Cristina Bachmann, Heiko Bischoff, Marion Bröer, Sabine Pfeifer, Heike Schilling
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10About this chapter
10Minimum requirements
10Installing the Nuendo Expansion Kit
10Register your software
11The included VST instruments
12Introduction
12Prologue
21Spector
29Mystic
37HALionOne
38Groove Agent ONE
43LoopMash
47Embracer – Surround Pad Synthesizer
49Monologue – Monophonic Analog Modeling
Synthesizer
52Diagrams
54Editing drums
55The Drum Editor – Overview
57Drum Editor operations
58Working with drum maps
61Using drum name lists
62VST Expression
63Introduction
64VST Expression in Nuendo
67Creating and editing expression maps
70How the Score Editor works
71About this chapter
71Welcome!
71How the Score Editor operates
71MIDI notes vs. score notes
72Display Quantize
74Entering notes by hand vs. recording notes
75The basics
76About this chapter
76Preparations
76Opening the Score Editor
76The project cursor
76Playing back and recording
77Page Mode
77Changing the zoom factor
78The active staff
78Making page setup settings
78Designing your work space
80About the Score Editor context menus
80About dialogs in the Score Editor
81Setting clef, key, and time signature
85Transposing instruments
85Printing from the Score Editor
85Exporting pages as image files
86Working order
87Force update
88Transcribing MIDI recordings
89About this chapter
89About transcription
89Getting the parts ready
89Strategies: Preparing parts for score printout
90Staff settings
90Situations which require additional techniques
91Inserting Display Quantize changes
92Strategies: Adding Display Quantize changes
92The Explode function
92Using “Scores Notes To MIDI”
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Table of Contents
Page 5
94Entering and editing notes
95About this chapter
95Score settings
96Note values and positions
97Adding and editing notes
99Selecting notes
100Moving notes
101Duplicating notes
102Cut, copy, and paste
102Editing pitches of individual notes
103Changing the length of notes
104Splitting a note in two
104Working with the Display Quantize tool
104Split (piano) staves
105Strategies: Multiple staves
106Inserting and editing clefs, keys, or time signatures
107Deleting notes
108 Staff settings
109About this chapter
109Staff settings
109Making settings
109Working with staff presets
110Staff names
110Key and clef
110Display Quantize and Interpretation Options
113Display Transpose
113The Options tab
114The Polyphonic tab
114The Tablature tab
124 Additional note and rest formatting
125About this chapter
125Background: Note stems
125Setting stem direction
126Stem length
126Accidentals and enharmonic shift
127Changing the note head shape
128Other note details
129Coloring notes
129Copying settings between notes
129Handling beaming
133About tied notes
135Graphic moving of notes
135Cue notes
136Grace notes
137Tuplets
139 Working with symbols
140About this chapter
140Background: The different layers
141The Symbols Inspector
142Important! – Symbols, staves, and voices
143Adding symbols to the score
149Selecting symbols
150Moving and duplicating symbols
153Changing length, size, and shape
154Deleting symbols
154Copy and paste
154Alignment
155Symbol details
115 Polyphonic voicing
116About this chapter
116Background: Polyphonic voicing
117Setting up the voices
118Strategies: How many voices do I need?
119Entering notes into voices
119Checking which voice a note belongs to
119Moving notes between voices
121Handling rests
121Voices and Display Quantize
122Creating crossed voicings
123Automatic polyphonic voicing – Merge All Staves
123Converting voices to tracks – Extract Voices
Table of Contents
161 Working with chords
162About this chapter
162Inserting Chord symbols
164Global chord settings
165 Working with text
166About this chapter
166Adding and editing text symbols
168Different types of text
172Text functions
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175 Working with layouts
176About this chapter
176Background: Layouts
176Creating a layout
176Opening a layout
176Layout operations
177Using layouts – an example
178Marker Track to Form
179 Working with MusicXML
180Introduction
181Importing and exporting MusicXML files
183 Designing your score: additional
techniques
184About this chapter
184Layout settings
185Staff size
185Hiding/showing objects
186Coloring notes
187Multiple rests
187Editing bar lines
188Creating upbeats
189Setting the number of bars across the page
190Moving bar lines
190Dragging staves
192Adding brackets and braces
192Auto Layout
194Reset Layout
194Breaking bar lines
204 The score and MIDI playback
205About this chapter
205Scores and the Arranger mode
205The MIDI Meaning function
206Dynamic crescendo symbols
207 Tips and Tricks
208Overview
208Useful editing techniques
209Frequently asked questions
211If you wish you had a faster computer
212 Index
196 Scoring for drums
197About this chapter
197Background: Drum maps in the Score Editor
197Setting up the drum map
199Setting up a staff for drum scoring
199Entering and editing notes
199Using “Single Line Drum Staff”
200 Creating tablature
201About this chapter
201Creating tablature automatically
202Creating tablature manually
202Tablature number appearance
203Editing
203Note head shape
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Table of Contents
Page 7
1
About this manual
Page 8
Welcome!
This is the manual for Steinberg’s Nuendo Expansion Kit.
The Nuendo Expansion Kit adds a number of music composition functions from Steinberg’s Cubase (the “Cubase
Music Tools”) to your Nuendo application.
These features and functions, or more precisely the included VST instruments, the Drum Editor (and drum map
support), the handling of VST expression maps as well as
the Score Editor are described in detail in the following
chapters.
About the program versions
The documentation covers two different operating systems
or “platforms”; Windows and Mac OS X.
Some features and settings are specific to one of the platforms. This is clearly stated in the applicable cases. In other
words:
Ö If nothing else is said, all descriptions and procedures
in the documentation are valid for both Windows and Mac
OS X.
Key command conventions
Many of the default key commands in Nuendo use modifier keys, some of which are different depending on the
operating system. For example, the default key command
for Undo is [Ctrl]-[Z] under Windows and [Command]-[Z]
under Mac OS X.
When key commands with modifier keys are described in
this manual, they are shown with the Windows modifier
key first, in the following way:
[Win modifier key]/[Mac modifier key]-[key]
For example, [Ctrl]/[Command]-[Z] means “press [Ctrl]
under Windows or [Command] under Mac OS X, then
press [Z]”.
Similarly, [Alt]/[Option]-[X] means “press [Alt] under Windows or [Option] under Mac OS X, then press [X]”.
Ö Please note that this manual often refers to right-clicking, e.g. to open context menus, etc. If you are using a Mac
with a single-button mouse, hold down [Ctrl] and click.
8
About this manual
Page 9
2
System requirements and installation
Page 10
About this chapter
Installing the Nuendo Expansion Kit
This chapter describes the requirements and installation
procedures for the Windows version and the Mac version.
Minimum requirements
Your computer must meet the following requirements:
Windows
• Windows XP (Home or Professional, Service Pack 2, 32-bit),
or Windows Vista (32-bit and 64-bit), or Windows 7 (32-bit
and 64-bit)
• Windows DirectX compatible audio hardware; ASIO compatible audio hardware recommended for low latency performance.
• Display resolution of 1280x800 pixels recommended
•4 GB of free hard disk space
• QuickTime 7.1 and video card supporting OpenGL 1.2
(OpenGL 2.0 recommended) required for video playback
• USB-eLicenser and USB component connector
• DVD ROM drive required for installation
• Internet connection required for license activation
Macintosh
• Mac OS X 10.5.8 or 10.6
• Intel Core processor (Intel Core Duo recommended)
•1024 MB RAM
• CoreAudio compatible audio hardware
• Display resolution of 1280x800 pixels
•4 GB of free hard disk space
• QuickTime 7.1 and video card supporting OpenGL 1.2
(OpenGL 2.0 recommended) required for video playback
• USB-eLicenser and USB component connector
• DVD ROM drive required for installation
• Internet connection required for license activation
The installation procedure puts all files in the right places,
automatically.
Windows
1. Insert the Nuendo Expansion Kit DVD into the DVD
drive of you computer.
2. Double-click the file called “Setup.exe”.
3. Follow the instructions on screen.
The installation process also includes the activation of the program license on your USB-eLicenser. This is the same procedure as for Nuendo.
Macintosh
1. Insert the Nuendo Expansion Kit DVD into the DVD
drive of you computer.
2. Double-click the file “Nuendo Expansion Kit 5.mpkg”.
3. Follow the instructions on screen.
The installation process also includes the activation of the program license on your USB-eLicenser. This is the same procedure as for Nuendo.
Register your software
We encourage you to register your software! By doing so
you are entitled to technical support and kept aware of up
dates and other news about your product.
There are two ways to register:
• In Nuendo, open the Help menu and select the Registration option.
This option is an Internet link that opens the Registration page of the
Steinberg web site. To register, simply follow the instructions on screen.
When you launch Nuendo, you also get prompted to launch the registra
tion process.
• Included on the installation DVD, you can find a registration form in PDF format. To register, print out the form,
enter all required information and send it to Steinberg.
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System requirements and installation
10
Page 11
3
The included VST instruments
Page 12
Introduction
This chapter contains descriptions of the included VST instruments and their parameters.
Ö Most of the included instruments are compatible with
VST3, this is indicated by an icon in front of the name (for
further information, see the section “About VST 3” in the
chapter “Audio effects” in the Operation Manual).
Prologue
Ö The signal flow of the Prologue synth is illustrated in
the section “Diagrams” on page 52.
Sound parameters
Oscillator section
This section contains parameters affecting the 3 oscillators.
These are located in upper half of the instrument panel.
Selecting Waveforms
Each oscillator has a number of waveforms which are selectable by clicking on the waveform name in the box located in each oscillator section.
Prologue is modelled on subtractive synthesis, the method
used in classic analog synthesizers. It has the following basic features:
• Multimode filter
Variable slope low pass and high pass, plus band pass and notch filter
modes – see
“About the filter types” on page 16.
• Three oscillators, each with 4 standard waveforms plus
an assortment of specialized waveforms.
See “Selecting Waveforms” on page 12.
• Frequency modulation.
See “About frequency modulation” on page 14.
• Ring Modulation.
See “Ring modulation” on page 15.
• Built-in effects.
See “Effects (EFX) page” on page 20.
• Prologue receives MIDI in Omni mode (on all MIDI
channels).
You do not have to select a MIDI channel to direct MIDI to the Prologue.
The included VST instruments
The following waveforms are available:
WaveformDescription
SawtoothThis waveform contains all harmonics and produces a
ParabolicThis can be described as a “rounded” sawtooth wave-
SquareSquare waveforms only contain odd number harmonics,
12
bright and rich sound.
form, producing a softer timbre.
which produces a distinct, hollow sound.
Page 13
WaveformDescription
TriangleThe triangle waveform generates only a few harmonics,
SineThe sine wave is the simplest possible waveform, with no
Formant 1–12 Formant waveforms emphasizes certain frequency bands.
Vocal 1–7These are also formant waveforms, but specifically vocal-
Partial 1–7Partials, also called harmonics or overtones, are a series
Reso Pulse
1–12
Slope 1–12This waveform category begins with a complex waveform
Neg Slope
1–9
spaced at odd harmonic numbers, which produces a
slightly hollow sound.
harmonics (overtones). The sine wave produces a neu
tral, soft timbre.
Like the human voice, musical instruments have a fixed
set of formants, which give it a unique, recognizable tonal
color or timbre, regardless of pitch.
oriented. Vowel sounds (A/E/I/O/U) are among the wave
forms found in this category.
of tones which accompany the prime tone (fundamental).
These waveforms can be described as producing inter
vals with two or more frequencies heard simultaneously
with equal strength.
This waveform category begins with a complex waveform
(Reso Pulse 1), that emphasizes the fundamental fre
quency (prime). For each consecutive waveform in this
category, the next harmonic in the harmonic series is
emphasized.
(Slope 1), with gradually decreasing harmonic complexity
the higher the number selected. Slope 12 produces a
sine wave (no harmonics).
This category also begins with a complex waveform
(NegSlope 1), but with gradually decreasing low fre
quency content the higher the number selected.
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-
-
• To hear the signal generated by the oscillator(s), the
corresponding Osc controls in the oscillator sections
must be turned clockwise to a suitable value.
OSC 1 parameters
Oscillator 1 acts as a master oscillator. It determines the
base pitch for all three oscillators. Oscillator 1 features the
following parameters:
ParameterDescription
Osc 1
(0–100)
Coarse
(±48
semitones)
Fine
(±50 cent)
This controls the output level of the oscillator.
This determines the base pitch used by all oscillators.
Fine tunes the oscillator pitch in cent increments (100th
of a semitone). This also affects all oscillators.
ParameterDescription
-
-
Wave Mod
(±50)
Phase button
(On/Off)
Tracking
button
(On/Off)
Wave Mod
button
(On/Off)
Waveform
pop-up menu
(see “Selecting
Waveforms”
on page 12)
This parameter is only active if the Wave Mod button is
activated beside the waveform selection box. Wave mod
ulation works by adding a phase-shifted copy of the oscillator output to itself, which produces waveform
variations. For example if a sawtooth waveform is used,
activating WM produces a pulse waveform. By modulat
ing the WM parameter with for example an LFO, classic
PWM (pulse width modulation) is produced. However,
wave modulation can be applied to any waveform.
When Phase synchronization is activated, all oscillators restart their waveform cycles with every note played. With
Phase deactivated, the oscillators generate a waveform
cycle continuously, which produces slight variations when
playing as each note starts from a random phase in the cy
cle, adding warmth to the sound. But when synthesizing
bass sounds or drum sounds, it is usually desired that the
attack of every note played sounds the same, so for these
purposes activate Phase sync. Phase sync also affects the
noise generator.
When Tracking is activated, the oscillator pitch tracks the
notes played on the keyboard. If Tracking is deactivated,
the oscillator pitch remains constant, regardless of what
note is played.
This switches wave modulation on or off.
Sets the basic waveform for the oscillator.
OSC 2 parameters
Oscillator 2 has the following parameters:
ParameterDescription
Osc 2
(0–100)
Coarse
(±48
semitones)
Fine
(±50 cent)
Wave Mod
(±50)
This controls the output level of the oscillator.
This determines the coarse pitch for Osc 2. If FM is enabled, this determines frequency ratio of the oscillator
regarding Osc 1.
Fine tunes the oscillator pitch in cent increments (100th
of a semitone). If FM is enabled, this determines the fre
quency ratio of the oscillator regarding Osc 1.
This parameter is only active if the Wave Mod button is
activated beside the waveform selection box. Wave mod
ulation works by adding a phase-shifted copy of the oscillator output to itself, which produces waveform
variations. For example if a sawtooth waveform is used,
activating WM produces a pulse waveform. By modulat
ing the WM parameter with for example an LFO, classic
PWM (pulse width modulation) is produced. However,
wave modulation can be applied to any waveform.
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-
-
-
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The included VST instruments
13
Page 14
ParameterDescription
Ratio
(1–16)
Sync button
(On/Off)
Tracking
button
(On/Off)
Freq Mod
button
(On/Off)
Wave Mod
button
(On/Off)
Waveform
pop-up menu
(see “Selecting
Waveforms”
on page 12)
This parameter (which is only active if the Freq Mod button
is activated) adjusts the amount of frequency modulation
applied to oscillator 2, see
on page 14. Is normally referred to as FM index.
When Sync is activated, Osc 2 is slaved to Osc 1. This
means that every time Osc 1 completes its cycle, Osc 2 is
forced to reset (start its cycle from the beginning). This
produces a characteristic sound, suitable for lead playing.
Osc 1 determines the pitch, and varying the pitch of Osc 2
produces changes in timbre. For classic sync sounds, try
modulating the pitch of Osc 2 with an envelope or an LFO.
The Osc 2 pitch should also be set higher than the pitch of
Osc 1.
When Tracking is activated, the oscillator pitch tracks the
notes played on the keyboard. If Tracking is deactivated,
the oscillator pitch remains constant, regardless of what
note is played.
This switches frequency modulation on or off.
This switches wave modulation on or off.
Sets the basic waveform for the oscillator.
“About frequency modulation”
OSC 3 parameters
Oscillator 3 has the following parameters:
ParameterDescription
Osc 3
(0–100)
Coarse
(±48
semitones)
Fine
(±50 cent)
Ratio
(1–16)
Sync button
(On/Off)
This controls the output level of the oscillator.
This determines the coarse pitch for Osc 3. If FM is enabled, this determines the frequency ratio of the oscillator
regarding Osc 1/2.
Fine tunes the oscillator pitch in cent increments (100th
of a semitone). If FM is enabled, this determines the fre
quency ratio of the oscillator regarding Osc 1/2.
This parameter (which is only active if the Freq Mod button
is activated) adjusts the amount of frequency modulation
applied to oscillator 3, see
on page 14. Is normally referred to as FM index.
When Sync is activated, Osc 3 is slaved to Osc 1. This
means that every time Osc 1 completes its cycle, Osc 3 is
forced to reset (start its cycle from the beginning). This
produces a characteristic sound, suitable for lead playing.
Osc 1 determines the pitch, and varying the pitch of Osc 3
produces changes in timbre. For classic sync sounds, try
modulating the pitch of Osc 3 with an envelope or an LFO.
The Osc 3 pitch should also be set higher than the pitch of
Osc 1.
“About frequency modulation”
ParameterDescription
Tracking
button
(On/Off)
Freq Mod
button
(On/Off)
Wave Mod
button
(On/Off)
Waveform
pop-up menu
(see “Selecting
Waveforms”
on page 12)
When Tracking is activated, the oscillator pitch tracks the
notes played on the keyboard. If Tracking is deactivated,
the oscillator pitch remains constant, regardless of what
note is played.
This switches frequency modulation on or off.
This switches wave modulation on or off.
Sets the basic waveform for the oscillator.
About frequency modulation
Frequency modulation or FM means that the frequency of
one oscillator (called the carrier) is modulated by the frequency of another oscillator (called the modulator).
• In Prologue, Osc 1 is the modulator, and Osc 2 and 3
are carriers.
Osc 2 could be said to be both carrier and modulator as if Freq Mod is
applied to Osc 2 it is modulated by Osc 3. If Osc 2 also uses frequency
modulation, Osc 3 is modulated by both Osc 1 and Osc 2.
• The “pure” sound of frequency modulation is output
through the modulator oscillator(s).
This means that you should turn off the Osc 1 output when using frequency modulation.
• The Freq Mod button switches frequency modulation on
or off.
• The Ratio parameter determines the amount of frequency
modulation.
Portamento
-
This parameter makes the pitch glide between the notes
you play. The parameter setting determines the time it
takes for the pitch to glide from one note to the next. Turn
the knob clockwise for longer glide time.
The “Mode” switch allows you to apply glide only when
you play a legato note (when switch is set to Legato). Le
gato is when you play a note without releasing the previously played note. Note that Legato mode only works with
monophonic parts.
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The included VST instruments
14
Page 15
Ring modulation
Ring modulators multiply two audio signals. The ring-modulated output contains added frequencies generated by
the sum of, and the difference between, the frequencies of
the two signals. In Prologue, Osc 1 is multiplied with Osc
2 to produce sum and difference frequencies. Ring modu
lation is often used to create bell-like sounds.
• To hear the ring modulation, turn down the output level
for Osc 1 and 2, and turn up the “R.Mod” level all the way.
• If Osc 1 and 2 are tuned to the same frequency, and no
modulation is applied to the Osc 2 pitch, nothing much
happens.
However, if you change the pitch of Osc 2, drastic changes in timbre can
be heard. If the oscillators are tuned to a harmonic interval such as a fifth
or octave, the ring modulated output sounds harmonic, other intervals
produce inharmonious, complex timbres.
• Deactivate Oscillator Sync when using ring modulation.
Noise generator
A noise generator generates noise (all frequencies at
equal levels). Applications include simulating drum
sounds and breath sounds for wind instruments.
• To hear only the sound of the noise generator, turn
down the output level for the oscillators, and turn up the
Noise parameter.
• The noise generator level is routed to Envelope 1 by de-
fault.
See “Envelope page” on page 18 for a description of the Envelope generators.
Filter section
-
The circle in the middle contains the filter parameters. The
central control sets the filter cutoff parameter and the
outer ring the filter type:
ParameterDescription
Filter typeSets the filter type to either low pass, high pass, band
CutoffThis knob controls the filter frequency or “cutoff”. If a low
EmphasisThis is the resonance control for the filter. For low pass and
DriveThis can be used to adjust the filter input level. Levels
ShiftInternally, each filter consists of two or more “subfilters”
TrackingIf this parameter is set to values over the 12 o’clock posi-
pass or notch. The filter types are described in the table
below.
pass filter is used, it could be said to control the opening
and closing of the filter, producing the classic “sweeping”
synthesizer sound. How this parameter operates is gov
erned by the filter type mode (see the table below).
high pass filters, raising the Emphasis value emphasizes
the frequencies around the set cutoff frequency. This pro
duces a generally thinner sound, but with a sharper, more
pronounced cutoff sweep. The higher the filter Emphasis
value, the more resonant the sound becomes until it starts
to ring (self-oscillate), generating a distinct pitch. For Band
pass or Notch filters, the Emphasis setting adjusts the
width of the band. When you raise the value, the band
where frequencies are let through (Band pass), or cut
(Notch) becomes narrower.
above 0
dB gradually introduce a soft distortion of the in-
put signal, and a decrease of the filter resonance.
connected in series. This parameter shifts the cutoff fre
quency of the subfilters. The result depends on the selected filter type: For Low pass and High pass filter types
it changes the filter slope. For Band pass and Notch filter
types it changes the bandwidth. The Shift parameter has
no effect if either the 12
selected.
tion, the filter cutoff frequency increases the further up on
the keyboard you play. Negative values invert this rela
tionship.
If the Tracking parameter is set fully clockwise, the cutoff
frequency tracks the keyboard by a semitone per key.
dB LP or 12 dB HP filter type is
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The included VST instruments
15
Page 16
About the filter types
You select which filter type to use using the buttons around
the filter cutoff knob. The following filter types are available
(listed clockwise from 9 o’clock):
TypeDescription
12 db LPLow pass filters let low frequencies pass and cut out the
18 dB LPThis low pass filter also has a cascade design, attenuat-
24 dB LPThis filter type attenuates frequencies above the cutoff
24 dB LP IIThis low pass filter has a cascade design which attenuates
12 dB BandThis band pass filter cuts both high and low frequencies
12 dB NotchThis notch filter cuts off frequencies near the cutoff fre-
12 dB HPA high pass filter is the opposite of a low pass filter, cutting
24 dB HPThis filter has a 24 dB/Octave slope, giving a bright and
high frequencies. This low pass filter has a gentler slope
dB/Octave above the cutoff frequency), leaving more
(12
of the harmonics in the filtered sound.
ing frequencies above the cutoff frequency with a 18 dB/
Octave slope, as used in the classic TB 303 synth.
frequency with a 24
warm and fat sound.
frequencies above the cutoff frequency with a 24
tave slope, which produces a warm and dark sound.
above and below the cutoff frequency with a 12
tave slope, producing a nasal and thin sound.
quency by 12 dB/Octave, letting the frequencies below
and above through. This produces a phaser-like sound.
out the lower frequencies and letting the high frequencies
pass. This high pass filter has a 12
a bright and thin sound.
sharp sound.
dB/Octave slope, which produces a
dB/Oc-
dB/Oc-
dB/Octave slope, giving
Master Volume and Pan
Modulation and controllers
The lower half of the control panel displays the various
modulation and controller assignment pages available as
well as the effect page. You switch between these pages
using the buttons below the Filter section.
The following pages are available:
• The LFO page has two low frequency oscillators (LFOs)
for modulating parameters – see below.
• The Envelope page contains the four Envelope generators which can be assigned to control parameters – see
“Envelope page” on page 18.
• The Event page contains the common MIDI controllers
(Mod wheel, Aftertouch, etc.) and their assignments – see
“Event page” on page 20.
• The Effect page has three separate effect types available; Distortion, Delay and Modulation – see “Effects
(EFX) page” on page 20.
LFO page
The LFO page is opened by clicking the LFO button at the
top of the lower half of the control panel. The page contains
all parameters and the modulation and velocity destinations
for two independent LFOs.
The master Volume controls the master volume (amplitude)
of the instrument. By default this parameter is controlled by
Envelope 1, to generate an amplitude envelope for the os
cillators.
The Pan knob controls the position in the stereo spectrum
for the instrument. You can use Pan as a modulation des
tination.
The included VST instruments
Depending on the currently selected preset, there may already be modulation destinations assigned, in which case
these are listed in the “Mod Dest” box for each LFO – see
“Assigning LFO modulation destinations” on page 17. A
low frequency oscillator (LFO) is used for modulating pa-
-
rameters, for example the pitch of an oscillator (to produce
vibrato), or for any parameter where cyclic modulation is
desired.
16
Page 17
The two LFOs have identical parameters:
ParameterDescription
SpeedThis governs the rate of the LFO. If MID I Sync is acti vated
DepthThis controls the amount of modulation applied by the
WaveformThis sets the LFO waveform.
Sync mode
(Part/MIDI/
Voice/Key)
(see below), the available rate values are selectable as
note values, e.
in Nuendo.
LFO. If set to zero, no modulation is applied.
This sets the sync mode for the LFO. See below for a description.
g. beat increments of the sequencer tempo
About the sync modes
The Sync modes determine how the LFO cycle affects the
notes you play:
ParameterDescription
PartIn this mode, the LFO cycle is free running and affects all
MIDIIn this mode the LFO rate is synced in various beat incre-
VoiceIn this mode each voice in the Part has its own indepen-
KeySame as Voice except that it is not free running – for
the voices in sync. “Free running” means that the LFO cy
cles continuously, and does not reset when a note is
played.
ments to MIDI clock.
dent LFO cycle (the LFO is polyphonic). These cycles are
also free running – each key down starts anywhere in the
LFO cycle phase.
each key down the LFO cycle starts over.
About the waveforms
Most standard LFO waveforms are available for LFO modulation. You use Sine and Triangle waveforms for smooth
modulation cycles, Square and Ramp up/down for different
types of stepped modulation cycles and Random or Sam
ple for random modulation. The Sample waveform is different. In this mode, one LFO actually samples and holds the
values of the other LFO at the chosen frequency.
Assigning LFO modulation destinations
To assign a modulation destination for an LFO, proceed
as follows:
1. Click in the “Mod Dest” box for one of the LFOs.
A pop-up menu appears in which all possible modulation destinations
are shown. All Sound parameters as well as most LFO and Envelope
parameters are available as destinations.
-
2. Select a destination, e. g. Filter Cut Off.
The selected modulation destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount.
• You can set positive and negative modulation values by
clicking on the value in the list, typing in a new value and
pressing the Enter key.
To enter negative values type a minus sign followed by the value.
3. Select a suitable LFO Waveform, Speed, Depth, and
Sync mode.
You should now hear the filter cutoff being modulated by the LFO.
4. Using the same basic method, you can add any number of modulation destinations for the LFO.
They are all listed in the “Mod Dest” box.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
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Assigning LFO velocity destinations
You can also assign LFO modulation that is velocity controlled (i.e. governed by how hard or soft you strike a key).
This is done as follows:
1. Click in the “Vel Dest” box for one of the LFOs.
A pop-up menu appears in which all possible velocity destinations are
shown.
2. Select a destination.
The selected velocity destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount. See below for an example of how velocity modula
tion works.
• You can set positive and negative values by clicking on
the value in the list, typing in a new value and pressing the
Enter key.
To enter negative values type a minus sign followed by the value.
3. Using the same basic method, you can add any number of velocity destinations for the LFO.
They are all listed in the “Vel Dest” box.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
LFO modulation velocity control – an example:
If you follow the steps above and select the filter cutoff parameter as a Velocity destination, the following happens:
• The harder you strike the key, the more the filter cutoff
parameter is modulated by the LFO.
• If you enter a negative value for the velocity modulation
amount, the opposite happens; the harder you play the
less the filter cutoff is modulated by the LFO.
Envelope generators govern how a parameter value
changes when a key is pressed, when a key is held and
finally when a key is released.
On the Envelope page, the parameters for one of the four
envelope generators is shown at a time.
-
• You switch between the four envelopes in the section to
the left.
Clicking on either of the four mini curve displays 1 to 4 selects it and displays the corresponding envelope parameters to the right. The mini curve
displays also reflect the envelope settings for each corresponding enve
lope.
• Envelope generators have four parameters; Attack, Decay, Sustain, and Release (ADSR).
See below for a description of these.
• You can set envelope parameters in two ways; either by
using the sliders or by click-dragging the curve in the Envelope curve display.
You can also do this in the mini curve displays.
• By default Envelope 1 is assigned to the master volume,
and therefore acts as an amplitude envelope. The amplitude envelope is used to adjust how the volume of the
sound changes from the time you press a key until the key
is released.
If no amplitude envelope were assigned, there would be no output.
The Envelope parameters are as follows:
-
Envelope page
The Envelope page is opened by clicking the ENV button at
the top of the lower half of the control panel. The page contains all parameters and the modulation and velocity destinations for the four independent envelope generators.
The included VST instruments
Attack
The attack phase is the time it takes from zero to the maximum value. How long this takes is governed by the Attack
setting. If the Attack is set to “0”, the maximum value is
reached instantly. If this value is raised, it takes time before
the maximum value is reached. Range is from 0.0 millisec
onds to 91.1 seconds.
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Decay
After the maximum value has been reached, the value
starts to drop. How long this takes is governed by the Decay time parameter. The Decay time has no effect if the
Sustain parameter is set to maximum. Range is from 0.0
milliseconds to 91.1 seconds.
Sustain
The Sustain parameter determines the level the envelope
rests at after the Decay phase. Note that Sustain repre
sents a level, whereas the other envelope parameters represent times. Range is from 0 to 100.
Release
Release determines the time it takes for the value to fall
back to zero after releasing the key. Range is from 0.0 milliseconds to 91.1 seconds.
Punch
When Punch is activated, the start of the decay phase is
delayed by a few milliseconds (i.e. the envelope remains at
the top level for a moment before moving on to the decay
phase). The result is a punchier attack similar to a com
pressor effect. This effect is more pronounced with short
attack and decay times.
Retrigger
When Retrigger is activated, the envelope re-triggers each
time you play a new note. However, with certain textures/
pad sounds and a limited number of voices it is recommended to leave the button deactivated, due to click noises
that might occur, when the envelope is ended up abruptly.
This is caused by the incoming re-trigger that forces the en
velope to start over again.
Assigning Envelope modulation destinations
To assign a modulation destination for an Envelope, proceed as follows:
1. Click in the “Mod Dest” box for one of the Envelopes.
A pop-up menu appears in which all possible modulation destinations
are shown. All Sound parameters as well as most LFO and Envelope pa
rameters are available as destinations.
2. Select a destination, e. g. Filter Cut Off.
The selected modulation destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount.
• You can set positive and negative modulation values by
clicking on the value in the list, typing in a new value and
pressing the Enter key.
To enter negative values type a minus sign followed by the value.
3. Select a suitable envelope curve for the modulation.
You should now hear the filter cutoff being modulated by the envelope as
you play.
4. Using the same basic method, you can add any number of modulation destinations for the envelope.
They are all listed in the “Mod Dest” box.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
Assigning Envelope velocity destinations
You can also assign Envelope modulation that is velocity
controlled (i.e. governed by how hard or soft you strike a
key). This is done as follows:
1. Click in the “Vel Dest” box for one of the envelopes.
A pop-up menu appears in which all possible velocity destinations are
shown.
2. Select a destination.
The selected velocity destination is now shown in the list. Beside the destination, a default value (50) has been set. The value represents the modulation amount. See below for an example of how velocity modulation works.
• You can set positive and negative values by clicking on
the value in the list, typing in a new value and pressing the
Enter key.
To enter negative values type a minus sign followed by the value.
3. Using the same basic method, you can add any number of velocity destinations for the Envelope.
They are all listed in the “Vel Dest” box.
-
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
Envelope modulation velocity control – an example:
If you follow the steps above and select the filter cutoff parameter as a Velocity destination, the following happens:
• The harder you strike the key, the more the filter cutoff
parameter is modulated by the Envelope.
-
• If you enter a negative value for the velocity modulation
amount, the opposite happens; the harder you play the
less the filter cutoff is modulated by the Envelope.
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Event page
The Event page is opened by clicking the EVENT button
at the top of the lower half of the control panel. This page
contains the most common MIDI controllers and their respective assignments.
Effects (EFX) page
This page features three separate effect units: Distortion,
Delay and Modulation (Phaser/Flanger/Chorus). The Effect page is opened by clicking the EFX button at the top
of the lower half of the control panel.
The following controllers are available:
ControllerDescription
Modulation
Wheel
VelocityVelocity is used to control parameters according to how
AftertouchAftertouch, or channel pressure, is MIDI data sent when
Key Pitch
Tracking
The modulation wheel on your keyboard can be used to
modulate parameters.
hard or soft you play notes on your keyboard. A common
application of velocity is to make sounds brighter and
louder if you strike the key harder.
pressure is applied to a keyboard after the key has been
struck, and while it is being held down or sustained. Af
tertouch is often routed to control filter cutoff, volume,
and other parameters to add expression. Most (but not
all) MIDI keyboards send Aftertouch.
This can change parameter values linearly according to
where on the keyboard you play.
To assign any of these controllers to one or several parameters, proceed as follows:
1. Click in the “Mod Dest” box for one of the controllers.
A pop-up menu appears in which all possible modulation destinations
are shown. All Sound parameters as well as most LFO and Envelope pa
rameters are available as destinations.
2. Select a destination.
The selected modulation destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount when the controller is at its full range.
• You can set positive and negative modulation values by
clicking on the value in the list, typing in a new value and
pressing the Enter key.
To enter negative values type a minus sign followed by the value.
3. Using the same basic method, you can add any number of modulation destinations for the controllers.
They are all listed in the “Mod Dest” box for the respective controller.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
• Each separate effect section is laid out with a row of
buttons that determine the effect type or characteristic
and a row of sliders for making parameter settings.
• To activate an effect, click the “Active” button so that a
dot appears.
Clicking again deactivates the effect.
Distortion
You can select between 4 basic distortion characteristics:
• Tape Emulation produces distortion similar to magnetic tape
saturation.
• Tube Emulation produces distortion similar to valve amplifiers.
The parameters are as follows:
ParameterDescription
FilterThis parameter sets the crossover frequency of the dis-
-
ToneThis parameter controls the relative amount of low pass
DriveSets the amount of distortion by amplifying the input signal.
LevelThis controls the output level of the effect.
tortion filter. The distortion filter consists of a low pass filter and a high pass filter with a cutoff frequency equal to
the crossover frequency.
and high-pass filtered signal.
Delay
You can select between 3 basic delay characteristics:
• Stereo Delay has two separate delay lines panned left and right.
• In Mono Delay the two delay lines are connected in series for
monophonic dual tap delay effects.
• In Cross Delay the delayed sound bounces between the stereo
channels.
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The parameters are as follows:
ParameterDescription
Song SyncThis switches tempo sync of the delay times on or off.
Delay 1Sets the delay time ranging from 0 ms to 728 ms. If MIDI
Delay 2Same as Delay 1.
FeedbackThis controls the decay of the delays. With higher set-
FilterA low pass filter is built into the feedback loop of the de-
LevelThis controls the output level of the effect.
sync is activated the range is from 1/32 to 1/1; straight,
triplet or dotted.
tings the echoes repeat longer.
lay. This parameter controls the cutoff frequency of this
feedback filter. Low settings result in successive echoes
sounding darker.
Modulation
You can select between 3 basic modulation characteristics:
• The Phaser uses an 8-pole allpass filter to produce the classic
phasing effect.
• The Flanger is composed of two independent delay lines with
feedback for the left and the right channel respectively. The
delay time of both delays is modulated by one LFO with adjustable frequency.
• Chorus produces a rich chorus effect with 4 delays modulated
by four independent LFOs.
The parameters are as follows:
ParameterDescription
Song SyncThis switches tempo sync of the Rate parameter on or off.
RateSets the rate of the LFOs modulating the delay time. If
DepthThis parameter controls the depth of the delay time mod-
DelayThis parameter sets the delay time of the four delay lines.
FeedbackThe feedback parameter controls the amount of positive
LevelThis controls the output level of the effect.
Song Sync is activated the rate is synced to various beat
increments.
ulation.
or negative feedback for all four delay lines. The adjust
able range is from -1 to 1.
-
SR parameters
With these buttons you can change the sample rate. Lower
sample rates basically reduce the high frequency content
and sound quality, but the pitch is not altered. This is a great
way to emulate the “lo-fi” sounds of older digital synths!
• If button “F” is active, the selected Part’s program plays back
with the sample rate set in the host application.
• If button “1/2” is active, the selected Part’s program plays
back with half the original sample rate.
• If button “1/4” is active, the selected Part’s program plays
back with a quarter of the original sample rate.
• A bonus effect of using lower sample rates is that it re-
duces the load on the computer CPU, allowing more simultaneous voices to be played, etc.
Spector
The synthesis in this synthesizer is based around a “spectrum filter”, which allows you to specify the frequency response by drawing a filter contour in the spectrum display.
Slightly simplified, the signal path is the following:
• The starting point is the sound generated by up to 6 os-
cillators.
You can choose between different numbers of oscillators in different
configurations (in octaves, in unison, etc.). The oscillators can also be
detuned for fat sounds or extreme special effects.
• Each oscillator produces two basic waveforms, labeled
A and B.
You can choose between six different waveforms, independently selected for A and B.
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• The two waveforms pass through separate spectrum filters (A and B).
You can draw different spectrum contours for the two filters, or select a
contour from the included presets.
• The Cut 1 & 2 parameters allow you to shift the frequency range of the spectrum filter.
This makes it easy to create unique-sounding filter sweeps.
• Finally, a Morph control lets you mix the output of spectrum filters A and B.
Since this can be controlled with envelopes, LFOs, etc. you can create
morphing effects.
• You also have controllers and modulation parameters
(two LFOs, four envelopes and three effects), see
“Modu-
lation and controllers” on page 24.
Ö The signal flow of the Spector synth is illustrated in the
section “Diagrams” on page 52.
Oscillator pop-up menu
This pop-up menu is opened by clicking on the arrow below the centrally placed section (which illustrates the currently selected oscillator configuration).
Sound parameters
Oscillator section
A/B waveform pop-up menus
This is where you select basic waveforms for the A and B
output of the oscillators. The options are especially suited
for use with the spectrum filter.
Coarse and Fine
These parameters provide overall transposition and tuning
of the oscillators (common for all oscillators, A and B
waveforms).
The pop-up menu has the following oscillator configurations to choose between:
OptionDescription
6 Osc6 oscillators with the same pitch.
6 Osc 1:23 oscillators with base pitch and 3 pitched one octave down.
6 Osc 1:2:3 Three groups of two oscillators with the pitch ratio 1:2:3 (2
6 Osc
1:2:3:4:5:6
4 Osc 1:22 oscillators with base pitch and 2 pitched one octave down.
3 Osc3 oscillators with the same pitch.
2 Osc2 oscillators with the same pitch.
2 Osc 1:2One oscillator with base pitch and one pitched one octave
1 OscA single oscillator. In this mode, the Detune and Cut II pa-
oscillators with base pitch, 2 oscillators at half the frequency
of the base pitch and 2 oscillators at a third of the frequency).
6 oscillators tuned with the pitch ratio 1:2:3:4:5:6 (known as
the “subharmonic series”).
down.
rameters are not active.
Detune
Detunes the oscillators (in all oscillator modes except
“1Osc”). Low values give gentle chorus-like detuning;
raising the control detunes the oscillators by several semitones for clangorous special effects.
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Raster
This parameter reduces the number of harmonics present
in the oscillator waveforms in the following manner:
SettingDescription
0All harmonics present.
1Only every second harmonic present.
2Only every third harmonic present.
……and so on.
• If you want to random calculate a spectrum filter curve,
you can choose the Randomize function from the Preset
pop-up menu.
Each time you choose this function, a new randomized spectrum appears.
Cut I and II
Portamento
This parameter makes the pitch glide between the notes
you play. The parameter setting determines the time it
takes for the pitch to glide from one note to the next. Turn
the knob clockwise for longer glide time.
The “Mode” switch allows you to apply glide only when you
play a legato note (when switch is set to Legato). Legato is
when you play a note without releasing the previously
played note. Note that Legato mode only works with mono
phonic parts.
Spectrum filter sections
This is where you create the contours (frequency response characteristics) for the two 128 pole resonant
spectrum filters “A” and “B”.
• You can use the Preset pop-up menu to select a preset
contour if you like.
• To change the contour, click and “draw” with the
mouse.
Once you change the selected contour, it is labeled as “Custom” in the
Preset field above the display, indicating that you’re no longer using one
of the presets.
These work much like cutoff frequency controls on a conventional filter: With the Cut controls at the maximum setting, the full frequency range is used for the spectrum
filter; lowering the Cut controls gradually moves the entire
contour down in frequency, “closing” the filter. Please
note the following:
• If a 2 oscillator configuration is used, you can set differ-
ent “cutoffs” for the two oscillators with Cut I and Cut II,
respectively. Similarly, if more than two oscillators are
used, they are internally divided in two groups, for which
you can set independent “cutoffs” with Cut I and II.
For example, in the “6 Osc” modes Cut I affects the sound of oscillators
1, 3 and 5 while Cut II affects the sound of oscillators 2, 4 and 6. In the
“1 Osc” mode, the Cut II control is not used.
-
• If the Spectrum Sync (link symbol) button between the
Cut controls is activated, the two knobs are synced and
follow each other and are set to the same value.
Morph
This controls the mix between the sound of spectrum filters A and B. When the Morph knob is turned fully left,
only the “A” sound is heard; when it is turned right only the
“B” sound is heard. This allows you to seamlessly morph
(manually or using an LFO or an envelope) between two
totally different sounds.
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Master Volume and Pan
The master Volume controls the master volume (amplitude)
of the instrument. By default this parameter is controlled by
Envelope 1, to generate an amplitude envelope for the os
cillators.
The Pan knob controls the position in the stereo spectrum
for the instrument. You can use Pan as a modulation des
tination.
Modulation and controllers
The lower half of the control panel displays the various
modulation and controller assignment pages available as
well as the effect page. You switch between these pages
using the buttons below the Morph section.
The following pages are available:
• The LFO page has two low frequency oscillators (LFOs)
for modulating parameters – see below.
• The Envelope page contains the four Envelope generators which can be assigned to control parameters – see
“Envelope page” on page 26.
• The Event page contains the common MIDI controllers
(Mod wheel, Aftertouch, etc.) and their assignments – see
“Event page” on page 27.
• The Effect page has three separate effect types available; Distortion, Delay, and Modulation – see “Effects
(EFX) page” on page 28.
LFO page
The LFO page is opened by clicking the LFO button at the
top of the lower half of the control panel. The page contains
all parameters and the modulation and velocity destinations
for two independent LFOs.
-
-
Depending on the currently selected preset, there may already be modulation destinations assigned, in which case
these are listed in the “Mod Dest” box for each LFO – see
“Assigning LFO modulation destinations” on page 25. A
low frequency oscillator (LFO) is used for modulating parameters, for example the pitch of an oscillator (to produce
vibrato), or for any parameter where cyclic modulation is
desired.
The two LFOs have identical parameters:
ParameterDescription
SpeedThis governs the rate of the LFO. If MIDI Sync is activated
DepthThis controls the amount of modulation applied by the
WaveformThis sets the LFO waveform.
Sync mode
(Part/MIDI/
Voice/Key)
About the sync modes
The Sync modes determine how the LFO cycle affects the
notes you play:
ParameterDescription
PartIn this mode, the LFO cycle is free running and affects all
MIDIIn this mode the LFO rate is synced in various beat incre-
(see below), the available rate values are selectable as
note values, so the rate is synced to the sequencer tempo
in Nuendo in various beat increments.
LFO. If set to zero, no modulation is applied.
This sets the sync mode for the LFO. See below for a description.
the voices in sync. “Free running” means that the LFO
cycles continuously, and does not reset when a note is
played.
ments to MIDI clock.
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ParameterDescription
VoiceIn this mode each voice in the Part has its own indepen-
KeySame as Voice except that it is not free running – for
dent LFO cycle (the LFO is polyphonic). These cycles are
also free running – each key down starts anywhere in the
LFO cycle phase.
each key down the LFO cycle starts over.
About the waveforms
Most standard LFO waveforms are available for LFO modulation. You use Sine and Triangle waveforms for smooth
modulation cycles, Square and Ramp up/down for differ
ent types of stepped modulation cycles and Random or
Sample for random modulation. The Sample waveform is
different:
• In this mode, the LFO actually makes use of the other
LFO as well.
For example, if LFO 2 is set to use Sample the resulting effect also depends on the speed and waveform of LFO 1.
Assigning LFO modulation destinations
To assign a modulation destination for an LFO, proceed
as follows:
1. Click in the “Mod Dest” box for one of the LFOs.
A pop-up menu appears in which all possible modulation destinations
are shown. All Sound parameters as well as most LFO and Envelope pa
rameters are available as destinations.
2. Select a destination, e.g. Cut.
The selected modulation destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount.
• You can set positive and negative modulation values by
clicking on the value in the list, typing in a new value and
pressing the Enter key.
To enter negative values type a minus sign followed by the value.
3. Select a suitable LFO Waveform, Speed, Depth, and
Sync mode.
You should now hear the Cut parameter being modulated by the LFO.
4. Using the same basic method, you can add any num-
ber of modulation destinations for the LFO.
They are all listed in the “Mod Dest” box.
-
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
Assigning LFO velocity destinations
You can also assign LFO modulation that is velocity controlled (i.e. governed by how hard or soft you strike a key).
This is done as follows:
1. Click in the “Vel Dest” box for one of the LFOs.
A pop-up menu appears in which all possible velocity destinations are
shown.
2. Select a destination.
The selected velocity destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount. See below for an example of how velocity modula
-
tion works.
• You can set positive and negative values by clicking on
the value in the list, typing in a new value and pressing the
Enter key.
To enter negative values type a minus sign followed by the value.
3. Using the same basic method, you can add any num-
ber of velocity destinations for the LFO.
They are all listed in the “Vel Dest” box.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
LFO modulation velocity control – an example:
If you follow the steps above and select the Cut parameter
as a Velocity destination, the following happens:
• The harder you strike the key, the more the Cut parame-
ter is modulated by the LFO.
• If you enter a negative value for the velocity modulation
amount, the opposite happens; the harder you play the
less the Cut parameter is modulated by the LFO.
-
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Envelope page
The Envelope page is opened by clicking the ENV button
at the top of the lower half of the control panel. The page
contains all parameters and the modulation and velocity
destinations for the four independent envelope generators.
Envelope generators govern how a parameter value
changes when a key is pressed, when a key is held and
finally when a key is released.
On the Envelope page, the parameters for one of the four
envelope generators is shown at a time.
• You switch between the four envelopes in the section to
the left.
Clicking on either of the four mini curve displays 1 to 4 selects it and displays the corresponding envelope parameters to the right. The mini curve
displays also reflect the envelope settings for each corresponding enve
lope.
• Envelope generators have four parameters; Attack, Decay, Sustain, and Release (ADSR).
See below for a description of these.
• You can set envelope parameters in two ways; either by
using the sliders or by click-dragging the curve in the En
velope curve display.
You can also do this in the mini curve displays.
• By default Envelope 1 is assigned to the master volume,
and therefore acts as an amplitude envelope. The ampli
tude envelope is used to adjust how the volume of the
sound changes from the time you press a key until the key
is released.
If no amplitude envelope were assigned, there would be no output.
The Envelope parameters are as follows:
Attack
The attack phase is the time it takes from zero to the maximum value. How long this takes is governed by the Attack
setting. If the Attack is set to “0”, the maximum value is
reached instantly. If this value is raised, it takes time before
the maximum value is reached. Range is from 0.0 millisec
onds to 91.1 seconds.
-
Decay
After the maximum value has been reached, the value
starts to drop. How long this takes is governed by the Decay time parameter. The Decay time has no effect if the
Sustain parameter is set to maximum. Range is from 0.0
milliseconds to 91.1 seconds.
Sustain
The Sustain parameter determines the level the envelope
rests at after the Decay phase. Note that Sustain repre
sents a level, whereas the other envelope parameters represent times. Range is from 0 to 100.
Release
Release determines the time it takes for the value to fall
back to zero after releasing the key. Range is from 0.0 milliseconds to 91.1 seconds.
Punch
When Punch is activated, the start of the decay phase is
delayed a few milliseconds (the envelope “stays” at top
-
level for a moment before moving on to the decay phase).
The result is a punchier attack similar to a compressor ef
fect. This effect is more pronounced with short attack and
decay times.
Retrigger
-
When Retrigger is activated, the envelope re-triggers
each time you play a new note. However, with certain textures/pad sounds and a limited number of voices it is recommended to leave the button deactivated, due to click
noises that might occur, when the envelope is ended up
abruptly. This is caused by the incoming re-trigger that
forces the envelope to start over again.
Assigning Envelope modulation destinations
To assign a modulation destination for an Envelope, proceed as follows:
1. Click in the “Mod Dest” box for one of the Envelopes.
A pop-up menu appears in which all possible modulation destinations
are shown. All Sound parameters as well as most LFO and Envelope pa
rameters are available as destinations.
2. Select a destination, e.g. Cut.
-
The selected modulation destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount.
-
-
-
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• You can set positive and negative modulation values by
clicking on the value in the list, typing in a new value and
pressing the Enter key.
To enter negative values type a minus sign followed by the value.
3. Select a suitable envelope curve for the modulation.
You should now hear the Cut parameter being modulated by the envelope as you play.
4. Using the same basic method, you can add any number of modulation destinations for the envelope.
They are all listed in the “Mod Dest” box.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
Assigning Envelope velocity destinations
You can also assign Envelope modulation that is velocity
controlled (i.e. governed by how hard or soft you strike a
key). This is done as follows:
1. Click in the “Vel Dest” box for one of the envelopes.
A pop-up menu appears in which all possible velocity destinations are
shown.
2. Select a destination.
The selected velocity destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount. See below for an example of how velocity modula
tion works.
• You can set positive and negative values by clicking on
the value in the list, typing in a new value and pressing the
Enter key.
To enter negative values type a minus sign followed by the value.
3. Using the same basic method, you can add any number of velocity destinations for the Envelope.
They are all listed in the “Vel Dest” box.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
Envelope modulation velocity control – an example:
If you follow the steps above and select the Cut parameter
as a Velocity destination, the following happens:
• The harder you strike the key, the more the parameter is
modulated by the Envelope.
• If you enter a negative value for the velocity modulation
amount, the opposite happens; the harder you play the
less the Cut parameter is modulated by the Envelope.
Event page
The Event page is opened by clicking the EVENT button
at the top of the lower half of the control panel. This page
contains the most common MIDI controllers and their respective assignments.
The following controllers are available:
ControllerDescription
Modulation
Wheel
VelocityVelocity is used to control parameters according to how
AftertouchAftertouch, or channel pressure, is MIDI data sent when
Key Pitch
-
Tracking
To assign any of these controllers to one or several parameters, proceed as follows:
1. Click in the “Mod Dest” box for one of the controllers.
A pop-up menu appears in which all possible modulation destinations
are shown. All Sound parameters as well as most LFO and Envelope pa
rameters are available as destinations.
2. Select a destination.
The selected modulation destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount when the controller is at its full range.
• You can set positive and negative modulation values by
clicking on the value in the list, typing in a new value and
pressing the Enter key.
To enter negative values type a minus sign followed by the value.
3. Using the same basic method, you can add any num-
ber of modulation destinations for the controllers.
They are all listed in the “Mod Dest” box for the respective controller.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
The modulation wheel on your keyboard can be used to
modulate parameters.
hard or soft you play notes on your keyboard. A common
application of velocity is to make sounds brighter and
louder if you strike the key harder.
pressure is applied to a keyboard after the key has been
struck, and while it is being held down or sustained. Af
tertouch is often routed to control filter cutoff, volume,
and other parameters to add expression. Most (but not
all) MIDI keyboards send Aftertouch.
This can change parameter values linearly according to
where on the keyboard you play.
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Effects (EFX) page
This page features three separate effect units: Distortion,
Delay and Modulation (Phaser/Flanger/Chorus). The Effect page is opened by clicking the EFX button at the top
of the lower half of the control panel.
• Each separate effect section is laid out with a row of
buttons that determine the effect type or characteristic
and a row of sliders for making parameter settings.
• To activate an effect, click the “Active” button so that a
dot appears.
Clicking again deactivates the effect.
Distortion
You can select between 4 basic distortion characteristics:
• Tape Emulation produces distortion similar to magnetic tape
saturation.
• Tube Emulation produces distortion similar to valve amplifiers.
The parameters are as follows:
ParameterDescription
FilterThis parameter sets the crossover frequency of the dis-
ToneThis parameter controls the relative amount of low pass
DriveSets the amount of distortion by amplifying the input sig-
LevelThis controls the output level of the effect.
Delay
You can select between 3 basic delay characteristics:
• Stereo Delay has two separate delay lines panned left and
right.
• In Mono Delay the two delay lines are connected in series for
monophonic dual tap delay effects.
tortion filter. The distortion filter consists of a low pass filter and a high pass filter with a cutoff frequency equal to
the crossover frequency.
and high-pass filtered signal.
nal.
• In Cross Delay the delayed sound bounces between the stereo channels.
The parameters are as follows:
ParameterDescription
Song SyncThis switches tempo sync of the delay times on or off.
Delay 1Sets the delay time ranging from 0 ms to 728 ms. If MIDI
Delay 2Same as Delay 1.
FeedbackThis controls the decay of the delays. With higher set-
FilterA low pass filter is built into the feedback loop of the de-
LevelThis controls the output level of the effect.
sync is activated the range is from 1/32 to 1/1; straight,
triplet or dotted.
tings the echoes repeat longer.
lay. This parameter controls the cutoff frequency of this
feedback filter. Low settings result in successive echoes
sounding darker.
Modulation
You can select between 3 basic modulation characteristics:
• The Phaser uses an 8-pole allpass filter to produce the classic
phasing effect.
• The Flanger is composed of two independent delay lines with
feedback for the left and the right channel respectively. The
delay time of both delays is modulated by one LFO with adjustable frequency.
• Chorus produces a rich chorus effect with 4 delays modulated
by four independent LFOs.
The parameters are as follows:
ParameterDescription
Song SyncThis switches tempo sync of the Rate parameter on or off.
RateSets the rate of the LFOs modulating the delay time. If
DepthThis parameter controls the depth of the delay time mod-
DelayThis parameter sets the delay time of the four delay lines.
FeedbackThe feedback parameter controls the amount of positive
LevelThis controls the output level of the effect.
Song Sync is activated the rate is synced to various beat
increments.
ulation.
or negative feedback for all four delay lines. The adjust
able range is from -1 to 1.
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SR parameters
With these buttons you can change the sample rate. Lower
sample rates basically reduce the high frequency content
and sound quality, but the pitch is not altered. This is a great
way to emulate the “lo-fi” sounds of older digital synths!
• If button “F” is active, the selected Part’s program plays back
with the sample rate set in the host application.
• If button “1/2” is active, the selected Part’s program plays
back with half the original sample rate.
• If button “1/4” is active, the selected Part’s program plays
back with a quarter of the original sample rate.
• A bonus effect of using lower sample rates is that it re-
duces the load on the computer CPU, allowing more simultaneous voices to be played, etc.
Mystic
The synthesis method used by Mystic is based on three
parallel comb filters with feedback. A comb filter is a filter
with a number of “notches” in its frequency response, with
the notch frequencies harmonically related to the frequency
of the fundamental (lowest) notch.
A typical example of comb filtering occurs if you are using
a flanger effect or a delay effect with very short delay time.
As you probably know, raising the feedback (the amount
of signal sent back into the delay or flanger) causes a res
onating tone – this tone is basically what the Mystic produces. This astonishingly simple synthesis method is
capable of generating a wide range of sounds, from gentle
plucked-string tones to weird, non-harmonic timbres.
The basic principle is the following:
• You start with an “impulse sound”, typically with a very
short decay.
The spectrum of the impulse sound largely affects the tonal quality of the
final sound. To set up an impulse sound on the Mystic you use a slightly
simplified version of the synthesis found on the Spector synth.
• The impulse sound is fed into the three comb filters, in
parallel. Each of these has a feedback loop.
This means the output of each comb filter is fed back into the filter. This
results in a resonating feedback tone.
• When the signal is fed back into the comb filter, it goes
via a separate, variable low pass filter.
This filter corresponds to the damping of high frequencies in a physical
instrument – when set to a low cutoff frequency it causes high harmonics
to decay faster than the lower harmonics (as when plucking a string on a
guitar, for example).
• The level of the feedback signal is governed by a feedback control.
This determines the decay of the feedback tone. Setting this to a negative value simulates the traveling wave in a tube with one open end and
one closed end. The result is a more hollow, square wave-like sound,
pitched one octave lower.
• A detune control offsets the fundamental frequencies of
the three comb filters, for chorus-like sounds or drastic
special effects.
Finally you have access to the common synth parameters
– two LFOs, four envelopes and an effect section.
• By default, envelope 2 controls the level of the impulse
sound – this is where you set up the short impulse decay
when emulating string sounds, etc.
Ö The signal flow of the Mystic synth is illustrated in the
section
“Diagrams” on page 52.
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Sound parameters
The Impulse Control section
This is where you set up the impulse sound – the sound
fed into the comb filters, serving as a starting point for the
sound. The Impulse Control has two basic waveforms that
are filtered through separate spectrum filters with adjust
able base frequency; the output is an adjustable mix between the two waveform/spectrum filter signals.
Spectrum displays
The displays allow you to draw a filter contour with your
mouse for spectrum filters A & B.
• To set up the contour, click in one of the displays and
drag the mouse to draw the desired curve. Note that this
produces the inverse contour in the other display, for max
imum sonic versatility.
To set up the contour independently for the two filters, hold down [Shift]
and click and drag the mouse in either display.
• Use the Preset pop-up menu to select a preset contour
if you like.
• If you want to random calculate a spectrum filter curve,
you can choose the Randomize function from the Preset
pop-up menu.
Each time you choose this function, a new randomized spectrum appears.
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-
Waveform pop-up menu
The pop-up menu at the bottom of the waveform section
(the central box at the top of the panel) allows you to select
a basic waveform to be sent through filter contour A. The
options are especially suited for use with the spectrum filter.
Cut
This offsets the frequency of the filter contour, working
somewhat like a cutoff control on a standard synth filter.
To use the filter contour in its full frequency range, set Cut
to its maximum value.
Morph
Adjusts the mix between the two signal paths: waveform A
spectrum contour A and waveform B spectrum contour B.
Coarse
This offsets the pitch for the impulse sound. In a typical
“string setup”, when the impulse sound is very short, this
does not change the pitch of the final sound, but the tonal
color.
Raster
This removes harmonics from the impulse sound. As the
harmonic content of the impulse sound is reflected in the
comb filter sound, this changes the final timbre.
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Comb filter sound parameters
Damping
This is a 6 dB/oct low pass filter that affects the sound being fed back into the comb filters. This means the sound becomes gradually softer when decaying, i.e. high harmonics
to decay faster than the lower harmonics (as when plucking
a string on a guitar, for example).
• The lower the Damping, the more pronounced this effect.
If you open the filter completely (turn Damping up to max) the harmonic
content is static – i.e. the sound does not get softer when decaying.
Level
This determines the level of the impulse sound being fed
into the comb filters. By default, this parameter is modu
lated by envelope 2. That is, you use envelope 2 as a level
envelope for the impulse sound.
• For a string-type sound, you want an envelope with a
quick attack, a very short decay and no sustain (an “impulse” in other words), but you can also use other envelopes for other types of sounds.
Try raising the attack for example, or raising the sustain to allow the impulse sound to be heard together with the comb filter sound.
Crackle
This allows you to send noise directly into the comb filters.
Small amounts of noise produce a “crackling”, erratic effect; higher amounts give a more pronounced noise sound.
-
Detune
This offsets the notch frequencies of the three parallel
comb filters, effectively changing the pitches of their feedback tones. At low settings, this creates a chorus-like detune effect. Higher settings detunes the three tones in
wider intervals.
Pitch and Fine
Overall pitch adjustment of the final sound. This changes
the pitch of both the impulse sound and the final comb fil
ter sound.
Key Tracking
This button determines whether the impulse sound should
track the keyboard or not. This affects the sound of the
comb filters in a way similar to a key track switch on a reg
ular subtractive synth filter.
Portamento
This parameter makes the pitch glide between the notes
you play. The parameter setting determines the time it
takes for the pitch to glide from one note to the next. Turn
the knob clockwise for longer glide time.
The “Mode” switch allows you to apply glide only when
you play a legato note (when switch is set to Legato). Le
gato is when you play a note without releasing the previously played note. Note that Legato mode only works with
monophonic parts.
Master Volume and Pan
-
-
-
Feedback
This determines the amount of signal sent back into the
comb filters (the feedback level).
• Setting Feedback to zero (twelve o’clock) effectively turns off
the comb filter sound, as no feedback tone is produced.
• Setting Feedback to a positive value creates a feedback tone,
with higher settings generating longer decays.
• Setting Feedback to a negative value creates a feedback tone
with a more hollow sound, pitched one octave lower. Lower
settings generate longer decays.
The included VST instruments
The master Volume controls the master volume (amplitude) of the instrument. By default this parameter is controlled by Envelope 1, to generate an amplitude envelope
for the oscillators.
The Pan knob controls the position in the stereo spectrum
for the instrument. You can use Pan as a modulation des
tination.
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Modulation and controllers
The lower half of the control panel displays the various
modulation and controller assignment pages available as
well as the effect page. You switch between these pages
using the buttons above this section.
The following pages are available:
• The LFO page has two low frequency oscillators (LFOs)
for modulating parameters – see below.
• The Envelope page contains the four Envelope genera-
tors which can be assigned to control parameters – see
“Envelope page” on page 34.
• The Event page contains the common MIDI controllers
(Mod wheel, Aftertouch, etc. and their assignments – see
“Event page” on page 35.
• The Effect page has three separate effect types avail-
able; Distortion, Delay and Modulation – see “Effects
(EFX) page” on page 36.
LFO page
The LFO page is opened by clicking the LFO button at the
top of the lower half of the control panel. The page contains all parameters and the modulation and velocity destinations for two independent LFOs.
Depending on the currently selected preset, there may already be modulation destinations assigned, in which case
these are listed in the “Mod Dest” box for each LFO – see
“Assigning LFO modulation destinations” on page 33.
A low frequency oscillator (LFO) is used for modulating
parameters, for example the pitch of an oscillator (to produce vibrato), or for any parameter where cyclic modulation is desired.
The two LFOs have identical parameters:
ParameterDescription
SpeedThis governs the rate of the LFO. If MIDI Sync is activated
DepthThis controls the amount of modulation applied by the
WaveformThis sets the LFO waveform.
Sync mode
(Part/MIDI/
Voice/Key)
(see below), the available rate values are selectable as
note values, so the rate is synced to the sequencer tempo
in Nuendo in various beat increments.
LFO. If set to zero, no modulation is applied.
This sets the sync mode for the LFO. See below for a description.
About the sync modes
The Sync modes determine how the LFO cycle affects the
notes you play:
ParameterDescription
PartIn this mode, the LFO cycle is free running and affects all
MIDIIn this mode the LFO rate is synced in various beat incre-
VoiceIn this mode each voice in the Part has its own indepen-
KeySame as Voice except that it is not free running – for
the voices in sync. “Free running” means that the LFO cy
cles continuously, and does not reset when a note is
played.
ments to MIDI clock.
dent LFO cycle (the LFO is polyphonic). These cycles are
also free running – each key down starts anywhere in the
LFO cycle phase.
each key down the LFO cycle starts over.
About the waveforms
Most standard LFO waveforms are available for LFO modulation. You use Sine and Triangle waveforms for smooth
modulation cycles, Square and Ramp up/down for different types of stepped modulation cycles and Random or
Sample for random modulation. The Sample waveform is
different:
• In this mode, the LFO actually makes use of the other
LFO as well.
For example, if LFO 2 is set to use Sample the resulting effect also depends on the speed and waveform of LFO 1.
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Assigning LFO modulation destinations
To assign a modulation destination for an LFO, proceed
as follows:
1. Click in the “Mod Dest” box for one of the LFOs.
A pop-up menu appears in which all possible modulation destinations
are shown. All Sound parameters as well as most LFO and Envelope pa
rameters are available as destinations.
2. Select a destination, e.g. Cut.
The selected modulation destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount.
• You can set positive and negative modulation values by
clicking on the value in the list, typing in a new value and
pressing the Enter key.
To enter negative values type a minus sign followed by the value.
3. Select a suitable LFO Waveform, Speed, Depth, and
Sync mode.
You should now hear the Cut parameter being modulated by the LFO.
4. Using the same basic method, you can add any num-
ber of modulation destinations for the LFO.
They are all listed in the “Mod Dest” box.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
Assigning LFO velocity destinations
You can also assign LFO modulation that is velocity controlled (i.e. governed by how hard or soft you strike a key).
This is done as follows:
1. Click in the “Vel Dest” box for one of the LFOs.
-
A pop-up menu appears in which all possible velocity destinations are
shown.
2. Select a destination.
The selected velocity destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount. See below for an example of how velocity modula
tion works.
• You can set positive and negative values by clicking on
the value in the list, typing in a new value and pressing the
Enter key.
To enter negative values type a minus sign followed by the value.
3. Using the same basic method, you can add any number of velocity destinations for the LFO.
They are all listed in the “Vel Dest” box.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
LFO modulation velocity control – an example:
If you follow the steps above and select the Cut parameter
as a Velocity destination, the following happens:
• The harder you strike the key, the more the Cut parameter is modulated by the LFO.
• If you enter a negative value for the velocity modulation
amount, the opposite happens; the harder you play the
less the Cut parameter is modulated by the LFO.
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Envelope page
The Envelope page is opened by clicking the ENV button
at the top of the lower half of the control panel. The page
contains all parameters and the modulation and velocity
destinations for the four independent envelope genera
tors.
Envelope generators govern how a parameter value
changes when a key is pressed, when a key is held and
finally when a key is released.
On the Envelope page, the parameters for one of the four
envelope generators is shown at a time.
• You switch between the four envelopes in the section to
the left.
Clicking on either of the four mini curve displays 1 to 4 selects it and displays the corresponding envelope parameters to the right. The mini curve
displays also reflect the envelope settings for each corresponding enve
lope.
• Envelope generators have four parameters; Attack, De-
cay, Sustain, and Release (ADSR).
See below for a description of these.
• You can set envelope parameters in two ways; either by
using the sliders or by click-dragging the curve in the Envelope curve display.
You can also do this in the mini curve displays.
• By default Envelope 1 is assigned to the master volume,
and therefore acts as an amplitude envelope. The ampli
tude envelope is used to adjust how the volume of the
sound changes from the time you press a key until the key
is released.
If no amplitude envelope were assigned, there would be no output.
• Envelope 2 is by default assigned to the Level parame-
ter.
See “Level” on page 31.
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-
The Envelope parameters are as follows:
Attack
The attack phase is the time it takes from zero to the maximum value. How long this takes is governed by the Attack
setting. If the Attack is set to “0”, the maximum value is
reached instantly. If this value is raised, it takes time before
the maximum value is reached. Range is from 0.0 millisec
onds to 91.1 seconds.
Decay
After the maximum value has been reached, the value starts
to drop. How long this takes is governed by the Decay time
parameter. The Decay time has no effect if the Sustain pa
rameter is set to maximum. Range is from 0.0 milliseconds
to 91.1 seconds.
Sustain
The Sustain parameter determines the level the envelope
rests at after the Decay phase. Note that Sustain represents a level, whereas the other envelope parameters represent times. Range is from 0 to 100.
-
Release
Release determines the time it takes for the value to fall
back to zero after releasing the key. Range is from 0.0 mil
liseconds to 91.1 seconds.
Punch
When Punch is activated, the start of the decay phase is
delayed a few milliseconds (the envelope “stays” at top
level for a moment before moving on to the decay phase).
The result is a punchier attack similar to a compressor ef
fect. This effect is more pronounced with short attack and
decay times.
Retrigger
When Retrigger is activated, the envelope re-triggers
each time you play a new note. However, with certain tex
tures/pad sounds and a limited number of voices it is recommended to leave the button deactivated, due to click
noises that might occur, when the envelope is ended up
abruptly. This is caused by the incoming re-trigger that
forces the envelope to start over again.
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Assigning Envelope modulation destinations
To assign a modulation destination for an Envelope, proceed as follows:
1. Click in the “Mod Dest” box for one of the Envelopes.
A pop-up menu appears in which all possible modulation destinations
are shown. All Sound parameters as well as most LFO and Envelope pa
rameters are available as destinations.
2. Select a destination, e.g. Cut.
The selected modulation destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount.
• You can set positive and negative modulation values by
clicking on the value in the list, typing in a new value and
pressing the Enter key.
To enter negative values type a minus sign followed by the value.
3. Select a suitable envelope curve for the modulation.
You should now hear the Cut parameter being modulated by the envelope as you play.
4. Using the same basic method, you can add any num-
ber of modulation destinations for the envelope.
They are all listed in the “Mod Dest” box.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
Assigning Envelope velocity destinations
You can also assign Envelope modulation that is velocity
controlled (i.e. governed by how hard or soft you strike a
key). This is done as follows:
1. Click in the “Vel Dest” box for one of the envelopes.
A pop-up menu appears in which all possible velocity destinations are
shown.
2. Select a destination.
The selected velocity destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount. See below for an example of how velocity modula
tion works.
• You can set positive and negative values by clicking on
the value in the list, typing in a new value and pressing the
Enter key.
To enter negative values type a minus sign followed by the value.
3. Using the same basic method, you can add any num-
ber of velocity destinations for the Envelope.
They are all listed in the “Vel Dest” box.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
Envelope modulation velocity control – an example:
If you follow the steps above and select the Cut parameter
as a Velocity destination, the following happens:
-
• The harder you strike the key, the more the parameter is
modulated by the Envelope.
• If you enter a negative value for the velocity modulation
amount, the opposite happens; the harder you play the
less the Cut parameter is modulated by the Envelope.
Event page
The Event page is opened by clicking the EVENT button
at the top of the lower half of the control panel. This page
contains the most common MIDI controllers and their respective assignments.
The following controllers are available:
ControllerDescription
Modulation
Wheel
VelocityVelocity is used to control parameters according to how
AftertouchAftertouch, or channel pressure, is MIDI data sent when
Key Pitch
-
Tracking
The modulation wheel on your keyboard can be used to
modulate parameters.
hard or soft you play notes on your keyboard. A common
application of velocity is to make sounds brighter and
louder if you strike the key harder.
pressure is applied to a keyboard after the key has been
struck, and while it is being held down or sustained. Af
tertouch is often routed to control filter cutoff, volume,
and other parameters to add expression. Most (but not
all) MIDI keyboards send Aftertouch.
This can change parameter values linearly according to
where on the keyboard you play.
-
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To assign any of these controllers to one or several parameters, proceed as follows:
1. Click in the “Mod Dest” box for one of the controllers.
A pop-up menu appears in which all possible modulation destinations
are shown. All Sound parameters as well as most LFO and Envelope pa
rameters are available as destinations.
2. Select a destination.
The selected modulation destination is now shown in the list. Beside the
destination, a default value (50) has been set. The value represents the
modulation amount when the controller is at its full range.
• You can set positive and negative modulation values by
clicking on the value in the list, typing in a new value and
pressing the Enter key.
To enter negative values type a minus sign followed by the value.
3. Using the same basic method, you can add any num-
ber of modulation destinations for the controllers.
They are all listed in the “Mod Dest” box for the respective controller.
• To remove a modulation destination click on its name in
the list and select “Off” from the pop-up menu.
Effects (EFX) page
This page features three separate effect units: Distortion,
Delay and Modulation (Phaser/Flanger/Chorus). The Effect page is opened by clicking the EFX button at the top
of the lower half of the control panel.
• Each separate effect section is laid out with a row of
buttons that determine the effect type or characteristic
and a row of sliders for making parameter settings.
• To activate an effect, click the “Active” button so that a
dot appears.
Clicking again deactivates the effect.
• Tube Emulation produces distortion similar to valve amplifiers.
The parameters are as follows:
ParameterDescription
DriveSets the amount of distortion by amplifying the input sig-
-
FilterThis parameter sets the crossover frequency of the dis-
ToneThis parameter controls the relative amount of low-pass
LevelThis controls the output level of the effect.
nal.
tortion filter. The distortion filter consists of a low pass filter and a high pass filter with a cutoff frequency equal to
the crossover frequency.
and high-pass filtered signal.
Delay
You can select between 3 basic delay characteristics:
• Stereo Delay has two separate delay lines panned left and
right.
• In Mono Delay the two delay lines are connected in series for
monophonic dual tap delay effects.
• In Cross Delay the delayed sound bounces between the stereo channels.
The parameters are as follows:
ParameterDescription
Song SyncThis switches tempo sync of the delay times on or off.
Delay 1Sets the delay time ranging from 0 ms to 728 ms. If MIDI
Delay 2Same as Delay 1.
FeedbackThis controls the decay of the delays. With higher set-
FilterA low pass filter is built into the feedback loop of the de-
LevelThis controls the output level of the effect.
sync is activated the range is from 1/32 to 1/1; straight,
triplet or dotted.
tings the echoes repeat longer.
lay. This parameter controls the cutoff frequency of this
feedback filter. Low settings result in successive echoes
sounding darker.
Distortion
You can select between 4 basic distortion characteristics:
• Tape Emulation produces distortion similar to magnetic tape
saturation.
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Modulation
You can select between 3 basic modulation characteristics:
• The Phaser uses an 8-pole allpass filter to produce the classic
phasing effect.
• The Flanger is composed of two independent delay lines with
feedback for the left and the right channel respectively. The
delay time of both delays is modulated by one LFO with ad
-
justable frequency.
• Chorus produces a rich chorus effect with 4 delays modulated
by four independent LFOs.
The parameters are as follows:
ParameterDescription
Song SyncThis switches tempo sync of the Rate parameter on or off.
RateSets the rate of the LFOs modulating the delay time. If
DepthThis parameter controls the depth of the delay time mod-
DelayThis parameter sets the delay time of the four delay lines.
FeedbackThe feedback parameter controls the amount of positive
LevelThis controls the output level of the effect.
Song Sync is activated the rate is synced to various beat
increments.
ulation.
or negative feedback for all four delay lines. The adjust
able range is from -1 to 1.
-
SR parameters
With these buttons you can change the sample rate. Lower
sample rates basically reduce the high frequency content
and sound quality, but the pitch is not altered. This is a great
way to emulate the “lo-fi” sounds of older digital synths!
• If button “F” is active, the selected Part’s program plays back
with the sample rate set in the host application.
• If button “1/2” is active, the selected Part’s program plays
back with half the original sample rate.
• If button “1/4” is active, the selected Part’s program plays
back with a quarter of the original sample rate.
• A bonus effect of using lower sample rates is that it re-
duces the load on the computer CPU, allowing more simultaneous voices to be played, etc.
HALionOne
HALionOne is a sample player that can play sound content
in the HSB (HALion Sound Bank) format. These samples
have associated preset files that store the panel settings
and reference the HSB samples. Included are several pre
sets (as *.vstpreset and *.trackpreset files).
The operation of HALionOne is very simple; load a preset (a
*.vstpreset or a *.trackpreset file for an instrument track) and
start playing! However, you do have the option to tweak the
basic parameters to tailor the sound to your liking.
HALionOne parameters
HALionOne differs from other VST instruments in that the
panel parameters shown can vary according to which parameters are stored in the HSB file. HSB files cannot be
created with HALionOne, and HALionOne reads only the
HSB files supplied with Nuendo. In these files, certain pa
rameters are assigned as part of the file and the associated program (or preset). This means that for each preset,
only these assigned parameters are shown on the instrument panel. Typically, these are filter cutoff, DCA and DCF
parameters and any assigned effect parameters (the ef
fects are “built in”).
If you load HALionOne for an instrument track and select,
for example, the “Draw Organ” preset, the following parameters are shown:
ParameterDescription
CutoffThis allows you to adjust filter frequency or cutoff. The fil-
ResonanceRaising the filter resonance value emphasizes the fre-
DCF AmountControls the amount of the DCF (filter) envelope.
DCA AttackControls the time it takes for the DCA signal to reach its
DCA DecayControls the time it takes the DCA signal to decay to the
ter used is a Waldorf Low Pass filter with a 24 dB slope.
quencies around the set filter frequency.
highest level.
sustain level.
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ParameterDescription
DCA SustainControls the DCA signal level after the Decay phase, as
DCA ReleaseControls the DCA signal after a key is released.
DCA AmountControls the amount of the DCA (amplifier) envelope.
long as you press the key on your MIDI keyboard.
These parameter assignments are used for many of the
HALionOne presets, but not for all. As stated above, other
parameters may be shown; these are clearly labeled on
the panel. For most of the presets there are also associ
ated effects – the effect parameters are usually assigned
to the quick controls on the right and typically control the
dry/wet mix of the effect.
Effects Usage
This button, located at the bottom right in the box displaying the preset name, allows you to bypass any effects. The
LED beside the button is lit if any effects are used in the
preset.
Efficiency slider
The Efficiency slider provides a way of balancing audio
quality vs. conservation of computer power. The lower the
setting, the more voices are available. As a trade-off,
sound quality is reduced.
Voices allocated
The Voices field dynamically displays the number of
voices currently used.
Locate Contents
If you have moved the HALionOne content files to a different location (i. e. any other location than the folder in which
it was stored at installation time), you need to use the Locate Contents function to inform HALion One about
where to find its files. This is done as follows:
• Right-click anywhere on the control panel and select
“Locate contents”.
A file dialog opens where you can navigate to the folder location.
HALionOne and MIDI files
When the “Import to Instrument Tracks” option is activated
in the Preferences dialog (MIDI–MIDI File page), importing
a MIDI file into Nuendo automatically sets up instrument
tracks, with HALionOne as the associated instrument. This
allows you to quickly audition any imported MIDI files, to
change parameter settings or to add effects, etc.
Groove Agent ONE
MIDI and Disk activity LEDs
The MIDI activity LED indicates received MIDI input. The
Disk LED lights up green when samples are streamed
from disk, and red when samples cannot be loaded from
disk in time. In such a case you consider lowering the Effi
ciency slider. When the disk LED does not light up, samples are read from memory.
The included VST instruments
Groove Agent ONE is an easy-to-use sample-based
-
MPC-style virtual drum machine for creating beats and
reconstructing loops.
Audio samples can be associated with the Groove Agent
ONE pads. Each pad is associated with a MIDI pitch, allow
ing you to trigger individual pads via MIDI notes.
To facilitate the creation of your own drum patterns, Groove
Agent ONE provides a number of advanced functions.
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Groups and pads
!
The pads and all functions related to the associating and
auditioning of sounds can be found in the right half of the
Groove Agent ONE panel.
Groove Agent ONE provides up to 128 pads, organized in
eight groups of 16 pads. You can switch between the different groups by clicking on the corresponding group buttons (labeled 1 to 8) above the pads. Each pad is mapped
to a particular MIDI note (C-2 to G8, which equals 128
notes).
• The button of the active group is highlighted. If one or
more pads of a group have samples mapped to them, an
additional red frame is displayed around group buttons.
By default, group 3 is active when you open Groove Agent ONE.
Pad functions
• The pads show the associated MIDI note in the top right
corner.
You can change the MIDI note by right-clicking it and selecting a different note from the pop-up menu.
• You can assign up to eight samples to a pad.
See “Drag & drop of audio material” on page 39.
• If one or more samples have been assigned to a pad,
the name of the first of these samples is displayed at the
bottom of the pad.
To change the name, right-click it, enter a new name and press [Enter].
This allows you, e.
this pad.
• To remove a sample assignment, click on the pad and
drag the associated sample(s) to the trash icon in the
LCD display to the left (see
Note that the trash icon is found only on either the Voice, Filter or Amplifier
pages.
• The pad status is indicated by different colors.
During playback, a pad lights up yellow for as long as a sample mapped
to this pad is played back. When either the Voice, Filter or Amplifier but
ton is activated in the Pad Edit section and you click on a pad, it turns
green to indicate that it is selected for editing. Unselected pads not play
ing back any samples are gray.
• You can mute a pad by [Shift]-clicking it.
A prohibition symbol is displayed on the muted pad. To unmute, [Shift]click once more.
g., to indicate that more than one sample is mapped to
“Editing sounds” on page 41).
• You can drag a sample from one pad to another pad.
If the second pad already has a sample mapped to it, the sample assignment is swapped. Note that you can also swap the MIDI notes of the two
pads by pressing [Shift] when dropping the sample.
• You can drag and drop samples between groups.
Click on a pad that has a sample mapped to it, keep the mouse button
pressed and move the mouse pointer over the button of another group.
When the pad display now changes to display the pads of the other
group, drag and drop the sample on the desired pad.
Velocity
• The velocity is determined by where on the pad you
click: it is lowest at the bottom of the pad and highest at
the top.
• You can force all pads to a velocity value of 127 by activating the V-Max button in the Global section in the top
right corner of the Groove Agent ONE panel.
Resetting pads
You can find a Reset button in the Global section in the
top right corner of the Groove Agent ONE panel. It allows
you to clear all pad assignments of the current instance of
Groove Agent ONE.
As a safety precaution, the Reset button is locked by default. Clicking the Reset button when it is locked has no
effect.
To unlock the Reset button, hold down the [Shift] key
while clicking. The button color changes to red. When you
click Reset now, all pad assignments are reset.
The Reset button is re-locked automatically five seconds after unlocking it.
Drag & drop of audio material
Groove Agent ONE provides advanced drag & drop support. You can drag one or more samples at the same time
-
from Nuendo onto Groove Agent ONE. Samples are ei
ther be mapped to the same pad, or to different pads.
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You can drag files to Groove Agent ONE from the following Nuendo locations:
•MediaBay
• Project window
• Pool
• Sample Editor (regions)
• Audio Part Editor
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Layering samples on the same pad
When you select between one and eight samples and
drag them to Groove Agent ONE, dropping them onto a
pad (or onto the Layer indicator – see below) automatically creates a corresponding number of layers for this
pad.
Drag & drop to several pads
Rather than dropping several samples to the same pad,
you can also let Groove Agent ONE distribute samples
across the available pads in one or several groups. To do
so, select the desired samples, drag them to the Groove
Agent ONE window, press [Shift] and drop the samples
onto a pad. The samples are mapped to the available
pads, starting with the pad on which you initially dropped
the samples, and then upwards according to the MIDI
pitches of the pads.
How many samples can be dropped to several pads depends on the number of pads available in your current instance of Groove Agent ONE. If Groove Agent ONE
cannot supply a sufficient number of free pads for the
number of dropped samples, a dialog is displayed in
which you can confirm or cancel the operation.
Replacing individual samples
To replace a sample mapped to one pad with another
sample, proceed as follows:
• Drag the new sample to the pad, press [Alt]/[Option]
and drop it.
To replace a sample in a pad layer with another sample,
proceed as follows:
• Drag the new sample to the Layer indicator, press [Alt]/
[Option] and drop it onto the required layer.
Slicing a loop and triggering individual sounds via MIDI
Drag & drop to several pads has a number of uses. For example, it allows you to trigger individual sounds from an
audio loop via MIDI. Proceed as follows:
1. Slice up a drum loop using the Sample Editor. Open
the resulting audio part in the Audio Part Editor and press
[Ctrl]/[Command]-[A] to select all audio events.
See the Operation Manual for details about slicing.
2. In the Audio Part Editor, click on one of the selected
events and drag it to the Groove Agent ONE window.
3. Press the [Shift] key.
4. Point the mouse pointer at an empty pad and let go of
the mouse button.
The individual samples from the audio part are now mapped to the available pads of Groove Agent ONE.
Now look at the Exchange section (to the left of the pads):
the MIDI Export pad (the field displaying a double arrow)
at the bottom of the section is lit. When mapping several
samples to several pads, Groove Agent ONE creates a
MIDI file containing all MIDI information to trigger these
pads, and maps this file to the MIDI Export pad.
5. Drag this MIDI file from the MIDI Export pad onto the
Nuendo Project window.
Dropping the file onto the Project window creates a new MIDI track. You
can also drop the MIDI file to an existing MIDI or instrument track.
6. Play back the MIDI file.
The unedited MIDI file plays the same groove as the original audio loop.
By editing the MIDI file you can change the original groove.
Saving the Groove Agent ONE setup
You can save the current configuration of Groove Agent
ONE either as a plug-in preset or as a combination of a
Groove Agent ONE archive (.gak) and a plug-in preset.
These presets and archives are useful in cases where you
want to use your current settings and samples on a different computer.
Saving plug-in presets
You can save your current Groove Agent ONE configuration, including all settings for samples, pads and groups,
as a plug-in preset.
1. At the top of the Groove Agent ONE window, click the
VST Sound button to the right of the Presets pop-up
menu and select “Save Preset”.
The Save Preset dialog opens.
2. Enter a name for the new preset and click OK.
The preset is saved in the User Content folder on your system.
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Loading plug-in presets
!
To load an existing plug-in preset, proceed as follows:
1. At the top of the Groove Agent ONE window, click the
VST Sound button and select “Load Preset” from the
pop-up menu.
The Presets browser opens.
2. The Presets browser shows all presets it finds in the
VST 3 Presets folder for Groove Agent ONE. Double-click
the desired preset to load it.
The Presets browser is closed and the preset is loaded into Groove
Agent ONE.
• When a sample belonging to a preset cannot be found,
Groove Agent ONE prompts you to locate the missing
files. You can click either Ignore to skip this message,
click Locate File to navigate to a specific folder containing
the missing file(s), or click Search Folder to browse a spe
cific folder and any subfolders that might contain the missing file(s).
Saving a GAK archive
You can save all Groove Agent ONE settings, and the
sample files referenced by the current configuration, as a
Groove Agent ONE kit. The file name extension of these
kit files is “*.gak”. Proceed as follows:
1. Set up Groove Agent ONE the way you want it.
2. In the Exchange section, click the Export button.
The “Export Groove Agent ONE kit” dialog opens in which you can specify a location and a name for the new archive.
3. Click Save.
The archive is created and the dialog is closed.
Note that a plug-in preset file is created alongside
the .gak file. This plug-in preset references the samples inside the .gak file. It can be browsed in the MediaBay, giving you access to all Groove Agent ONE
settings (including all samples) from within Nuendo.
Loading a GAK archive
To load the GAK file, proceed as follows:
1. In the Exchange section, click the Import button.
Navigate to the GAK file.
2. Click Open.
The saved settings and all samples are imported into Groove Agent
ONE.
Editing sounds
All sound editing functions can be found in and below the
LCD display in the left half of the panel.
The LCD display can show four different sound editing
pages, selected by clicking one of the four buttons in the
Pad Edit section.
The information on the Play page refers to this instance of
Groove Agent ONE as a whole. When the Play button is
activated, the LCD display shows the name of the loaded
VST preset and information on the number of samples and
pads used by this instance of Groove Agent ONE. The
Size parameter indicates the amount of RAM occupied by
the currently loaded samples. The Polyphony counter
shows the number of pads currently playing.
On the Voice, Filter, and Amplifier pages, sample-specific
-
data is displayed:
ParameterDescription
Brightness
slider
VST PresetThe name of a loaded VST Preset is displayed in the top
Sample/PadThe name of the sample (and the pad to which it is as-
Trash iconYou can remove the current sample assignment by click-
MIDI input offWhen the MIDI symbol button in the top right corner of the
Layer indicator The long bar near the top of the LCD display shows the
Layer numberThe layer number indicates which is the active layer of the
SampleThis is the name of the sample file.
VelocityHere you can specify a velocity range for the current
CoarseHere you can tune the sample by up to ±12 semitones.
FineThis parameter lets you fine-tune the sample by up to
Use the little slider at the very top of the LCD display to
set the display brightness.
left of the LCD display.
signed).
ing on a pad or on the Layer indicator (see below) and
dragging it onto the trash icon.
LCD display is activated, the LCD display shows the
waveform and parameter values of the currently playing
sample. When this button is deactivated, the display
shows only the data for the currently edit selected sample.
active layer for the current pad. If more than one layer ex
ist for the selected pad, the bar is divided accordingly.
You can drag the dividing line between layers to change
the velocity ranges of the layers. You can drag a new
sample from the MediaBay and drop it directly onto the
Layer indicator bar (this is the same as dropping a sample
on a pad). You can drag layers to a different position on
the bar.
current pad.
layer.
±100 cents.
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ParameterDescription
VolumeSets the sample volume.
Waveform
display
s/e locators in
waveform
display
The waveform of the current sample.
You can define the sample start and end points by dragging the s and e locators in the waveform display. When
you click on a locator and press [Ctrl], this will zoom in on
the waveform and center the display around the locator.
Note that the locators automatically snap to zero cross
ings.
Depending on the selected page (Play, Voice, Filter, Amplifier), up to six quick controls with different pad-specific
parameter assignments are displayed.
Play parameters
The parameter controls on the Play page are copies of the
parameters on the Voice, Filter, and Amplifier pages.
The row of parameter controls below the LCD display
shows six parameters:
ParameterDescription
VolumeThe volume of the pad currently selected for editing.
PanThe panorama setting of the pad currently selected for
CoarseUse this control to tune the pad by up to ±12 semitones.
CutoffSets the filter cutoff frequency.
QSets the filter resonance.
OutputGroove Agent ONE provides up to 16 stereo outputs. You
editing.
can route pads to individual outputs using this control.
Voice parameters
The row of parameter controls below the LCD display
shows six parameters:
ParameterDescription
ModeHere you can reverse the currently selected sample so
CoarseUse this control to tune the pad by up to ±12 semitones.
FineUse this control to fine-tune the pad by up to ±100
Mute Gr.With this control you can assign a pad to one of eight
that you hear it backwards.
cents.
mute groups. Pads within a mute group never play back
simultaneously. New notes cancel previous notes.
ParameterDescription
Tr. ModeThe sample of the currently selected pad is played either
OutputGroove Agent ONE provides up to 16 stereo outputs.
-
from start to finish (One Shot) or only for as long as you
hold the mouse button/key (Key Hold). Key Hold can also
be determined by the length of the corresponding MIDI
note on your track.
You can route pads to individual outputs using this con
trol. See the Operation Manual for information on how to
use multitimbral instruments in Nuendo.
Filter parameters
The row of parameter controls below the LCD display
shows four parameters used to edit the Groove Agent
ONE filter:
ParameterDescription
TypeSets the filter type: low-pass (LP), high-pass (HP) or band-
CutoffSets the filter cutoff frequency.
QSets the filter resonance.
ModThis parameter determines the influence that velocity has
pass (BP). When you set this knob to OFF, the settings on
this editing page have no effect.
on the cutoff frequency. When set to 0
no effect. When set to any other value, the cutoff fre
quency changes depending on the velocity.
%, the setting has
Amplifier parameters
The row of parameter controls below the LCD display
shows six parameters:
ParameterDescription
VolumeThe volume of the pad currently selected for editing.
PanThe panorama setting of the pad currently selected for
AttackControls the amplifier envelope attack time.
ReleaseControls the amplifier envelope release time. Reduce the
Amp ModThis parameter determines the influence that velocity has
Attack ModThis parameter determines the influence that velocity has
editing.
release time to shorten the decay of sounds played in
one-shot mode.
on the pad volume setting. When set to 100
sounds louder the higher the velocity. When set to 0
velocity has no effect on the pad volume.
on the Attack setting. When set to 0
effect on the attack. When set to 100
pad with high velocity, the Attack time is increased by
%. The higher the Attack Mod setting, the longer the
50
additional attack time for a pad.
%, velocity has no
% and playing a
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%, the pad
%,
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Master volume
In the Master section in the lower left of the Groove Agent
ONE panel you can find a master volume slider that sets
the output volume of the instrument.
The Exchange section
This section is used to import or export data to/from
Groove Agent ONE.
Importing MPC files
Clicking the Import button opens a file dialog in which you
can navigate to a PGM file (.pgm is the AKAI MPC ex
change format).
Ö Groove Agent ONE imports only the mapping data
from the PGM file. Any additional information (on MPC effects, etc.) cannot be imported into Groove Agent ONE.
The MIDI Export pad is described in detail in the section
“Slicing a loop and triggering individual sounds via MIDI”
on page 40.
The function of the Export button is described in detail in
the section
“Saving a GAK archive” on page 41.
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Automation of Groove Agent ONE parameters
When opening an automation subtrack for a track that
uses Groove Agent ONE, you can select the following
plug-in parameters from the Add Parameters dialog:
•Volume
•Pan
•Mute
•Cutoff
• Resonance
These parameters are available for the pads C1 to B4.
LoopMash
LoopMash is one of a kind: a powerful tool for the slicing
and instant re-assembling of any kind of rhythmic audio
material. With LoopMash, you can preserve the rhythmic
pattern of one audio loop, but you can replace all sounds
of this loop with the sounds of up to seven other loops.
LoopMash is fully integrated into Nuendo, which allows
you to drag and drop audio loops from the MediaBay or
Project window directly onto the LoopMash panel.
Getting started
To give you a first impression of what you can do with
LoopMash, we have created a tutorial preset. Proceed as
follows:
1. In Nuendo, create an instrument track with LoopMash
as the associated VST instrument.
In the Inspector for the new track, click the Edit Instrument button to
open the LoopMash panel. It has two main areas: the tracks section in
the upper part of the panel, and the parameter section at the bottom.
2. At the top of the plug-in panel, click on the icon to the
right of the Preset menu field and select Load Preset from
the pop-up menu.
3. The Presets browser opens, showing presets found in
the VST 3 Presets folder for LoopMash.
4. Select the preset called “A Good Start…(Tutorial)88”.
The Presets browser is closed and the preset is loaded into LoopMash.
5. At the bottom of the panel, make sure that the Sync
button below the Transport controls is off, and start play
back by clicking the play button.
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In the LoopMash panel, you can see a sliced loop wave-
Slices 1 to 4 selected for playback.
Master track slices for playback steps 1 to 4.
form in the top (red) track. This track is selected (which is
indicated by the track’s background color and the lit but
ton to the left of the waveform display).
The selected track holds the master loop. The rhythmic pattern of the LoopMash output is governed by the master
loop – i. e. what you hear is the rhythmic pattern of this loop.
6. Look at the row of 12 pads below the track section:
the first (leftmost) pad is selected. Select the third pad.
A new loop is displayed on the second track in the track display, and you
hear that the snare drum sound of the first loop has been replaced with a
handclap sound.
7. Select the fifth, and then the seventh pad. Each time a
new loop is added to the mash.
Note how the rhythmic pattern of the music stays the same, although an
increasing number of sounds is taken from the other loops.
On the left of each track, you find the similarity gain slider.
These sliders are the most important control elements of
LoopMash: the further to the right you move the similarity
gain slider of a track, the more important the sounds of this
particular loop become for the audible output of LoopMash.
How does LoopMash work?
Whenever you import a loop into LoopMash, the plug-in
analyzes the audio material. It generates so-called “perceptual descriptors” (information on tempo, rhythm, spectrum, timbre, etc.) and then slices the loop into eighthnote segments.
This means that after you have imported several loops,
LoopMash knows the rhythmic pattern of each loop and
the location of various sounds that make up this pattern
within each loop. During playback, LoopMash uses the
perceptual descriptors to determine how similar each
slice is to the current slice of the master track.
Please note that LoopMash does not categorize the
sounds, but looks for overall similarity in the sound. For ex
ample, LoopMash might replace a low snare drum sound
with a kick drum sound, even though a high snare sound is
also available. LoopMash always tries to create a loop
acoustically similar to the master loop, but using other
sounds.
The similarity is shown by the brightness of each slice on
each track, and also by the position of each slice on the
-
similarity gain slider to the left of each track. The brighter a
slice, the greater the similarity to the current master track
slice, and the further to the right it is displayed on the sim
ilarity gain slider. Darker slices have smaller similarity and
can be found further to the left on the slider.
The similarity gain settings of the various tracks determine
which slice gets playback priority. This creates a new loop,
over and over again, but with the rhythmic pattern of the
original master loop.
In the following figure you can see four tracks. The track at
the top is the master track. During playback, LoopMash
moves through the master loop step-by-step (which is in
dicated by a horizontal line above and below the current
slice) and automatically selects four different slices from
these tracks to replace the slices of the master track. The
currently playing slice is indicated by a white horizontal
line above and below the slice.
The following figure shows the result of the selection process for each playback step.
-
For best performance, use audio files that have the same
sample rate as your project (to avoid sample rate conversion when loading presets or storing scenes).
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Experiment with the provided LoopMash presets, and with
your own loops of different lengths and with different
rhythms, containing many different sounds – LoopMash is
like an instrument, and we very much encourage you to
play it!
LoopMash parameters
You can influence the process of constantly assembling a
new loop with the various functions and parameter controls of LoopMash.
Ö Note that many of LoopMash’s parameters can be automated. See the description for the automation of VST instrument parameters in the chapter “VST instruments and
instrument tracks” in the Operation Manual.
Track functions
• LoopMash provides advanced drag & drop support.
You can drag single loop files from Nuendo or the Ex
plorer/Finder to the tracks on the LoopMash panel.
The quickest way to find the LoopMash content is to use the MediaBay:
Open the VST Sound node and the LoopMash folder. Files can be
dragged to LoopMash from the following Nuendo locations: MediaBay,
Project window, Pool, Sample Editor (regions), Audio Part Editor. Drag
ging a loop to a track already occupied replaces the original loop.
• You can audition individual slices on each track by
clicking on them.
You can also use the Step function in the transport controls (see below)
to audition single slices.
• You can set a track transposition value.
Click the button to the right of the waveform and select the desired
transposition interval from the pop-up menu. The set value is displayed
on the button. Note that this function is tied to the setting for the Slice
Timestretch parameter (see below). When Slice Timestretch is deacti
vated, transposition is created by increasing/decreasing the playback
speed of the slices (transposing a track up by one octave corresponds to
playing the slices twice as fast). With Slice Timestretch on, you get true
pitch shifting, i.
e. there is no change in playback speed.
• You can change the relative volumes of your tracks with
the volume control on the far right of each track.
This is useful for level adjustments between tracks. A VU meter to the left
of the volume control provides visual feedback of the current volume.
• To remove a loop from a LoopMash track, right-click the
track and select “Remove from track”.
-
-
-
• One track is always selected. This is the master track: it
provides the rhythmic pattern you hear, and it is the sounds
of this loop that are replaced by slices selected from the
other loops in the current LoopMash configuration.
Activate the button to the left of the waveform display to select the corresponding track and make it the master.
• A horizontal line above and below individual slices indicates the current playback position within the master loop
(in the track color) and the slice currently selected for
playback (in white).
• The similarity gain slider (to the left on each track) determines how important a particular track is for the “mashing
up” of the master loop.
Move the slider to the right to select more slices from the corresponding
track for playback, and to the left to reduce the number of slices for play
back (set to middle position by default).
• Drag the similarity threshold control (the thin line with
handles at the top and bottom intersecting all similarity
gain sliders) to the left or right to determine a minimum
similarity that slices must match to be considered for play
back.
Slices with a similarity below (i. e. to the left of) this threshold are not
played.
• The brightness of the slices changes when moving the
similarity gain slider.
The further to the right, the lighter the color, and the higher playback priority for these slices. The currently playing slice is brightest.
• The vertical lines on the similarity gain slider correspond
to the slices in this loop.
The changing pattern of slices indicates similarity of each slice, on all
tracks, to the current master track slice. The further to the right a line is,
the greater the similarity of this slice to the master slice. A slice must be
to the right of the similarity threshold (see above) line to be considered
for playback.
• A track can hold up to 32 slices.
Even if a long loop were to contain more than 32 slices, LoopMash imports only the first 32. Ideally, you would use a loop file cut at bar boundaries. When you import your file from the MediaBay, LoopMash uses the
tempo information supplied by the MediaBay for the slicing of the loop.
• At the top of the track section, a ruler showing bars and
beats (using the project’s time signature) is displayed.
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• If you want to shorten the play length of the master loop,
you can drag the bracket at the top of the track section.
You can drag the bracket handles, or you can drag the bracket as a
whole. This allows you to select even a very small range within your mas
ter loop for playback – the rest of the loop is not taken into consideration.
Note that short loop ranges (less than 1 bar) may conflict with the Jump
interval setting (see below).
Transport controls
The transport controls can be found at the bottom of the
LoopMash panel.
ButtonDescription
PlayClick the Play button to start or stop playback.
LocateClick the Locate button to return to the beginning of the
StepClicking in the left/right half of this button steps back-
loop (bar 1/beat 1). Playback always starts automatically
when clicking this button.
wards/forwards through the timeline, playing one slice at
a time.
Setting the LoopMash tempo
During playback, LoopMash can be synchronized to the
tempo set in Nuendo, or can follow its own tempo setting:
• Click the Sync button (to the left of the tempo field) to
activate or deactivate synchronization to the project
tempo set in Nuendo.
When Sync is on, playback can be started using the Nuendo transport
controls. With Sync off, LoopMash starts playing only when you click the
Play button in LoopMash.
• When the Sync button is deactivated, the current LoopMash tempo (in BPM) is displayed in the tempo field below the Play button.
To change the “local” tempo, click in the tempo field, enter a new value,
and press [Enter].
• When the Sync button is deactivated, you can click the
Master button (to the right of the tempo field) to copy the
tempo of the current master loop into the tempo field.
The Sync On/Off parameter can be automated. This is useful to control
LoopMash in a Nuendo project – with Sync off, playback within a project
is paused.
The Edit page
Click the Edit button (to the right of the transport controls)
to open the Edit page. The controls on this page allow you
to influence the way in which LoopMash plays back.
The following parameters are available:
OptionDescription
Number of
-
Voices
Voices per Track This is the maximum number of slices that can be se-
Slice Selection
Offset
Random Slice
Selection
Slice QuantizeMove this slider to the right to apply quantizing to the
Staccato
Amount
Slice
Timestretch
Dry/Wet MixThis sets the balance between the volumes of the mas-
Here you can set the total number of slices from all
tracks that are used to replace the master slice (ac
cording to the current similarity gain settings). The
range is from one (left) to four (right) voices, i.
from up to four loops can play simultaneously. Increas
ing the number of voices increases the CPU load.
lected from a single track. The range is from one to four.
The less slices can be picked from the same track, the
more variety you get in the LoopMash output.
Move this slider to the right to allow slices of smaller
similarity to be selected for playback. This setting af
fects all tracks of this scene (see below).
Move this slider to the right to allow more variation
when selecting slices for playback, adding a more “ran
dom” feel to the selection process. This setting affects
all tracks of this scene (see below).
e. the slices are aligned to a eighth-note grid.
slices, i.
When the slider is all the way to the left, the slices fol
low the rhythmic pattern defined by the original master
loop.
When you move this slider to the right, the length of the
slices is gradually reduced, giving the output a staccato
feel.
Use this option to apply realtime timestretching to the
slices, filling gaps or avoiding overlaps between slices
not played back at their original tempo, or when com
bining slices with different original tempos. Applying
timestretch increases the CPU load and may affect the
sound quality. Reduce the need for timestretching by
using loops with similar original tempos. See also the
description of the track transposition value above.
ter loop and the selected slices from the other tracks.
Scenes and the Performance page
Click the Perform button (to the left of the transport controls) to open the Performance page.
The settings you make on this page allow you to store
LoopMash configurations so that you can recall them later.
Below the tracks, a row of 12 pads is displayed. You can
save one “scene”, i. e. a combination of up to eight tracks
with all parameter settings, to each of these pads. This
means that you can create a LoopMash configuration with
up to 96 loops – 12 scenes with eight tracks each.
-
e. sounds
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The following parameters are available:
!
OptionDescription
Scene pad 1–12 Empty scene pads have the same color as the back-
Store SceneTo save the current settings as a scene, first click the
Empty SceneTo remove a scene from a pad, first click the red x but-
Jump interval
(1/8: Now;
1/4: Next beat;
1/2: Next half
bar; 1: Next bar;
e: End)
MIDI controlIf you have a MIDI keyboard connected to your com-
ground, pads with associated scenes are gray. The currently selected scene is white. Click on a pad to recall
the corresponding scene.
round red button (between pads 4 and 5, at the top)
and then a pad. This saves your setup to that pad. If you
want to cancel a running Store Scene operation, click
in an empty area of the plug-in panel.
ton (between pads 4 and 5, at the bottom) and then the
desired pad. If you want to cancel a running Empty
Scene operation, click in an empty area of the plug-in
panel.
To set the behavior when changing from one scene to
the next during playback, click the button between pads
8 and 9. A pop-up menu opens allowing you to set at
which point the change to the next scene occurs. End
means that the current loop is played to the end before
switching scenes. When you set up a short loop range
(see above), you may need to set the interval to e to en
sure that the jump point is reached.
puter, you can remote control LoopMash by pressing
keys on your keyboard:
C1-B1: change to pads 1–12
C2: Start
D2: Stop
E2: Sync On
F2: Sync Off
Once you have set up a LoopMash configuration, you
should save it to a scene pad. Changing scenes with
out saving means discarding any unsaved changes.
Saving and loading VST presets
You can save all current scenes as a VST preset. Proceed
as follows:
1. At the top of the LoopMash window, click the icon to
the right of the Preset field and select “Save Preset” from
the pop-up menu.
The Save Preset dialog opens.
2. Enter a name for the new preset and click OK.
The preset is saved in the User Content folder on your system. Make
sure that you tag your presets for better handling in the MediaBay.
To load an existing VST preset, proceed as follows:
1. At the top of the LoopMash window, click the icon to
the right of the Preset field and select “Load Preset” from
the pop-up menu.
The Presets browser opens.
2. The Presets browser shows all presets it finds in the
VST 3 Presets folder for LoopMash. Double-click the desired preset.
The Presets browser is closed and the preset is loaded into LoopMash.
• When a loop belonging to a preset cannot be found,
LoopMash displays a standard file dialog in which you can
navigate to the file.
Ö The “Empty” preset clears all settings of the current
LoopMash instance.
Embracer – Surround Pad
-
Synthesizer
Embracer is a simple but powerful polyphonic synthesizer
designed entirely for producing pads and accompaniment
sounds. With its easy-to-use envelope and tone controls,
it gives you fast access to the sounds you need without
having to search through thousands of presets. However,
the most powerful feature of Embracer is its surround out
put. With a single switch, you can turn the instrument from
stereo to surround and the width control allows you to
spread your pad sound anywhere from mono to stereo to
full 360° surround. The unique “eye” controller gives you
an exact idea of how the sound is placed in a mix.
If you have never worked with a surround system before,
now is the time to start exploring these possibilities.
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The included VST instruments
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The Embracer Surround Pad Synthesizer has the following properties:
• Embracer is a Polyphonic surround pad synthesizer.
• 2 oscillators with 12 waveforms.
• Independent envelope and tone controls.
• Stereo and surround outputs.
• Up to 32 voices of polyphony per instance.
• Dynamic width control for exciting 3D sounds.
• “Eye” controller for simultaneous tone and width control.
• Full MIDI control implementation.
Osc 1 and 2
ParameterDescription
WaveSelects the waveform for each oscillator. Available wave-
ToneEmbracer offers a high pass and low pass filter for each
WidthControls the spatial spread of the signal. A value of 0 %
Coarse
(Oscillator 2
only)
Fine (Oscillator
2 only)
forms are: Carpet, DigiPad, Choir, Ensemble, Metal Phaze,
Phase Strings, Sing Sing, Soft Wave, Spit Strynx, Step
floor, Submerged, Wave Bellz.
Note: If you want to use only one oscillator, set the waveform to OFF. In this case only one voice per key is used.
oscillator. Both filters are controlled via a single Tone
knob. In the 50
Reducing the tone value adds low pass filtering. Values
above 50
also be controlled by the “eye” controller.
puts the signal mono into the center position. In stereo
mode, a value of 100
width. In surround mode, a value of 100
360° surround image. The width parameter can be con
trolled by a variety of modulation sources, as well as by
the “eye” controller.
Changes the pitch in semitones. Maximum range is +1/24
semitones = 2 octaves.
Changes the pitch in fine steps with a range of up to ±50
cents.
Note: If you want to create a slight detune effect between
the oscillators, make sure to set the master tune parame
ter to a negative value of the same amount to keep the instrument in tune.
% center position, the signal is not filtered.
% add high pass filtering. This parameter can
% results in a maximum stereo
% creates a full
-
Envelope and Level
ParameterDescription
AttackControls the attack time of each oscillator. Higher values
Attack VelSets the amount of velocity control of the attack time.
LevelControls the oscillator output level.
Level VelSets the amount of velocity control of the oscillator level.
create slower attacks.
Higher values increase the velocity sensitivity.
Higher values increase the velocity sensitivity.
Master
ParameterDescription
ReleaseControls the overall release time of the volume envelope.
ModeSets the output mode of Embracer. You can choose be-
Width CtrUse this parameter to select a modulation source for the
Max PolySets the total number of voices available. Each oscillator
Fine TuneUse this to adjust the pitch of the whole instrument.
Master OutSets the overall output volume of the instrument.
Higher values result in longer release times.
tween “Stereo” and “Surround”. In Stereo Mode, Embracer has one stereo output in the VST Mixer. In Surround
Mode, Embracer has either a quadraphonic 4-channel out
put or two independent stereo outputs in the Mixer. See
below for more details on using Embracer in a surround
mixer setup.
width parameter. Available sources are: Mod Wheel, Af
tertouch, Velocity and Envelope.
Both oscillators are controlled simultaneously. However,
modulation depth is controlled independently by the re
spective width parameter of each oscillator.
uses one voice per note played. Thus, a two-oscillator
sound with 8 voices results in 4-voice polyphony. The de
fault value for Max Poly is 16.
Range is ±50 cents. Use Fine Tune in combination with
the Fine Tune parameter of OSC 2 to create smooth de
tune effects.
The “Eye”
The Embracer’s unique “Eye” controller offers a creative
new way of controlling the sound’s overall character and
-
shape. This controller gives you access to several para
meters at the same time.
For each oscillator, there is a circle representing the tone
and width of the sound. Click and drag the corresponding
circle to change its shape. There are also two (numbered)
oscillator handles. You can drag these vertically to change
the tone or horizontally to change the width of the respec
-
tive oscillator. When you drag a handle, the respective
Tone and Width knobs of the oscillator are adjusted ac
cordingly. Play a note while editing to hear the effect.
The “eye” cannot only be used as a controller for the tone
and width parameters, but also works as a surround
scope for monitoring the spatial integration of the current
sound. The display represents the sound’s position in the
stereo or surround sound field. In stereo mode, the sound
position is shown only in the upper half of the display and
-
-
-
-
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The included VST instruments
48
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represents the front part of the sound field. In surround
mode, the sound position is shown in the upper and lower
half of the display and represents the front and rear part of
the sound field.
• You can use Embracer’s automation feature to record
the movements of the mouse within the “eye” controller!
Using Embracer in Surround Mode
When you want to enjoy Embracer in 3D, set it up in surround mode and listen to it on a surround system. Let’s
assume you have a surround monitoring system set up
with your VST mixer and your VST output connections are
properly set up. Proceed as follows:
1. Open an instance of Embracer in the VST instruments
rack and set it to surround mode.
2. When you open the mixer you see two separate stereo
channels for the Embracer. The first is titled “Embracer”
and the second “Embracer rear”.
3. Assign both channel outputs to the surround output
bus.
The two channel strips now show independent surround panners. By default, the first output pair is assigned to the front left and right channels
and the second output pair to the rear left and right channels. The sur
round width can be controlled with the “width” parameter.
4. Double-click on the surround panner to open its control panel. Set the “Mono/Stereo” parameter to either
“Y-Mirror”, “X-mirror” or “XY-mirror”. You can now freely
adjust the surround panning to your taste.
5. If your surround configuration includes a center or LFE
channel, you can also add some of Embracer’s signal to
the center or LFE channels. Feel free to experiment to find
out what works best in a given project and mix.
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Monologue – Monophonic Analog
Modeling Synthesizer
Monologue is a monophonic analog synthesizer based on
physical modeling technology. It offers full, rich and colorful sounds without consuming a lot of CPU power. The
Monologue synthesizer is the perfect tool for bass, lead
and sequenced sounds.
The Monophonic Analog Modeling Synthesizer has the
following properties:
• 2 oscillators with sawtooth, square and triangle waveforms.
• An additional noise generator for white noise.
• Monologue has two filters: a high pass filter and a versatile
multimode filter.
• Monologue has a single LFO.
• Monologue has 4-stage ADSR mod and amp envelopes.
• Monologue has an effects section with chorus, phaser, and
flanger effects, plus separate delay and overdrive units.
• Monologue has a X/Y matrix pad for additional realtime modu-
lation with access to all Monologue parameters.
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49
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Osc 1 and 2
ParameterDescription
Waveform
(pop-up menu)
CoarseSets the coarse pitch in semitones. The available range is
FineAllows you to fine-tune the pitch in cent increments. The
DepthControls the pitch modulation depth for the mod source
Mod SrcDefines the pitch modulation source. Available sources
PWM
(OSC2 only)
Sync
(OSC2 only)
This is where you select the waveform: Saw, Square and
Sub for oscillator 1 and Saw, Square and Triangle for Os
cillator 2.
±1 octave.
available range is ±50 cents.
defined in the “mod src” field. The available range is ±1
octave.
are: Modwheel, Aftertouch, Pitchbend, Velocity, LFO and
Mod Env.
Controls the pulse width of the square wave. In the center
position, pulse width is 50/50. Turning the PWM knob
clockwise or counter clockwise creates a positive or neg
ative pulse, respectively.
Activating the sync button synchronizes the pitch of oscillator 2 to the pitch of oscillator 1. When this is active,
changing or modulating the pitch of oscillator 2 changes
the tone and not the pitch. For the typical sync sound,
turn osc 1 down in the mix and use osc 2 only.
Mix
ParameterDescription
Osc 1Sets the pre-filter level for oscillator 1.
NoiseSets the pre-filter noise level.
Osc 2Sets the pre-filter level for oscillator 2.
Envelope
ParameterDescription
A – (Attack)Sets the attack time.
D – (Decay)Sets the decay time.
S – (Sustain)Sets the sustain level.
R – (Release) Sets the release time.
Mod Src
(A+B)
Depth (A+B)Controls the envelope modulation depth for the mod
Defines the envelope modulation source. You can select:
Modwheel, Aftertouch, Pitchbend, Velocity, LFO and
Mod Env.
source defined in the “mod src” field.
LFO
ParameterDescription
Waveform
(pop-up menu)
RateAdjusts the frequency of the LFO, thus changing the rate
SyncWhen “Sync” is “on” the LFO speed is synchronized to
Mod SrcDefines the LFO modulation source. Available sources
DepthControls the LFO modulation depth for the mod source
Here, you can select the waveform for the low frequency
oscillator. Available waveforms are: Triangle, Square,
Sawtooth, Sample & Hold and Random.
of the modulation. Depending on the LFO sync parame
ter, you can edit the rate in Hertz or in note values.
the sequencer’s tempo. This also affects the LFO rate
format.
are:
Modwheel, Aftertouch, Pitchbend, Velocity, LFO and
Mod Env.
defined in the “mod src” field.
-
Filter
ParameterDescription
ModeSets the filter type. Available filter types are 24 dB Low
CutoffSets the filter cutoff frequency. How this parameter oper-
High PassSets the cutoff frequency of the additional high-pass filter.
ResChanges the resonance of the multi-mode filter. Full res-
Key TrackDetermines the amount of key tracking applied to the filter
Mod Src
(A+B)
Depth
(A+B)
pass, 18
dB Low pass, 12 dB Low pass, 6 dB Low pass,
dB Band pass and 12 dB High pass.
12
ates is governed by the filter type.
onance puts the filter into self-oscillation.
cutoff frequency. The available range is 0 to 100
range of 100
keyboards pitch 1:1.
Defines the filter modulation source. The available
sources are: Modwheel, Aftertouch, Pitchbend, Velocity,
LFO, and Mod Env.
Controls the filter modulation depth for the mod source
set in the “mod src” field.
% tunes the filter cutoff frequency to the
%. A
The included VST instruments
X/Y Pad
ParameterDescription
X ParSets the parameter to be modulated on the x axis of the
Y ParSets the parameter to be modulated on the y axis of the
XY Pad Use the mouse to control any two of Monologue’s param-
50
XY Pad. All of Monologue’s parameters are available as
destinations.
XY Pad.
eters in combination. By moving the mouse horizontally,
you can control the x parameter, by moving it vertically,
you can control the y parameter. You can also record
controller movements as automation data.
Page 51
Effects
ParameterDescription
FX Type
(pop-up menu)
RateUse this to adjust the rate of the effect modulation.
DepthUse this to adjust the depth of the effect modulation.
FBKControls the feedback of the effect.
MixControls the balance between dry and wet (effect) signal.
OverdriveControls the amount of overdrive (distortion) added to the
DelaySets the delay time in musical values. The delay effect is
SpreadControls the stereo spread of the delay signal. If you set
ToneAdds a low pass filter to the delay. Increasing “tone”
FBKControls the amount of feedback of the delay. High feed-
MixControls the balance between dry and wet (effect) signal.
Selects the effect type for Monologue’s pitch effects. The
available types are Chorus, Flanger and Phaser.
Set to 0, the effect is off. Set to 50, the balance between
dry and wet signal is 50/50.
slight amount of overdrive creates punch and
signal. A
bottom. Higher amounts add distortion.
always in sync with the song tempo.
this to 0, the delay is centered mono. Higher amounts of
spread shift the left and right delay channels. If you set
this to 100, the delays “ping-pong” between the left and
right channels at an even rate.
makes every delay repetition darker in tone.
back levels create infinite delays. Use this parameter with
caution.
Set to 0, the effect is off. Set to 50, the balance between
dry and wet signal is 50/50.
ParameterDescription
Master OutControls the master output level that is sent to the VST
KeyboardPressing the “keyboard” button reveals a six octave virtual
mixer. Use it to adjust the balance between different pre
sets. Use the VST mixer channel volume to control or automate the Monologue master volume.
keyboard. Pressing the “keyboard” button again hides the
keyboard and displays the master section again.
-
Master
ParameterDescription
Glide ModeThe available modes are: “held”, “on” and “off”. With
RateControls the glide rate – the time it takes for a note to
PB RangeControls the range of a pitch bend MIDI controller. Range
Env TriggerWhen set to “Multi”, each keystroke re-triggers the enve-
Note PriorityDefines which note is played when multiple keys are held.
OctControls the master pitch of Monologue in octave steps.
“held” selected, a glide effect only occurs for notes
played legato.
reach its destination pitch.
can be set between 1 and 24 semitones for a total of two
octaves.
lopes. When set to “single”, legato notes do not retrigger
the envelopes, effectively holding the envelopes on the
sustain level until all keys are released before a new note
is triggered.
Options are: First, Lowest, Highest, and Last.
Range is ±4 octaves.
The included VST instruments
51
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Diagrams
Prologue
Mystic
The included VST instruments
52
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Spector
The included VST instruments
53
Page 54
4
Editing drums
Page 55
The Drum Editor – Overview
Toolbar
Ruler
Note
display
Controller
display
Drum
sound list
Drum
Maps
Status
line
Info line
The Drum Editor is similar to the Key Editor (see the chapter “The MIDI editors” in the Operation Manual), but takes
advantage of the fact that with drum parts, each key corresponds to a separate drum sound.
This is the editor to use when you’re editing drum or percussion parts.
Double-clicking a MIDI part in the Project window opens
the editor selected on the Default Edit Action pop-up menu
in the Preferences dialog (Event Display–MIDI page). How
ever, if the “Edit as Drums when Drum Map is assigned”
option is activated and a drum map is selected for the ed
-
ited track (see “Selecting a drum map for a track” on page
60), the Drum Editor opens. This way you can double-click
other MIDI parts to open the Key Editor (or the Score Editor, List or Edit In-Place Editor, depending on your preferences) but drum tracks automatically open in the Drum
Editor.
The toolbar, status line, and info line
These are much the same as the toolbar, status line, and
info line in the Key Editor (see the chapter “The MIDI editors” in the Operation Manual), with the following differences:
• The Drum Editor has no Pencil tool – instead there is a
Drumstick tool (for entering and removing notes) and a
Line tool with various line and curve modes (for drawing
-
several notes in one go or editing controller events).
• There are no Scissors and Glue Tube tools in the Drum
Editor.
• As in the Key Editor, the Mouse Time Position and
Mouse Note Position displays on the status line show the
position and pitch at the pointer, but the pitch is shown as
a drum sound name rather than a note number.
• The Use Global Quantize button allows you to select
which value is used when Snap is activated – the global
quantize value on the toolbar or the individual quantize val
ues for the drum sounds.
• Instead of a Length Quantize pop-up menu, there is an
Insert Length pop-up menu.
It is used in much the same way, as described on the following pages.
• The status line does not contain a chord display.
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Editing drums
Page 56
The drum sound list
The drum sound list lists all drum sounds by name (according to the selected drum map or name list – see below), and lets you adjust and manipulate the drum sound
setup in various ways.
The drum sound list for the GM Map
The following settings are available in the drum sound list:
ColumnDescription
PitchThe actual note number of the drum sound. This is what
InstrumentThe name of the drum sound.
QuantizeThis value is used when entering and editing notes as de-
MuteAllows you to mute a drum sound, excluding it from play-
I-NoteThis is the “input note” for the drum sound. When this
O-NoteThis is the “output note”, i.e. the MIDI note number that is
ChannelThe drum sound is played back on this MIDI channel.
OutputThe drum sound is played back on this MIDI output. If you
Please note the following:
• The number of columns in the list depends on whether a
drum map is selected for the track or not.
See “Working with drum maps” on page 58.
links notes on a MIDI track to drum sounds. For example,
with the GM Map, all MIDI notes with the pitch C1 are
mapped to the Bass Drum sound.
scribed in the sections “Creating and editing notes” on
page 57 and “Moving, duplicating, or repeating notes” on
page 57.
back, see “Muting notes and drum sounds” on page 58.
MIDI note is sent into Nuendo, (i.e. played by you), the
note is mapped to the corresponding drum sound (and
automatically transposed according to the Pitch setting
for the sound).
sent out every time the drum sound is played back.
set this to “Default”, the MIDI output selected for the
track is used.
• You can reorder the columns by dragging the column
headings, and resize them by dragging the dividers between the column headings.
The note display
The note display of the Drum Editor displays notes as diamond symbols. The vertical position of the notes corresponds to the drum sound list to the left, while the horizontal
position corresponds to the note’s position in time, just as
in the Key Editor. Note, however, that the diamond symbols
do not indicate the length of the notes. This makes sense,
since drum sounds most often are “one-shot” samples that
play to their end regardless of the note lengths.
Drum map and names pop-up menus
Below the drum sound list there are two pop-up menus,
used for selecting a drum map for the edited track or (if no
drum map is selected) a list of drum sound names. For an
explanation of drum maps, see
“Working with drum maps”
on page 58.
Controller display
The controller display in the Drum Editor is the same as in
the Key Editor. You can add or remove controller lanes via
the context menu, and create and edit events as described in the chapter “The MIDI editors” in the Operation
Manual.
• Note that when you select a line in the drum sound list
(to the left of the event display), only the velocity controller
events belonging to the note events on this line are displayed in the controller display.
56
Editing drums
Page 57
• You can select more than one line in the drum sound list
Use Global Quantize
(using [Shift] or [Ctrl]/[Command] as usual), which shows
all velocity controller events for all notes on all selected
lines.
This helps you when having to adjust the controller values between different drum sounds.
Drum Editor operations
The basic handling (zooming, playback, auditioning, etc.)
is the same as in the Key Editor (see the chapter “The
MIDI editors” in the Operation Manual). The following sec
tions describe the procedures and features specific to the
Drum Editor.
Creating and editing notes
The standard way of entering notes in the Drum Editor is
to click with the Drumstick tool.
The position of the created note depends on the following
factors:
• If Snap is deactivated on the toolbar, the note appears
exactly where you clicked.
In this mode, notes can be positioned freely.
• If Snap is activated and Use Global Quantize is deactivated on the toolbar, the note snaps to positions according to the quantize value set for the sound in the drum
sound list.
You can set up different quantize values for different drum sounds. You
may for example want hi-hat notes snap to sixteenth notes, but snare and
bass drum snap to eighth notes.
• If Snap and Use Global Quantize are activated, the note
snaps to positions according to the Quantize setting on
the toolbar (next to the Use Global Quantize button).
The length of the inserted note is determined by the Insert
Length setting on the toolbar. However, if this is set to
“Drum-Map Link”, the note gets the length of the quantize
value for the drum sound.
• You can quickly audition the drum sounds by clicking in
the leftmost column in the drum sound list.
This plays the corresponding note.
• Clicking with the Drumstick tool on an existing note removes it.
This makes drum pattern editing very quick and intuitive.
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Setting velocity values
The notes you enter get the insert velocity value set in the
Insert Velocity field on the toolbar – to speed up things
you may want to assign key commands to the insert velo
city options, see “Setting velocity values” on page 57.
Selecting notes
Selecting notes is done by any of the following methods:
• Use the Arrow tool.
The standard selection techniques apply.
• Use the Select submenu on the context menu.
• Use the left and right arrow keys on the computer key-
board to step from one note to the next or previous note.
If you press [Shift] and use the arrow keys, the current selection is kept,
allowing you to select several notes.
• You can also press [Shift] and double-click on a note to
select all the following notes for the same drum sound.
• If the “Auto Select Events under Cursor” option is activated in the Preferences dialog (Editing page), all notes
“touched” by the project cursor are automatically selected.
Moving, duplicating, or repeating notes
To move or copy notes in the editor (to other positions or
other drum sounds), you use the same methods as in the
Key Editor: click and drag, use the arrow keys or Edit menu
functions, etc. (see the chapter “The MIDI editors” in the
Operation Manual). To help you identify the right notes, the
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Editing drums
Page 58
drum sound names as defined in the drum map are dis-
!
played in the Pitch field in the Drum Editor info line and,
when dragging notes in the event display, in the text fields
displayed next to the mouse pointer.
There is one other thing to note:
If the moved/copied notes have different quantize values
and Snap is activated but Use Global Quantize is deacti
vated, the largest value determines snapping. For example, if you are moving two notes, with the quantize values
1/16 and 1/4 respectively, the notes snap to quarter
notes (1/4).
Ö You can also adjust the position of notes by quantizing
(see the chapter “The MIDI editors” in the Operation
Manual).
Muting notes and drum sounds
You can mute individual notes by clicking or enclosing
them with the Mute tool or by using the Mute function on
the Edit menu.
Furthermore, if a drum map is selected (see “Selecting a
drum map for a track” on page 60), the drum sound list
has a Mute column. Click in the Mute column for a drum
sound to mute that sound. Clicking the Solo Instrument
button mutes all drum sounds other than the selected one.
Please note that the mute state for drum sounds is
part of the drum map. Therefore, any other tracks using the same map are also affected.
Deleting notes
To delete notes, click on them with the Drumstick or Erase
tool, or select them and press [Backspace].
Other editing methods
As in the Key Editor, you can edit notes on the info line or
via MIDI, and enter notes using step input (see the chapter
“The MIDI editors” in the Operation Manual).
Working with drum maps
-
Background
A drum kit in a MIDI instrument is most often a set of different drum sounds with each sound placed on a separate
key (i.e. the different sounds are assigned to different MIDI
note numbers). One key plays a bass drum sound, another
a snare, and so on.
Unfortunately, different MIDI instruments often use different key assignments. This can be troublesome if you have
made a drum pattern using one MIDI device, and then
want to try it on another. When you switch devices, it is
very likely that your snare drum becomes a ride cymbal or
your hi-hat becomes a tom, etc. – just because the drum
sounds are distributed differently in the two instruments.
To solve this problem and simplify several aspects of MIDI
drum kits (like using drum sounds from different instruments in the same “drum kit”), Nuendo features so-called
drum maps. A drum map is a list of drum sounds, with a
number of settings for each sound. When you play back a
MIDI track for which you have selected a drum map, the
MIDI notes are “filtered” through the drum map before be
ing sent to the MIDI instrument. Among other things, the
map determines which MIDI note number is sent out for
each drum sound, and so which sound is played in the re
ceiving MIDI device.
A solution to the problem above therefore is to set up
drum maps for all your instruments. When you want to try
your drum pattern on another instrument, you simply
switch to the corresponding drum map and your snare
drum sound remains a snare drum sound.
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Drum map settings
A drum map consists of settings for 128 drum sounds
(one for each MIDI note number). To get an overview of
these settings, open the Drum Editor and use the Map
pop-up menu below the drum sound list to select the “GM
Map” drum map.
This drum map is set up according to the General MIDI
standard. For information on how to load, create and select other drum maps, see “Managing drum maps” on
page 60.
Ö All settings in a drum map (except the pitch) can be
changed directly in the drum sound list (see “The drum
sound list” on page 56) or in the Drum Map Setup dialog
(see “The Drum Map Setup dialog” on page 60). These
changes affect all tracks that use the drum map.
About pitch, I-note, and O-note
This can be a somewhat confusing area, but once you
have grasped how it all works it is not very complicated.
Going through the following “theory” helps you make the
most out of the drum map concept – especially if you want
to create your own drum maps.
As mentioned earlier, a drum map is a kind of “filter”,
transforming notes according to the settings in the map. It
does this transformation twice; once when it receives an
incoming note (i.e. when you play a note on your MIDI
controller) and once when a note is sent from the program
to the MIDI sound device.
In the following example, we have modified the drum map
so that the Bass Drum sound has different pitch, I-note,
and O-note values.
I-notes (input notes)
Let’s look at what happens on input: When you play a note
on your MIDI instrument, the program looks for this note
number among the I-notes in the drum map. If you play the
note A1, the program finds that this is the I-note of the
Bass Drum sound.
This is where the first transformation happens: the note
gets a new note number according to the Pitch setting for
the drum sound. In our case, the note is transformed to a
C1 note, because that is the pitch of the Bass Drum
sound. If you record the note, it is recorded as a C1 note.
For example, you may want to place some drum sounds
near each other on the keyboard so that they can be easily
played together, move sounds so that the most important
sounds can be played from a short keyboard, play a sound
from a black key instead of a white, and so on. If you never
play your drum parts from a MIDI controller (but draw them
in the editor) you do not need to care about the I-note
setting.
O-notes (output notes)
The next step is the output. This is what happens when
you play back the recorded note, or when the note you
play is sent back out to a MIDI instrument in realtime (MIDI
Thru):
The program checks the drum map and finds the drum
sound with the pitch of the note. In our case, this is a C1
note and the drum sound is the Bass Drum. Before the
note is sent to the MIDI output, the second transformation
takes place: the note number is changed to that of the
O-note for the sound. In our example, the note sent to the
MIDI instrument is a B0 note.
The O-note settings let you set things up so that the
“Bass Drum” sound really plays a bass drum. If you are using a MIDI instrument in which the bass drum sound is on
the C2 key, you set the O-note for the Bass Drum sound
to C2. When you switch to another instrument (in which
the bass drum is on C1) you want the Bass Drum O-note
set to C1. Once you have set up drum maps for all your
MIDI instruments, you do not need to care about this any
more – you just select another drum map when you want
to use another MIDI instrument for drum sounds.
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The Channel and Output settings
!
You can set separate MIDI channels and/or MIDI outputs
for each sound in a drum map. The following rules apply:
• When a drum map is selected for a track, the MIDI
channel settings in the drum map override the MIDI channel setting for the track.
In other words, the MIDI channel setting you make in the Track list or Inspector for the track is normally disregarded. If you want a drum sound to
use the channel of the track, set it to channel “Any” in the drum map.
• If the MIDI output is set to “default” for a sound in a
drum map, the sound uses the MIDI output selected for
the track.
Selecting any other option allows you to direct the sound to a specific
MIDI output.
By making specific MIDI channel and output settings for
all sounds in a drum map, you can direct your drum tracks
directly to another MIDI instrument simply by selecting another drum map – you do not need to make any channel or
output changes for the actual track.
Ö To select the same MIDI channel for all sounds in a
drum map, click in the Channel column, press [Ctrl]/[Command] and select the desired channel. All drum sounds are
set to this MIDI channel. The same procedure can be used
for selecting the same MIDI output for all sounds as well.
It can also be useful to select different channels and/or outputs for different sounds. This allows you to construct drum
kits with sounds from several different MIDI devices, etc.
Managing drum maps
Selecting a drum map for a track
To select a drum map for a MIDI track, use the Map popup menu in the Inspector or in the Drum Editor.
Selecting “No Drum Map” turns off the drum map functionality in the Drum Editor. Even if you do not use a drum
map, you can still separate sounds by name using a name
list (see
“Using drum name lists” on page 61).
Initially, the Map pop-up menu only contains one
map: “GM Map”. However, a number of drum maps
are included on the program DVD – how to load
these is described below.
The Drum Map Setup dialog
To set up and manage your drum maps, select Drum Map
Setup from the Map pop-up menu or the MIDI menu. This
opens the following dialog:
This is where you load, create, modify, and save drum
maps. The list on the left shows the currently loaded drum
maps; selecting a drum map in the list displays its sounds
and settings on the right.
Ö The settings for the drum sounds are exactly the same
as in the Drum Editor (see
“Drum map settings” on page
59). As in the Drum Editor, you can click the leftmost col-
umn to audition a drum sound.
Ö If you audition a sound in the Drum Map Setup dialog
and the sound is set to MIDI output “Default”, the output
selected on the Output pop-up menu in the lower left cor
ner is used. When auditioning a default output sound in
the Drum Editor, the MIDI output selected for the track is
used, as described in section
“The Channel and Output
settings” on page 60.
Open the Functions pop-up menu in the top left corner to
open a list of available functionalities:
ButtonDescription
New MapClick this to add a new drum map to the project. The
New CopyAdds a copy of the currently selected drum map. This is
drum sounds are named “Sound 1, Sound 2”, and so on,
and have all parameters set to default values. The map is
named “Empty Map”, but you can rename it by clicking
and typing in the list.
probably the quickest way to create a new drum map: se
lect the map that is similar to what you want, create a
copy, change the desired drum sound settings, and re
name the map in the list.
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ButtonDescription
RemoveRemoves the selected drum map from the project.
Load…Opens a file dialog, allowing you to load drum maps from
Save…Opens a file dialog for saving the drum map selected in
Edit head
pairs…
Init Display
Notes
CloseCloses the dialog.
disk. The Nuendo DVD contains a number of drum maps
for different MIDI instruments – use this function to load
the desired maps into your project.
the list. If you have created or modified a drum map, you
can use this function to save it as a file on disk – this al
lows you to load it into other projects. Drum map files
have the extension “.drm”.
Allows you to customize the note pairs, see “Customizing
note head pairs” on page 198.
Allows you to reset the Display Notes entry to the original
e. the Pitch entry.
setting, i.
Ö Drum maps are saved with the project files. If you have
created or modified a drum map, use the Save function to
store it as a separate XML file, available for loading into
other projects.
Ö If you always want to have the same drum map(s) included in your projects, you may want to load these into
the template – see the chapter “File Handling” in the Operation Manual.
O-Note Conversion
This function on the MIDI menu goes through the selected
MIDI part(s) and sets the actual pitch of each note according to its O-note setting. This is useful if you want to
convert a track to a “regular” MIDI track (with no drum
map) and still have the notes play back the correct drum
sound. A typical application is if you want to export your
MIDI recording as a standard MIDI file – by first perform
ing an O-Note Conversion you make sure that your drum
tracks play back as intended when they are exported.
Using drum name lists
Even if no drum map is selected for the edited MIDI track,
you can still use the Drum Editor. As previously mentioned, the drum sound list then only has four columns:
Audition, Pitch, Instrument (drum sound name), and
Quantize. There is no I-note and O-note functionality.
-
In this mode, the names shown in the Instrument column
depend on the selection on the Names pop-up menu, just
below the Map pop-up menu in the Drum Editor.
The options on this pop-up menu are the currently loaded
drum maps plus a “GM Default” item, which is always available. This means you can use the drum sound names in any
loaded drum map without using I-notes and O-notes if you
want to.
-
Use Head Pairs and Edit in Scores
These options are explained in detail in the section “Set-
ting up the drum map” on page 197.
Editing drums
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5
VST Expression
Page 63
Introduction
PizzicatoTenutoAccentStaccato
AttributesDirection
About articulations
Musical articulations, or expressions, define how certain
notes “sound”, i.
given instrument. They allow you to specify that a string instrument is bowed (not plucked), a trumpet muted (not
played open), and so on. Articulations also define the rela
tive volume of notes (to play some notes louder or softer
than the others) or changes in pitch (create a tremolo).
Articulations can be divided into “Directions” and
“Attributes”.
• Directions are valid for all notes from the insert position
on, until another direction is scored. This means, they are
applied not to single notes, but to a continuous range of
notes, or even an entire piece of music.
An example for a direction is pizzicato, which means that the string instrument is plucked.
• Attributes belong to single notes. They are only applied
to the notes for which they are scored.
Examples for this are accents, where a note is played with an emphasis,
and staccato, where notes are played shorter.
Musical expressions in the Score Editor
Articulations and MIDI
When working with MIDI, i. e. when you are entering notes
via a MIDI keyboard, editing notes in the MIDI editors or
using VST instruments, these articulations need to be re
alized as different sounds. This can be achieved using the
following command and data types, which are used to
trigger the necessary sound changes:
OptionDescription
Program
Change
MIDI
channel
e. how they are sung or performed on a
Via Program Change messages, you can instruct a connected
VST instrument to switch from one program to another. De
pending on the instrument, this can be used to play a different
articulation.
Multi-timbral instruments, such as Steinberg’s HALion, feature
so-called programs, usually representing different articulations.
These can be accessed via MIDI channel messages.
-
OptionDescription
Key
switches
MIDI
editing
Expression maps
-
Some software samplers, like Steinberg’s HALion Symphonic
Orchestra, make use of “key switches”, meaning that certain
keys are not used to trigger sounds, but to switch between ar
ticulations, for example.
Articulations like staccatos or accents can be created by modifying the actual MIDI data, e. g. by changing length or velocity.
When working on a project, you might want to audition a
composition including articulations and other notation ex
pressions. In Nuendo, this can be achieved using the VST
Expression functionality. This feature makes use of socalled “expression maps”, which can be selected via a sep
arate pop-up menu in the Inspector for MIDI or instrument
tracks. Within these maps, the sound mapping and characteristics for all your musical expressions can be specified,
using the methods described in the above table.
In detail, this works as follows:
When you select an expression map for a MIDI or instrument track, the articulations (sounds) defined in the map
are automatically applied during playback. Nuendo recognizes the expressions scored for the MIDI part and then
searches the sound slots in the expression map for a
sound that matches the defined criteria.
When a matching sound slot is found, the current note is either modified (e. g. reduced in length or played louder), or
the MIDI channel, program change or key switch information is sent to the connected instrument (the instrument selected on the Output Routing pop-up menu for the track),
so that a different sound is played. When no sound slot is
found that matches the articulations used in the part, the
“closest match” is used, see
“Groups” on page 68.
When you enter articulations in a MIDI part, you need to
set up an expression map in a way that the right sounds in
the connected VST or MIDI instrument are triggered (see
“Creating and editing expression maps” on page 67).
Expression maps also allow you to link your articulations
with remote keys on a MIDI input device and map these to
sounds that can be played by a MIDI device or VST instru
ment. This way, you can enter notes and articulations using a remote MIDI device and have these automatically be
recorded and played back correctly by Nuendo.
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Expression maps are useful in the following situations:
• When you want to enter musical articulations directly in
one of the MIDI editors, especially the Score Editor, without having to record MIDI data first.
• When you want to play/record music in realtime and
control articulation changes while playing.
• When you open and edit projects from other users. By
using expression maps, you can map the articulation information to a different instrument set or content library
quickly and easily.
VST Expression in Nuendo
The VST Expression functionalities can be found in different
locations in Nuendo. To be able to use these functions, an
expression map or a track preset containing such a map
has to be loaded.
An example
To get a quick impression of the VST Expression function
in Nuendo, take a look at an example project:
1. Open the project “VST Expression Demo”, which you
can find on the program DVD in the Additional Content
folder (Demo Projects subfolder).
This project contains 5 instrument tracks, each of which is assigned to a
HALionOne instance that uses an expression map suited for the respec
tive sound. The track presets used in this project are installed with the
program and make use of the HALionOne Expression Set.
2. Now look at the track list. The “Nylon Guitar” track is
selected.
The events on this track are shown in the Score Editor. In the Inspector,
the VST Expression tab is displayed, showing the expression map for the
guitar.
3. Start playback.
In the Score Editor, you can see several articulation symbols. Whenever
such a symbol is reached during playback, the expression map switches
to another sound slot.
4. Double-click on one of the Nylon Guitar parts.
The Key Editor opens. Here, the articulations that are shown as articulation events on the Articulation lane (not as symbols as in the Score Editor). For further information, see “Articulations in the Key, Drum, and In-
Place Editors” on page 65.
5. On the MIDI menu, select “VST Expression Setup…”.
The VST Expression Setup window opens. This shows the details of the
expression map and can be used to create or edit expression maps, see
“Creating and editing expression maps” on page 67.
6. In the Expression Maps section to the left, select the
Map “Nylon Guitar”.
In the Sound Slots list in the middle section of the window, the different
articulations are shown, together with the symbols that are used. If you
select the slots in the list, you can see that they all have different key
switches that are sent to the connected instrument (HALionOne in this
example). Using this key switches the instrument is instructed it to switch
to another set of samples, to play back a different articulation.
The four other tracks in the project also use a HALionOne
program and a separate expression map. For these too,
the articulations are triggered by key switches sent to the
VST instrument.
Loading expression maps
Expression maps can either be part of track or VST presets, or be saved separately. Depending on this, the way
to make them available in Nuendo is slightly different.
Loading expression maps that are part of presets
Nuendo comes with a set of predefined expression maps
which are part of the default presets. They are loaded automatically with the presets. Track presets are described
in detail in the chapter “Working with track presets” in the
-
Operation Manual.
The following applies:
• Included with Nuendo are several track presets which
are pre-configured for use with VST Expression. They
contain sounds that make use of key switches and have
different articulations. To indicate that these presets can
be used in this context, they have the suffix “VX”.
The same sounds that are used in these track presets are also available as
part of VST3 presets for HALionOne (with the same name). This allows
you to use them more flexibly with your expression maps in your projects.
• Track presets for HALion Symphonic Orchestra can also
be used with VST Expression. The presets are installed automatically with Nuendo. However, for them to be available,
you have to separately install the VST instrument.
These Track Presets begin with “HSO” and end with “VX”.
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Expression maps that were saved separately
This indicates that an
expression map is
used for the track.
This marks the slot
that is currently
played back.
This shows
which Remote
Key is being
pressed.
!
It is also possible to define your own expression maps,
see “Creating and editing expression maps” on page 67.
To load these, proceed as follows:
1. In the Inspector for the selected track, select the VST
Expression section, open the Expression Map pop-up
menu and select “VST Expression Setup…”.
If the VST Expression tab is not shown in the Inspector, right-click on another Inspector tab and select “VST Expression” from the context menu.
2. In the VST Expression Setup dialog, click the Load
button in the Expression Maps section on the left.
A file dialog appears.
3. Locate and select an expression map and click Open.
The expression map is added to the Maps list.
4. Repeat the steps for all the maps that you want to
make available, and close the dialog.
All loaded maps are available on the Expression Map popup menu in the Inspector.
Articulations in the Project window
In the Inspector for MIDI and instrument tracks, a VST Expression section is available. This indicates whether an expression map is used for a track. It also shows the sound
slots that are active for playback and for realtime input.
The possibility to monitor the active slots is especially useful when recording articulations with an external device,
such as a MIDI keyboard. This way, you can see whether
the correct sound slot, i.
e. the right articulation, is used.
Articulations in the Score Editor
In the Score Editor, articulations can be inserted like other
symbols. There is a special tab in the Symbols Inspector,
containing all articulation symbols of the current expres
sion map.
• To insert a symbol, click on it in the VST Expression tab,
and click at the desired position in the note display.
• To delete an articulation symbol from the score, select it
and press [Delete] or [Backspace].
You can also click on it with the Eraser tool.
Ö In the Preferences dialog (Score–Colors for Additional Meanings page), you can specify a color for VST
Expression symbols. This way, you can easily distinguish
them from other Score symbols.
Articulation editing in the Score Editor is the same as regular symbol editing, see the chapter “Working with sym-
bols” on page 139.
Note that in the Score Editor, it is possible to insert
symbols for a single note that in fact cannot be com
bined in a musically meaningful way. So when entering articulations, make sure that they do not collide
with other articulations.
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-
Articulations in the Key, Drum, and In-Place
Editors
If an expression map is used for a MIDI or instrument track,
its articulations are shown in the note events in the Key
Editor display, provided that the vertical zoom factor is high
enough. If the horizontal zoom factor is high enough, the at
tribute description (the text in the Description column, see
“Editing Articulations” on page 68) is also shown.
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VST Expression
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You can insert and edit musical expressions in the Key,
Drum, and In-Place Editors using the controller lane. This
is much like regular controller lane editing (see the chapter
“The MIDI editors” in the Operation Manual).
To display the available articulations (i. e. all articulations
set up in the selected expression map), open the pop-up
menu to the left of the lane and select “Articulations”.
• When “Articulations” is selected for a controller lane,
the note beginnings are displayed as thin vertical lines in
the controller display.
• All articulations that are specified for the selected expression map are available on the controller lane. They appear on different rows one above the other. The order in
which they are listed is the same as in the expression map.
The different groups (1 to 4) are also reflected here, see “Groups” on
page 68. They are separated by black lines. Articulations belonging to
the same group are shown in the same color.
• Directions are displayed as bars in the controller lane.
They begin at the insertion point of a direction and end at
the insertion point of the next articulation from the same
group (or at the end of the part if no more directions fol
-
low). Attributes are inserted at the note beginning.
You can assign a maximum of one attribute per group to each note.
Editing on the controller lane
• To insert new directions on the controller lane, select
the Pencil tool and click at the desired position in the respective row, i. e. where you want the direction to start.
Note that you have to click at the exact position of the first
note that you want to apply this articulation to or to the left
of it.
Instead of selecting the Pencil tool, you can also hold down [Alt]/[Option]
and click at the desired position.
• To insert new attributes on the controller lane, select the
Pencil tool and click at the respective note line in the cor
responding row of the controller lane.
Instead of selecting the Pencil tool, you can also hold down a modifier
key (by default [Alt]/[Option]) and click at the desired position.
• To remove a direction, click on it with the Eraser tool or
select it and press [Delete] or [Backspace].
• To remove an attribute, click on it with the Pencil tool.
Note that you cannot select attributes in the controller lane without automatically selecting the corresponding note, too. Therefore, you cannot
delete an attribute by selecting it and pressing [Delete] or [Backspace]
without deleting the note as well.
Ö If several notes are selected, you can use the Pencil
tool to insert or delete attributes for all of them in one go.
Editing on the info line
When a MIDI note is selected in the note display, the info
line contains the “Articulations” option. This displays the
note attributes (symbols) specified for the selected note.
Click in this section to open the Articulations pop-up
menu. The following applies:
• All note attributes available in the expression map are
shown on the pop-up menu, sorted by group (see
“Groups”
on page 68).
• To add an attribute to a note, simply select it on the
pop-up menu. Attributes that are active for a note are indi
cated on the menu.
If you click on an active attribute again on the menu, it is deleted.
• If you select another attribute from the same group for a
note, the attribute replaces the previous attribute.
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Articulations in the List Editor
In the List Editor, the Articulations can be viewed and edited in the Comment column. The options are the same as
on the Key Editor info line, see above.
Directions can be shown either as Text or as Graphic
Symbols (like in the Score Editor). Either way, they are followed by the text “VST Expression” in brackets, so as to
be easily recognizable and distinguishable from ordinary
Score symbols.
Creating and editing expression
maps
Creating an expression map
Proceed as follows:
1. In the Inspector for a MIDI or instrument track, open
the VST Expression section, open the Expression Map
pop-up menu and select “VST Expression Setup…” (or
select “VST Expression Setup…” on the MIDI menu).
The VST Expression Setup window opens, allowing you to load and create expression maps.
2. To create a new map from scratch, click the “+” button at the top of the Maps list in the Expression Maps section of the dialog.
A new map named “Untitled” is shown in the Expression Maps section.
3. Click on the map name and enter a meaningful name
(e. g. “Cello” to set up an expression map for a cello).
Adding sound slots
Now, you create the “sound slots”, one for each articulation that you want to add. Proceed as follows:
1. In the Sound Slots section to the right of the Maps list,
a sound slot is added automatically when a new map is
created.
This is the default slot that is used. You can specify an articulation for it
or leave it empty, depending on you preferred default setting.
2. Click in the first Articulation column (Art. 1) for the
sound slot and select an articulation from the menu.
A new entry is added in the Articulations section in the lower right corner
of the window.
3. When adding articulations, the name of the sound slot
is automatically set to the articulation. To change the
name, click in the name field and enter a new name.
The names of the sound slots are displayed in the Inspector for the track,
see
“Articulations in the Project window” on page 65.
4. To create a complex articulation, made of several different single articulations, click in the other Articulation
columns (Art. 2-4) for the sound slot and add the corresponding articulations.
For each new articulation, an additional entry is added in the Articulations
section.
• Apart from creating combined articulations, the Articulation columns also allow you to prioritize articulations, by
sorting them into different groups.
When the program is looking for sounds and no exact match is found, the
group setting defines the “closest match”, i.
most criteria when searching from left to right is used. For example, if two
sounds are found which have the same articulation in group 1, the sound
that also matches group 2 is preferred and so on. For more information on
groups, see below.
• If you cannot find the articulation that you want to add
on the pop-up menu, you can define your own articulations by selecting “Add Custom Articulation”.
This adds a default articulation which you can define in the Articulations
section, see below.
• Click in the “Col” column to assign a color to the current
sound slot.
When working in the MIDI editors, you can color your events according
to the color of the sound slots.
e. the sound which matches
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5. When you have made the desired settings, click the
“+” button again to add another sound slot.
Add as many sound slots as you need.
• In the Remote column, you can specify the key on your
external device that triggers this sound slot.
For more information, see “Remote Key Settings” on page 69.
Output Mapping
When you have added the desired sound slots, you can
map these to certain “sound characters” or “expressions”
of an instrument, e.
plain trumpet, a muted trumpet or a trumpet playing stac
cato. The available sounds depend on the instrument that
is selected for the MIDI or instrument track. You can also
create expressions by editing the incoming MIDI data, for
example by changing the note length or velocity. This is
done in the Output Mapping section.
The following parameters are available:
ParameterDescription
1st/2nd Key
Switch
ProgramHere you can specify a Program Change number, to
ChannelHere you can specify the MIDI channel to be used. When
LengthHere you can specify the note length. This way, you can
VelocityHere you can specify the desired velocity. This allows you
Min. VelocityIf you are using an instrument that has different velocity
TransposeThis allows you to specify a transpose value. This can be
Controller 1/2 These allow you to set MIDI Control Change messages
g. a bowed violin or a pizzicato violin, a
If you have an instrument that uses key switches (e. g.
Steinberg’s HALion Symphonic Orchestra), you can en
ter up to two key switches in these fields. This allows you,
for example, to switch between a bowed and a pizzicato
violin.
switch to another program containing a different articula
tion on a connected instrument.
using with HALion Symphonic Orchestra for example,
this allows you to switch to a different program.
create staccato or tenuto sounds.
to create accents, for example.
ranges on the same key, you can specify a minimum ve
locity here, to make sure that the sample mapped to a
particular range is used.
used to select different articulations in some sample li
braries, in which different articulations are located on different octaves, for example.
and their values for each sound slot.
-
Editing Articulations
In the Articulations section, the Articulations you added for
the sound slots are displayed. The following settings can
be made here:
OptionDescription
Art.Clicking in this column opens a context menu, where you
TypeIn this column you specify whether you want to add an
-
DescriptionHere, you can enter a descriptive text. For example, this
GroupThis column allows you to specify the Group, or impor-
Groups
You can sort the different articulations you define for an
-
expression map into one to four groups. Groups can be
used to combine directions and attributes in more complex musical expressions by choosing articulations from
the different groups, for example to play a note arco AND
-
staccato AND with an accent.
The groups themselves are exclusive. This means articulations residing within the same group cannot be used together. Since some of the articulations cannot be
combined – for example, a violin cannot be played arco
(bowed) and pizzicato (plucked) at the same time – these
articulations should be placed in the same group.
Furthermore, the groups represent the musical importance,
-
with group 1 having the highest priority (expressions in
group 1 are more important than those in group 2, 3, and
4). This setting is required when the expression map does
not find an exact match for your data and tries to identify the
closest possible sound. Let’s say you have added a stac
cato symbol and an accent to a note in an editor. In the expression map, you have specified that staccato is in group
2 and the accent is in group 3. The connected instrument,
however, does not have a sample that corresponds to these
settings. In this case, the program looks for a staccato
sound, disregarding the accent.
can choose whether you want to insert a symbol or a text
string. If you select Symbol, the dialog with the available
symbols opens. If you select Text, you can directly enter
the desired text.
“Attribute” (which only influences a single note, e.
accent) or a “Direction” (which is valid from the insertion
position until it is replaced by another articulation, e.
arco and pizzicato).
can be the name of the symbol (e.
name of a direction (e.
tance of the symbol, see below.
g. pizz and pizzicato).
g. Accent) or the long
g. an
g.
-
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VST Expression
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Remote Key Settings
!
The remote keys specify which key on an external device
is used to play a certain sound slot, i. e. these keys are
then used to insert articulations instead of notes.
The active remote keys (if any) are indicated in the Inspector for the track, see “Articulations in the Project window”
on page 65.
Ö If you do not plan to record or trigger articulations via a
MIDI input device, you do not need to specify remote keys.
Latch Mode
This setting determines whether the remote key function
reacts to note-off messages.
• When Latch Mode is deactivated, the key you press on
your MIDI input device is valid for as long as the key is
e. the sound slot plays until the key is released.
held, i.
On release, the default (first) sound slot is played again.
• When Latch Mode is activated, the key you press is
valid until the next key is pressed.
Note that Latch Mode can only be generally activated/
deactivated in Nuendo, not for single expression
maps.
Root Note
Here, you can specify the first key on your external device
that you want to use as a remote key. This is useful, since
it allows you to automatically adjust existing remote key
assignments to suit your needs, for example when you are
using a MIDI keyboard with a very wide or very narrow key
range.
Set Remote Keys
Remote keys can be specified manually for each slot in the
Sound Slots section of the window. However, you can
also automatically assign a range of keys on your external
device to the sound slots in the expression map. Proceed
as follows:
1. Click the Set Remote Keys button.
A dialog opens.
2. Use the Start Key field to specify the first key on the
MIDI input device that you want to trigger a sound slot.
3. On the Key Mapping pop-up menu, you can specify
with which keys on your device you want to trigger the
sound slots.
You can choose whether you want to use all keys on the keyboard as remote keys, or whether only the white or black keys are used.
4. Click OK to close the dialog.
Saving your settings
When you have made the desired settings, you need to
save the expression map. To do so, click the Save button
in the Expression Maps section of the window, specify a
file name and a location for the expression map, and click
Save.
69
VST Expression
Page 70
6
How the Score Editor works
Page 71
About this chapter
MIDI data
Score EditorScore display
Score settings
MIDI notes vs. score notes
In this chapter you learn:
• How the Score Editor and MIDI data relate.
• What Display Quantize is and how it works.
Welcome!
Welcome to scoring in Nuendo! The Score Editor has
been created to allow you to get any possible piece of
music displayed as a score, complete with all the neces
sary symbols and formatting. It allows you to extract parts
out of a full orchestra score, to add lyrics and comments,
create lead sheets, score for drums, create tablature, etc.
In other words: just about any type of notation you could
ever desire!
There are a few basic principles to how the Score Editor
works, which you have to understand to make full use of it.
How the Score Editor operates
The Score Editor does the following:
• Reads the MIDI notes in the MIDI parts.
• Looks at the settings you have made.
• Decides how the MIDI notes are displayed according to the
settings.
MIDI tracks in Nuendo hold MIDI notes and other MIDI data.
As you may know, a MIDI note in Nuendo is only defined by
its position, length, pitch and velocity. This is not nearly
enough information to decide how the note is to be dis
played in a score. The program needs to know more: What
type of instrument are we talking about, Drums? Piano?
What key is the piece in? What is the basic rhythm? How
should the notes be grouped under beams? You provide
this information by making settings and working with the
-
tools available in the Score Editor.
An example of the MIDI/score relationship
When Nuendo stores a MIDI note’s position, it makes the
measurement in an absolute value, called ticks. There are
480 ticks to a quarter note. Have a look at the example
below:
A quarter note at the end of a 4/4 measure
The note is on the fourth beat of the measure. Now, let’s say
you change the time signature to 3/4. This shortens the
length of a “measure” to only three quarter notes – 1440
ticks. Suddenly our quarter note is in the next measure:
-
The Score Editor takes MIDI data and settings as input and produces a
score as output.
The Score Editor does all this in realtime. If you change
some of the MIDI data (for example by moving or shorten
ing a note) this is immediately reflected in the score. If you
change some of the settings (for example the time signature or key signature) this is also immediately apparent.
Do not think of the Score Editor as a drawing program, but
rather as an “interpreter” of MIDI data.
The same note in 3/4
Why? Since you are not changing the MIDI data in the
track/part (that would ruin your recording!) by changing
the time signature, the note is still at the same absolute
position. It is just that now each “measure” is shorter,
which effectively moves the note in the score.
What we are trying to get across here is that the Score
Editor is an “interpreter” of the MIDI data. It follows rules
that you set up by making settings in dialogs, on menus,
etc. And this interpretation is “dynamic”, or in other words,
it is constantly updated whenever the data (the MIDI
notes) or the rules (the score settings) change.
How the Score Editor works
71
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Display Quantize
!
Let’s say you used the Project window to record a figure
with some staccato eighth notes. When you open the
Score Editor, these notes are displayed like this:
This does not look anything like what you intended. Let’s
start with the timing – obviously, you were off at a couple
of places (the third, fourth and last note all seem to be a
32nd note late). You can solve this by quantizing the fig
ure, but this would make the passage sound too “stiff”,
and not fit in the musical context. To resolve this problem
the Score Editor employs something called “Display
Quantize”.
Display Quantize is a setting which is used to tell the program two things:
• How precise the Score Editor is to be when displaying
the note positions.
• The smallest note values (lengths) you want displayed in
the score.
In the example above, the Display Quantize value seems
to be set to 32nd notes (or a smaller note value).
Let’s say we change the Display Quantize value to sixteenth notes in the example:
With Display Quantize set to sixteenth notes
OK, now the timing looks right, but the notes still do not
look like what you intended. Maybe you can understand
that from a computer’s point of view, you did play sixteenth
notes, which is why there are a lot of pauses. But that’s
not how you meant it. You still want the track to play back
short notes, because it is a staccato part, but you want
something else “displayed”. Try setting the Display Quan
tize value to eighth notes instead:
-
Now we have eighth notes, as we wanted. All we have to
do now is to add staccato articulation which can be done
with one simple mouse click using the Pencil tool (see the
chapter
“Working with symbols” on page 139) or using
musical articulations (see the chapter “VST Expression”
on page 62).
How did this work? By setting the Display Quantize value to
eighth notes, you give the program two instructions that
would sound something like this in English: “Display all
notes as if they were on exact eighth note positions, regard
less of their actual positions” and “Don’t display any notes
smaller than eighth notes, regardless of how short they are”.
Please note that we used the word “display”, which leads
us to one of the most important messages of this chapter:
Setting a Display Quantize value does not alter the
MIDI notes of your recording in any way, as regular
quantizing does. It only affects how the notes are
displayed in the Score Editor (and nowhere else)!
Choose your Display Quantize values with care
As explained above, the Display Quantize value for notes
puts a restriction on the “smallest” note value that can be
displayed. Let’s see what happens if we set it to quarter
notes:
With Display Quantize set to quarter notes
Oops, this doesn’t look too good. Well of course it doesn’t!
We have now instructed the program that the “smallest”
note that occurs in the piece is a quarter note. We have ex
plicitly told it that there are no eighth notes, no sixteenths,
etc. So when the program draws the score on screen (and
on paper) it quantizes the display of all our eighth notes to
quarter note positions, which makes it look like above. But
-
-
-
With Display Quantize set to eighth notes
How the Score Editor works
72
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again, please note that when you hit Play, the passage still
!
plays as it originally did. The Display Quantize setting only
affects the score image of the recording. One last important
note:
Even if you manually enter notes in the score using
perfect note values, it is very important that you have
your Display Quantize settings right! These values
are not just used for MIDI recordings! If you for ex
ample set the Display Quantize value for notes to
quarter notes and start clicking in eighth notes, you
get eighth notes in the track (as MIDI data), but still
only quarter notes in the display!
Using Rests as Display Quantize setting
Above we used Display Quantize for notes. There is a similar Display Quantize setting called “Rests” which is used
to set the smallest rest to be displayed. Often, this setting
is very effective.
Let’s start with the following note example:
As you see, the first note appears one sixteenth note late.
If we change the Display Quantize value for notes to
eighth notes, the score is displayed like this:
How did this work? Well, you instructed the program not
to display any rests smaller than eighth notes, except
when “necessary”. Since the first note appeared on the
second sixteenth note position, it was necessary to put a
sixteenth rest at the beginning of the figure. All other rests
can be hidden by displaying the notes as eighth notes,
and were therefore not “necessary”.
This leads us to the following general guidelines:
Ö Set the Notes value according to the “smallest note
position” you want to be shown in the score (e.
g. if you
have notes on odd sixteenth note positions, set the Notes
to sixteenth notes).
Ö Set the Rests value according to the smallest note
value (length) you want to be displayed for a single note,
positioned on a beat.
Common Display Quantize settings would be to have
Notes set to 16 (sixteenth notes) and Rests set to 4
(quarter notes).
Handling exceptions
Unfortunately, the guidelines above do not work perfectly
in every situation. You may for example have a mix of
straight notes and tuplets of different types, or you may
wish to display equally long notes with different note val
ues depending on the context. There are several methods
you can try:
-
Automatic Display Quantize
With Display Quantize: Notes set to eighth notes
Unfortunately, this moves the first note to the same position as the second, since sixteenth note positions are not
allowed. We can solve this by inserting extra Display
Quantize values within the bar with the Display Quantize
tool (see
“Inserting Display Quantize changes” on page
91), but there is a much easier way: Change the Display
Quantize value for notes back to sixteenths, but set the
value for rests to eighth notes! This tells the program not
to display any rests smaller than eighth notes, except
when necessary. The result looks like this:
With Display Quantize: Notes set to sixteenth notes, but Rests set to
eighth notes.
How the Score Editor works
If your score contains both straight notes and triplets, you
can use Auto Quantize. When this is activated, Nuendo
tries to “understand” whether the notes should be display
quantized to straight notes or triplets, see
“If your music
contains mixed straight notes and triplets” on page 111.
Using the Display Quantize tool
With the “Q” tool, you can insert new Display Quantize
values anywhere in the score. Inserted Display Quantize
values affect the staff from the insertion point onwards,
“Inserting Display Quantize changes” on page 91.
see
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Permanent alteration of MIDI data
!
As a last resort, you can resize, quantize or move the actual note events. However, this would result in the music
not playing back like it originally did. Often it is possible to
get the score to look the way you want without altering any
MIDI data.
Summary
This closes our discussion on the basic concept of display
quantizing. There are a number of other special situations
which require more advanced techniques described in the
next chapters. The interpretation options which work along
the same lines as Display Quantize are also explained.
Entering notes by hand vs. recording
notes
Sometimes you enter and edit notes by hand (or rather using the mouse and/or the computer keyboard) and at other
times you record them from a MIDI keyboard. Most of the
time, you do a combination of both. In the chapter “Tran-
scribing MIDI recordings” on page 88 you can find out how
to make a recorded score as legible as possible without
making any permanent changes to the MIDI data. The chapter “Entering and editing notes” on page 94 shows you how
to enter and edit notes using the mouse. In real life, even if
you have recorded the piece perfectly, you often have to do
some permanent editing to your recording before printing.
In order to understand how to produce legible
scores we recommend to read both chapters.
How the Score Editor works
74
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7
The basics
Page 76
About this chapter
In this chapter you learn:
• How to open the Score Editor.
• How to switch between Page Mode and Edit Mode.
• How to set up the page size and margins.
• How to hide and show the Symbols Inspector, the toolbar,
and the extended toolbar.
• How to set up the ruler.
• How to set a zoom factor.
• How to make initial settings for clef, key, and time signature.
• How to transpose instruments.
• How to print and export your score.
Editing whole tracks
When preparing a score for printing, you probably want to
open whole MIDI tracks in the Score Editor. To do this, select the track(s) in the Track list and make sure no parts are
selected – then open the Score Editor as described above.
Editing parts on different tracks
If you have selected parts on two or more tracks (or several entire tracks – no parts) and open the Score Editor,
you get one staff for each track (although you can split a
staff in two, e.g. when scoring for piano). Think of the
Project window as an overview of your entire score and
the tracks as representing one instrument each.
Preparations
1. In the Project window, create a MIDI track for each in-
strument.
You can prepare a piano (split) staff from a single track, i. e. there is no
need to create one track for the bass clef and one for the treble clef.
2. Name each track after the instrument.
This name can later be used in the score if you like.
3. Record into the tracks or create empty parts on all
tracks.
You can make very long parts that cover the entire project, or you can
start out with shorter parts to begin with. If you choose the latter option,
you can always go back later and add new parts or copy existing parts.
Opening the Score Editor
Editing one or several parts
To open one or several parts in the Score Editor, select
the parts (on the same or on different tracks) and select
“Open Score Editor” from the MIDI menu or “Open Selec
tion” from the Scores menu. The default key command for
this is [Ctrl]/[Command]-[R].
• You can also select the Score Editor as your default ed-
itor, allowing you to open it by double-clicking parts.
This is done with the Default Edit Action pop-up menu in the Preferences
dialog (Event Display–MIDI page).
Editing predefined combinations of tracks
How to open the Score Editor for a certain combination of
tracks that you edited before is described in the section
“Layout operations” on page 176.
Displaying single voices or the complete score
When the “Double-click on staff flips between full score/
part” option is activated in the Preferences dialog (Scores–
Editing page), double-clicking on the blue rectangle to the
left of a staff switches between display of either the whole
score or the current voice.
The project cursor
The project cursor appears as a vertical line across the
staff. When you open the Score Editor, the view is auto
matically scrolled so that the project cursor is visible in the
window. This means you do not always see the beginning
of the edited part when you first open the Score Editor.
-
• Hold down [Alt]/[Option] and [Shift] and click anywhere
in the score to move the project cursor there.
This is handy when the project cursor is not visible. This is not possible if
Computer Keyboard Input mode is activated, see
the computer keyboard” on page 97.
“Entering notes using
Playing back and recording
-
You can play back and record MIDI in the Score Editor using the standard transport commands, just like in the other
MIDI editors. See the chapter “The MIDI editors” in the
Operation Manual for details.
76
The basics
Page 77
Page Mode
!
When you are preparing a score for printout, you should set
the Score Editor to Page Mode. This is done by selecting
Page Mode from the Scores menu. When Page Mode is
activated, a checkmark appears next to this menu option.
In Page mode, the window switches to display one page
at a time, as it appears on printout.
Page Mode vs. Edit Mode
When Page Mode is not activated, the Score Editor is in
Edit Mode. All you can do in Edit Mode, you can also do in
Page Mode. But Page Mode offers lots of additional fea
tures which are directly related to how the score is displayed and printed.
This section of the manual assumes you are in Page
Mode. It is mentioned explicitly if something in this
text specifically relates to Edit Mode.
Editing individual parts in Page Mode
When you view a single part in Page Mode, the bars before and after the part is normally shown as empty measures in the Score Editor. This is to preserve the layout of
the track, i.e. the spacing between staves and bar lines,
number of bars per staff, etc.
If you want to view and print a single part, without any
surrounding empty bars, activate the “Unlock Layout when
editing single parts” option in the Preferences dialog
(Scores–Editing page). Note, however, that if you adjust
the layout when editing the part in this mode, this erases
the layout for the whole track!
Changing the zoom factor
There are two ways to change the zoom in Page Mode: by
setting a zoom factor on the zoom pop-up menu or by using the Zoom tool (magnifying glass).
-
Using the Zoom pop-up menu
Above the vertical scrollbar to the right you can find a popup menu allowing you to set the zoom factor.
Using the scroll bars in Page Mode
In Page Mode, the scroll bars are used to scroll the image
of the page inside the window.
Moving between pages in Page Mode
If your score takes up more than one page, you use the
page number indicator in the lower right corner to move to
another page in your score. The number can be adjusted
using the standard editing techniques.
By zooming in you can make detailed adjustments to symbols, etc. By zooming out you get a better overview.
• If you select “Fit Page”, the zoom factor is adjusted according to the window size so that the whole page becomes visible.
The page number indicator – adjust it to move to another page.
Also, if Auto-Scroll is activated on the toolbar, the score
display follows the project cursor position. This way you
can scroll the score by using fast forward or rewind.
• If you select “Fit Width”, the zoom factor is adjusted according to the window width so that the full width of the
page becomes visible.
77
The basics
Page 78
Ö This pop-up menu can also be opened by right-click-
This staff is active.
ing in the ruler.
Using the Zoom tool
The Zoom tool in the Score Editor works much like in the
Project window:
• Click once with the Zoom tool to zoom in one step.
• Hold down [Alt]/[Option] and click once with the Zoom
tool to zoom out one step.
• Drag a rectangle with the Zoom tool to set a custom
zoom factor.
The section encompassed by the rectangle is zoomed to fill the window.
• Hold down a modifier key and right-click with the Zoom
tool to open the Zoom context menu, and select the desired Zoom setting.
Using the Mouse wheel
You can also zoom by holding down [Ctrl]/[Command]
and moving the mouse wheel. The mouse position is kept
(if possible) when zooming in or out.
The active staff
One thing to note when you are working with multiple
staves is the “active” staff. Only one staff at a time can be
active, and it is indicated by a blue rectangle to the left of
the clef symbol.
Making page setup settings
Before preparing the score for printout, you have to make
some page settings for your project. This does not have to
be the first thing you do, but it is a good working habit, because it also affects the on-screen display of the score.
1. On the File menu, select Page Setup.
The Page Setup dialog appears. This is the regular operation system
Page Setup dialog, described in detail in your system’s documentation.
The only things that Nuendo adds to this are the margin settings.
2. Select the preferred printer, paper size, orientation, etc.
3. If you need to, change the margins by setting the left,
right, top and bottom settings.
• To make the settings permanent, save the project.
If you want new projects to always start with certain page setup settings,
you can create project templates with these, see the chapter “File Han
dling” in the Operation Manual.
Designing your work space
You can design your work space according to your needs
by showing/hiding different areas using the Window Layout
function and by showing/hiding different options of these
areas using the Setup options dialogs. Which areas and
options to show or hide depends on what kind of project
you are working on, how large your monitor is, and so on.
To configure the window layout, proceed as follows:
1. On the toolbar, click the “Set up Window Layout” button.
A transparent pane appears.
-
Ö To make a staff active, click anywhere on it. By default,
you can also use the up and down arrow keys on the com
puter keyboard to step between staves.
-
78
The basics
Page 79
2. Activate the desired options.
Extended toolbar
Symbols Inspector
Info line
Status line
Filter bar
The status line
The status line features the Mouse Time and the Mouse
Note Position displays as well as the Current Chord Dis
play, which helps you identify chords in the Score Editor
note display. It can be hidden/displayed using the “Status
Line” option in the “Set up Window Layout” pane.
The status line has its own Setup dialog where you can
specify exactly which properties you want to see.
• Right-click on the status line and select “Setup…” from
the context menu.
In the dialog that appears you can configure where the separate items
will be placed and save/recall different setup configurations.
The info line
The info line displays information about the selected note.
It can be shown and hidden using the “Info Line” option in
the “Set up Window Layout” pane.
The info line has its own setup dialog where you can
specify exactly which properties are shown.
• Right-click on the info line and select “Setup…” from
the context menu.
In the dialog that appears you can configure where the separate items
will be placed and save/recall different setup configurations.
The extended toolbar
The extended toolbar contains additional tools four your
score. It can be hidden/displayed using the Tools option in
the “Set up Window Layout” pane.
The filter bar
This area contains checkboxes determining which indicators, handles, and other non-printed elements are shown
in the score. It can be hidden/displayed using the Filters
option in the “Set up Window Layout” pane.
Showing and hiding “invisible” elements
Some of the elements in the score are not printed, but
rather serve as indicators for layout changes, handles, etc.
These elements can be hidden or shown in any combina
tion by using the Filters options.
The following options are available:
OptionDescription
Bar HandlesDisplays the bar handles, used for copying bars (see “Mov-
-
Hidden Notes Displays any notes you might have hidden (see “Hiding/
HideDisplays markers in the score for each hidden element (ex-
QuantizeDisplays markers in the score where you have made Dis-
Layout toolDisplays markers in the score where you have made ad-
GroupingDisplays markers in the score where you have made
CutflagDisplays markers in the score where you have inserted
Split RestsDisplays markers in the score wherever you have split
Stems/Beams Displays markers in the score where you have made any
ing and duplicating with the bar handles” on page 152).
showing objects” on page 185).
cept notes, see “Hiding/showing objects” on page 185).
play Quantize “exceptions” (see “Inserting Display Quan-
tize changes” on page 91).
justments with the Layout tool (see “Graphic moving of
notes” on page 135).
beam groupings (see
cutflag events (see
multiple rests (see
stem or beam adjustments (see
on page 125 and “Manual adjustment of beams” on page
133).
“Grouping” on page 129).
“The Cut Notes tool” on page 134).
“Splitting multi-rests” on page 187).
“Setting stem direction”
The Symbols Inspector
This area contains symbol tabs, which are used to add
symbols to the score. It can be hidden/displayed using the
Symbols option in the “Set up Window Layout” pane.
-
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The basics
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The symbol tabs can also be opened as free-floating palettes by opening them, right-clicking any of the buttons
and selecting “Open as Palette” from the context menu.
This way you can move symbol palettes around on the
screen by clicking and dragging their title bars. Rightclicking on a symbol palette brings up a pop-up menu:
• Select “Toggle” to switch between a vertical or horizon-
tal view of the palette.
• Select one of the options on the pop-up menu to bring
up that palette (and replace the current palette).
• Hold down [Ctrl]/[Command] and select a palette from
the pop-up menu to open the selected palette in a new
window (without closing the existing one).
• Click the close button to close a symbol palette.
In the Symbols Inspector setup dialog you can specify exactly which symbol tabs are shown. For a detailed description, see “The Symbols Inspector Setup dialog” on
page 141.
How to work with symbols is explained in detail in the
chapter “Working with symbols” on page 139.
The ruler
In the Score Editor there are no meter/time position rulers
as in the other editors. Instead, there are horizontal and
vertical “graphic rulers” in Page Mode. These help you to
position symbols and graphical objects in the score.
• To hide the rulers, select “Off” from the pop-up menu.
The Position Info window
To help you when positioning objects in the score, the
Page Mode has a special Position Info window, in which
you can view and adjust object positions numerically, in
the unit selected for the ruler. To display the Position Info
window, click in the ruler.
About the Score Editor context
menus
Many functions and settings of the Score Editor can be
accessed via context menus, opened by right-clicking on
certain elements of the score. For example, if you choose
a note, the note context menu opens, listing note-related
functions.
• If you hold [Alt]/[Option] and right-click on an empty
area of the score, the context menu opens. It lists all available tools (allowing you to quickly switch between tools)
and it contains many functions of the main menus.
Provided that the “Popup Toolbox on Right Click” option in the Preferences dialog (Editing–Tools page) is activated, a right-click holding a
modifier key brings up the context menu.
• To specify which units to show on the rulers, open the
Zoom pop-up menu and select one of the options.
You can choose between points, inches, and centimeters.
About dialogs in the Score Editor
There are two types of dialogs available in the Score
Editor:
• Non-modal dialogs can remain open while you continue
working in the score.
In a non-modal dialog, clicking the Apply button applies the settings in
the dialog to the selected objects in the score. This means you can se
lect different elements in the score and change their settings, without
having to close the dialog in between.
The dialog is closed by clicking the standard close button in the window
title bar. The Score Settings dialog is an example for a non-modal dialog.
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• Regular dialogs have an OK button instead of an Apply
!
button.
Clicking OK applies the settings you have made and closes the dialog.
You cannot continue working in the score (or select other objects) until
you close the dialog.
Ö If the “Apply closes Property Windows” option is activated in the Preferences dialog (Scores–Editing page),
clicking the Apply button in a non-modal dialog closes the
dialog. In other words, this makes a non-modal dialog work
a bit more like a regular dialog.
Setting clef, key, and time signature
When preparing to enter notes into a score, you probably
want to start out by setting the desired clef, key, and time
signature for the staff. The text below assumes you are
working on one track only. If you have multiple staves, you
either make this setting independently for each staff or for
all staves at once, see
Normally, all these symbols appear at the beginning of
each staff. However, you can control this by using the Real
Book option (see
objects (see “Hiding/showing objects” on page 185).
When entering or editing keys, there is one important thing
to note:
“Staff settings” on page 90.
“Real Book” on page 184) and by hiding
5. Click anywhere in the first bar of the staff to set the key
for the track.
6. Open the Time Signatures tab of the Inspector and
click on the symbol for the time signature value that you
want to use.
If you cannot find the desired time signature, you can use the Edit Time
Signature dialog (see below).
The settings you have made so far are valid for the entire
track. If you want to further edit these settings, or if you
need different settings for different bars of your track, proceed as described in the next section.
Editing the time signature
1. Double-click on the time signature symbol at the beginning of the staff.
A dialog opens.
In the Score Settings dialog on the Project–Notation
Style subpage (Keys category) you can find the “Key
Changes for the entire Project” option. When this
option is activated, all changes made to the key al
ways affect every staff in the project, i.e. it is not possible to define different keys for different staves.
2. If the project is in 4/4 or 2/2, you can select common
Using the Symbols Inspector to set the initial
clef, key, and time signature
1. Click the “Set up Window Layout” button on the toolbar and activate the Symbols option.
The Symbols Inspector is displayed.
2. Open the Clefs tab of the Inspector and click on the
symbol for the clef that you want to use in your score.
3. Click anywhere in the first bar of the staff to set the
clef for this track.
4. Select the Keys tab and click on the symbol for the key
that you want to use.
time/cut time directly by clicking one of the two symbols
on the right.
This sets the time signature to 4/4 or 2/2, respectively and also inserts a
common/cut time symbol on the staff.
3. If the project is in any other time, set the numerator
and denominator above and below the line, respectively.
The numerator can consist of several numbers for composite time signatures. However, if the project is in a simple time signature you only need
to fill in the first number above the line. The more advanced options are
described below.
• The “Pickup Bar” option is described in the section “By
using the Pickup Bar feature” on page 188.
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4. Click OK or press [Return].
!
All tracks share the time signature! In other words,
when you set the time signature, you do this for all
tracks in the project.
If you need to enter half a bar somewhere (for example)
you have to make a time signature change (e.g. from 4/4
to 2/4 and back again). See
“Inserting and editing clefs,
keys, or time signatures” on page 106 to find out how to
enter time signature changes.
Composite time signatures and the For Grouping Only
option
For composite signatures, the numerator can be made up
of up to four groups. For example, “4+4+3+/” on the upper
line and 8 on the lower means the time signature is 11/8.
The reason for dividing the numerator into several numbers is to get beaming and tied notes displayed correctly
automatically. This does not affect the metronome or anything else, only beams and ties. For more information on
beaming, see
“Handling beaming” on page 129.
If “For Grouping Only” is not activated, the numerator
shows all the numbers entered. If it is activated, it shows
the sum of the numbers entered, as for “simple” time
signatures.
“For Grouping Only” off and on
Note that Nuendo tries to preserve the denominator when
you insert a composite signature with “For Grouping
Only” activated. This means that if you have a 4/4 time sig
nature, and change it to a composite value (3+3+2
eighths for example), the time signature still is displayed
as 4/4 instead of 8/8.
Setting the time signature on the Transport panel
Setting the time signature using the signature track/
Tempo Track Editor
You can also add, edit and delete time signatures using
the signature track or the Tempo Track Editor (see the
chapter “Working with the tempo track” in the Operation
Manual).
Please note the following:
• The score always shows the time signature events set in
the signature track/Tempo Track Editor, regardless of
whether or not the Tempo button is activated. Likewise, any
time signatures you create in the Score Editor are shown in
the signature track/Tempo Track Editor.
• You cannot create composite time signatures using the
signature track/Tempo Track Editor.
Editing the clef
On the clef context menu
When you right-click on a clef symbol, a context menu with
a list of all available clefs opens. This menu also contains
the following options:
• Display Clef Changes as Small Symbols
If you activate this option and insert a clef change in the score, the clef is
displayed with a smaller symbol.
• Warnings for new Clefs at Line Breaks
If you activate this option and insert a new clef at a line break, the Clef
change symbol is inserted in the last bar before the staff break. When this
is deactivated, the symbol is inserted in the first bar of the next staff line.
• Hide
If you select this function, the clef is hidden.
-
• Properties
If you select this function, the Edit Clef dialog opens.
In the Edit Clef dialog
1. Double-click on the current clef.
A dialog appears.
You can also set the time signature directly on the Transport panel. Please note that you cannot create composite
time signatures from the Transport panel.
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2. Use the scroll bar to select a clef.
!
!
This does not work if Auto Clef is activated on the
Staff page of the Score Settings dialog, see below.
3. Repeat the steps above for all staves in the system.
On the Staff page of the Score Settings dialog
1. Click on a staff to make it the active staff.
2. On the Scores menu, select “Settings…” to open the
Score Settings dialog. Select the Staff page at the top to
open Main tab, showing the current settings for the active
staff.
You can also double-click to the left of a staff to make it active and bring
up the Score Settings dialog in one go (if this does not work, the “Dou
ble-click on staff flips between full score/part” option in the Preferences
dialog (Scores–Editing page) may be activated – see
voices or the complete score” on page 76).
“Displaying single
3. In the Clef/Key section, use the scroll bar on the left to
select one of the available clefs.
How to insert clef changes is described in the section “Inserting and ed-
iting clefs, keys, or time signatures” on page 106.
4. Click Apply.
Ö You can select another staff in the score and make
settings for it without having to close the Score Settings
dialog first.
In a split system
If you have a split system (see “Split (piano) staves” on
page 104 and “Strategies: How many voices do I need?”
on page 118) you can set different clefs for the upper and
lower staff.
1. Open the Score Settings dialog on the Staff page.
2. Select a clef for the upper staff.
3. Activate the “Lower Staff” checkbox.
4. Set a clef for the lower staff.
Using Auto Clef
-
On the Staff page of the Score Settings dialog you also
find the Auto Clef option. If this is activated, the program
automatically selects a treble clef or a bass clef for the
staff, depending on the range of the notes in the part.
Editing the key
In the Score Settings dialog on the Project–Notation
Style subpage (Keys category), you can find the “Key
Changes for the entire Project” option. When this
option is activated, all changes made to the key al
ways affects every staff in the project, so that it is not
possible to define different keys for different staves
(other than the relative display transpositions for
transposing instruments as set up in their respective
Staff Settings). Also from the Staff settings dialog,
any staff (e.g. a drum staff) can be set to not show
key signatures.
Therefore, when you want to edit the key, decide if you
want the key change to apply to the entire project, or if you
want to use different keys on different staves:
• If the key set at the beginning of the track is to be used
on all staves, and if any subsequent key changes are also
valid for all staves, then leave the “Key Changes for the
entire Project” option activated.
• If you want to use different keys on different staves,
make sure that the “Key Changes for the entire Project”
option is deactivated.
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On the key context menu
Double-click here…
…to open the Edit Key dialog.
When you right-click on a key symbol, a context menu with
a list of all available keys opens. This menu also contains
the following options:
• Key changes for the entire Project
If this option is activated, all changes made to the key always affects the
entire project, so that it is not possible to define different keys for different
staves.
• Hide
If you select this, the key is hidden.
• Properties
If you select this, the Edit Key dialog opens.
In the Edit Key dialog
If the current key is anything but C major/A minor (no accidentals), you can set the key directly in the score:
1. Double-click on the accidentals at the beginning of a
staff.
The “Edit Key” dialog opens.
2. Use the scroll bar to select a key and click OK.
Ö You can also enter a Display Transpose value, see
“Transposing instruments” on page 85.
On the Staff page of the Score Settings dialog
1. Make the desired staff active, open the Score Settings
dialog and select the Staff page.
2. Use the right scroll bar in the Clef/Key section to select
the desired key.
3. Click Apply.
Ö You can select other staves in the score and make
settings for these, without having to close the Score Settings dialog.
Setting the key for a split system
If you have a split system with two staves (see “Split (pi-
ano) staves” on page 104 and “Strategies: How many
voices do I need?” on page 118) you can set different
keys for the upper and lower staff.
1. Click in the system to make one of its staves the active
staff.
2. Open the Score Settings dialog on the Staff page.
3. Set a key for the upper staff.
This automatically sets the lower staff to the same key.
4. If you need to set a different key for the lower staff, activate the “Lower Staff” checkbox and set a key for this.
Setting a local key
You can also set a different key for the selected staff only.
This is useful for instruments like oboe and english horn
that change display transpose and therefore also the key.
1. Make the desired staff active, open the Score Settings
dialog and select the Staff page.
2. Activate the “Local Keys” option on the Main subpage
in the Clef/Key section.
Ö This option is only available if “Key changes for entire
Project” is activated in the Score Settings dialog, on the
Project–Notation style subpage (Keys category).
3. Use the scroll bar to the right to set the desired key.
4. Click Apply to set the selected key for the staff.
The Clef/Key section on the Staff page
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Transposing instruments
!
Transpose pop-up menu
!
Scores for some instruments, for example a lot of brass instruments, are written transposed. Therefore, the Score
Editor provides a Display Transpose function. With this
function notes are transposed in the score without affect
ing the way they are played back. This allows you to
record and play back a multi-staff arrangement, and still
score each instrument according to its own transposition.
Setting Display Transpose
1. Make the desired staff active, open the Score Settings
dialog and select the Staff page.
2. In the Display Transpose section, select your instrument from the transpose pop-up menu or adjust the value
directly in the Semitones field.
3. Click Apply.
Disabling Display Transpose
You can also disable Display Transpose by deactivating
the “Display Transpose” button on the Score Editor toolbar. This can be useful if you work with transposing instruments and want to show the concert key and not the
scored key.
Printing from the Score Editor
When you have made all necessary changes to the score
display and are satisfied with the result, you can go ahead
and print your score, e.
Proceed as follows:
1. On the Scores menu, activate “Page Mode”.
Printing is only possible from within Page Mode.
2. Select Page Setup from the File menu and make sure
all your printer settings are correct. Close the dialog.
g. to hand out note sheets.
Display Transpose does not affect MIDI playback!
Display Transpose in the Edit Key dialog
If you want to change the Display Transpose setting in the
middle of the score, you can do this by inserting a key
change (see “Inserting and editing clefs, keys, or time sig-
natures” on page 106). In the Edit Key dialog (which is
opened by double-clicking a key symbol) you can find a
Transpose field, in which you can enter a transposition
value in semitones. This is useful if you are for example
writing a saxophone part and want the player to switch
from alto to tenor saxophone.
Ö Note that you enter an absolute Display Transpose
value that is used from this point on. In other words, this
setting is not relative to any Display Transpose settings
you made on the Staff page of the Score Settings dialog.
The basics
If you change your setting for paper size, scale, and
margins now, the score may change its look.
3. Select Print from the File menu.
4. A standard print dialog appears. Fill out the options as
desired.
5. Click Print.
Exporting pages as image files
You can export a section of a page or a complete page in
various file formats. This allows you to import your scores
into desktop publishing and drawing applications.
Selecting a section of a page for exporting
If you only want to export a part of a certain page, proceed
as follows:
1. Make sure that you are in Page Mode.
2. Select the Export tool (“Select Export Range”).
The pointer turns into a crosshair.
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3. Drag over the section of the score you want to include.
The area is indicated by a black rectangle.
• You can adjust the size of the rectangle by clicking and dragging its handles with the Object Selection tool.
• You can move the rectangle to another position in the score
by clicking and dragging.
To export the selected range, you have two possibilities:
• Double-click inside the rectangle while it is selected.
This opens the Export Scores dialog, where you can make settings for
the file to be created (see below).
• Use the Export Scores function, see below.
Exporting
To export the score, proceed as follows:
1. Make sure that you are in Page Mode.
2. Select the page that you want to export.
3. Pull down the File menu, open the Export submenu
and select “Export Scores…”.
The Export Scores dialog appears.
4. Select a picture format.
5. Specify a resolution for the file.
This determines the accuracy with which the image is created. 300 dpi, for
example, is the resolution many laser printers use for printing. If the image
file is only displayed on screen in other programs, select 72 or 96 (de
pending on screen resolution) and it has the same size as it had in Nuendo.
-
6. Specify name and location for the file and click Save.
The page of the score is exported and saved as a file. It can now be imported into any program supporting the selected file format.
Working order
When you prepare a score, we suggest you do things in
the following order, since this minimizes the time needed if
you make a mistake somewhere and need to redo a step.
• Preferably work on copies of recorded tracks.
If the parts are fairly complex you might have to change them permanently,
after which they do not play back as they originally did.
• If memory is an issue, break the score up into segments.
You might for example use the Split Loop function (on the main Edit menu)
to split the parts across all tracks.
• Arrange the tracks in the Project window in the order
you want them displayed in the score.
You cannot rearrange the order of systems in the Score Editor. However,
you can go back and change the order in the Project window at any time.
• When opening the Score Editor, begin with the adjustments described above.
You should always begin by setting page margins, etc.
• If you have recorded music into tracks already, try adjusting the graphic display of the score as much as possible without permanently editing the notes.
Use the Score Settings, Display Quantize, Grouping, etc.
• If the tracks are empty, make basic staff settings, enter
the notes and then make detailed adjustments, add Display Quantize, etc.
• If needed, use polyphonic voicing to resolve overlapping
notes, create piano systems, handle crossing voices, etc.
• When all this is done, decide if you need to perform
“destructive” editing.
You might for example have to permanently alter the length or position of
some of the recorded notes.
• Hide unwanted objects and add note-dependent and
note-related symbols.
This includes accents, dynamic symbols, crescendo, slurs, lyrics, “graphic
rests”, etc.
• Work through the score and adjust the number of bars
across the page.
• Adjust the vertical spacing between staves and grand
staves.
The last two steps can be performed automatically by the program using
the Auto Layout features.
• Add layout symbols like endings, page text, etc.
• Print or export the score.
• Go back and create alternative layouts, e. g. to extract
voices.
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Force update
If for some reason the screen is not redrawn properly (as a
result of the computer’s recalculation of the appearance of
the page), you can select “Force Update” from the Functions submenu on the Scores menu or click the Force Update button on the extended toolbar. This forces a redraw
of the whole page.
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8
Transcribing MIDI recordings
Page 89
About this chapter
!
In this chapter you learn:
• How to prepare your parts for score printouts.
• How to use the Display Quantize tool to handle “exceptions”
in the score.
• How to resolve parts that contain mixed notes and triplets.
About transcription
This chapter assumes you have a MIDI recording that you
want to transform into a printable score. However, if the
parts are fairly complicated, you probably need to perform
some manual editing of the notes. This is described in the
chapter
“Entering and editing notes” on page 94.
Before starting, make sure that you understand the
basic principles behind the score notes/MIDI notes
relationship and also what Display Quantize is, as
described in the chapter
works” on page 70.
“How the Score Editor
Getting the parts ready
1. Record the music.
You must definitely play in time with the click.
2. Play back to check that the music was recorded as in-
tended.
If not, you might need to re-record or perform some editing.
3. Decide how much permanent alteration to the record-
ing you can accept to make the score look good.
If the answer is “none”, you should prepare your score from a copy of the
track. See the section below.
4. Select all parts (on all tracks) that you want to work on.
5. Open the Score Editor.
6. Activate Page Mode.
Strategies: Preparing parts for score
printout
Below follow a few tips that you might want to refer to
when preparing a score for printout:
• If a part is complex, you may have to do some “manual”
editing of notes, like moving them or changing their lengths
(see the chapter
This means that the recording does not play back exactly
as it originally did. If this is a problem, we suggest you work
on a copy of the recording. Use the Duplicate Track func
tion on the Project menu to create a version of the track for
scoring. Rename the track and mute the original track while
you are preparing the score. You could of course also work
on a copy of the entire project file.
• For reasons described in the previous chapter, quantizing
the track might be a good idea. This reduces the amount of
detailed adjustments needed in the Score Editor.
• If you need to quantize, always play back your tracks afterwards to make sure timing was not disrupted due to inappropriate quantize settings. You might have to quantize
some sections with one value and others with another.
• If the project contains many repetitions, it might be
quicker to record just one instance of each to start with. If
you then finish the score work on each section, you can
assemble the entire project by working with parts in the
Project window. This might save you some time since the
detailed adjustments to each section have to be per
formed only once.
• A similar approach can also be used when you create
sections where several instruments play the same rhythm
(a horn section, for example): Record the first instrument
and make adjustments so that it looks like it should in the
Score Editor. Then copy the part to the other tracks, and
change the pitches of the notes using MIDI input. Finally,
go through the copied parts and make fine adjustments,
change display transpose settings, etc. This can be a very
fast way to create polyphonic parts with complicated
rhythms.
“Entering and editing notes” on page 94).
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Transcribing MIDI recordings
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• There also may be situations when the quickest way to
record a part for several instruments is simply to record it
in one go, by playing the chords on your MIDI instrument.
If you later want to split the recording into separate tracks
or polyphonic voices, you can use the Explode function,
“The Explode function” on page 92.
see
Staff settings
The first thing to do after opening the Score Editor is to
make initial staff settings. This is done in the Score Settings dialog, on the Staff page. There are three ways to
open the Score Settings dialog:
• Make the staff active, pull down the Scores menu and
select “Settings…”.
• Double-click on the blue rectangle to the left of the staff.
If this does not work, the “Double-click on staff flips between full score/
part” option may be activated in the Preferences dialog (Scores–Editing
page), see
• Make the staff active and click the “i” button on the ex-
tended toolbar.
For this to work, make sure no notes or symbols are selected – otherwise, clicking the “i” button may open a dialog with settings for the selected object instead.
Click the Staff button to open the Staff page of the Score
Settings dialog. The Staff page shows the current settings
for the staff on four tabs. For detailed information on the
Staff Settings page, see the chapter
page 108.
“Displaying single voices or the complete score” on page 76.
“Staff settings” on
Situations which require additional
techniques
The notes may not always appear in the score as you expect them to, initially. This is because there are a number
of situations which require special techniques and set
tings. Below you can find a list of some of these and
where to find more information about handling them:
• Notes at the same position are considered to be part of a
chord. To get independent voicing (e.g. notes with different
stem directions), such as for vocal material, you need to use
the polyphonic voicing feature, see the chapter
“Polyphonic
voicing” on page 115.
Without and with polyphonic voicing
• If two notes beginning at the same position have different lengths, the longer one is displayed as a number of
tied notes. To avoid this, you can either use the No Over
lap feature (see “No Overlap” on page 112) or polyphonic
voicing (see “Polyphonic voicing” on page 115).
• One note is often displayed as two notes with a tie.
Please note that this is merely the way the program displays this note; only a single note is “stored”.
-
-
This single note in the Key Editor is displayed as two tied notes in the
Score Editor.
• Normally the program adds ties where necessary (if a
note stretches over a beat), but not always. For a “modern” notation of syncopated notes (less ties) use the Syncopation feature, see “Syncopation” on page 111.
The same note, without and with syncopation
• If you find that you want a long note to be displayed as
two or more tied notes, you can achieve this with the Cut
Notes tool, see
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Transcribing MIDI recordings
“The Cut Notes tool” on page 134.
Page 91
• If two notes on the same position are too close to each
Select the Display Quantize tool…
…to open the Display
Quantize dialog.
other or if you want their order in the part reversed, you
can do this without affecting playback, see
“Graphic mov-
ing of notes” on page 135.
• If a note has the wrong accidental, this can be changed,
see “Accidentals and enharmonic shift” on page 126.
• Stem direction and length are automatic, but you can
change them manually if you wish, see “Background: Note
stems” on page 125.
• If you need a split staff (e. g. when you are scoring for
piano), there are special techniques for this – see “Split
(piano) staves” on page 104 and “Polyphonic voicing” on
page 115.
Inserting Display Quantize changes
Some situations may require different staff settings on different sections of the track. The staff settings are valid for
the entire track, but you can insert changes wherever you
like:
1. Select the Display Quantize tool on the toolbar or con-
text menu.
The Display Quantize dialog opens.
2. Activate the flags you need and set the quantize values
as desired.
For details, see “Display Quantize and Interpretation Options” on page
110. Additional hints below.
3. If you want to restore the settings to the ones used in
the Score Settings dialog (Staff page), click the “Restore
To Staff” button.
4. Move the mouse over the staff where you want to insert
a new Display Quantize value.
Use the Mouse Time Position display in the status line to find the exact
location (see
relevance as long as you click somewhere in the staff.
“The status line” on page 79). The vertical position is of no
5. Click the mouse button to insert a Display Quantize
event.
The new quantize settings are now inserted into the staff at the position
where you clicked. The settings are valid until a new change is inserted.
• If you are using polyphonic voices (see “Polyphonic
voicing” on page 115), you can insert a Display Quantize
event for all voices by pressing [Alt]/[Option] and clicking
with the tool.
If the “Display Quantize Tool affects all Voices” option is activated in the
Score Settings dialog on the Project page (Notation Style subpage, in the
Miscellaneous category), Display Quantize events is always inserted for all
voices.
Viewing and editing Display Quantize changes
If you activate the “Quantize” checkbox on the filter bar
(see “Showing and hiding “invisible” elements” on page
79), a marker is shown under the staff for each Display
Quantize setting you have entered with the tool.
This allows you to edit your settings in the following ways:
• To edit a Display Quantize change event, double-click
on its marker.
This opens the Display Quantize dialog again – adjust the settings and
click Apply.
• If the Display Quantize dialog is already open, you can
select any Display Quantize change event, adjust its set
tings in the dialog and click Apply.
• To remove a Display Quantize change, either click its
marker to select it and press [Backspace] or [Delete], or
click on it with the Erase tool.
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Strategies: Adding Display Quantize
!
changes
Very often, the score is fine except for a few bars somewhere. To remedy the problem, insert two Display Quantize changes with the tool (one at the beginning of the
section, one after it to restore to the current staff settings).
If you have mixed triplets and straight notes, it can be
tempting to insert many Display Quantize changes. Before
you do so, try the Auto Quantize options and their additional settings. See “If your music contains mixed straight
notes and triplets” on page 111 for details.
The Explode function
This function allows you to “split” the notes on a staff into
separate tracks. It is also possible to use this function to
convert a polyphonic staff into polyphonic voices – this is
described in the section
function” on page 120.
Create a copy of the original track first, because it
will be changed by the operation.
1. Pull down the Scores menu, open the Functions sub-
menu and select “Explode”.
The Explode dialog opens.
2. Make sure that “To New tracks” is selected at the top
of the dialog.
3. Enter the desired number of new tracks.
Note that this is the number of new tracks to be created! For example, if
you have a three-part polyphonic section and want to split this into three
separate tracks, you must specify 2 new tracks, since the original track
holds one of the parts.
“Automatically – the Explode
4. Use the options in the bottom section to set up the criteria for the split.
Choose from the following options:
OptionDescription
Split NoteUse this to move all notes below a certain pitch to another
Lines To tracks Use this when you want all musical “lines” to be put on
Bass To Lowest Voice
track. When this is selected, it is pointless to specify more
than 1 new track.
one track each. The notes with the highest pitch remains
on the original track, the notes with the second highest
pitch are put on the first new track, and so on.
When this is activated, the lowest notes always end up
on the lowest track.
5. Click OK.
A number of new tracks are now added to the score and the Project
window.
Using “Scores Notes To MIDI”
For very complicated scores, there may be situations
where you have tweaked the parameters for Display
Quantize and Interpretation as best you can, and you still
cannot get the score exactly as you want it. Perhaps one
setting works fine in one section of the track and another
is needed for another section.
In such a case, “Scores Notes To MIDI” helps you out. It
changes the lengths and position of some or all the MIDI
notes in the edited parts so that they have exactly the val
ues currently shown on screen.
1. For safety, go back to the Project window and make a
copy of the track.
2. Open the part(s) again in the Score Editor.
If you only want some sections of your score to be “converted”, make
sure to only open those parts.
3. Make sure that the notes you want to affect are not
hidden (see
4. Select “Scores Notes To MIDI” from the Functions
submenu on the Scores menu.
The notes are now “converted”.
5. Make whatever adjustments are needed to make the
score read as intended.
“Hiding/showing objects” on page 185).
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Transcribing MIDI recordings
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Now that the notes have the exact lengths and positions
that were previously only displayed, you can probably deactivate many of the options on the Staff page of the Score
Settings dialog and delete Display Quantize settings, etc.
If you find the operation did not give you the result you
were after, you can undo your settings or go back to the
original track, make a copy of that, and start over.
Transcribing MIDI recordings
93
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9
Entering and editing notes
Page 95
About this chapter
In this chapter you learn:
• How to make various settings for how notes are displayed.
• How to enter notes.
• How to use tools and settings to make the score as legible as
possible.
• How to set up a split (piano) staff.
• How to work with multiple staves.
Score settings
Staff presets
When you want to reuse settings made for one track in
other tracks, you can save some time by creating a staff
preset (see “Working with staff presets” on page 109).
Ö There are a number of staff presets available, set up to
suit various instruments, etc. These are accessed via the
Presets pop-up menu on the Staff page of the Score Set
tings dialog, or from the Staff context menu, opened by
right-clicking on the blue rectangle to the left of the staff.
Use them as they are, or as starting points for your own
settings.
-
Before you start entering notes, you need to make some
initial staff settings in addition to those described in the
chapter
“The basics” on page 75. To understand why and
how these settings and the note data in the score interact,
please read the chapter
“How the Score Editor works” on
page 70.
There are three ways to open the Score Settings dialog:
• Make the staff active, pull down the Scores menu and
select “Settings…”.
• Double-click on the blue rectangle to the left of the staff.
If this does not work, the “Double-click on staff flips between full score/
part” option may be activated in the Preferences dialog (Scores–Editing
page), see
“Displaying single voices or the complete score” on page 76.
• Make the staff active and click the “i” button on the extended toolbar.
For this to work, make sure no notes or symbols are selected – otherwise,
clicking the “i” button may open a dialog with settings for the selected ob
ject instead.
The Score Settings dialog shows the current settings for
the active staff. For detailed information on the Staff Set
-
tings dialog, see the chapter “Staff settings” on page 108.
Applying settings and selecting other staves
To make settings for another staff, simply make it active in
the score (by clicking anywhere in the staff or by using the
up/down arrow keys on the computer keyboard).
Ö Always click Apply before making another staff active
– otherwise your settings are lost!
Suggested initial settings
When you start out entering notes, your staff settings
should make your score display the notes as entered. We
suggest the following:
OptionDescription
Display Quantize: Notes64
Display Quantize: Rests64
Auto QuantizeActivated
SyncopationOff
Consolidate RestsOff
Clean LengthsOff
No OverlapOff
ShuffleOff
KeyAs required
ClefAs required
-
Auto ClefActivate this if you want the program to se-
Display Transpose value0
Options tab settingsAs is
Polyphonic tab settingsStaff Mode: Single (for split staves, see
Tablature tab settingsTablature Mode deactivated
Ö It is very important that you understand how the Display Quantize values for notes and rests interact with the
score. If you select too large a notes/rests value, the notes
you “click in” may not appear as intended. Please read
“How the Score Editor works” on page 70. If you have
mixed triplets and straight notes, see “Display Quantize
and Interpretation Options” on page 110.
lect a treble or bass clef automatically.
“Split (piano) staves” on page 104)
Entering and editing notes
95
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Note values and positions
With the Quantize value set to 1/8, you can only input notes at
eighth note positions.
Two of the most important settings for entering notes are
the length of the note (the note value) and the minimum
spacing between notes (the Quantize value).
Selecting a note value for input
You can choose the length for entering notes as follows:
• By clicking the note symbols on the extended toolbar.
You can select any note value from 1/1 to 1/64 and activate/deactivate
the dotted and triplet options by clicking the two buttons to the right.
The selected note value is displayed in the Length Quantize field on the
toolbar and also reflected by the cursor shape of the Insert Note tool.
• By selecting an option from the Length Quantize popup menu on the toolbar.
• By assigning key commands to the different length
values.
This is done in the Key Commands dialog (in the category “Set Insert
Length”).
About unusual note values
Not all note values can be selected directly, for example
double dotted notes. Such notes are created by changing
the length of the note after you have entered it (see
“Changing the length of notes” on page 103), by gluing
notes together (see “Lengthening a note by gluing two
notes together” on page 104) or by using the Display
Length feature.
Selecting a Quantize value
When you move the mouse pointer over the score the
Mouse Time Position display in the status line tracks your
movement and shows the current position in bars, beats,
sixteenth notes, and ticks.
Positioning on screen is controlled by the current Quantize
value. If you set this to 1/8, for example, you can only insert
and move notes to eighth note positions, at quarter notes,
at half bars or at bar positions. It is a good strategy to set
the Quantize value to the smallest note value in the project.
This does not stop you from inputting notes at “coarser”
positions. However, if you set the Quantize value to too
small a note value, it is easier to make mistakes.
The Quantize value is set on the toolbar in the Quantize
Type pop-up menu:
• You can also assign key commands to the different
Quantize values.
This is done in the Key Commands dialog (in the category “MIDI Quantize”).
• Just like in the other MIDI editors, you can use the Quantize Setup dialog to create other Quantize values, irregular
grids, etc.
However, this is not often used when inputting score notes.
Entering and editing notes
96
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The mouse position info
1.1.7.01.1.1.0
1.2.3.0
1.4.1.08/8
2/2
4/4 1.1.1.0
1.1.1.0
1.1.3.0
1.1.3.0
1.2.1.0
1.1.5.0
1.2.1.0
1.3.1.0
8/8
2/2
4/4
1.8.1.0
1.3.1.0
1.2.1.0
1.5.1.0
1.2.3.0
1.3.3.0
1.6.1.0
1.2.5.0
1.4.1.0
1.7.1.0
1.2.7.0
1.4.3.0
4/4
2/2
8/8
1.1.1.0
1.1.1.0
1.1.1.0
1.1.2.40
1.1.2.40
1.1.2.40
1.1.3.80
1.2.1.80
1.1.3.80
4/4
2/2
8/8
1.1.5.0
1.2.1.0
1.4.1.801.3.1.0
1.1.6.40
1.2.2.40
1.3.2.40
1.1.7.80
1.2.3.80
2/2
4/4
8/8
1.1.1.0
1.1.1.0
1.1.1.0
1.1.2.0
1.1.2.0
1.1.2.0
1.1.3.0
1.1.3.0
1.2.1.01.2.2.0
1.1.4.0
1.1.4.0
2/2
4/4
1.4.1.0
1.1.5.0
1.2.1.0
1.3.1.0
1.1.6.0
1.2.2.0
1.3.2.0
1.1.7.0
1.2.3.0
1.1.8.0
1.4.2.0
1.2.4.0
8/8
While you often use the graphical position in the actual
score to determine where the notes go, there are instances
when you want to verify the position numerically using the
mouse position info displayed in the status line.
The Mouse Note Position display shows the pitch according to the vertical position of the pointer in a staff. The
Mouse Time Position display shows the “musical position”
in bars, beats, sixteenth notes, and ticks:
• The relation between beats and bars depends on the
time signature: In 4/4 there are 4 beats to a bar. In 8/8
there are eight, in 6/8 there are six, etc.
• The third number is the sixteenth note within the beat.
Again, the time signature determines the number of sixteenth notes to each beat. In a quarter note based time signature (4/4, 2/4, etc.) there are four sixteenth notes to each
beat, in an eighth note based time signature (3/8, 4/8, etc.),
there are two sixteenth notes, etc.
• The last value is in ticks, with 480 ticks per quarter note
(and thus 120 ticks per sixteenth note).
The figures below show some note positions and their
corresponding position values:
Eighth note triplet positions
Sixteenth note positions
Adding and editing notes
Eighth note positions
Entering notes using the computer keyboard
A quick and easy way to enter notes, without having to decide on the pitch, position and note value first is using the
computer keyboard. To enter a note, proceed as follows:
1. On the toolbar, activate the “Computer Keyboard Input” button.
Now you can enter notes using the computer keyboard.
2. Hold down [Alt]/[Option].
A note with the note value specified in the extended toolbar appears. By
default, the insert position is the first position of the bar and the pitch is
C3. You can however change this using the computer keyboard.
• You can change the pitch of the note by using the up
and down arrow keys.
To transpose the note in octave steps, use the Page Up/Page Down keys.
97
Entering and editing notes
Page 98
• To change the insert position of the note, use the right
Accidentals are shown beside the note
to indicate the current pitch.
!
and left arrow keys.
Note that for position changes, the Quantize value is taken into account.
• To change the length of the note, hold down [Shift] and
use the right and left arrow keys.
This changes the note value step by step, passing from one Quantize
value to the next.
3. To insert the note, press [Return].
The note with the specified pitch and note value is inserted at the selected position and the insert position for the next note changes according to the Quantize value. If you press [Shift]-[Return], the insert position
does not change, allowing you to enter chords.
Entering notes with the mouse
To add a note to the score, proceed as follows:
1. Make the staff active.
Notes are always inserted on the active staff, see “The active staff” on
page 78.
2. Select the desired note value.
See “Selecting a note value for input” on page 96.
3. If you select the note value by clicking on a symbol on
the extended toolbar, the Insert Note tool is automatically
selected – otherwise select the Insert Note tool on the
toolbar or context menu.
4. Select a Quantize value.
The Quantize value determines the spacing between notes. If you set
Quantize to 1/1 you only can add notes at downbeats. If you set Quan
tize to 1/8, you can add notes at eighth note positions, etc.
5. Click in the staff and keep the mouse button pressed.
The Insert Note tool changes into a note symbol (showing the note exactly as it would be inserted in the score).
6. Move the mouse horizontally to find the correct position.
7. Move the mouse vertically to find the correct pitch.
Ö If the “Show Note Info by the Mouse” option is activated
in the Preferences dialog (Scores–Editing page), the position and pitch of the note is also shown in a “tooltip” next to
the pointer while you’re dragging. If you find that screen re
draws are too sluggish, you may want to deactivate this option.
8. Release the mouse button.
The note appears in the score.
If you activate the “Animate Note Cursor” option in
the Preferences dialog (Scores–Editing page), you
do not need to keep the mouse button pressed to
see the note as it would be inserted in the score.
Adding more notes
1. If you want the next note to have a different length
value, select the corresponding note symbol.
2. If you need finer positioning, or if the current value is
too fine, change the Quantize value.
3. Move the mouse to the desired position, and click.
Notes input at the same position are automatically interpreted as chords,
see below.
About the interpretation
The notes may not always appear in the score as you initially expect them to. This is because there are a number
of situations that require special techniques and settings.
Below you can find a list of some of these and where to
find more information about handling them:
• Notes at the same position are considered parts of a chord.
To get independent voicing (for example notes with different
stem directions), such as for vocal material, you need to use
polyphonic voicing – see
-
Without and with polyphonic voicing
• If two notes beginning at the same position have different
lengths, the longer is displayed as a number of tied notes. To
avoid this, you can either use the “No Overlap” feature (see
“No Overlap” on page 112) or polyphonic voicing (see “Polyphonic voicing” on page 115).
• One note is often displayed as two notes with a tie. This is only
how the program displays the note, there is still only a single
note “stored”.
-
“Polyphonic voicing” on page 115.
Entering and editing notes
98
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This single note in the Key Editor is displayed as two tied notes in the
Selected notes
Score Editor.
• Generally the program adds ties where necessary (if a note
stretches over a beat), but not always. For more “modern” notation of syncopated notes (less ties), you need to use the
syncopation feature, see
The same note, without and with Syncopation
“Syncopation” on page 111.
• If you want a long note to be displayed as two (or more) tied
notes, you can use the Cut Notes tool for this.
• If a note has the wrong accidental, this can be changed. See
“Accidentals and enharmonic shift” on page 126 for details.
• If two notes on the same position are too close to each other
or if you want their “graphical order” in the score reversed, you
can do this without affecting playback, see
“Graphic moving
of notes” on page 135.
• Stem direction and length is normally automatic, but you can
set it yourself, see
“Background: Note stems” on page 125.
• If you are scoring for piano and therefore (or for other reasons)
need a split staff, there are special techniques for this, see
“Split (piano) staves” on page 104 and “Polyphonic voicing”
on page 115.
Selecting notes
In the operations described in the rest of this chapter, you
often work on selected notes. The text below describes
how to select notes:
By clicking
To select a note, click on the note head with the Object
Selection tool. The note head turns red to indicate that it is
selected.
• To select more notes, hold down [Shift] and click on
them.
• To deselect notes, hold down [Shift] and click on them
again.
• If you hold down [Shift] and double-click on a note, this
note and all the following notes in the same staff are selected.
Using a selection rectangle
1. Click in an empty area in the score with the Object Selection tool and keep the mouse button pressed.
2. Drag the mouse pointer to create a selection rectangle.
You can drag to select notes on several voices or staves if you wish.
3. Release the mouse button.
All notes with note heads inside the rectangle are selected.
If you want to deselect one or more of the notes, hold
down [Shift] and click on them.
Using the keyboard
By default, you can step through (and select) the notes in
the staff using the left and right arrow keys. If you press
[Shift], you can select a series of notes as you step
through them.
• If you are working with polyphonic voices, you step
through the notes on the current track, i.e. in a split sys
tem, you step through the staves.
• If you want to use other keys for selecting notes, you
can customize the settings in the Key Commands dialog
(in the Navigate category).
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Entering and editing notes
99
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Selecting tied notes
!
The “L” (Lock) button is
deactivated.
Longer notes are often displayed in the score as one note
with a tie. If you intend to select the entire note (e. g. for deleting), you should select the first note, not the tied note.
• If you move notes vertically and the “Keep moved notes
within key” option is activated in the Preferences dialog
(Scores–Editing page), the notes are transposed within
the current key only.
There is a setting for this in the Preferences dialog
(Scores–Editing page): If you activate “Tied notes
selected as Single Units”, the whole note is selected,
even if you click on one of the tied notes.
Deselecting everything
To deselect everything, simply click in an empty area of
the score with the Object Selection tool.
Moving notes
In the following, you can find descriptions of the various
methods to move notes, as well as related features.
Moving by dragging
Proceed as follows:
1. Set the Quantize value.
The Quantize value restricts your movement in time. You cannot place
notes on positions smaller than the Quantize value (see
Quantize value” on page 96).
2. Select the note(s) you want to move.
You can select notes across several staves if you wish.
3. Click one of the selected notes and drag it to a new
position.
The horizontal movement of the note is “magnetically attracted” to the current Quantize value. The Mouse Time Position and Mouse Note Position
displays in the status line show the new position and pitch for the dragged
note.
Ö If the “Show Note Info by the Mouse” option is activated
in the Preferences dialog (Scores–Editing page), the position and pitch of the note is also shown in a “tooltip” next to
the pointer while you’re dragging. If you find that screen re
draws are too sluggish, you may want to deactivate this option.
4. Release the mouse button.
The notes appear at their new position.
• If you press [Ctrl]/[Command] and drag, movement is
restricted to vertical or horizontal (depending on the direction in which you drag).
“Selecting a
Moving by using key commands
Instead of dragging the note with the mouse, you can assign key commands for this:
• The corresponding commands can be found in the
Nudge category in the Key Commands dialog. They are
listed as “Left”, “Right”, “Top”, and “Bottom”.
• When moving notes to the left or right using key commands, the notes are moved in steps according to the
Quantize value.
The keys assigned for up/down nudging transpose notes in semitone
steps.
Moving across staves – the Lock button
If you are editing several tracks, you may want to move
notes from one staff to another. Proceed as follows:
1. Make the desired Quantize settings and select the
notes.
Make sure to only select notes on the same staff.
2. Make sure that the “L” (Lock) button on the extended
toolbar is deactivated.
When this button is activated, you cannot move notes and other objects
from one staff to another, which is handy if you need to transpose a note
very high or low, for example.
3. Click on one of the notes and drag them to the new
system.
The active staff rectangle indicates on which staff the dragged note(s)
appears.
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Entering and editing notes
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