No Limit Sound Productions
Welcome to No Limit Sound Productions. Where there are no limits! Enjoy your visit!
Welcome to No Limit Sound Productions
Company Founded | 2005 |
---|
Overview | Our services include Sound Engineering, Audio Post-Production, System Upgrades and Equipment Consulting. |
---|---|
Mission | Our mission is to provide excellent quality and service to our customers. We do customized service. |
Saturday, April 5, 2025
Friday, April 4, 2025
Cubase MultiTap Delay Tricks
A little bit of creative MultiTap Delay can turn even the most basic of drum patterns into something groovy.
Looking for creative inspiration? Tap into Cubase's new MultiTap Delay...
Steinberg have seriously improved Cubase's stock plug-in collection in recent years, and among the new options for Pro and Artist users in v10.5 is the modestly named MultiTap Delay. It offers emulations of both modern and vintage delays, up to eight taps (repeats), and very flexible configuration and modulation options. I'll provide a very brief overview of the key features before illustrating some options via a specific example: spicing up a drum part to generate new rhythmic ideas.
MultiTap Delay's GUI is split into three sections. The central portion, with larger knobs and graphic display, is where you configure the number of taps, their relative timing, level and pan, feedback, and other settings that fine-tune the balance between the original and processed signals. Above this, in the Character Panel, you choose between four styles of delay (Digital Modern, Digital Vintage, Tape and Crazy) or pop open the full panel for more detailed adjustments to 'colour' the broad sonic character of the repeats. The options range from pristine, through lo-fi vintage/tape effects, to special effects territory. The bottom strip contains three more pop-open panels (Loop, Tap and Post) which focus on additional effects that can be applied to your delay line. Each provides a six-slot effects chain and there are 14 different effect types available. The three panels differ in terms of where their processing occurs in the signal path, with effects placeable in the effects loop, on individual taps or at the plug-in's main output. The effects include various modulation choices, filtering, pitch-shifting, panning, reverb and, as if eight taps with feedback weren't enough, an additional delay.
Fun With A Drum
For all the potential trickery, this is also a really good, all-purpose, delay plug-in — but its more creative aspects make it stand out from the crowd. So let me take you through a fun exercise with a drum sound.
Our starting point is a simple four-bar Groove Agent acoustic tom pattern, with an instance of MultiTap Delay inserted on the GA Instrument Track. You could use the delay as a send effect, but for the automation options described below the Insert route is easier to configure, so I've done that here and set the delay plug-in's Mix control to 40 percent. I chose the Tape Character preset and tweaked the settings from there (more Saturation and picking the half-sample-rate setting), and added a touch of Overdrive in the Loop Effects panel for extra crunch. This combination means that, as well as adding rhythmic interest, MultiTap Delay will vary the sonic texture with each repeat.
While I've only used a touch of overdrive in my example, MultiTap Delay's effects options provide plenty of interesting possibilities.
In the main panel, I've configured three taps with slightly decreasing volumes, and adjusted the Feedback to taste (30 percent) so the pattern of repeats is fed back to the delay line but (in this case) at a relatively low level. You can manually edit the position, level and pan of each tap or, via the Tap Rhythm button, position the taps by playing the rhythm that you require. Tap positions can be snapped to a grid resolution or moved without a grid. You also have Quantize and Randomise options (the latter is fun for a 'lucky dip' approach!). However, the key thing to understand is that the Delay setting determines the length of the tap grid. In this example, I've engaged the Sync option and set Delay to 1/1, so the tap grid represents one bar of time. A Decay setting of 2/1 makes the tap grid two bars in length, gives half a bar, and so on. Once you've grasped this, the logic behind laying out a pattern of taps becomes clear. (Without Sync engaged, Delay is set in milliseconds, but the same principle applies.)
Finally, I've engaged the clever Ducker controls — the repeats are ducked (in this case, their volume is lowered by 50 percent) whenever there's a signal at the input to the plug-in. This can be used to duck both the feedback and the delay line, and ensures that your original sound doesn't get masked by the repeats.
For all the potential trickery, this is also a really good, all-purpose, delay plug-in — but its more creative aspects make it stand out from the crowd.
Tap Tweaker
As the audio examples at the end of this article show, we now have something more rhythmically interesting than our original drum pattern. Depending on the musical context this might be all you require, but if you're looking for more complexity, or to add variations during the performance, we can do plenty more.
As you adjust the Taps control, your additional taps do not have to appear sequentially along the grid timeline.
Effects aside, the two simplest tactics are (a) to add more taps and (b) to adjust the Feedback level. As it's super-easy to assign both the Taps and Feedback controls to the Track Quick Control system (right-click on the control to access the pop-up menu), automating both is a great way to change the intensity of the delay processing on the fly. Adjusting the Feedback level is straightforward, but for the Taps control you'll need to pre-configure each additional tap (position, level, pan, etc). It's worth noting that while you're allowed up to eight taps, and each is assigned a number, their position along the grid's timeline doesn't have to be numerically sequential — tap 7 can be positioned before tap 3, for example — so, as you automate the Taps control, you can add repeats with shorter or longer delays, as you prefer.
Double Delay
Again, if you check out the audio examples, you should hear that our very basic drum pattern has been transformed into something much more interesting, and it's possible to vary the intensity of the 'performance' with some simple automation moves. But you don't have to stop there. Why not add a second instance of MultiTap Delay, so you have a second set of eight taps to exploit in your quest for rhythmic variation?
MultiTap Delay's parameters can easily be automated via the Track Quick Control system.
At this point, whether you use Insert (as here) or Send effects makes more of a difference. With Inserts, the repeats created by the first instance of MultiTap Delay become the inputs to the second instance and are then subject to processing; things can get quite busy very quickly! However, if you use two Send-based instances of MultiTap Delay, they're independent of each other; both are fed directly by your source track. On the flip side, real-time automation of your two MultiTap Delay instances is much easier when both are used as Inserts on the same track; you can use one set of Track Quick Controls to change the settings for both plug-ins. Real-time control is trickier to do with two independent Send effects.
Anyway, as a starting point for this 'double delay' effect (heard in the final audio example), I've configured two instances of MultiTap Delay as Inserts on my Groove Agent track, using the same simple drum part. To make this easy to replicate, on the first instance I selected the Alt Beat Counterpart preset, while on the second I used Snare Trap Groover. I then set the Feedback, Taps and Mix controls for both instances as Track Quick Controls. The Feedback and Taps controls can be used as before (although lower settings, especially of the Feedback controls, are best unless you want things to get really trippy). However, the two Mix controls are well worth playing with, as they allow you to blend the two delay lines or, by turning either Mix control to zero, effectively remove the delay processing of one plug-in or the other.
I've only really scratched the surface of what's possible with MultiTap Delay and, bar a little overdrive, not even started on the creative options provided by the various effect panels. Perhaps I'll explore that side of things in more depth another time!
Thursday, April 3, 2025
Wednesday, April 2, 2025
Podcast Dialogue Editing In Cubase
The Channel Strip's audio-sweetening tools are as good for dialogue as they are for music.
Reduce the time you spend on podcasting post-production, with these Cubase voice-editing tips.
Some podcasters are happy simply to record their dialogue in a single take, top and tail it with their standard channel intro and outro, and publish, warts and all. But most — while still usually recording an episode in a single take — will perform in a way that allows obvious gaffes, over-long pauses, ums and errs, to be edited out later. Knowing that mistakes can be edited can mean a more relaxed attitude when recording and, for example, allow you to take a deep breath and start again if you fluff your lines. But equally, anticipation of an extended period of detailed editing could deter you from creating a podcast in the first place! So it's important to strike the right balance.
Thankfully, a little once-only work to organise things in Cubase can streamline many repetitive editing tasks — and have you transforming your raw takes into polished 'performances' in no time.
Podcasting Presets
Let's consider a typical situation where the dialogue has been recorded as a single take to a Cubase audio track. Everything you need to do to lick this performance into shape falls into two broad categories: you'll no doubt want to 'sweeten' and 'clean' the audio a touch, using EQ and compression; and you'll need to edit the recording to create a better-paced, more polished-sounding performance.
There are plenty of suitable third-party compressor and EQ plug‑ins, but in the vast majority of cases the Cubase Channel Strip has more than enough firepower. If you record your content using a consistent equipment/location setup, it's worth spending time up front figuring out some EQ, de-essing and compression settings, and creating a Track Preset based on them, for rapid repeat use. The Channel Strip's DeEsser can help tame any sibilance, and I also tend to use the low-cut filter in the Pre section to reduce the impact of any plosive sounds that crept past my pop shield. A combination of a fairly high frequency (perhaps 150Hz) and a steepish filter slope (24dB per octave) will generally take care of the worst offenders without robbing the voice of too much body. You can, of course, adjust the cutoff frequency to taste, or perhaps combine a steep high-pass filter cut with a gentle low-shelving boost that restores any lost body. (And if this isn't cutting the mustard, consider addressing the problem while recording before you look for more post-prod solutions!). Finally, if you've recorded different takes with different mics, Cubase Pro users might consider using the bundled Voxengo Curve EQ's 'match EQ' facility to make the takes more consistent before further processing is applied.
Note that while Cubase's plug‑in suite is great for music production, spoken-word can require more attention to extraneous noises and Cubase doesn't include a dedicated noise-reduction plug‑in. Again, try to address this in your recording environment, but if Cubase's EQ and (multiband) gate, compressor and expander options aren't up to the job, you'll probably want to explore third-party de-noisers (eg. iZotope RX, the freeware Cockos ReaFIR or, indeed, Steinberg's own Wavelab).
If you create this macro and assign a key command to it, each edit requires nothing more than you making a range selection and pressing a key.
Speedy Macros
With some time-saving Channel Strip settings in the bag, it's time to move on to the detailed audio editing. In general, this involves two kinds of task: removing unwanted sections of audio to tighten up the overall flow of the dialogue (including 'ums' and 'errs'); and reducing the level of breaths and other such natural noises (removing them completely often sounds unnatural and thus just as distracting to listeners as when they're too loud!). Both tasks can involve lots of tedious, repetitive, manual editing — but Cubase's powerful system of key commands and macros can turn 'tedious and repetitive' into 'speedy and efficient'!
We've looked at the Cubase Macro system many times (see SOS August 2018: https://sosm.ag/cubase-0818) but the uninitiated need to know that a macro is simply a sequence of key commands, and that the Key Commands dialogue box (accessed via the File menu) is where you view, create and edit macros; just open the dialogue and click the Show Macros button.
Macros can be created and edited in the lower pane of the Key Commands window, and you can assign a macro its own key command in the Macro section of the upper pane. The command sequence for the Cut Time And Fade macro is shown in the lower pane.
Steinberg have made some useful additions to this panel since I last covered it (there are additional buttons on the left) so creating and editing a macro is now much easier. As before, though, once you've created a new empty macro and named it, you simply select key commands in the upper panel and 'add' them to the macro. Key commands can be moved up/down or removed from the macro. And, once you've created your macro, if you go to the Macros section of the key command list, you can also assign a dedicated key command to run the macro. You can also run macros within macros in this way... so a lot is possible.
Cut It Out
If you prefer your podcasts free of ums, errs and outright 'bad' takes where you had to repeat a section, the most time-consuming editing task will be cutting out all these vocal fails. You need not only to audition your performance, but to zoom in and select the offending sections, cut the unwanted audio, and move what remains to the right of the cut section so it neatly fills the gap you just created, butting up nicely against audio to the left of the cut section, apply suitable crossfades, and then repeat the process multiple times until all your cuts are made.
A little once-only work to organise things in Cubase can streamline many repetitive editing tasks — and have you transforming your raw takes into polished 'performances' in no time.
If this sounds like a recipe for RSI, fear not, as Cubase can prevent the pain! Switch to the Range Select tool and you can highlight the section of audio you wish to remove. Then, execute the Edit>Range>Cut Time command (the default shortcut is Cmd-Shift-X on the Mac, Ctrl-Shift-X on Windows), which will instantly delete the selected audio and move all audio to the right of the cut on the current track accordingly. Select, key command, done, repeat.
If 'auto fades' is switched on (via the Project menu's Auto Fades settings dialogue), every time you cut audio in this fashion a fade-out/fade-in will be applied on playback, reducing the possibilities of any click and pops at your edit points. Note that auto-fades aren't actually visible on the clips themselves, though. If, like me, you prefer to see any fades but don't want to have to insert them all manually, the Cut Time And Fade macro shown in the screenshot can do the Cut Time process and add the required short fades to the events either side of the cut.
This macro includes a number of steps. The first three commands set the left and right locators around your selection, move the cursor to the left locator, and execute the Cut Time command. The remainder of the commands move the cursor either side of the edit point, select each audio event that lies under the cursor in turn, and then apply suitable short fades. Finally, the last command ensures that the Range selection tool is still selected, so that, after the macro has run, you can move swiftly to your next edit point.
If you create this macro and assign a key command to it, each edit requires nothing more than you making a range selection and pressing a key. This is perhaps the most common type of audio edit any podcaster will make and, via this macro, the process is about as efficient as it can get — it's a massive time-saver!
A breath noise that has been processed via the Breath And Fade macro. The breath itself has been reduced in volume and a fade-in/out applied to the audio event containing the breath. Fades have also been added to the audio events on either side of the selection.
Breathe Easy
The Breath And Fade macro comprises a long series of key commands, but the whole sequence can be executed with a single key.Breath noises can often be distracting. But as I said above, deleting them can sound unnatural, and simply reducing their volume so they're less prominent can often lead to a better result. The same can go for some other mouth noises.
Again, a macro can be created so each edit can be executed with only a simple range selection operation and a keystroke. I included a macro for reducing the level of breath noises in the SOS August 2018 column I linked to above, but I've expanded on that process in the Breath And Fade macro shown here. Many commands used are similar to the Cut Time And Fade macro, but adding the fades requires more steps, simply because three audio events are involved rather than two.
Fades aside, the key part of the process splits the audio range you've selected containing the breath into a separate audio event. It then applies six instances of the Decrement Event Volume command, each instance adjusting the event volume handle by about 1dB. You can, of course, change the number of instances for less or greater volume reduction to suit your needs.
Tuesday, April 1, 2025
Monday, March 31, 2025
Cubase: Delta Monitoring Explained
A limiter's primary function is to prevent the loudest signal peaks from exceeding a specified maximum level, but they're often also used as a 'maximiser' to increase loudness — as you raise the input signal, everything below the limiter's peak detection threshold gets louder, while the peaks are reduced to the threshold level. But the latter tactic can mean the limiter both acting more frequently and applying more attenuation, and the more you ask your limiter to do, the more unwanted sonic artifacts it will leave behind. Eventually, it will become audibly unpleasant.
The Brickwall Limiter inserted on a drum bus Group Track, with the track's Pre Gain control used to adjust the input gain.You can't simply crank up the gain and hope for the best, then; you must train yourself to hear exactly how the limiter is changing your audio. When you overdo it significantly, it's very easy to hear any damage being done. But, especially when you first start experimenting with limiters, it can be harder to judge where the sweet spot is.
To make this a little easier, you can use a technique that's often referred to as 'delta monitoring'. Essentially, this requires you to subtract the processed signal from the unprocessed one, so that you can listen to the remainder, which is what your limiter is removing. Some third-party plug‑ins helpfully include delta monitoring facilities (Tokyo Dawn Labs' Kotelnikov and Limiter 6, for example), but a little creative audio routing allows you to achieve it with almost any plug‑in in Cubase (or, indeed, any other DAW). I've used Cubase's simple Brickwall Limiter for the examples that follow.
Hitting Bricks
You can start by familiarising yourself with the Brickwall Limiter by using it on a drum bus track, as per the first screenshot — I've used the Gain control in the MixConsole's Pre section to set the signal level coming into the Brickwall Limiter. This plug‑in offers switchable dual-mono or stereo operation (via the Link button; best left engaged unless you have specific reasons to change it) and an auto-release option that generally works well. The most important control, though, is the Threshold slider, which sets the maximum level a signal can reach before limiting is applied. Any peak that exceeds this level is quickly brought down to the threshold.
To reduce the possibility of exceeding 0dBFS, you should set the Threshold to allow a small margin of error — the screenshot example shows 2dB of headroom left on a drum bus limiter. But if in doubt, the DIC (Detect Intersample Clipping) feature adds an extra level of safety; it uses a lookahead oversampling process that, at the cost of an additional 1ms of latency, ensures the signal won't exceed the Threshold, even at a point between two samples.
Take It Away
Delta monitoring: the final track and routing configuration required to isolate the audio differences between the processed and unprocessed versions of the drum bus signal.Now let's look at how we can set up delta monitoring to better hear what this limiter is doing — the final configuration is set out in the second screen, but a number of steps are required to get there. I'll assume we're starting with a limiter on the drum bus, as described above.
First, create two FX Tracks and insert an active (ie. not bypassed) instance of the Brickwall Limiter on each. Initially, configure these two instances identically to the one on your drum bus. Then disable the drum bus track's output (in the Routing section), and create two sends, each at unity gain (0dB), each going to a different one of your new FX Tracks. The audio from the drum bus now flows to the master output only via these two FX Tracks, so you can bypass the Brickwall Limiter on the drum bus track. Don't engage playback just yet, though, or the signal will be twice as loud as the original!
Now, in the Pre panel of the second FX Track, switch the 'phase' (polarity) from 0 to 180 degrees. Engage playback now, and you should hear silence — the two FX Tracks are playing identical audio out of phase and therefore perfectly cancel. Finally, bypass the Brickwall Limiter on the second FX Track. Now, identical parts of the audio will still cancel, but where the limiter has acted you'll hear only what it has removed.
Split The Difference
That was easy enough, but what does it tell you? Well, for a quick example (because it results in an obvious difference), experiment with the Threshold setting and listen to how the characteristics of the delta signal change. In practice, though, the Threshold is likely to be a 'set and forget' parameter. It's more interesting to change the input level (in this case, via the Gain control within the drum bus track's Pre section).
The delta monitoring signal will include any gain differences introduced by the processor.
As you'd expect, as you increase the gain, you force the Brickwall Limiter to work harder, and the differences between the processed and unprocessed audio become increasingly obvious. These differences manifest themselves in three ways. First, you can hear which elements within your audio are being altered most by the limiting (whether on a drum bus or a full mix, this will probably be the kick and snare drums). Second, you may be able to hear some audio nasties, which may encourage you to think about just how far you should push your limiter. Third, the delta monitoring signal will include any gain differences that are introduced by the processor itself.
In my example, the gain change is applied equally to both FX Tracks because it's performed on the drum bus Group Track that feeds them — so you won't hear any gain differences. But if the plug‑in being monitored is one with an input gain control (Cubase's Limiter, for example), and you adjust this in the FX Track instance of the plug‑in, then the delta signal will include this gain difference, and it will be present whether or not the limiter's gain reduction circuit is active. (It's also a great way to spot plug‑in presets that try to trick your ears with a sneaky 'louder-sounds-better' boost!) There are pros and cons to both approaches: it can be handy to hear just the limiting, or a combination of the limiting and any gain change.
Listen & Learn
Of course, while I've used limiting for this example, the same approach can work with almost any plug‑in. For example, try it with a compressor, or tape saturation processor if you struggle to hear precisely what it is they're doing. As a means of educating your ears, it's a really helpful technique. Hearing the differences isolated in this way can be really interesting, and when you then go back to monitoring the processed signal in the normal way, you'll hopefully have a better idea of just what artifacts to listen out for as you adjust the plug‑in's controls.
Audio Examples
I've created a number of audio examples so that you can hear what I'm writing about. You'll find them on this accompanying page:
www.soundonsound.com/techniques/cubase-delta-monitoring-audio-examples
Stream them by all means, but as this is about critical listening, you'll have a much better experience if you download the Zip file of uncompressed WAV versions and audition them in your DAW.