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.

Monday, September 16, 2024

Keyboard Fraud

Chords can be added to the Chord Track with the pencil tool and edited using the Chord Editor.Chords can be added to the Chord Track with the pencil tool and edited using the Chord Editor.

With the Chord Track, even the most keyboard-phobic and ham-fisted of composers can play in their piano parts!

Like many people, I can write half-decent chord sequences on a guitar, but if I want to perform those parts on a keyboard... well, let's just say my keyboard skills are somewhat limited, and I'm therefore grateful for all the help technology can now offer. There are commercial products that can help you create a convincing performance, of course, but Cubase 7's wonderful, albeit occasionally baffling, Chord Track already includes a keyboard-playing assistant. So, if your keyboard skills are as, ahem, 'good' as mine, let me show you how the Chord Track can help you fake it...

Chord Track Basics

We've already covered a couple of applications of the Cubase Chord Track in previous workshops: using it to re-pitch MIDI and monophonic audio when you want to adjust a chord sequence but don't want to re-record existing parts (June 2013) and in creating harmony parts from audio tracks (July 2013). As a brief reminder, the Chord Track allows you to specify a chord sequence along your project timeline. Once this is done you can select a MIDI or audio track (as long as the audio contains a monophonic performance such as a vocal or instrumental melody part) and, via the track's Chord Track panel in the Inspector window, configure this to follow the Chord Track; Cubase will magically re-pitch notes to fit the chords and scale specified by the Chord Track.

In this example, I used an audio guide track to help me position the chord changes.In this example, I used an audio guide track to help me position the chord changes.Much of the time this works well, but for audio tracks in particular it's not fool-proof, and a little manual editing may be required. It's worth noting that the Chord Track's documentation is not the easiest to follow, particularly with regard to the interaction between the Chord Track settings and the Inspector settings for each individual track. Thankfully, for this month's trick the settings are very straightforward.

Write It Yourself

The first step is the creation of the song's chord progression. Thankfully, that still requires a modicum of musical skill (it would be a boring world if we took everything human out of the music-making process — although the Chord Assistant can even help with this if you want it to!). Once the muse has struck, you need to add a Chord Track (Project/Add Track/Chord), and populate it with your chosen chord sequence. As I've usually developed my chord sequences on my guitar, I'll often record this to a click track as an audio guide, but you can just go straight to the Chord Track if you prefer. Creating the Chord Track events is most efficiently done in two passes. First, using the pencil tool, add blank chord events (they appear with a big X in them) for each chord change. Then, using the Chord Editor (click on a chord event to open the Chord Editor), you can enter the appropriate chord.

The key thing (other than picking the right chords!) here is the timing of your chord changes, which is particularly important if you've written and performed the chord sequence on another instrument and the natural groove plays slightly off the beat. Using an audio guide track and zooming in will allow you to position your Chord Track events to hit those chord changes more accurately — you can turn off snap to grid, or select finer quantise values if you need to.

Get Rhythm

With your Chord Track sorted, the fun can commence. First, create a MIDI track and link it to a suitable virtual instrument (I used an acoustic piano patch in Halion Sonic SE in my example project, as shown in the screenshots). Then, in the Chord Track panel of the MIDI track's Inspector, change the Live Transform setting to Chords. This will result in real-time transformation of any MIDI-note data routed to the track's input. Whatever notes you play, Cubase will re-pitch them so that they're transformed into notes that fit the current chord on the Chord Track.

To fake some piano chords, the MIDI track's Live Transform setting needs to be set to 'Chords'.To fake some piano chords, the MIDI track's Live Transform setting needs to be set to 'Chords'.

If you set your locators around your chord progression and loop playback, you can apply almost as much keyboard incompetence as you wish! Cubase will make some sensible chords out of it and, if you record your performance, what you're left with are harmonically correct chords. The one thing to ensure is that whatever notes you play span a reasonable spread of keys: if, for example, you want the end result to be a simple three-note (triad) chord, don't just bash out three adjacent notes as Cubase might transform two of these to the same MIDI note, leaving you with a two-note chord. Instead, span your three fingers a little wider over the keys or, crass as it might sound, use the flat of your palm and play five or six adjacent notes. Amazingly, out will pop the right chords! The good thing about this approach is that it allows you to focus on the rhythmic elements of your performance, which can suffer if you're worrying too hard about fingering the chords correctly.

If you want to create a melodic part, the 'Scale' Live Transform setting can be used.If you want to create a melodic part, the 'Scale' Live Transform setting can be used.If you change your hand position as you play, you'll find that the transformation process will produce different inversions of the required chords, which adds some useful variety to the performance. You can even play with two hands, perhaps playing a single bass note with your left hand and full chords with your right; again, the transformation process will give you a harmonically correct end result that follows the Chord Track.

Scale New Heights

Perhaps it isn't just the chords that you want help with, though… If you need some melodic parts — even if that's only a few incidental notes — the Chord Track can again be pressed into service. When you add chords to the Chord Track, Cubase will automatically add scale events based on the chords used. If you want more control (or wish to avoid some of the more esoteric scale selections), unchecking the Automatic Scales options in the Chord Track's Inspector allows you to set the scale events manually. You can set the key and choose from a range of different scale types to suit the musical style of your track.

Providing that you've specified the correct scale(s) in the Chord Track, simply switch the MIDI track's Live Transform setting to the 'Scale' option, and any notes that you play will be transformed to fit the scale.

Having It All

For full-on left-hand/right-hand faking, creating two MIDI tracks and a keyboard split within Halion Sonic SE will get the job done.For full-on left-hand/right-hand faking, creating two MIDI tracks and a keyboard split within Halion Sonic SE will get the job done.

It's also possible to fake simultaneous left-hand chord and right-hand melody performances, and this can be done a number of ways. If, for example, your master MIDI keyboard includes a 'split' option that allows you to transmit notes above/below the split on different MIDI channel then simply configure two MIDI tracks with two instances of the same VST instrument and set each to receive the appropriate MIDI channel. If you configure the Live Transform settings of one MIDI track to 'Chords' and the other to 'Scale', you can (rather too easily) create some two-handed 'faking'

Alternatively, some VST instruments allow you to limit the range ofIf you switch off the Automatic Scales options in the Chord Track, you can then manually configure the scales used.If you switch off the Automatic Scales options in the Chord Track, you can then manually configure the scales used. MIDI notes a patch will respond to. As shown in the screenshot, Halion Sonic SE allows you to do this, and I've set up two instances of a piano sound where each responds to one half of the MIDI note range. Providing you record-enable both MIDI tracks connected to these Halion Sonic SE channels, and configure the Live Transform settings as described in the previous paragraph, you can achieve the same effect.

Guilty Pleasure

While I'm all for improving my own musical skills, I have to admit that since discovering how absurdly easy the Cubase 7 Chord Track makes it to bypass my less-than-stellar keyboard chops, the incentive for me to improve said chops has decreased dramatically — and faking keyboard performances in this fashion has become a bit of a guilty pleasure! Is this wrong? I'll leave you to discuss that with your own musical conscience; I'm too busy laying down piano parts that get the job done to worry about it!    

 



Published November 2013

Friday, September 13, 2024

On Your Marks

Get more done in less time, with these workflow tips for Cubase 7.

One of the main frustrations with DAW software is how long everything seems to take — often just long enough for you to lose the creative inspiration you were seeking to nurture! Wouldn't it be nice, then, if your Cubase projects benefitted from a little more flow and a lot less work? Follow this tutorial and hopefully you'll achieve that, because this month I'll offer several tips that should result in a more efficient use of your favourite DAW software.

The Curse Of The GUI

Our interaction with almost all modern computer software is through a graphical user interface (GUI). While the GUI makes it easier to access the multitude of features in today's 'bloatware', it doesn't necessarily make it faster. Certainly, when you use a feature frequently — perhaps dozens of times during a working day — being tied to a mouse and a menu is not the best way forward; you really do need to use key commands. If the keyboard shortcut takes a tenth of the time itWe all spend a lot of time in the project window so it's worth learning the most efficient way to work within it (and that doesn't include those pesky zoom sliders at the bottom-right).We all spend a lot of time in the project window so it's worth learning the most efficient way to work within it (and that doesn't include those pesky zoom sliders at the bottom-right). takes to execute the same command with a mouse, and this saving is totted up over the 20 or so commands you execute perhaps hundreds of times every working day... well, you do the maths. You'l certainly save a hell of a lot of time and frustration.

Every Cubase user spends a lot of time in the Project window, so for our 'workflow efficiency 101' that's a good place to start. Our main mouse-free, workflow enhancements may seem unglamorous and perhaps a little obvious, but get to grips with them fully and they'll speed up your work more than anything else: let's hear it for Markers, Zooming options and Key Commands...

Marking Time

In all but the simplest of projects, if you know you're going to spend some time working on it, it's well worth creating a Marker track. Cubase provides two kinds of markers — position and cycle — and both have their uses. Position markers simply identify a single point on the timeline. You might use these to identify important locations when, for example, composing to picture, where position markers can identify 'hit' points where the music has to synchronise with the on-screen action. For song-based work, where you have the usual array of defined song sections, cycle markers are often more useful. As the name suggests, these are paired markers that can be used to identify the start and end points of a particular song section.

You can add both types of markers via the Marker track or the dedicated Marker window. Position markers will be added at the project cursor position while cycle markers will be added at the current left/right locator positions. Initial positioning of markers is a one-off task so we can forgive ourselves some mouse work there. However, once positioned, key commands exist to either move the cursor to a marker (position or cycle) and to recall a cycle marker. The beauty of the latter function is that it A project can contain both position and cycle markers but, for clarity, you can choose to filter their display within the Marker window if required.A project can contain both position and cycle markers but, for clarity, you can choose to filter their display within the Marker window if required.instantly moves the left and right locators to cycle marker positions ready for cycle playback. For moving quickly back and forth to work on different song sections, this is a huge time saver. The 'Recall Cycle Marker' key commands are not defined by default so a visit to the Key Commands window is required to configure these.

The only other issue to consider with cycle markers is whether you position them exactly on the song section boundaries, or whether you set them a bar or two pre and post those boundaries. The latter approach obviously means you get a couple of bars of pre-roll and post-roll around the song section which can be useful when doing multiple takes via cycle-based recording.

Zooming About

Aside from moving between different song sections, the other oft-repeated navigation task is zooming in or out — both vertically and horizontally — on the Project window contents. This can be done in various ways but (unless you're a glutton for self-abuse!) avoid using the horizontal and vertical zone sliders that lurk bottom-right of the Project window; they're too small and fiddly to give you sufficiently precise control (in fairness to Steinberg, similar controls in other DAWs are equally irritating).

Instead, learn just a few of the zoom-related key commands. The most obvious of these are pre-defined by default; horizontal zoom in and out uses the H and G keys respectively, Alt/Option+H or G zooms in and out in a vertical sense, while Shift+F automatically zooms horizontally to show the full length of the project.

However, there are a few other very useful ones that are not pre-defined and you ought to define for yourself. For example, Zoom To Selection Horizontally (rather than just the Zoom To Selection key command) and Zoom To Locators are both very useful. The latter is great when used in combination with the Recall Cycle Marker; two quick key combinations and you have both your song section selected and are zoomed in horizontally to view it. If you then add the To Left Locator key command (by default, 1 on the number pad), then your cursor is all ready to start playback (via the SpacebarBeing able to recall preset cycle markers using key commands means you can get working on the required song section in an instant.Being able to recall preset cycle markers using key commands means you can get working on the required song section in an instant. key command, of course) of that song section.

In addition, if you need to flip back and forth between two zoom settings, it is worth defining key commands for the Redo Zoom and Undo Zoom options.

Unlock Your Potential

Even just adding these cycle-section selection and zoom key commands to your keyboard repertoire will bring significant workflow improvements, but these commands hold the key to plenty of other possibilities for further time saving. Obvious examples are the key commands for moving between tracks and selecting events on tracks. For example, in the absence of having any events selected within the Project window, the up/down cursor keys will move you through the track list, selecting each track in turn. If you hold the Shift key at the same time, you can select multiple tracks in the same fashion, adding tracks either beneath the current selection or above it.

If you then try the left/right cursor keys, these allow you to select an individual event on the currently selected track (or on the topmost track if you have several tracks selected). Again, adding in the Shift key allows you to select multiple events along an individual track while holding Shift and pressing the up/down cursor keys expands the selection of events onto tracks above/below the current one.

Used in this way, it is very easy to select a horizontal/vertical range in your project manually (perhaps a range that doesn't coincide with one of your song sections already defined by cycle markers). And once you've done that, the default Alt/Option+S key command executes the Zoom To Selection command to perfectly zoom horizontally and vertically into your selection.

Finally, if you use Folder Tracks to organise projects containing lots of tracks, there are various key commands available for folding/unfolding these, although you do have to define them for yourself within the Key Commands window.

Pretty Fly For A GUI Guy

There is nothing dramatic about any of the examples provided above except, of course, the fact that when repeated over and over again in the course of a working day, they will save you a significant chunk of time. However, nothing comes for free and, if you want to benefit from these efficiencies, you have to train yourself to use them — which often means working hard to break your existing habit of reaching for the mouse.

Creating a printout of these Project window navigation shortcuts (most easily done by making some screen grabs of the Navigate, Transport and Zoom sections of theThe Zoom section of the Key Commands window has lots of options for improving your Project window navigation.The Zoom section of the Key Commands window has lots of options for improving your Project window navigation. Key Commands list) will help enormously. For a short while, this might feel like one step back rather than two steps forward but, if you persevere, I promise the rewards will come. It will be one less thing to get between you and the realisation of your musical/production ideas, so it should lead to quicker and more satisfying results. And if not, well, at least you'll have saved enough time destroy a few more brain cells by getting to the pub significantly earlier!  

While the Cubase Transport panel contains lots of useful information and can be easily customised, there are times when it just gets in the way, especially if you work on a laptop with a modest amount of screen space. All the common Transport panel functions can be executed via key commands — toggling playback on/off, activating record, toggling cycle mode on/off, fast forwarding or reversing and returning to the zero time point, amongst other things — just consult the Transport section of the Key Commands window. You can then toggle off the Transport panel and save some screen space. Oh, and the key command for that is the F2 key! 



Published December 2013

Wednesday, September 11, 2024

Dubstep Drums

Dodge & Fuski's Rob Talbott explains how he creates the band's dubstep drum beats in Cubase.

In this column, I'll explain how I go about putting together the core drum parts for Dodge & Fuski's dubstep tracks — but don't worry if our tunes aren't your thing, as the practices and theories are applicable to many other styles! I've used Cubase 6 for the examples (you can hear these at http://sosm.ag/jan14/cubase-audio), but all my tips apply to pretty much any version of Cubase, and to other DAWs too. Also, note that the method I'll describe is by no means the be-all and end-all of drum production — but it has worked very well for me so far.

Audio Or MIDI?

For dance drum hits, most people will either use a sampler (Cubase's Groove Agent One will do the job well enough: see http://sosm.ag/dec09-grooveagentone), which they trigger via MIDI, or work with audio clips placed and manipulated directly in the Project arrangement page. There are good reasons to choose either approach. For example, using a sampler enables you to hot-swap one kick sample for another while auditioning your track, whereas working with audio provides a lot of useful flexibility, as well as instant visual feedback via the waveforms. The choice is yours, but I prefer working with audio, my key reasons being: it allows quick and easy visual editing of individual drum hits (you can make one kick hit shorter than another with a single click); the ability to see each hit's transient in relation to those on other tracks and the grid; and the ability to reverse, mangle or otherwise process audio in a way that would often be a lot more fiddly with MIDI sequencing alone.

The Beat

Let's start getting a simple dubstep beat together, using a separate audio channel for each drum sound so that each can be processed individually. I've taken some drum hits from our Prime Loops sample library, The Sound Of Dodge & Fuski (not to plug the library, but because it neatly skips any copyright issues) for my examples. Dubstep is, rather oddly, usually made at 140bpm with a half-step rhythm. I suppose that's technically 70bpm, but everyone seems to work at 140, so I'll continue that tradition.

First, pick a nice, punchy kick sample. You want something with a decent amount of low-frequency weight somewhere around 100Hz, but also with some high-frequency content around 5kHz that you can boost to get a nice 'click'. That will help you to give the kick some presence in a mix.

Next, lay out a simple pattern. Place the kick drums at the beginning of each bar at 140bpm.Notice in the example how I've drawn in a short fade-out envelope on the hit, which is to avoid the kick sounding too 'flabby'. Dubstep being a very busy, noisy genre, having overlapping LF drum hits will cause problems with getting the track to sound powerful later on. You want everything to feel nice and tight.

You'll often find that you want to emphasise the kick sound by exaggerating frequencies around 100Hz and 5kHz, and to roll-off anything below 50Hz. Those frequencies hog headroom and are just not needed. Obviously the precise settings vary hugely and depend on your source material, but as a general rule these are good frequencies to reach for first when cutting or boosting to change a kick sound. If in doubt, listen to some well-produced tracks to get an idea of the kind of sound you want your drums to have, and try and base both your sample choice and any EQ'ing decisions on that. I've used Cubase's bundled Studio EQ for this tutorial, as you'll be familiar with that, but there are lots of other quality options out there (my current favourite being Fabfilter's Pro-Q).

Next up is a punchy snare. You want a sample with plenty of weight around 200Hz (either as it comes, or courtesy of your EQ'ing) that has a nice 'whack' tone to it. Place copies of this between the kicks Place the snares between the kick drums to form the basis of the half-step rhythm.to get a fairly standard pattern. Again, in the example, I've shortened and faded out the snare to leave just the initial punch. Although you're going to layer the snare with a more 'toppy' clap layer, you don't want the LF punch to have too slow a release, which could make your mix sound vague and muddy. If you like, you could even go in and add a transient shaper (Cubase's Enveloper works well enough for this) to give a bit more bite to the attack of the kick and snare, but be careful not to go overboard with this as it can cause quite an unpleasant and harsh effect when overused.

Now to layer a clap/HF-snare layer on top of the punchy snare. I've chosen a nice, sharp-sounding 909-style clap and placed clips so that their transients are aligned with those of the punchy snares. EQ out anything below about 500Hz to stop it sounding ugly and muddy when you add a reverb later, and to avoid ugly phase cancellations that compromise the punch of the first snare. The two samples should sit nicely together, giving both a pleasing punch and a nice HF slap. You may at this point want to play around with different combinations of punch/HF sample layers; sample selection is one of the most important aspects of dance-drum production and is probably the most frequent problem area in the demos I get sent from inexperienced producers. There isn't a magic way of picking the right samples — it's something you just learn to hear with time. But you can train yourself by listening to as much high-quality music in your chosen genre as possible, and try to identify the characteristics in the drums they use.

Filling In The Gaps

With these basic pillars in place, it's time to start fleshing out the groove. First, place a reverb on the clap/HF snare layer. This will help the beat feel less dry and will fill the gaps in nicely. In the example, I've set the reverb up as an insert effect (nothing else will be sharing the same reverb), set to about 40 percent wet. I've also tweaked it to remove any content below around 500Hz Insert a reverb onto the clap/HF snare channel. It's important to remove excess LF content from the reverb to avoid a muddy sound that will cause problems with the mix., just to avoid nasty muddy reverb tails that will clash with other elements when you start adding your bass line and other elements.

Now for some hats. There's no real rule as to number of layers and how complicated to make your beat; it depends on the style of the track and how much space you have to play with in the mix. I opted for a fairly standard pattern, shortened the hits until they sounded snappy and again rolled off anything below around 500Hz; there's just no need for any LF content with cymbals and hats in this genre, and it pays to clean out the clutter.

Next, I chose two similar-sounding tambourine samples, the idea being that they should play alternately, to help things groove a bit more.Add in a tambourine pattern. Using two alternate samples and slightly shuffled quantisation settings helps to give a bit of groove. I also applied a moderate swing feel using Cubase's quantisation, to make things shuffle a bit. You should notice a huge difference to the feel of the track after adding in this layer, including a bit of a lift in its apparent energy. As with a lot of dance music, the feel of the track is often in the small details, and adding or removing a layer like this from the track can change its character entirely.

To finish off this basic dubstep drum loop, duplicate what you've made so far to double its length, add a crash cymbal at the beginning of the phrase, again roll off anything below around 500Hz.

Compression?

You might have noticed I haven't discussed compression, and that might surprise you for a dubstep tutorial. But there's a good reason for this: most sample libraries will supply you with suitably compressed drum samples, which are ready to drop into your track. If you're recording the hits live yourself, you'll almost certainly want to compress them to get a more meaty tone. That said, I very rarely use compression when making my tracks, other than on live sources such as vocals or guitars; don't assume you have to compress everything for the sake of it!

I'd consider my basic example a perfectly usable starting point for a dubstep beat, and having followed it step by step, you should now be more than capable of rolling your own and play with timing, length and timbre. It's totally up to you how much more you want to do to give it your own spin! 



Published January 2014

Monday, September 9, 2024

Steinberg Cubase 7.5

Steinberg have packed a lot of new functionality into their bargain upgrade to Cubase.

Cubase 7.5 is, in many ways, a more refined Cubase 7, building on the many point releases Steinberg have issued throughout the year. These addressed much of the initial criticism certain areas of the program received, particularly concerning the aesthetics of the Mix Console, but Steinberg's focus in Cubase 7.5 is very much on production workflows. The company have clearly been spending time looking at various workflows users find essential in competing music and audio software.

Track Versions

If you were to ask an audio engineer fluent in Pro Tools to list the features he or she might miss the most when using a competing product, I'd be willing to bet that Playlists would be high up that list — especially if said engineer records orchestras, drum kits, or anything involving multi-take, multitrack audio. For those not familiar with Pro Tools, the Playlist feature basically allows you to have multiple versions of different material on the same track. For example, say you're recording a multi-miked orchestra across 32 tracks and you record a take. It's not quite right, so you want to record another take. What do you do?

In Cubase, traditionally, you'd mute the initial take, create another 32 tracks, and record again; and if you keep recording takes, the number of tracks can build up and the management of the project can become a nightmare. With Playlists, however, you can simply group the tracks together, create a new Playlist, and suddenly you can record straight away onto the new Playlists, but still the same tracks. Better still, you can now switch between the different takes from a pop-up menu of available Playlists without any of the nonsense of muting and unmuting different sets of tracks. And when it comes to editing, it's easy to create another Playlist and copy and paste material from the different takes to create the master.

For years, people have been pleading with Steinberg to add a Playlist-like feature to Cubase (and Nuendo, for that matter), and while Steinberg have looked at the problem of dealing with multiple takes with features like track lanes, nothing has quite come close to the simplicity of Playlists. So perhaps the biggest new feature in Cubase 7.5 is Playlists — by which I mean something Steinberg have called Track Versions.

The basic operation of Track Versions is straightforward. Say you've got a single vocal track, for example, and you want to try a different approach. Rather than create a new track, as you might have done before, you can hover the mouse over the track name, whereupon a new Track Versions button becomes visible. Clicking the small arrow opens the Track Versions pop-up menu, and you can choose New Version to create a new, empty Track Version. Cubase automatically names the original Version 'v1' and the new Version 'v2', and the Version name now appears to the right of the track name. You can now switch between the two Versions via the Track Versions pop-up menu, which also contains commands to rename, delete and duplicate the current Version.

In addition to this very Pro-Tools-like way of managing Playlists — sorry, I mean Track Versions — there's also a more Cubase-like way of accessing the same functionality. Steinberg have added a new Inspector section called, unsurprisingly, Track Versions, and this lets you switch between Track Versions and access the various commands in a much more friendly and intuitive manner.Cubase 7.5 in all its glory.

One of the neatest things about Track Versions is that Steinberg haven't just limited their use to audio and MIDI tracks; you can also use them with Chord, Tempo and Signature tracks. This is great, since it means Cubase finally gains Logic's ability to try out different tempo variations, although weirdly, the Track Versions Inspector section is not available on the Tempo or Signature Tracks, which have to be handled using the pop-up menu approach.

Unique Identification

As I mentioned earlier, where things start to get interesting is when you're dealing with multiple tracks that comprise a single take, as with the example of the 32 tracks required to record my fictional orchestra. Creating a new Track Version across multiple tracks simultaneously is easy: simply select the appropriate tracks, and use one of the tracks to create a new Track Version in the usual way. However, despite the apparent perspicuity of this approach, it's probably not the best way to use Track Versions with multiple tracks.

Every time Cubase creates a new Track Version, it assigns a unique ID number to that version; and, if you create a new Track Version across multiple tracks simultaneously, the new Track Version on each track is assigned the same unique ID. When switching Track Versions with multiple tracks selected, this makes it possible for Cubase to ensure the correct Track Version is chosen for each of the selected tracks. If you try to switch Track Versions with multiple tracks where one of those tracks contains Versions not created at the same time as the others selected, Cubase will politely inform you with a 'Missing Track Version' alert that gives you three options.

You can choose to deselect the 'out of sync' track and thus keep the current Version, or, alternatively, you can choose to duplicate or create a new Track Version on the affected track and have Cubase assign a new, common ID to the Track Version being switched to on the 'in sync' tracks as well as the new Track Version on the 'out of sync' track. This means that the current Track Version on all selected tracks will then be consistent, and the tracks can work together as though a new Track Version had been created with all those tracks selected together in the first place.

It's also possible to assign a common ID to Track Versions across multiple tracks without running into this error by using the 'Assign Common Version ID' command from the Project / Track Versions menu. And there's also a handy command to select all tracks with the same Track Version ID.

I wonder if the Track Version ID system might be exposing the user to more of the internal workings of Track Versions than is necessary, although power users will no doubt appreciate having full control. However, you can simplify working with Track Versions across multiple tracks by using the Group Editing feature introduced back in Cubase 6, which guarantees that Track Versions will be consistent across all tracks in a folder, and means you shouldn't ever have to worry about assigning common IDs.

Steinberg's implementation of 'Playlists' is powerful, and, in terms of simplicity, is only slightly let down by the fact that Cubase doesn't have a more generalised track grouping feature, meaning you have to work with folders and Group Editing. That said, since Pro Tools doesn't have folders, some users might prefer Steinberg's approach. Either way, with one exception, Track Versions are going make users of other music and audio software very jealous — especially, at least for now, Nuendo users!

Now You See Me…

Another new feature in Cubase 7.5 that will also seem familiar to Pro Tools (and Digital Performer) users is Track Visibility, which brings the Visibility functionality introduced in version 7's Mix Console to the Project window. The familiar Inspector is now divided into two tabs: one for the standard Inspector and all its various sections, and the other for Visibility. As with Channel Visibility, Track Visibility shows the list of tracks in the current Project, and you can toggle the visibility of these tracks by clicking the dot to the left of the track name. The hierarchical nature of the Track List is preserved, so you can also hide and show entire folders of tracks by clicking the dot next to a folder.The Track Versions Inspector section provides convenient access to the Track Versions functionality.

This is exactly the kind of functionality you'd expect from a feature called Track Visibility, but Steinberg have gone the extra mile — and perhaps the extra league in some cases! To start with, if there are different states of hidden and shown tracks that you want to easily recall, it's possible to create a Track Visibility Configuration that stores the current visibility state of the Track List. Simply click the Track Visibility Configurations button on the Project window's toolbar and choose Create Configuration from the pop-up menu. Configurations can later be updated, renamed, or deleted from the same place, and you can assign Key Commands to the first eight Configurations.

Now, you might be thinking that this sounds better than the similar Channel and Rack Configurations feature in the Mix Console window, which only stores four different states — and it is. So much so, in fact, that Steinberg have replaced it in version 7.5 with a similar Channel Visibility Configurations feature, and you can now choose whether Channel Visibility and Rack states are linked in a configuration with a new option found in the Rack Settings menu.

A particularly handy touch is that it's possible to synchronise the visibility of tracks and channels, although this is done by way of some of the cryptic interaction design of which Steinberg seem to be so fond these days. If you hover the mouse over the heading of the Visibility tab, a dot will appear to the right of the word Visibility. The dot will become tumescent as you hover over it, and a click will reveal the 'Sync Track/Channel Visibility' pop-up menu, allowing you to synchronise visibility with any or all of the available Mix Console windows. The dot will then display the number of the synchronised Mix Console window, although this is confusing if you have multiple Mix Console windows synchronised, as only the number of the lowest-numbered Mix Console will be displayed.

Given that the Track and Channel Visibility Configurations are essentially the same feature, but implemented separately in the Project and Mix Console windows respectively, you'd be forgiven for wondering if there is the potential for any conflict when these windows are synchronised. The answer is yes and no, since the Configurations are not shared between the two windows, even though their state is reflected when synchronised. However, this isn't as complicated as it might sound. Basically, when synchronised, the last recalled configuration affects the synchronised windows. So if you choose a Channel Visibility Configuration, this Configuration will be reflected in the Project window as well, and vice versa.

The only point of potential confusion is if you assign Key Commands to the Configurations, since the eight available Configuration Key Commands are shared between Channel and Track Visibility Configurations. If the Project window has focus, the 'Visibility Configuration 1' command will trigger the first Track Visibility Configuration; but if a Mix Console window has focus, the same command will trigger the first Channel Visibility Configuration. This seems a shame, because it means if you're working in a Mix Console window but want to change the visibility of Channels based on a Configuration you have stored in the Project window, you have to first switch to the Project window, activate the command, and then switch back again.

Now You Don't

In addition to toggling the visibility of tracks manually, Steinberg have also added some clever features for some common workflow scenarios, and this is arguably where the new Visibility feature starts to become really useful. First of all, as you might expect, there's a Filter Track Types button (at the top of the Track List) that displays a pop-up allowing you to toggle the visibility of different track types: Audio, Instrument, MIDI, Group, FX and Other. It seems a bit much that Other encompasses eight different track types (Arrange, Chord, Marker and so on), but there are plenty of ways to work around this, as we shall see.

Next to the Filter button is an indicator that displays how many tracks of the currently unfiltered track types are visible. So, for example, if you are only showing audio tracks and you have 16 audio tracks in your project with half of them hidden, this indicator will display 8/16. The indicator also works as a 'show all' button of sorts; if you click it, all unfiltered tracks will be made visible. So in the previous example, we would see all of our 16 audio tracks again; but if we had filtered out the display of MIDI tracks and we had 100 MIDI tracks in our project, these would remain hidden.

A 'Show All Tracks' command is, however, available from the Track Visibility Agents pop-up menu, which can be accessed by clicking the button next to the Track Visibility Configurations button on the Project window's toolbar. Here you will also find a list of more advanced visibility commands for different usage situations. For example, there are commands such as 'Show Tracks with Data', 'Show Tracks with Data between the Locators', 'Show Tracks with Selected Events', and 'Hide Muted Tracks'. Pretty useful.The new Visibility tab in the project window's Inspector enables you to hide and show tracks and folders.

If the Track Visibility Agent of your dreams hasn't been provided, however, Steinberg have even made it possible to create your own by using the Project Logical Editor. Visibility-related Project Logical Editor presets appear in an Advanced Agents submenu, and a few example have been provided to get you started, including 'Invert Visibility Status for Non-Audio and Non-MIDI' and 'Show Tracks containing Drum in the Name'. This is an incredibly powerful feature, especially since it's easy to assign Key Commands to Project Logical Editor presets.

Why Art Thou, Rack?

When VST Instruments were first added to Cubase way back in 1999, the usage paradigm very much mimicked how one would work with hardware MIDI instruments at the time. You'd have a rack of instruments, and you would trigger them from MIDI tracks in Cubase; with VST Instruments, the rack (and cables for that matter) just became virtual, in the form of the VST Instruments window. When Cubase was reborn as Cubase SX in 2002, Steinberg kept the paradigm of a VST Instrument rack, and it remains in the program to this day. However, in Cubase 4 Steinberg introduced Instrument tracks as a new way to work with VST Instruments.

When you add a VST Instrument to the rack in Cubase, you end up having to work with at least two different tracks: one to manage the MIDI going into the instrument, and one to manage the audio output coming from the instrument. Instrument tracks allowed you to manage both the input and output of an instrument using just one track, but there was a slight limitation in that the instrument could only utilise one output. If you had a drum plug-in, for example, where you wanted the bass and snare drum to come out of different outputs, you'd have to put that plug-in in the Rack rather than on an Instrument track.

Cubase 7.5 removes this limitation and lets you have multiple outputs from an Instrument track. Assuming you have a plug-in with multiple outputs, you can now activate these outputs by clicking the new Activate Outputs button that appears to the right of the plug-in's name in the General section of the Inspector. As you enable outputs, extra channels will appear in the Mix Console window, and these can be accessed in the project window as sub-tracks.

In addition to being able to have multiple audio outputs, Instrument tracks in Cubase 7.5 can also have multiple MIDI inputs. If you have an Instrument track selected and add a MIDI track, Cubase will automatically route the new MIDI track to the plug-in hosted by the Instrument track and increment the MIDI channel. It's also possible to perform this routing manually, since Instrument track plug-ins now appear in the list of possible MIDI outputs, just like Instruments loaded in the VST Instruments rack. In the light of these developments, you might be wondering what point the VST Instruments rack now serves. In many respects, the answer is that it serves no point at all, although it too has been redesigned in Cubase 7.5.

The VST Instruments window now shows all loaded VST Instruments — including those on Instrument tracks — in rack slots. Track Instruments are shown first, followed by a Track/Rack divider, and then the Rack Instruments. This is kind of annoying, given that you'd assume the Rack Instruments might appear first for the sake of familiarity, and there's no way to change this, or indeed to tell the window to show only Track or Rack Instruments. The rack slots themselves have swollen — from a mere 40 pixels in Cubase 7, to 99 pixels in 7.5 — and without adding any really significant functionality. The only nice addition is that it's now possible to select the MIDI track (or tracks) in the project window that are routed to a given slot.By integrating the new Track Visibility functionality into the Project Logical Editor, it's easy to come up with custom visibility commands, such as this one to hide and show the Video track.

The main reason for the VST Instruments window now showing all Instruments in the project is a new feature called VST Quick Controls. These are similar in concept to the existing track-based Quick Controls, allowing quick access to commonly used parameters; but, as the name suggests, VST Quick Controls are used exclusively with VST Instruments. To see the VST Quick Controls for a slot, click the Show/Hide VST Quick Controls button on a given slot (you can also toggle the visibility of VST Quick Controls for all slots via a handy toolbar button). The slot will expand to a height of 174 pixels (for those keeping count) and reveal eight knobs with an expanded display to tell you what each knob controls. Right-clicking a knob makes it easy to jump to the appropriate Automation track in the project window for the parameter being controlled by that knob. And you can assign MIDI controllers to the VST Quick Controls just like you can the standard Quick Controls, using the Device Setup window.

To assign plug-in parameters to the VST Quick Controls, you open a plug-in's editor and right-click the control you want to add to a Quick Control. There's just one problem, though, as this right-click assignment method only works in Steinberg's own plug-ins. For third-party plug-ins, you'll need to use the Remote Control Editor to change the way parameters are mapped to the VST Quick Controls. It would seem that the VST Quick Controls for plug-ins are mapped to the first eight Cells in the Standard Layout.

At the end of the day, I remain slightly unconvinced about the new VST Instrument window. For one thing, its design suggests that Steinberg would really rather you didn't use Rack Instruments any more. While there's a toolbar button in the window to add a Track Instrument, there's no button for adding a Rack Instrument; this has to be done via a pop-up menu command or by clicking the Rack Instruments button in the divider. I'm also curious about the new VST Quick Controls feature as well, since it seems duplicative of what could already be done with the existing track-based Quick Controls.

Seven & A Half

Overall, Cubase 7.5 is an impressive release, and one almost gets the feeling Steinberg could have gotten away with calling this new version Cubase 8! It's not Cubase 8, of course, but there are many substantive features here for a relatively inexpensive upgrade fee, Track Versions and Visibility being the obvious ones. Cubase 7.5 is also quite a dramatic improvement over Cubase 7, especially compared to the first 7.0.0 release, and this is largely thanks to the 7.0.x releases mentioned at the start of the review.

A few changes continue to niggle, such as the appearance of more and more cryptic dots in the user interface. In 7.5, the project window's Visibility tab is a good example of this, but prior to 7.5, these dots had also started showing up in places like the audio insert slots in the Inspector. Where, in the original Cubase 7 release, inserts would display a power button when the mouse hovered over them, in recent versions all you see are three dots, and you can only discover the purpose of these dots by moving the mouse over them. While I suppose you quickly learn the left dot is the power button, the bottom dot accesses presets, and the right dot lets you select a different insert, it just seems unnecessarily cryptic.

Niggles aside, if you're already using Cubase 7, there's really no reason not to upgrade. If you're still using a previous version, I'd say this would be a good moment to move to the latest and greatest. And if you're using software from another company, Steinberg's release schedule must be starting to sting!  

Pros

  • Steinberg are going to make a great many users happy with Track Versions — finally!
  • Track Visibility caters for every imaginable method to hide and show tracks.
  • Instrument tracks now offer multiple inputs and outputs.

Cons

  • With the new Instrument track functionality and VST Instruments window, Steinberg are potentially complicating things by providing too many features that perform the same or similar jobs.
  • The use of dots to indicate functionality when hovering over different areas of the user interface is risible.

Summary

Cubase 7.5 builds on the foundation of Cubase 7 with powerful new features that help users streamline their working methods, and adds a great deal of polish and refinement. 



Published February 2014