guys, i can finally say i have something new for you.
(UPADTE : added a clip to see how it sounds. it was not recorded at my place, overheads and room mics are far from perfect sounding in first place...
still this works : )
http://dl.dropbox.com/u/3233582/cubase_phase coherent multitimetstretching.mp3)
[WHAT EXACTLY IS THIS ??]
a semi automatic drumediting concept using cubases sample editor and audiowarp. it goes a little further than what i posted last year.
It uses timestretching and automatic transient detection.
i quantized a 3 minute song in 30 minutes. you still have to go through
all notes, listen back and correct some parts. also i havent tested this on really fast stuff. its great for groove orientated drumtracks,
but it will also work on everything else i guess (but the automatic part of this will work better for slower stuff).
add : This concept is mainly for people who sample replace
their shellset, as this fucks with transients and decays of "wooden instruments" way more noticibale than on cymbals, as it timestretches
your audio.
[THE "I ALREADY KNOW THAT" PART]
info : if you know how to quantize a stereo file in cubases sample editor you can skip this, but i recommend reading.
1. consolidate your multitracks of kick,sn etc. with the audio starting at 00:00 .
2. export your tracks (kick,sn,oh, hh, toms) into one surround file (this part is not new)a stereo file will also work,
but you wont see the transients as good as in a surround file.
call this track "multidrs.wav" >> import back into project.
3.use hitpoint generator to auto detect transients. make sure you have the right bpm and also switch to drum stretching mode (preserves transients better) set threshhold of so it detects all transients in your file.
(tip: if cubase has problems detecting, heres what i do :
- >> use transient designers on all tracks (except ohs) and emphasize all transients. keep in mind that it doesnt matter how the tracks will sound, because were only using this sourround file as a reference, not the actual audio!) after you emphasize all transients, cubase will detect them and genereate hitpoints.
4. right mouse click >> generate warp anchors from hitpoints (sorry im on german cubase)
5. now comes the magic >> right click mouse >> audio >> quantize
tadaaa!!! for simple stuff this works wonders. of course cubase will move some beats to the wrong "nearest neighbor". but damn, now you have warp anchors on all transients automatically + some parts of the song are already perfectly quantized!!!
6. Listen through the song. make adjustments. you will have to fix some spots, material dependent.
7. Now we have a perfectly quantized / timestretched drummer ;-)
[THE NEW PART]
1. Select you track >> File>Export>Selected Tracks
What we're doing with this is we're basically generating an xml file
with all the timestretchign information.
2. here is the tricky part :
open this newly genereated xml file and look for a filepath
(for example C:\AUDIO\SONGXY\AUDIO)
and change it to where your consolidated drumtracks are.
( fpr example C:\AUDIO\SONGXY\DRUMS)
Save the xml File.
3. now make a copy for every multitrack in your project,
for example : kick.xml; sn top.xml; sn bot.xml
they should be named exactlyafter your tracks file names.
4. here is the annoying part i have no faster way to do this atm:
open every xml file one by one in notepad and change the name
"multidrs.wav" into the according filename (kick.wav; sn top.wav etc.)
its crucial that you pay attention to what you type in. i had a typo
once and it took me about 10 minutes to look through all the files...
5. now in your project go >> import >> track archive (hope thats the english word, again im on german cubase)
6. now you should have all your tracks timestretched and in phase!!
[LAST WORDS]
this seems to be complicated. its not actually. i edited a 4 track ep in 2 hours with this method. hope you guys like it! try it out! leave me a comment how to improve this ;-)
maybe there is a way to automatically rename the files.. something like a little tool to change filenames..
(UPADTE : added a clip to see how it sounds. it was not recorded at my place, overheads and room mics are far from perfect sounding in first place...
still this works : )
http://dl.dropbox.com/u/3233582/cubase_phase coherent multitimetstretching.mp3)
[WHAT EXACTLY IS THIS ??]
a semi automatic drumediting concept using cubases sample editor and audiowarp. it goes a little further than what i posted last year.
It uses timestretching and automatic transient detection.
i quantized a 3 minute song in 30 minutes. you still have to go through
all notes, listen back and correct some parts. also i havent tested this on really fast stuff. its great for groove orientated drumtracks,
but it will also work on everything else i guess (but the automatic part of this will work better for slower stuff).
add : This concept is mainly for people who sample replace
their shellset, as this fucks with transients and decays of "wooden instruments" way more noticibale than on cymbals, as it timestretches
your audio.
[THE "I ALREADY KNOW THAT" PART]
info : if you know how to quantize a stereo file in cubases sample editor you can skip this, but i recommend reading.
1. consolidate your multitracks of kick,sn etc. with the audio starting at 00:00 .
2. export your tracks (kick,sn,oh, hh, toms) into one surround file (this part is not new)a stereo file will also work,
but you wont see the transients as good as in a surround file.
call this track "multidrs.wav" >> import back into project.
3.use hitpoint generator to auto detect transients. make sure you have the right bpm and also switch to drum stretching mode (preserves transients better) set threshhold of so it detects all transients in your file.
(tip: if cubase has problems detecting, heres what i do :
- >> use transient designers on all tracks (except ohs) and emphasize all transients. keep in mind that it doesnt matter how the tracks will sound, because were only using this sourround file as a reference, not the actual audio!) after you emphasize all transients, cubase will detect them and genereate hitpoints.
4. right mouse click >> generate warp anchors from hitpoints (sorry im on german cubase)
5. now comes the magic >> right click mouse >> audio >> quantize
tadaaa!!! for simple stuff this works wonders. of course cubase will move some beats to the wrong "nearest neighbor". but damn, now you have warp anchors on all transients automatically + some parts of the song are already perfectly quantized!!!
6. Listen through the song. make adjustments. you will have to fix some spots, material dependent.
7. Now we have a perfectly quantized / timestretched drummer ;-)
[THE NEW PART]
1. Select you track >> File>Export>Selected Tracks
What we're doing with this is we're basically generating an xml file
with all the timestretchign information.
2. here is the tricky part :
open this newly genereated xml file and look for a filepath
(for example C:\AUDIO\SONGXY\AUDIO)
and change it to where your consolidated drumtracks are.
( fpr example C:\AUDIO\SONGXY\DRUMS)
Save the xml File.
3. now make a copy for every multitrack in your project,
for example : kick.xml; sn top.xml; sn bot.xml
they should be named exactlyafter your tracks file names.
4. here is the annoying part i have no faster way to do this atm:
open every xml file one by one in notepad and change the name
"multidrs.wav" into the according filename (kick.wav; sn top.wav etc.)
its crucial that you pay attention to what you type in. i had a typo
once and it took me about 10 minutes to look through all the files...
5. now in your project go >> import >> track archive (hope thats the english word, again im on german cubase)
6. now you should have all your tracks timestretched and in phase!!
[LAST WORDS]
this seems to be complicated. its not actually. i edited a 4 track ep in 2 hours with this method. hope you guys like it! try it out! leave me a comment how to improve this ;-)
maybe there is a way to automatically rename the files.. something like a little tool to change filenames..