agent for samples longer than 15 seconds: Here you can
deactivate the automatic opening of the Remix Agent for longer samples (for
example, CD tracks or MP3s).
Use destructive adjustment for shorter samples: Usually, loaded samples are
adapted to the project in realtime with time stretching. For computers with lower
processing power, this method can be deactivated – the timestretching effect will
then be calculated into a new file which is copied to the hard disk.
Import CD tracks analog instead of digitally: If this option is activated, you can record
audio CDs via the record button in the transport console. Read more on this in the
"Recording audio CDs" section in the "Audio objects" chapter.
Automatically open MIDI editor during import of MIDI files / built-in VSTi
synthesizers: The MIDI Editor will automatically open after loading MIDI files or
synthesizers, allowing you to make changes to channel and instrument assignment
and other settings.
Automatically start file preview in Media Pool for...: Here you can deselect automatic
file preview start for Media Pool files and certain file types.
File Menu 187
Import formats: File formats that you never use can be de-selected here. Once de-
selected they won't be imported anymore. Please keep in mind that several import
modules exist for some file types (AVI, WMA); MAGIX Music Maker Movie Score
Edition 6 uses the fastest one in each case. If you experience problems when
importing certain files, you can experiment with deactivation of certain import
modules, forcing the program to use the slower but more compatible import module.
Audio
Output device: This option determines which sound card and which output plays back
the wave audio objects and the drivers that should be used.
Advanced: Use these buttons to access the playback options window which provides
information on the current sound card. ASIO provides the settings dialog for the ASIO
driver, e.g. the MAGIX Low Latency ASIO driver.
Windows wave drivers have the advantage of being relatively stable against strained
peaks caused by large buffers. If playback becomes jerky as a result of processor-
heavy effects like time-stretching, switching to wave drivers may solve the problem.
Otherwise the system may react more slowly with wave drivers because of the large
buffers, that is, all changes are heard with a delay.
When using live monitoring and when playing and recording VST instruments in real
time, i.e. with as low a reaction time (latency) as possible, it's recommended that you
use ASIO drivers. If your sound cards do not have ASIO drivers, you can use the
MAGIX Low Latency driver.
If you select ASIO as the driver model, you can set the output in the upper list field
(for cards with multiple outputs) and the ASIO driver in the lower list field. Advanced
opens the settings dialog of the ASIO driver. Please refer to the sound card manual for
more information.
WASAPI is a new Windows (native) driver model for low latency and can be used as
an alternative to ASIO drivers. WASAPI is recommended for Windows Vista or later
Windows versions when the sound card does not have its own ASIO driver and the
MAGIX Low Latency driver isn't compatible.
188
Audio buffer:Here you can specify the buffer size that should be used for playback of
the entire arrangement or for previewing audio files in the Media Pool.
As a rule of thumb: If response and loading times are too slow, reduce the buffer size;
otherwise increase the buffer size if the audio playback is choppy or if real-time effect
computation errors occur.
As error-free playback is usually more important than fast reaction times, the buffer
size should be raised to 16384 or 32768 if dropouts occur.
MIDI
Output device: MAGIX Music Maker Movie Score Edition 6 uses an external MIDI
device when no software instruments are applied and to preview MIDI files in the
Media Pool. Here the "Microsoft GS Wavetable SW synth", a standard software
synthesizer included in Windows® as an OS component, should be set as default. If
sound cards with their own synthesizer are used or in case MIDI hardware
synthesizers are connected, the MIDI driver of the sound card or a MIDI interface
should be set!
FX: If MIDI playback is too fast or lagging behind, you can enter a speed correction
factor here.
Input device: Lets you select the MIDI driver for your MIDI recording, i.e. the driver for
the MIDI device that is connected to your MIDI keyboard or the driver for your USB
keyboard.
Use MIDI target channel: The MIDI system offers 16 different channels to control 16
different sounds. Normally, MAGIX Music Maker Movie Score Edition 6 receives
MIDI notes on all channels simultaneously. With this option, you can select a specific
channel. Next you have to set the desired sound together with the MIDI channel on
the device and select the MIDI recording options on this channel.
Integrate MIDI keyboard with Live Performer: The MIDI keyboard can be used to
remotely control the Live Performer (only in Premium version); see Live Performer
MIDI assignment.
Options
Create "Undo" before destructive editing of audio data: To undo destructive effects,
the original files must be saved to the hard disk. If you use this type of effect quite
often, you can switch off the undo function and save on time used to create an undo
file as well as save space in memory.
File Menu 189
Write real-time audio to wave file: If this option is activated, the entire project can be
mixed live and recorded simultaneously. During playback you can, for example,
control mixer fades and effects or, with the help of keyboard shortcuts, you can play
the beats in the project – all activities will be recorded and written to a separate
wave file. Every time playback stops you will be asked if the portion you just played
should be saved as a wave file, loaded into the project, or deleted.
Video
Video standard: PAL is used in Europe, the US and Japan use NTSC. This setting
should not be changed.
Video display: The resolutions that can be set here concern only the picture display of
DV videos in the Arranger. If playback becomes jerky, we recommend entering a
lower value. The quality of exported videos is not influenced by this.
Extract sound from videos during import: If a video contains audio data as well, you
can use this function to extract the audio track from the video. It will be loaded
directly underneath the video track and grouped together with it. If you ungroup them
(in Edit menu), you can edit the sound as an independent object.
Automatically adjust videos to BPM during import: With the available BPM
information you can automatically create a video in which the rhythm and order of
pictures are synchronized. This does not play all frames of a video, but some are
excluded according to the BPM setting on frame playback. The video appears faster at
a higher BPM setting; it "dances" to the rhythm. The tempo can be set before every
new project in the transport control. Otherwise, the project applies the BPM tempo of
the first sample that is loaded.
Adjust minor deviations from 04:03 aspect ratio during export: This option
automatically customizes photos that have an approximate 04:03 aspect ratio to
04:03 TV screen format. The pictures are therefore easily stretched or compressed.
This inevitably brings about distortions in the picture. If this option is deactivated,
black bars appear along the sides.
Automatically preview exported clips: This option starts the clip immediately after
exporting for verification.
Video priority: Usually, audio objects have priority over playback. Here, an overloading
of the computer as a result of too many effects can bring about jerky video playback
while the audio continues to play without any problems.
190
To change this, you can give the video playback precedence over the audio. Video
playback is then renewed after every audio buffer, which may lead to interruptions in
the sound.
Folders
Here you can set the path where
• projects will be saved (Projects)
• files are exported (Export) or imported (Import), and recordings (Recordings)
are saved,
• files from the Soundpool are loacted (Soundpool)
• your MP3 collection is available (My MP3s)
Keyboard shortcuts
Opens the dialog for editing shortcuts used in MAGIX Music Maker Movie Score
Edition 6.
Shortcut: U
Language
Here you can change the language used in MAGIX Music Maker Movie Score Edition
6. Normally the language that is used for installation is set as the program language.
Exit
Exits MAGIX Music Maker Movie Score Edition 6.
Edit Menu
Undo
10 commands can be undone, including object and cursor manipulations. If
you don’t like the result of a change in your project, the Undo function will take
you back to the previous project.
Shortcut: Ctrl + Z
Redo
Redo lets you reverse the last Undo command.
Shortcut: Ctrl + Y
Object
Create a new object
Record a new object
A new audio object is recorded; see Audio recording.
Keyboard shortcut: R
Text to speech
Please refer to the Audio objects (view page 71) chapter.
Cut
The marked objects are cut out of the current project and placed onto the clipboard.
They can then be inserted at different positions.
Shortcut: Ctrl + X
Copy objects
Objects selected from the current project will be cut out and saved to the clipboard.
They can then be pasted to a different location.
Duplicate objects
This menu option lets you copy all selected objects. The copy appears next to the
original and can be moved easily by holding the left mouse button (drag & drop).
Shortcut: Ctrl + D
Inserting objects
The contents of the clipboard are added into the current project at the position of the
start marker.
The playback marker is positioned at the end of the most recently inserted object so
that the quick and easy multiple use of the command is also possible. Existing objects
now become overwritten.
Deleting objects
Objects selected from the current project will be deleted.
Shortcut: Del
Edit Menu 193
Split objects
You can cut up a selected object at the S marker position. If you have not selected an
object, all objects will be cut into pieces at the S marker position.
Later on, if you want to re-join the pieces of an object, select “Build group” to join all
selected objects to a group.
Shortcut: T
Grouping
Group objects
Orders all selected objects into groups. As soon as an object is selected in the group,
all objects in the group become highlighted so that you can work on them collectively.
Shortcut: Ctrl + G
Ungroup objects
Any selected objects that are part of an object group will become independent objects
again in this case.
Shortcut: Ctrl + U
Loop range
Set user-defined loop
Normally an object is always looped over the full length of the underlying data
material (audio or video file). To set a clip from a file as a loop, shorten the object at
the front and the back with the handles and choose the menu option "Edit > Object >
Loop range > Insert user-defined loop". This function is very useful for setting your
own recording as a loop, as the silence at the beginning of a recording can be cut
away.
Object properties
This function displays all the information about the currently selected objects such as
file name, position on the hard-drive, tempo, etc.
Shortcut: Ctrl + P
Track
Add track
A new empty track will be added to the arranger. In the "File > Project properties" the
count of tracks can be set in large increments.
Shortcut: Ctrl + I
Mixdown audio...
This function can combine the project or segments of the project into a single
audio/video object. Please refer to the "Track mixdown" (view page 49) section in the
"Arrange objects" chapter.
Tip: To create the finished end version of the song or video, it is recommended you
select the "Export project" function in the "File" menu instead of the "Mixdown"
function.
Shortcut: Ctrl+Shift+G
Range
MAGIX Music Maker Movie Score Edition 6 provides object-based functions as well
as "band-oriented" editing functions. These always refer to the whole project from the
first to the last track as well as to the area between the start and end marker.
Cut range
The section between the in and out points is cut from the current project and placed
on the clipboard. This section can be reinserted elsewhere.
Copy range
The section between the in and out points is copied from the current project to the
clipboard. This section can be reinserted elsewhere.
Insert range
The contents of the clipboard are inserted at the current project's position of the in
point.
Delete range
The section between the in and out points is deleted from the current project and not
copied to the clipboard.
Extract range
The section between the in and out points is preserved, and all of the material in front
and behind it are deleted. Use this option to isolate a specific part of a project for
further individual editing.
Navigation
Move screen view
Using these commands, a viewable portion together with the start marker will be
moved in the timeline. You can quickly skip between different jump markers and
object edges.
Shortcuts: See keyboard shortcut overview in the Arranger View (view page 220)
section.
196
When stopped, you can immediately move the playback markers to the position of
the saved jump markers. During playback, the playback marker along with the
playback range will be moved. Here, the old range is always played until the end so
that you can remix your project live once the jump markers have been placed where
you want them without losing the beat.
Shortcuts: 1..0
Shortcut: Alt+Shift+M
Effects Menu
Song Maker
This command opens the Song Maker (view page 61) to make projects semi-
automatically.
Keyboard shortcut: W
Audio
Please read the chapter "Audio effects (view page 125)" for more details on audio
effects.
Shortcut: B
Text to speech
Please refer to the Audio objects (view page 71) chapter.
Shortcut: E
Audio effects
This submenu includes all audio object effects plus the vintage effects and the effects
from the MAGIX Mastering Suite (Premium version only); the latter can be used
individually.
Individual effects can be found in the chapter "Audio effects (view page 125)".
198
Volume
An assortment of different menu commands which influence the volume of your
audio objects.
Mute/Unmute
Use this command you can mute one or more selected objects. Selecting this
command again makes it audible once again.
Shortcut: Ctrl + M
Set volume
This function, located in both the effects menu and the context menu, controls the
sound volume for individual objects, just like the object handles in the project window.
In the dialog you can activate and deactivate the value of the dampening.
You can use this command while recording audio (view page 53) (Audio recording,
advanced options).
Shortcut: Ctrl+Shift+D
Normalize
The function "Normalize" raises the level of an audio object to the maximum possible
level without clipping the material. This searches for the largest signal peak in the
audio material and raises the level of the object so that this position matches exactly
0 dB (maximum overdrive).
Shortcut: Alt + N
MIDI transposition
This command is only available for MIDI objects. It increases/decreases the pitch of a
MIDI object's notes by a specific value (in semitones). Use this function, for example,
to adjust the sound of imported MIDI files to other audio objects. This is more
effective than repositioning audio objects (pitchshifting), since this can diminish the
sound; transposition does not diminish the quality of MIDI objects because they are
produced by the synthesizer.
Shortcut: Ctrl + T
Shortcut: Shift + P
Harmony Agent
The Harmony Agent is designed to analyze harmonies.
Read more on this in the corresponding section of the "Audio Objects (view page
70)" chapter.
Shortcut: H
The "*" and "÷" keys on the numeric keypad (right on the keyboard) place the sample
one level higher or lower.
The "+" and "-" keys on the numeric keypad change the pitch via pitchshifting; the
respective effect in the audio effects rack is utilized for this.
Set pitch
Use this command (only in the Soundpool sample's context menu) to quickly change
the pitch of the selected object (if present). This also functions when working with
multiple selection. Simply select all the objects which are under one another and
select a new pitch to create variations in the project.
200
Remix
These are the commands for MAGIX Music Maker Movie Score Edition 6's remix
functions.
Shortcut: Ctrl + J
Remix Maker
With the Remix Maker, automatic remixes can be created from Remix Agent loop
objects.
Shortcut: Shift + K
Shortcut: J
Loop finder
The Loop Finder was developed for the purpose of finding BPMs in short rhythmic
passages and setting BPMs for the project. The Loop Finder can also help to fit short
loops into an existing project or extract short rhythmic passages from drum loops.
Note: For longer passages (e. g. complete CD tracks), you can use the Remix Agent
(view page 62, view page 200).
The waveform of the audio material is displayed in the upper part of the dialog, preset
at a zoom level of about 10 seconds.
Effects Menu 201
The principle involves moving the green start marker to the start of the beat and the
red end marker to the start of the next beat. The BPM display to the left then shows
the tempo of the loop in beats per minute (BPM). Here we presume that there are
exactly the same amount of beats in the selected passage as is displayed in the
"Beats" input field – 4 is the default. If there are two full bars between the start and
end markers, the number of beats has to be increased to eight, otherwise the Loop
Finder will only correlate half the speed.
The precise marking of the beat length is required for exactly defining the loop length.
This is also possible manually by moving the start and end markers, and can be
similarly precise when using the zoom functions. But it's easier to do so using the
following:
Tap tempo: activates the automatic step-sequence to determine the tempo. First,
audio playback begins at the start marker position. Then you will be requested to tap
in the beat with "Tap" or by pressing the "T" key, that is, the "T" key should be pressed
in time with the music. Playback stops after the number of beats set above is reached.
The start marker is now positioned at the start of the tap process and at the end
marker at the end. And that's it! The beat has now been set and the tempo can be
read. Program automation makes sure that the start and end positions are placed
exactly at the next beat. Even if the tap process didn't work out exactly, automation
nearly always finds the right beat meant when tapping.
Snap marker: You can use the red and green arrow buttons at the top beside the wave
display for moving the start and end marker one beat forward or one beat back. This
makes it very easy to select "round loops", i.e. whole bars, during running playback.
As long as a loop runs through without any problems, the correct tempo will be able
to be read to the left.
Here you should make sure that the number of beats per bar (default: 4) has to
adapted to the actual loop length. That means if four bars are selected as a loop, 16
has to be entered into this field.
Start (S) and End (E) Markers: These markers indicate the beginning and the end of a
loop. You can move them around with the mouse to fine-tune the range.
Cut: Once a correct loop has been found, it can be cut using the this function in order
to be able to use it again later.
Use new BPM: The project applies the BPM value found.
Timestretching: Adapts the object to the tempo of the project (as a result of the
determined tempo) using timestretching.
202
Resampling: Adapts the object to the tempo of the project (as a result of the
determined tempo) using resampling.
Keyboard shortcut: L
Shortcut: Shift + Z
Video
Load video effects
This command enables a saved effects combination to be loaded for the currently
loaded object. If multiple objects are selected, then the effects combination will be
applied to each selected object.
Title
Title Editor
Opens the title editor (More information can be found in the section "Title Editor" on
page 161) for the selected photo or video object.
View menu
Standard layout
This option determines, whether the video monitor and Media Pool are integrated in
the main window or appear as a separate window which can be closed or opened.
Shortcut: F11
Arranger
Optimize view
The start marker is set at the beginning of the project and the end marker is
set at the end of the last object in the project, so that the project may be
played back in full.
Zooms out of the project so that the complete duration of the project is visible. The
vertical zoom steps (track height) remain preserved.
Shortcut: F12
Horizontal scrolling
This option reverses the horizontal and vertical functions of the mouse wheel for
zooming and scrolling (view page 25). This means you can use Shift and Ctrl+Key for
zooming and scrolling the tracks instead of for the visible duration. This corresponds
with the performance of the mouse wheel in the old Music Maker Movie Score
Edition version.
Media Pool
Show Media Pool...
This option hides or displays the Media Pool.
Shortcut: F2
It's even easier to access the corresponding Media Pool views and folders via the
corresponding keyboard shortcut.
Video monitor
Show video monitor
Opens and closes the video window.
Shortcut: F3
Video output
This option switches the preview monitor on or off to display the existing video
objects in the Arranger.
Shortcut: Shift + F3
Project overview
With this option you can display an overview of the entire project on the video screen.
It is particularly suitable for long and complex projects to prevent you from losing
track.
You can view the whole project and and still be able to access the sought-after object
in a split second – you can zoom in directly on the video monitor or move around the
clip displayed in the Arranger.
The function can also be opened via "Overview" on the video monitor.
Shortcut: Shift + F2
Audio peakmeter
The video monitor is transformed into an analyzer which displays the
sound as a graphic.
Shortcut: Shift + F4
View menu 207
Infobox
The InfoBox mode shows help text in the preview monitor if you hold
the mouse pointer over a button on the screen.
Shortcut: Shift + F1
Mix
Mixer
With this option you can open and close the real-time mixer. Further information can
be found in the Mixer (view page 166) chapter.
Shortcut: M
Shortcut: B
208
Share menu
The Share menu provides access to online social networks as well as transfer
functions to other MAGIX programs.
Here you'll find options for uploading individual objects in the arranger or files from
the Media Pool as well as the entire project, as audio or video. You can also transfer
your project to another MAGIX program (if it is installed) e.g. to use it as background
music for your slideshow.
This information applies to all of my Online Services: If this option is activated, then
the account details you have entered will be applied to all Online Services. Deactivate
this option if you have different details for individual services, then choose the
corresponding service via "Select service and enter the associated login details.
Community upload
The menu entries featured under "File" > "Export" >"Community upload" or via the
Export assistant allow you to upload the finished song to different web communities.
Note: You first have to export (view page 170) your project.
Note: This function is only available if you have at least one of the above programs
installed.
Note: This function is only available if you have installed an appropriate MAGIX
program.
• Music Editor
• Audio Cleaning Lab
Note: This function is only available if you have at least one of the above programs
installed.
210
Shortcut: Ctrl + B
Help Menu 211
Help Menu
Documentation
Content
Use the command "Content" in the "Help" menu to open the start page of the help
file. You can read through the help file step-by-step and jump to specific sections via
the tree structure on the right hand side.
PDF manual
Opens the manual in PDF format.
Click on any button of the main screen, to open program help which will describe the
control element in question.
Shortcut: Alt + F1
Display tooltips
Tooltips are small information windows that open up automatically if the mouse
pointer stops briefly on a button or some other area. They provide information about
the function of the button. These information boxes can be switched on or off with
this option.
To play the introductory video you may have to insert the program CD.
212
Registration grants you access to the MAGIX support website where various program
updates and help programs can be downloaded.
Online Update
Connects directly to the online update page where you can get the latest version of
your program.
Note: You first have to export (view page 170) your project.
Help Menu 213
Toolbar
New Project Load Project
Keyboard shortcuts
In MAGIX Music Maker Movie Score Edition 6, there are many functions for which
key commands can be used to open your desired program at the touch of a button. In
detail:
File menu
Load/Save project
New project Ctrl + N
Load project Ctrl + O
Save project Ctrl + S
Save project as Shift + S
Buttons overview and keyboard shortcuts 215
Import
Import Audio CD track(s) C
Audio recording R
Export
Common export options X
Keyboard shortcuts U
Exit Alt + F4
216
Edit menu
undo Ctrl + Z
Restore Ctrl + Y
Select all Ctrl + A
Object
Record new audio object R
Navigation: Set jump marker, move playback position (see Playback control), move
view (see Move arranger view (view page 220)).
Effects menu
Song Maker W
Audio
Master audio effects rack B
Text to speech Ctrl + Shift + T
Object effect rack E
10 Band Equalizer Q
Parametric Equalizer Strg + Q
Compressor Shift + D
Stereo Processor Z
Echo/Reverb Shift + H
Distortion/Filter Shift + F
Backwards Ctrl + Shift + R
Mute/Unmute Ctrl + M
Volume settings Ctrl + Shift + D
Normalize Shift + N
Timestretch/pitchshift Shift + P
MIDI transposition Ctrl + T
Harmony Agent H
One pitch higher Num *
One pitch lower Num /
Create remix objects Shift + J
Remix Maker Shift + K
Loop Finder L
Remix Agentn J
View menu
Zoom Soundpool and Keyboard Tab
Arranger
Arranger visible F4
Optimize view F12
Change object presentation Ctrl + Alt + Z
Show object marker
Bar marker Ctrl + Shift + F9
Harmony marker Ctrl + Shift + F10
Beat marker Ctrl + Shift + F11
Media Pool
Show Media Pool F2
Soundpool F5
File Browser F6
Synthesizers F7
Templates F8
Catooh O
Video monitor
Show video monitor F3
Fullscreen video monitor Alt + Enter
Video output Shift + F3
Project overview Shift + F2
Audio peakmeter Shift + F4
Info Box Shift + F1
Mix
Mixer M
Master audio effects rack B
Help menu
Context help mouse mode Alt + F1
About MAGIX Music Maker Movie I
Score Edition 6
Media Pool
Settings
Soundpool F5
File Browser F6
Synthesizer F7
Templates F8
Template folders
Audio effects Ctrl + Alt + A
Vintage audio effects Ctrl + Alt + N
Title effects Ctrl + Alt + T
Video effects Ctrl + Alt + G
Video mix effects Ctrl + Alt + F
Visuals Ctrl + Alt + U
View options
List Ctrl + Alt + L
Details Ctrl + Alt + D
Big symbols Ctrl + Alt + I
File operations
Copy Ctrl+Shift+C
Insert Ctrl+Shift+V
Delete Del
renaming Ctrl + Shift + N
Properties Alt + Shift + E
220
Video Monitor
Show video monitor F3
Fullscreen video monitor Alt + Enter
Video output Shift + F3
Project overview Shift + F2
Audio peakmeter Shift + F4
Info Box Shift + F1
Note: When stopped, the playback marker is moved to the jump marker (after the
end of the current loop).
Mouse modes
Mouse modes for individual objects Alt + 1
Connect objects in one track Alt + 2
Connect objects in all tracks Alt + 3
Curve mouse mode Alt + 4
Draw objects Alt + 5
Splitting objects Alt + 6
Object stretch mouse mode Alt + 7
Preview objects mode Alt + 8
Scrub mode Alt + 9
Replace mouse mode Alt + 0
Preview/Smart preview
Preview of pitches Numbers 0..9
Change preview object Arrow keys
Insert into project Enter
Delete smart preview object Del
If you still have questions 223
Context Help: Press the "F1" key on your keyboard at any point in the open program
and Help will open with the matching help topic.
Search function: This feature can be used to look for specific words in the Help
section. Enter either the individual word or use logical operators (e. g. OR, AND,
NEAR) to refine your search if you have several search words.
• OR (between two words): all topics which contain both words or one of the
words will be listed.
• AND (between two words): only those topics will be listed which contain both
words.
• NEAR (between two words): only those topics will be listed which contain both
words. A maximum of 6 additional words are allowed between two search
words.
• NOT (before a word): topics which contain this word will not be listed.
Print: The print function can be used to print out specific Help topics or entire topic
sections. The print button is located at the very top of the toolbar in the Help window.
System Requirements
Operating System: Microsoft Windows Vista / 7 / 8 /8.1
Minimum Configuration:
• Processor with 2 GHz or above
• 1 GB RAM (2 GB recommended)
• Free hard disk space: 6 GB (Premium version: 9GB)
224
*Software can also be used offline. However, please note that the program requires
an Internet connection at least once a month to validate the license.
Optional:
• Burn CDs/DVDs with a CD/DVD±R(W) recorder
• MP3 export with Windows Media® Player 10 or higher
Note: Artist rights and ancillary publisher copyrights must be respected. Only non
copy-protected audio CDs can be imported.
Serial number
A serial number is included with each product. This serial number is required for
software activation. Please store this number in a safe place.
• A user creates a song with Music Maker Movie Score Edition and uploads it to
their SoundCloud page or YouTube channel.
• A user produces a song using Music Maker Movie Score Edition, burns it to CD
then sends it to their friends.
• A user creates a song in MAGIX Music Maker and uploads it to their YouTube
channel, which they've enabled for advertising (YouTube Partner Program).
• A user produces a song in MAGIX Music Maker and makes it available for
purchase from an online download shop (e.g. iTunes, Musicload).
• A musician produces a song with MAGIX Music Maker for a CD Compilation,
which is sold at concerts.
• A user makes a video in which they advertise their company or one of their
company's products.
Important: The downloadable styles in Catooh that are licensed for commercial use
consist of high quality WAV files. Any "normal" Music Maker Movie Score Edition
content from the installation DVD is in .ogg format for space reasons.
226
magix.info
Do you have questions, need help, or are looking for expert tips and tutorial videos on
using your MAGIX product? At magix.info you will find answers and solutions as well
as workshops and a comprehensive user forum for software and multimedia queries.
• Ambient
• Big Beat
• Easy listening
• Dance / Electro
• Disco / House
• Soundtrack
• Hip hop
• Rock/Pop
• Techno / trance
• Special effects
In the upper menu bar under "Tasks" > "Discover more", you can order the MAGIX
Sound Essentials directly.
Index
A
Backup........................................................................................................................................182
Backwards ................................................................................................................................ 140
Basics of MIDI interfaces and cabling ................................................................................ 75
Index 229
Database .................................................................................................................................... 37
Delay (Echo).............................................................................................................................139
Delete all jump markers ....................................................................................................... 196
Delete range .............................................................................................................................195
Deleting objects.......................................................................................................................192
Deleting, copying, and moving files..................................................................................... 36
Display pitch ranges ..............................................................................................................205
Display tooltips.........................................................................................................................211
Distortion .........................................................................................................................139, 148
Documentation .........................................................................................................................211
Draw ............................................................................................................................................ 42
Drum Editor ........................................................................................................................78, 90
Drum Editor trackbox............................................................................................................... 91
Drum kit.................................................................................................................................... 105
Drum Map Editor ..................................................................................................................... 93
Drum Maps..........................................................................................................................91, 92
Duplicate objects ............................................................................................................ 46, 192
Fading Objects.......................................................................................................................... 47
File Manager...............................................................................................................................35
File menu...................................................................................................................................214
File Menu ..................................................................................................................................174
Fill mode ..................................................................................................................................... 69
Filter................................................................................................................................... 139, 145
Filter parameters.....................................................................................................................145
Find knowledge & workshops.............................................................................................. 212
Flanger ...................................................................................................................................... 144
Flanger parameters................................................................................................................ 144
Folders ..............................................................................................................55, 176, 180, 190
Full-screen Video Monitor ..................................................................................................206
Fundamentals .......................................................................................................................... 135
FX tracks...........................................................................................................................128, 168
Keyboard .................................................................................................................................... 39
Keyboard shortcuts ............................................................................... 28, 39, 107, 190, 214
Navigation.................................................................................................................................195
Navigation buttons ...................................................................................................................36
New project ..............................................................................................................................174
Normalize..................................................................................................................................198
Object .........................................................................................................................................191
Object and master effects rack ......................................................................... 126, 129, 197
Object effect rack....................................................................................................................197
Object Effects...........................................................................................................................128
Object Handles.................................................................................................................. 45, 46
Object properties ....................................................................................................................194
Object Volume ........................................................................................................................129
Objects with stereo imaging ...............................................................................................204
One pitch higher/lower.........................................................................................................199
Online Update.......................................................................................................................... 212
Open magix.info - Multimedia Community..................................................................... 213
Opening the Remix Maker..................................................................................................... 68
Opening the synthesizers .....................................................................................................102
Optimize view..................................................................................................................25, 204
Overview ...................................................................................................................................160
Overview of the program interface ...................................................................................... 12
234
Parameters................................................................................................................................136
Parametric 6-band equalizer.................................................................................................131
Pattern editor - matrix .......................................................................................................... 107
Pattern editor buttons........................................................................................................... 106
PDF manual................................................................................................................................211
Piano Roll...............................................................................................................79, 83, 98, 99
Pitch Bar............................................................................................................................ 28, 205
Play demo project ..................................................................................................................... 14
Play object/Play arrangement ............................................................................................ 130
Play/ PlaySolo ...........................................................................................................................80
Playback area - Start and end markers............................................. 17, 24, 26, 46, 51, 62
Playing and recording MIDI synthesizer ............................................................................ 77
Playing instruments with the keyboard..............................................................................80
Preface ...........................................................................................................................................3
Present music on magix.info ......................................................................................209, 212
Presets................................................................................................................................ 69, 137
Preview audio ............................................................................................................................ 42
Preview function....................................................................................................................... 32
Preview of MIDI files ................................................................................................. 74, 77, 83
Preview/Smart preview........................................................................................................ 222
Previewing and loading sounds ............................................................................................. 16
Problem solving preview in Media Pool ............................................................................. 74
Program settings ........................................................................................... 37, 184, 190, 214
Project overview .................................................................................................................... 206
Project settings ........................................................................................................................183
Publishing works created in MAGIX Music Maker Movie Score Edition 6 ............ 225
Zoom........................................................................................................................................... 24
Zoom buttons ............................................................................................................................25
Zoom Soundpool and Keyboard ........................................................................................204