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copied, in whole or in part, without the written consent
of Apple. Your rights to the software are governed by
the accompanying software license agreement.
The Apple logo is a trademark of Apple Computer, Inc.,
registered in the U.S. and other countries. Use of the
“keyboard” Apple logo (Option-Shift-K) for commercial
purposes without the prior written consent of Apple
may constitute trademark infringement and unfair
competition in violation of federal and state laws.
Every effort has been made to ensure that the
information in this manual is accurate. Apple Computer,
Inc. is not responsible for printing or clerical errors.
Apple Computer, Inc.
1 Infinite Loop
Cupertino, CA 95014-2084
408-996-1010
www.apple.com
Apple, the Apple logo, Final Cut, FireWire, iTunes, Logic,
Mac, Mac OS, Macintosh, QuickTime, and Soundtrack are
trademarks of Apple Computer, Inc., registered in the
U.S. and other countries.
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Production stills from the films “Koffee House Mayhem”
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regard to the performance or use of these products.
Roundtrips Between Final Cut Express and Soundtrack
17 0
Exporting Audio to Final Cut Express
17 0
Distributing a Project and Its Media Files Together
Appendix A173Using Apple Loops Utility
17 3
What Is Apple Loops Utility?
174
The Apple Loops Utility Interface
17 9
Opening Files in Apple Loops Utility
18 0
Tagging Files in Apple Loops Utility
181
Working with Transients
183
Saving Changes to Files
18 4
Removing Files from the Assets Drawer
18 4
Apple Loops Utility Preferences
185
Apple Loops Utility Keyboard Shortcuts
Appendix B189Soundtrack Keyboard Shortcuts
18 9
General and File
18 9
Windows, Tabs, and Layouts
19 0
Project Playback and Setting the Playhead
191
General Editing
191
Editing Audio Clips in the Timeline
19 2
Adjusting Audio Clips in the Timeline
19 2
Navigating in the Timeline
19 3
Tracks and Markers
Recording
19 4
Appendix C195Solutions to Common Problems and Customer Support
19 5
Solutions to Common Problems
19 7
Calling AppleCare Support
Index19 9
Contents
5
An Introduction to Soundtrack
Soundtrack gives you the tools you need to create
high-quality soundtracks for your video productions.
Music projects that until recently would have required an array of professional studio
equipment can now be completed in a home or project studio, using a personal
computer and readily available resources. A computer with a fast processor and
enough RAM can serve as a workstation for recording, arranging, mixing, and
producing complete music projects that can be played back on the computer, burned
on a CD or DVD, or distributed over the Internet.
For digital video editors, this development allows unprecedented opportunities for
increasing creative control over the music for video projects. Currently, most video
projects either use stock music clips from music libraries or rely on outside music
production houses to create original scores. Now, using digital music tools and
applications, video editors, including those with no musical training or experience, can
create high-quality soundtracks for their video projects with the same computer they
used to assemble and edit their video.
Preface
What Is Soundtrack?
Soundtrack is a music application built specifically for Mac OS X. Using Soundtrack,
even non-musicians can create professional-sounding, royalty-free soundtracks for
Final Cut Express video projects.
Soundtrack lets you build musical arrangements using prerecorded audio files called
loops.
Loops contain rhythmic patterns that you can extend to fill any amount of time.
In a Soundtrack project, you can combine and arrange loops and non-looping audio
files, add professional-quality effects, mix your music in stereo, and export the final mix
to a standard audio file that can be played on any multimedia-equipped computer or
imported into Final Cut Express.
7
Soundtrack includes the following features:
Â
Work in real time:
You can work on Soundtrack projects in real time, adding and editing
audio while the project is playing, and hear the results of your changes immediately.
Â
Use existing loop libraries:
Soundtrack includes a large collection of Apple Loops and
is compatible with a wide variety of existing loop libraries, including those created
for use with Sonic Foundry’s ACID.
Â
Mix loops recorded at different tempos and keys:
Soundtrack automatically matches
loops to the project tempo and key, allowing you to freely combine loops from
different sources in a single project.
Â
Locate and preview files easily:
The Media and Effects Manager, a part of the Soundtrack
interface, provides powerful file browsing and search features, making it easy to locate
loops and one-shots by instrument, genre, mood, or other search criteria.
Â
Add professional-quality effects:
Soundtrack includes high-quality effects plug-ins that
you can use in your projects. You can also install third-party effects in the Audio Units
plug-in format.
Â
Use Final Cut Express scoring markers:
When using Soundtrack to score a video that
includes Final Cut Express scoring markers, Soundtrack recognizes and displays the
scoring markers in the Timeline. You can also add time markers and use them as cue
points to precisely synchronize the music to the action.
Â
Edit nondestructively:
All of the edits you make in Soundtrack are nondestructive,
allowing you to freely try out changes to audio files without altering the original file
and to use the same file in multiple projects.
Â
Record and edit automation:
You can record movements to sliders and other
onscreen controls, play back the automation, and edit it in the Timeline.
Â
Audio recording capability:
You can record audio directly in tracks in the Soundtrack
Timeline, including recording multiple takes.
8Preface
An Introduction to Soundtrack
Creating Music with Soundtrack
Making use of the advanced digital audio capabilities of Macintosh computers and
Mac OS X, Soundtrack gives you a simple way to create music: After preparing the
video in Final Cut Express, you add media (audio and video files) to tracks in the
Soundtrack Timeline, edit and adjust your audio, and then add effects and automation
to create a final mix that you can export and distribute.
To create your Soundtrack projects, you use prerecorded loops and other audio files.
You can choose the style, tempo, and instrumentation of your music, and arrange
musical events in time, even with no musical experience or training. In short,
Soundtrack gives you greater creative control over the sound of your music than you
would get using stock music libraries or relying on an outside music production facility.
The following steps outline a typical Soundtrack work session. You won’t always
proceed in a strict linear order, and you may choose to overlap some steps. For
example, you may add more audio after starting to build your arrangement in the
Timeline, or you may make changes to the arrangement after you begin mixing.
Prepare
media
Locate and
preview media
Media ManagerProject workspace
Creating Music with Soundtrack
Add
media
Build
arrangement
MixExport
Import to
Final Cut Express
Step 1: Prepare the video
If you’re scoring a video, you’ll want to determine the length of the scenes to be scored,
what mood and style of music are appropriate for the video, and how the music will be
synchronized with the action at specific points. You can prepare the video in
Final Cut Express by adding scoring markers, which appear when you import the video
into Soundtrack.
Step 2: Add media
Once you’re ready, you begin by selecting the audio files you want to use in your
project. You can preview audio files in the Media and Effects Manager, and then add
them to the project Timeline. If you’re scoring a video, you import the video file into
the project so that you can view it as you create your score, and synchronize the music
with the video.
Preface
An Introduction to Soundtrack
9
Step 3: Build the arrangement
You build the arrangement by continuing to add audio clips to the Timeline, moving
and resizing them to create rhythmic patterns and define sections, and editing them in
a variety of ways. You can build drum and rhythm tracks to lay out the form and set the
basic mood, and then layer additional parts over the rhythm tracks to fill out the
arrangement. You can alter the mood and add interest to your music by changing the
instrumentation, changing tempo and key, and adding lead parts or sound effects to
create moments of tension and release.
Step 4: Mix
Once the arrangement is complete, you mix the project. Mixing involves shaping the
overall sound, balancing different parts of the music, and bringing focus to the key
moments in your project. You can further shape the sound of the project by adding
effects (such as EQ, reverb, delay, chorus, and distortion) and using automation to
create dynamic changes. When you finish mixing, you have one or more final mixes
that you can export and distribute.
Step 5: Export and distribute
When your project is complete, you export the final mix as a stereo audio file, which
can be played back on any multimedia-equipped computer. You can also export
individual tracks as audio files. Your exported audio files can be imported into
Final Cut Express or into another audio application such as Logic, burned on a CD or
DVD, and distributed in a variety of ways. You can also export a project containing a
video file as a QuickTime movie file.
Resources for Learning About Soundtrack
This manual describes the Soundtrack interface, commands, and menus, and gives stepby-step instructions for creating Soundtrack projects and for accomplishing specific tasks.
It also includes information on setting up your system and on audio basics. It is designed
to provide the information you need to get up to speed quickly so you can take full
advantage of the intuitive interface and powerful features of Soundtrack.
If you want to start by learning how to set up audio hardware to use with Soundtrack,
read Chapter 2, “Setting Up Your System,” on page 21. If you want to learn about the
features and controls in the Soundtrack interface, read Chapter 3, “The Soundtrack
Interface,” on page 31. If you want to jump right in and start using the application, skip
ahead to Chapter 4, “Getting Started with Soundtrack,” on page 47.
In addition to this manual, Soundtrack provides other sources of support.
10Preface An Introduction to Soundtrack
Soundtrack Onscreen User Manual
The Soundtrack onscreen user manual allows you to access information directly
onscreen while you’re working in Soundtrack. To view this information, choose Help >
Soundtrack User Manual. The Soundtrack onscreen user manual is a fully hyperlinked
version of the Soundtrack User Manual, enhanced with many features that make
locating information quick and easy.
 The homepage provides quick access to various features, including Late-Breaking
News, the index, and the Soundtrack website.
 A comprehensive bookmark list allows you to quickly choose what you want to see
and takes you there as soon as you click the link.
In addition to these navigational tools, the Soundtrack onscreen user manual gives you
other means to locate information quickly:
 All cross-references in the text are linked. You can click any cross-reference and jump
immediately to that location. Then, you can use the Preview Back button to return to
where you were before you clicked the cross-reference.
 The table of contents and index are also linked. If you click an entry in either of these
sections, you jump directly to that section of the user manual.
 You can also use the Find dialog to search the text for specific words or a phrase.
Apple Websites
There are a variety of Apple websites that you can visit to find additional information.
Soundtrack Website
For general information and updates, as well as the latest news on Soundtrack, go to:
 http://www.apple.com/finalcutexpress/soundtrack.html
Apple Service and Support Website
For software updates and answers to the most frequently asked questions for all Apple
products, including Soundtrack, go to:
 http://www.apple.com/support/soundtrack
You’ll also have access to product specifications, reference documentation, and Apple
and third-party product technical articles.
Preface An Introduction to Soundtrack11
Other Apple Websites
Start at the Apple homepage to find the latest and greatest information about
Apple products:
Â
http://www.apple.com
QuickTime is industry-standard technology for handling video, sound, animation,
graphics, text, music, and 360-degree virtual reality (VR) scenes. QuickTime provides a
high level of performance, compatibility, and quality for delivering digital video. Go to
the QuickTime website for information on the types of media supported, a tour of the
QuickTime interface, specifications, and more:
Â
http://www.apple.com/quicktime
FireWire is one of the fastest peripheral standards ever developed, which makes it great
for use with multimedia peripherals, such as video camcorders and the latest highspeed hard disk drives. Visit this website for information about FireWire technology and
available third-party FireWire products:
Â
http://www.apple.com/firewire
For information about seminars, events, and third-party tools used in web publishing,
design and print, music and audio, desktop movies, digital imaging, and the media
arts, go to:
Â
http://www.apple.com/pro
For resources, stories, and information about projects developed by users in education
using Apple software, including Soundtrack, go to:
Â
http://www.apple.com/education
Go to the Apple Store to buy software, hardware, and accessories direct from Apple
and to find special promotions and deals that include third-party hardware and
software products:
Â
http://www.apple.com/store
12Preface
An Introduction to Soundtrack
1
Audio and Music Basics
1
You can create professional-sounding music projects in
Soundtrack without any background or training in music.
This chapter describes the basic audio and music concepts
you need to know to get started.
Basic Audio Concepts
In order to understand how you can work with audio files and use the controls, effects,
and envelopes included in Soundtrack, it’s helpful to know some basic terms and
concepts about audio.
Sound Waves
What we hear as sounds are vibrations traveling through the air as
waves move through the air like ripples in a pond, radiating outward from the sound’s
source in a regular pattern of compression and rarefaction.
sound waves.
Sound
Amplitude
Frequency and Amplitude
The rate at which a sound wave repeats (the time between two peaks of the wave) is
called its
a sound’s frequency as being relatively high (like a flute, a child’s voice, or a train
whistle) or low (like a bass guitar, a man’s voice, or the rumble of a train on the tracks).
The range of frequencies audible to human beings is roughly 20 Hz–20 kilohertz (kHz).
frequency.
Frequency
Frequency is expressed in cycles per second, or Hertz (Hz). We hear
Time
13
The depth or intensity of a sound is called its amplitude, and is expressed in decibels
(dB). We hear amplitude as the volume or loudness of a sound. The range of audible
loudness is roughly 0–130 dB. Higher decibel levels are painful to human hearing.
Musical Sounds
Musical sounds typically have a regular frequency, which we hear as the sound’s pitch.
Pitch is expressed using musical notes, such as C, Eb, and F#. What we hear as the pitch
is only the lowest, strongest part of the sound wave, called the fundamental. Every
musical sound also has higher, softer parts called overtones or harmonics, which occur
at regular multiples of the fundamental frequency. We don’t hear the harmonics as
distinct pitches, but rather as the tone color (also called the timbre) of the sound, which
lets us distinguish one instrument or voice from another, even when both are playing
the same pitch. When you turn up the treble on your stereo, or adjust an EQ effect, you
raise the volume of some of the harmonics in the music, but don’t change the
fundamental frequencies.
Time
Fundamental
First harmonic
Second harmonic
Time
Time
14Chapter 1 Audio and Music Basics
Envelopes
Another aspect of sound that helps us to distinguish between instruments and voices
playing the same pitch is a sound’s envelope. Every note played on a musical
instrument has a distinct curve of rising and falling volume over time. Sounds
produced by some instruments, particularly drums and other percussion, start at a high
volume level but quickly decrease to a much lower level, and die away to silence
quickly. Sounds produced by other instruments, for example, a violin or a trumpet, can
be sustained at the same volume level, and can be raised or lowered in volume while
being sustained. This volume curve is called the sound’s envelope, and acts like a
signature to help our ears recognize what instrument is producing the sound.
Sustained envelopePercussive envelope
Phase Relationships
When two instruments or voices are playing the same pitch, the sound waves may
have the exact same frequency and amplitude, but the peaks and troughs of the wave
reach our ears, or a microphone recording the sound, at slightly different times. This is
referred to as a difference in the phase of the sound waves. When two sound waves are
completely in phase, the volume of the sound is doubled. When two sound waves are
completely out of phase, they cancel each other out and we hear silence. Certain
effects, such as phase shifters, make use of these properties of phase relationships to
alter the sound of an audio signal.
Time
Recording Sound
When a sound is recorded, the sound waves traveling through the air are converted to
an electrical signal, using a device called a transducer. Sound can be recorded using
either analog or digital recording technology.
Chapter 1 Audio and Music Basics15
Analog Recording
When a sound is recorded using analog technology, the sound waves are recorded as a
continuous electrical signal. Typically, the vibrations in the air contact the diaphragm of
a microphone, setting the diaphragm in motion. A transducer in the microphone
converts the diaphragm’s motion into an electric signal. The compressed parts of the
sound wave are recorded as positive electrical voltages, and the rarefied parts of the
wave are recorded as negative voltages. The voltage of the recorded signal is an analog
of the wave’s frequencies and their relative amplitudes at any point in time.
Time
Analog recording technology was originally developed using mechanical means to
etch the sound signal directly onto wax cylinders or lacquer disks. Its simplicity, and the
rapid development of electronics during the twentieth century, led to its widespread
use for recording music and for adding sound to motion pictures.
However, analog audio recording is subject to several problems in achieving high-fidelity
reproduction of sound. These include noise, distortion, and loss of quality each time the
audio signal is copied or reproduced.
Digital Recording
When a sound is digitally recorded, the sound waves are recorded as a series of samples
onto a hard disk or other digital storage medium. A sample stores the voltages
corresponding to the wave’s frequencies and their relative amplitudes as a series of
binary numbers, or bits. Each sample is like a snapshot of the sound at a particular
instant in time.
Time
16Chapter 1 Audio and Music Basics
Digital recording technology offers several advantages over analog technology for
recording sound, including lower noise, wider frequency response, and less distortion
(if the sound is recorded at the proper level). In addition, digital recordings can be
reproduced any number of times without any loss of audio quality. These advantages,
combined with the popularity of personal computers, have led to the rapid
development of digital audio as a leading technology for music production.
Sample Rate and Bit Depth
The audio quality of any digital recording depends on two factors: the sample rate and
the bit depth used to record the signal. The sample rate is the number of samples
recorded per second. The bit depth is the number of digital bits each sample contains.
Together, these two factors determine the amount of information contained in a digital
audio recording. The higher the sample rate and bit depth of a recording, the more
accurately the recording reproduces the original sound.
Time
Low sample rate
Time
High sample rate
Recording music digitally requires a very high sample rate and bit depth to reproduce
the nuances in the music satisfactorily. The Nyquist theorem states that sounds must be
recorded at no less than double the rate of the highest frequency being sampled to
accurately reproduce the original sound. Audio CDs are recorded at a sample rate of
44.1 kHz and a bit depth of 16 bits (some CDs use a higher 20- or 24-bit depth). Audio
for DVDs is often recorded using a slightly higher sample rate of 48 kHz. Soundtrack
lets you record and play back digital audio files at sample rates of up to 96 kHz, and at
bit depths of up to 24 bits.
Chapter 1 Audio and Music Basics17
Digital Distortion
To record sound with the widest possible dynamic range, the input level must be set
high enough to capture the complete audio signal. When the input level of the signal is
set too high, however, the signal exceeds the maximum level that can be sampled or
reproduced accurately, resulting in digital distortion. Digital distortion is defined for
most digital audio applications, including Soundtrack, as any time the signal rises
above 0 dB. Even a single sample above 0 dB can produce noticeable distortion, which
you hear as a sharp crackling sound in the audio output. Digital distortion is nearly
always undesirable, and Soundtrack includes audio meters and other controls so that
you can identify and remove distortion from your projects.
Time
Basic Music Concepts
You can create professional-sounding music projects in Soundtrack without any
background or training in music. In order to understand how the different elements in
a piece of music work together, and how you can use them to plan and create projects
in Soundtrack, it’s helpful to know some basic concepts about music.
Rhythm and Tempo
Rhythm is the most essential of all elements of music. People respond to rhythm
unconsciously by tapping their feet or moving their bodies in time to the rhythm.
When the rhythm in a piece of music changes, most people feel a difference in the
character or mood of the music right away.
Rhythm defines the sense of time in music by creating a recurring pulse. The feeling of
rhythmic pulse in music can be subtle (for example, in classical music and some
electronic music), or it can dominate all other elements of the music (as in tribal
drumming or in dance music).
There are usually several layers of rhythm occurring simultaneously in a piece of music.
The strongest rhythmic layer occurs in regular units called measures. Falling within each
measure are a number of softer pulses called beats. The beat that coincides with the
beginning of the measure is called the downbeat. There can also be more subtle pulses
between beats. In the Soundtrack interface, the Beat ruler and Beat display show the
division of musical time into measures, beats, and beat divisions.
18Chapter 1 Audio and Music Basics
Musicians use the concept of time signature to express the relationship between measures
and beats. The first, or upper, number of the time signature indicates the number of beats
in each measure, and the second, or lower, number indicates the basic beat value.
The rate at which beats occur in a piece of music is called its tempo. Tempo is measured
in beats per minute (bpm). Music with an active or upbeat feeling tends to use a faster
tempo, while music with a more relaxed or inward feeling tends to use a slower tempo.
You can control the tempo of a Soundtrack project, and change the tempo during the
course of a project.
Melody
Melody is often the most recognizable or memorable part of a piece of music. It’s the
part of the music you walk away singing, whistling, or humming, and the part you
usually think of when trying to identify the music or tell someone about it.
A melody is an arrangement of musical notes in a specific rhythmic pattern. Melodies
establish the character of a piece of music, and immediately evoke a feeling or mood.
In Soundtrack projects, you work with prerecorded loops, some of which contain
melodies or melodic phrases. If you sing or play an instrument, you can also record
original melodies in Soundtrack. Whether you use existing loops or your own
recordings, the most important thing to consider is whether a melody you want to use
is appropriate for the style and feeling of a particular project.
Harmony and Key
Harmony occurs when several musical notes are played simultaneously, typically in
groups of three or more notes called chords. The harmony of a piece of music is often
played by rhythm or accompanying instruments, and works with the rhythm and
melody to help establish the feeling of the music. As a piece of music progresses, the
harmony changes, often at the beginning of a measure or on a strong beat, creating
chord progressions that help give the music a sense of forward motion.
Most music makes use of groups of related notes called musical scales as the basis for
both melody and harmony. The most common scales are the major scale and the minor scale. A scale centered around a particular musical pitch is called the key of a piece, and
the central note is called the root note or tonic of that key. You can set the key of a
Soundtrack project, and add key changes over the course of a project.
Some loops and one-shots you’ll use in your projects contain recordings with
harmonies and chords. Soundtrack automatically matches the key of each audio file
you add to a project to the project’s key. You can also transpose individual loops to
create chord progressions and achieve other harmonic effects.
Chapter 1 Audio and Music Basics19
Instrumentation
The instruments used in any piece of music help define the style and the character of
the music. Because each instrument adds its own particular range of musical
expression to the piece, the choice of instrumentation is a crucial one in creating your
projects. If you’re working in a particular style, you should always consider whether an
instrument fits the sound of that style. If you’re going for something original, you can
try combining instruments in a unique or unusual way.
The art of arranging involves choosing the right instrumentation, and using changes in
the instrumentation over the course of the piece to create musical interest and drama.
The arrangement becomes an integral part of the character and expression of the music.
Musical Patterns and Form
Most styles of music engage their audience by building up repeating patterns, then
breaking or changing them after a number of repetitions. Larger musical compositions
are created out of a series of related patterns.
Musical patterns typically occur in groups of two or four, and changes from one pattern
to another typically occur at multiples of four. The form of a popular song provides a
simple example: Many pop songs consist of a short introduction followed by two main
sections, the verse and the chorus. The verse and chorus alternate several times, with
the melody either sung or played by the lead instruments.
The introduction typically lasts 8 or 16 measures; each verse lasts 16 or 32 measures,
and the chorus lasts for another 16 or 32 measures. In both the verse and chorus, the
harmony may change at the beginning of every measure, or every two or four
measures. Often the last chorus is repeated several times for a coda or “outro.”
Most styles of contemporary music are based to some degree on song form. You can
easily create projects based on this form, using loops with drum beats and rhythmic
patterns to define each section of the form. Each repetition of the verse and chorus
sections can be set off using loops with vocals, or with varying lead or solo parts. You
can scale the length of the piece to fill a specific amount of time, such as the length of
a movie you want to score, by either adjusting the tempo or changing the number of
times the final section repeats.
Another typical feature of song-based music is that there is often a signal at the end of
each pattern that tells the audience that the pattern is about to change. Often this
occurs in the drums or rhythm section parts. For example, the drums may repeat the
same pattern for seven measures, but introduce slight changes in the eighth measure
that energize the music and signal that a new pattern is about to start. Musicians call
these signals fills, and loop libraries often contain several fills meant to be used with a
looped drum pattern.
20Chapter 1 Audio and Music Basics
2Setting Up Your System
2
The way you set up your system depends on the audio
equipment you plan to use.
You can use your computer’s speaker or headphone jack to monitor the audio output
from Soundtrack. For better results, you may want to connect external monitors or
speakers to your system, so that you can monitor the audio output at a higher level of
quality. You may want to connect other external audio equipment such as an audio
interface or a mixer, particularly if you plan to record your own audio in Soundtrack.
 For information on system and hardware requirements, see the Read Before You
Install document on the installation DVD.
 For information on installing the software, see the Installing Your Software booklet.
System Considerations
To achieve the most effective results, you should consider the following issues when
setting up your system.
Processor Speed and RAM
Digital audio files require intensive processing by your computer. If you plan to work on
longer or more complex projects, or use multiple effects plug-ins in your projects, a
computer with a faster processor can facilitate your productivity.
Soundtrack is optimized for use with computers that have a multiprocessor
architecture. Working with Soundtrack projects on a multiprocessor-equipped
computer can make your workflow more efficient, especially when creating longer or
more complex projects.
If you plan to work on large projects, it’s useful to have extra random-access memory,
or RAM, installed in your computer. Additional RAM allows you to play back more files
simultaneously, use a greater number of effects plug-ins, and keep several multimedia
applications open at the same time.
21
Hard Disk Space
It’s also a good idea to have a large hard disk with plenty of available space to store the
media (audio and video) files you use with Soundtrack. As you work with the
application, you’ll likely want to acquire a large collection of sounds to use in your
Soundtrack projects. You can use audio files stored on a CD-ROM disc or other external
media, but playback performance may not be as good as when the audio files are
installed on a local hard disk, especially when using a large number of files.
If you store media files on an external hard disk, make sure the disk has a fast enough
seek time and a high enough sustained data transfer rate for use with multimedia files.
Consult the manufacturer’s specifications.
Dedicated Hard Disk
If you plan to record your own audio in Soundtrack, remember that every minute of
stereo digital audio (recorded using a 44.1 kHz sample rate and 16-bit depth) requires
roughly 10 MB of hard disk space. If you plan to record large amounts of audio, you
may want to record to a dedicated hard disk.
Setting the Audio Input and Output
By default, Soundtrack uses the input and output devices set in your computer’s
System Preferences for audio input and output. You can set the default input and
output (for monitoring) devices for Soundtrack in the Recording pane of the
Soundtrack Preferences window, and change them for individual recording sessions in
the Recording tab. For information on changing the default input and output devices
Soundtrack uses, see “Setting Soundtrack Preferences” on page 73.
Adding Audio Units Plug-Ins to Your Computer
Soundtrack includes an extensive set of professional-quality effects plug-ins. Soundtrack
uses effects in the Audio Units plug-in format, the native plug-in format of Mac OS X.
Audio Units plug-ins are also available from third-party manufacturers. When adding
third-party effects to your computer, be sure to read the documentation, including any
Read Me and installation files, that came with the plug-in. Supported Audio Units
effects plug-ins appear in the Effects window under the manufacturer’s name.
Soundtrack does not support VST, ASIO, MAS, or RTAS effects plug-ins.
22Chapter 2 Setting Up Your System
Connecting Audio Equipment
You can use a variety of audio equipment with Soundtrack for both recording and
playback. For information on connecting a specific piece of equipment to your
computer, read the documentation that came with the equipment.
When using external audio devices, it’s a good idea to connect them before
opening Soundtrack.
Soundtrack does not support video input from devices such as camcorders or
videocassette decks.
Audio Interfaces
You can connect an audio interface to your computer, and then connect microphones and
musical instruments to the audio interface for recording. You can also connect output
devices, such as monitors or speakers, a mixer, or an amplifier to the audio interface.
When choosing an audio interface, check the manufacturer’s specifications to make
sure the interface is compatible with Mac OS X v10.4 (Tiger). Some audio interfaces
require driver software, while others are supported without the need for a driver. If the
device requires a driver, make sure an up-to-date driver is included with the device, or
is available from the manufacturer.
All digital audio interfaces can be susceptible to latency, a noticeable delay between
the time the audio signal is produced and the time you hear it. When connecting an
audio interface, you should connect the interface directly to the computer, rather than
connecting it through a hub or daisy-chaining it through another device. Connecting
an audio interface through a hub or an intermediary device can cause an unacceptable
amount of latency, particularly with slower protocols such as USB.
Soundtrack supports input from digital audio interfaces up to a maximum sample rate of
96 kHz and a maximum bit depth of 24 bits. If you connect an interface that uses sample
rates or bit depths outside the range supported by Soundtrack, an alert message appears,
telling you that data from the audio interface is not compatible with the application.
Chapter 2 Setting Up Your System23
FireWire (IEEE 1394)
FireWire is a professional and consumer standard for both audio and video equipment.
The combination of fast data-transfer rates, high storage capacities, and plug-and-play
connection makes FireWire an attractive choice for working with digital audio files.
FireWire is included on all current Macintosh computers, and a number of FireWire
audio interfaces are available.
There are two kinds of FireWire connectors: a 4-pin connector (typically found on
video equipment) and a 6-pin connector (used for computer and audio equipment).
FireWire 400 (6-pin)
(Sometimes labeled iLINK)
FireWire 400 (4-pin)
USB (Universal Serial Bus)
USB is a consumer standard used on computer peripherals and other devices. USB
offers a lower data-transfer rate than FireWire, but supports plug-and-play operation
and the ability to connect several devices in sequence (daisy-chaining). Some USB
devices draw their power over the USB cable, while others require a separate power
connection. USB is included on all current Macintosh computers.
There are two kinds of USB connectors: an A connector, typically used to connect a
device to a USB hub, and a B connector, typically used to connect devices together, and
also to connect a device to a computer. USB audio interfaces should always be directly
connected to your computer, not connected via a hub or to the computer’s display,
keyboard, or another peripheral.
USB (Universal Serial Bus)
PCI (Peripheral Connect Interface)
PCI interfaces, unlike FireWire and USB interfaces, require that you install a dedicated
sound card in your computer. PCI provides high bandwidth and fast data-transfer rates,
allowing you to record and play back large numbers of files at the highest possible
sample rates and bit depths.
24Chapter 2 Setting Up Your System
PCMCIA
PCMCIA is a consumer standard for connecting devices to a laptop computer. PCMCIA
provides a lower data-transfer rate than FireWire or USB, but provides a compact,
affordable solution for connecting an audio interface to your computer, while keeping
your USB and FireWire ports available for other devices. Most current Macintosh laptop
computers support PCMCIA connections via a built-in card slot.
Audio Cabling
There are several types of audio cables and connectors used on professional and
consumer audio equipment, at a range of prices and levels of quality. When connecting
microphones and musical instruments to an audio interface or a mixer, make sure the
interface has the proper input jacks for the type of connectors and cables you plan to use.
XLR
XLR cables and connectors are used on professional-quality microphones, monitors, and
other musical equipment. They provide a high-quality, balanced signal at +4 dB level.
XLR connector (balanced)
1/4-Inch Audio
1/4-inch connectors (sometimes called “phone plugs”) are used on a wide variety of
professional and consumer musical equipment, including musical instruments and
amplifiers, speakers, and external effects devices. They can be either balanced (+4 dB)
or unbalanced (–10 dB). Some devices require Tip-Ring-Sleeve (TRS) connectors to
transfer the audio signal.
1/4-inch Tip-Ring Sleeve (TRS) connector
1/4-inch Tip-Ring (TR) connector
RCA
RCA connectors are used on consumer audio equipment such as home stereo systems
and videocassette recorders.
RCA connector (unbalanced)
Chapter 2 Setting Up Your System25
Optical Digital (AES-EBU and S/PDIF)
AES-EBU and S/PDIF are both used to provide an optical digital connection to
professional and consumer audio equipment, including audio interfaces, DAT (digital
audio tape) machines, and hardware samplers. Both carry a stereo digital signal. AESEBU is balanced, and has an operating level of 5 volts, while S/PDIF is unbalanced and
has an operating level of roughly 1/2 volt. There are adapter cables available to convert
between the two protocols. S/PDIF carries additional information with the audio signal,
including SCMS copy-protection information.
S/PIDF optical digital connector
1/8-Inch Miniplug
Miniplug connectors are used for audio input and output to computers and on some
consumer electronic devices, particularly portable ones.
Stereo miniplug connector (unbalanced)
Audio Output
Being able to monitor the audio output of your projects at a high level of quality is
crucial to achieving professional results. In general, you should use the best output
equipment your budget allows.
Speakers and Monitors
You can play back audio through your computer’s speakers or headphone jack, but the
audio output may not be high enough for you to evaluate your music at a professional
level of quality. Connecting external speakers or monitors to your system allows you to
hear the audio output with greater fidelity and a wider dynamic range. In general, you
should use the highest-quality speakers or monitors you can afford in order to hear
your projects at the highest level of audio quality.
For detailed information about connecting external speakers to your audio interface,
see the documentation that came with the speakers.
26Chapter 2 Setting Up Your System
Amplifiers
If you are recording audio from microphones, and are not running the microphone’s
signal through a mixer with a microphone pre-amplifier, you need to connect an
amplifier to boost the microphone’s signal before sending it to the computer. If you are
connecting monitors or speakers that are not self-powered, you also need to connect
them through an amplifier.
Mixers
Connecting a mixer to your system allows you to record audio from multiple
microphones or instruments simultaneously, to play back the output from your
computer through connected monitors or speakers, and to control the volume levels of
both the audio input and output. Professional-quality mixers have a number of
additional features, including equalization (EQ) controls, auxiliary sends and returns for
adding external effects, and separate monitor and mix level controls. Mixers may also
include inboard pre-amplification for microphones, making the use of a separate
amplifier unnecessary.
Example Hardware Setups
The following sections provide several examples of different hardware setups.
Setting Up a System Using Powered Speakers
With this setup, you can monitor the audio output through a set of connected
powered speakers.
This setup uses the following equipment:
 Your computer and display
 A set of powered speakers, including speaker wire and a power adaptor
Speakers
Power cables
Speaker cables
Computer
Chapter 2 Setting Up Your System27
Setting Up a System Using a USB Audio Interface
With this setup, you can record audio input from microphones and musical
instruments, and monitor audio output, through a USB audio interface.
This setup uses the following equipment:
 Your computer and display
 USB audio interface (from 2 to 8 channels) with USB cable to connect to your computer
 Microphone
 Musical instruments (guitar, bass, and keyboard)
 Cables to connect microphones and instruments to the audio interface
 Set of monitors or speakers
Monitors
Microphone
Speaker
Computer
USB
cable
cables
Computer
Audio interface
Instrument
28Chapter 2 Setting Up Your System
Setting Up a System Using a FireWire Audio Interface
With this setup, you can record audio input from several sources simultaneously, and
monitor audio output channels independently, through a mixer connected to a
FireWire audio interface.
This setup uses the following equipment:
 Your computer and display
 FireWire audio interface with FireWire cable to connect to your computer
 Mixer (8 channels) with built-in pre-amplifier
 Microphones
 Musical instruments (guitars, bass, keyboards, and outboard effects units)
 Set of powered monitors or speakers
 Cables to connect microphones and instruments to the mixer and audio interface
 Speaker cables
Monitors
Microphone
Audio interface
FireWire
cable
Computer
Speaker
cables
Mixer
Chapter 2 Setting Up Your System29
Instrument
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