Final Cut Studio: Soundtrack Pro 3
Final Cut Studio: Soundtrack Pro 3
User Manual
Copyright 2009 Apple Inc. All rights reserved. Apple, the Apple logo, Apple Cinema Display, AppleScript,
Apple TV, DVD Studio Pro, Final Cut, Final Cut Pro,
Your rights to the software are governed by the Final Cut Studio, FireWire, iPhoto, iPod, iTunes, Logic,
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3
66 HUDs
4 Contents
154 Selecting Partial Contents of One or More Tracks
155 Cutting, Copying, Pasting, and Removing Audio Clips
157 Splitting and Joining Audio Clips
160 Spotting Clips to the Timeline
161 Moving Clips
163 Snapping Clips to Clips on Other Tracks
163 Resizing Audio Clips
166 Changing the Offset of an Audio Clip
167 Creating Fades and Crossfades in the Timeline
173 Truncating Overlapping Audio Clips
174 Working with Markers
179 Transposing Tagged Audio Clips
179 Replacing the Source Audio in a Clip
181 Replacing Audio with Related Files
181 Making Clip Channel Selections
184 Combining Separate Clips to Create Multichannel Clips
184 Editing Clip and Track Properties
Contents 5
231 Working with Actions
237 Overview of Analyzing and Fixing Problems in an Audio File
238 Analyzing and Fixing Problems in an Audio File
242 Using the File Editor Project View
6 Contents
Chapter 12 305 Basic Mixing in Soundtrack Pro
306 Steps in Mixing
306 Structuring an Audio Post-Production Project
316 Using the Mixer
Contents 7
Chapter 18 403 Using Control Surfaces with Soundtrack Pro
403 Connecting Control Surfaces
404 Adding and Deleting Control Surfaces
406 Premapped Controls
407 Mapping Commands to Control Surface Buttons
408 Recording Control Surface Automation
8 Contents
476 Project Playback
476 Cycle Region
477 General Editing
477 Editing Audio Clips in the Timeline
478 Moving Audio Clips and Envelope Points
479 Viewing the Timeline
480 Timeline Tools
480 File Editor Project View Tools and Commands
481 Processing and Editing Audio Files
482 Tracks, Busses, and Submixes
482 Markers
483 Selecting Audio Clips in the Timeline
484 Video Out
484 Recording
484 Using Arrow Keys to Move the Playhead
485 Working with Timeslices
Contents 9
Welcome to Soundtrack Pro
Preface
Most experienced film and television producers know that audio is more than half the
picture. The art and techniques of sound recording, dialogue editing, sound effect
recording and placement, mixing, and sound design play a substantial role in how
audiences perceive the (visual) quality of a film or video. Soundtrack Pro is designed to
serve the art of motion picture sound post-production. Like the other applications in
Final Cut Studio, Soundtrack Pro was created for the film and video industry. Soundtrack Pro
gives you many specialized tools and powerful features that you can use to create
high-quality audio.
Most audio applications focus on multitrack editing or waveform editing, but not both.
Furthermore, most waveform editing applications handle media destructivelymaking
permanent changes to your media files. Soundtrack Pro provides the best of both worlds:
nondestructive waveform editing while working in a multitrack project.
11
Soundtrack Pro features two types of projects: audio file projects and multitrack projects.
You use audio file projects to edit individual audio files. This is sometimes known as
waveform editing. However, unlike most waveform editing applications, Soundtrack Pro
allows you to edit your audio files nondestructively by keeping track of the actions you
have performed on your audio file. You can edit down to the files individual sample level
and perform tasks ranging from audio repair to sound design. You can perform edits
nondestructively using actions, which include processing effects and other operations.
You can analyze audio files for a range of common audio problems, including clicks and
pops, hum, and phase issues, and automatically fix problems that are found.
Multitrack projects look and function similarly to Final Cut Pro projects. You arrange a
multitrack projects audio clips on the tracks in the Timeline. Multitrack projects contain
the features you expect from a high-performance and professional-quality audio editor,
including features to synchronize audio and video, work with ADR and multitake editing,
and automate volume, pan, and other changes over time using envelopes. You can record
over multiple channels to the Timeline or the File Editor or to multiple tracks in the
Timeline.
Additional Resources
Along with the documentation that comes with Soundtrack Pro, there are a variety of
other resources you can use to find out more about Soundtrack Pro.
For software updates, documentation, discussion forums, and answers to the most
frequently asked questions for Soundtrack Pro, go to:
http://www.apple.com/support/soundtrackpro
For discussions forums for all Apple products from around the world, where you can
search for an answer, post your question, or answer other users questions, go to:
http://discussions.apple.com
The way you set up your system depends on the audio equipment you plan to use. You
can use your computers speaker or headphone jack to monitor the audio output from
Soundtrack Pro. For better results, you may want to connect external monitors or speakers
to your system, so that you can monitor the audio output at a higher level of quality. You
may want to connect other external audio equipment such as an audio interface or a
mixer, particularly if you plan to record your own audio in Soundtrack Pro.
For information on system and hardware requirements, see the Read Before You Install
document on the installation DVD.
For information on installing the software, see the Installing Your Software booklet.
System Considerations
To achieve the most effective results, you should consider the following issues when
setting up your system:
Editing and managing digital audio files can require intensive processing by your
computer. For more information, see Processor Speed and RAM.
Storing digital audio files can require a large amount of hard disk space. For more
information, see Hard Disks.
To make the most of Soundtrack Pro, you may wish to use a variety of audio input and
output devices. For more information, see Setting the Audio Input and Output and
Audio MIDI Setup.
Audio units plug-ins from other manufacturers can extend the capabilities of
Soundtrack Pro. For more information, see Adding Audio Units Plug-ins to Your
Computer.
15
Processor Speed and RAM
Digital audio files require intensive processing by your computer. If you plan to work on
longer or more complex projects, or use multiple effects plug-ins in your projects, a
computer with a faster processor can facilitate your productivity.
Soundtrack Pro is optimized for use with computers that have a multiprocessor
architecture. Working with Soundtrack Pro projects on a multiprocessor-equipped
computer can make your workflow more efficient, especially when creating longer or
more complex projects.
If you plan to work on large projects, its useful to have extra random-access memory, or
RAM, installed in your computer. Additional RAM allows you to play back more files
simultaneously, use a greater number of effects plug-ins, and keep several multimedia
applications open at the same time.
Hard Disks
In addition to having a computer with a fast processor and a lot of extra RAM, its also a
good idea to have a large hard disk with plenty of available space to store the media
(audio and video) files you use with Soundtrack Pro. As you work with the application,
youll likely want to acquire a large collection of sounds to use in your Soundtrack Pro
projects. Hard disk performance is a critical aspect of your editing system: the storage
capacity and data rate of your disks must match or exceed the requirements of the audio
(and video) formats you are using.
If you store media files on an external hard disk, make sure the disk has a fast enough
seek time and a high enough sustained data transfer rate for use with video and audio
files. Consult the manufacturers specifications.
Important: Every minute of stereo digital audio (recorded using a 44.1 kHz sample rate
and 16-bit depth) requires roughly 10 MB of hard disk space. If you plan to record large
amounts of audio in Soundtrack Pro, you may want to record to a hard disk dedicated to
storage for your Soundtrack Pro projects.
Audio Units plug-ins are also available from third-party manufacturers. When adding
third-party effects to your computer, be sure to read the documentation, including any
Read Me and installation files, that came with the plug-in. Supported Audio Units effects
plug-ins appear in the Effects window under the manufacturers name.
Soundtrack Pro does not support VST, ASIO, MAS, or RTAS effects plug-ins.
Connecting Equipment
You can use a variety of audio equipment with Soundtrack Pro for both recording and
playback. For information on connecting a specific piece of equipment to your computer,
read the documentation that came with the equipment. For general information about
connecting a control surface to your computer, see Connecting Control Surfaces.
Final Cut Studio editing systems can be configured to meet the most demanding
professional requirements. An advanced editing system can be built by expanding the
basic system described in the Final Cut Pro User Manual. The following list includes
equipment commonly used in Final Cut Studio editing systems:
Macintosh computer with Final Cut Studio installed: The core of your editing system
Professional video and audio devices: For capturing footage and outputting finished
projects. (For more information about video and audio devices, see Working with
Professional Video and Audio Equipment.)
To connect non-FireWire devices to your computer, you also need a third-party video or
audio interface. For more information, see Video Interfaces.
Video Device
This is a VTR or camcorder you connect to your computer to capture and output media.
The connectors and signal format on your video device determine what kind of video
interface your computer needs to connect to your device.
Audio Device
This is a device, such as a digital audio tape (DAT) recorder or multitrack audio recorder,
that lets you capture or output audio independently from video.
Interfaces provide input and output connectors that arent included with your computer.
For example, if you want to output multiple audio channels to an analog audio mixer or
digital multitrack, you need an audio interface that has XLR, 1/4" tip-ring-sleeve (TRS),
AES/EBU, or ADAT Lightpipe output connectors.
You may also want to consider adding a third-party interface to your system if:
You need to capture or output many audio channels at once
You are integrating Final Cut Studio into a professional broadcast environment that
requires SDI, HD-SDI, or other non-FireWire video and audio connections
You need to capture, edit, and output full-resolution, uncompressed video signals
instead of DV video (which is compressed)
You are digitizing video from an older analog VTR (such as a Betacam SP deck) that
does not have digital video outputs or remote control via FireWire
Third-party video and audio interfaces can be installed in one of your computers PCI
Express slots, connected to the USB port, or connected via FireWire.
For more information about selecting and connecting an audio interface for use with
Soundtrack Pro, see Setting Up an Audio Interface.
Tip: A much cheaper alternative to building new walls is to mount angled pieces of
material to the existing walls to eliminate parallel surfaces.
If the material in a room is very reflective, the room sounds brighter because high
frequencies are easily reflected. Mounting absorbing material (such as acoustic foam) on
the walls can reduce the brightness of a room. A dead room is one that has very little
reflection (or reverberation). Try to cover any reflective surfaces in your monitoring
environment.
Amplifiers
If you are recording audio from microphones and are not running the microphones signal
through a mixer with a microphone pre-amplifier, you need to connect an amplifier to
boost the microphones signal before sending it to the computer. If you are connecting
monitors or speakers that are not self-powered, you also need to connect them through
an amplifier.
Control Surfaces
Soundtrack Pro supports control surfaces that use the Mackie Control, Logic Control, and
Euphonix EuCon protocols. For information on connecting and using control surfaces,
see Using Control Surfaces with Soundtrack Pro.
If you are working on an NTSC or a PAL project, you should watch it on an external video
monitor that shows the video interlaced. For more information about external video
monitoring, see the Final Cut Pro User Manual.
Speakers
Power cables
Speaker cables
Computer
Monitors
Microphone
Power cables
Speaker
cables
USB
cable
Audio interface
Computer Instrument
Monitors
Power cables
Audio interface
Midi interface
Speaker
cables
FireWire
cable
Computer Mixer
Setup with a PCI Express Video Interface Card with Breakout Box
Many PCI Express cards arent big enough to fit all of the necessary video and audio
connectors. In these situations, a breakout box is connected to the PCI Express card via
a multipin connector on a long cable, and the connectors are accessible on the breakout
box instead of on the back of the PCI Express card. A breakout box is also useful because
it allows you to place the connectors somewhere more convenient than the back of your
computer, such as on an equipment rack or a desktop.
BNC
connector
Position the speakers as far from your listening position as they are from each other
(forming an equilateral triangle). For example, if the distance between the speakers is six
feet, you should place yourself six feet from each speaker. The apparent width of the
sound stage, or stereo image, increases as the distance between the speakers increases.
However, if the two speakers get too far apart, sound information appearing in the center
(between both speakers) starts to disappear.
Soundtrack Pro is designed to handle every aspect of creating audio for a video or film
project, from multitrack recording to advanced audio processing and mixing. You can
use Soundtrack Pro together with Final Cut Pro as a complete audio post-production
solution that is powerful, yet also elegant and flexible.
27
Analysis Tab (p. 65)
HUDs (p. 66)
You may also choose to add the Soundtrack Pro icon to the Dock for easier access. For
more information, see Mac Help.
Project pane
Lower pane
Project pane: This is reserved as the central canvas for the multitrack Timeline and
for individual audio file projects.
Left, lower, right panes: Task-specific tabs are docked in the left, lower, and right panes.
By default, the tabs are grouped by function and are laid out for a streamlined audio
post-production workflow.
Transport controls: Use these controls at the bottom of the window to play back projects
that you open in the project pane.
Toolbar
Meters tab
Browser tab
Note: At any time, you can revert to the default layout by choosing Window > Layouts
> Standard, or pressing F1. Also, you can save any custom layouts you create. For more
information on managing layouts, see Using Project Layouts.
Timeline view
If your portable computer has a Multi-Touch trackpad, you can use the swipe gesture to
show and hide panes. A swipe is quickly sliding one or more fingers across a Multi-Touch
trackpad. Swipe left and right to show and hide the left pane or right pane. The pane
affected by horizontal swipe gestures is determined by the Horizontal Swipe Gesture
Affects preference setting in Soundtrack Pro Preferences. For more information, see
General Preferences. Using the swipe gesture up or down shows or hides the bottom
pane.
Tab menu
Tabs
Toolbar
Tabs: You can switch between any projects open in the Timeline or File Editor project
view.
Toolbar: Includes tools for common functions. You can customize which tools appear
in the Toolbar.
Monitor Volume slider: Adjusts the overall monitor volume when you play the project.
The volume level defaults to 0 dB when you create a project. Adjusting the Monitor
Volume slider does not affect the mix signal or the export volume.
Mono Mix button: Click to listen to a temporary mono mix of the project.
Playhead Location value slider: Displays the current playhead position. You can move
the playhead by clicking the arrows, dragging, or typing a value.
Transport controls: Control playback and the position of the playhead, and turn recording
on or off. (For more information, see Transport Controls.)
Selection Length value slider: Displays the length of the current Timeslice (in the Timeline)
or selection (in the File Editor). You can change the Timeslice or selection length by
clicking the arrows, dragging, or typing a value.
Transport Controls
You use the transport controls to control playback, set the position of the playhead, start
recording, and activate the cycle region. For information on using the transport controls,
see Controlling Playback with the Transport Controls.
Playhead Location
value slider
Record Cycle
Selection Length
value slider
Go to Beginning Go to End
Previous Frame Next Frame
Play/Pause
Playhead Location value slider: Displays the current playhead position. You can move
the playhead by clicking the arrows, dragging, or typing a value.
Record button: Starts and stops the recording process, and arms tracks for recording
when no tracks are pre-armed.
Play from Beginning button: Starts playback from the beginning of the last playback
start.
Go to Beginning button: Sets the playhead to the closest of the following items to the
left of the playhead: the beginning of the last playback start, the beginning of the cycle
region, or the beginning of the project.
Previous Frame button: Click this to move the playhead to the previous frame.
Play/Pause button: Starts playback at the current playhead position. If the project is
playing, stops playback.
Next Frame button: Click this to move the playhead to the next frame.
Timeline
The Timeline gives you a visual representation of a multitrack project, showing the position
of clips, the playhead, and other items in time. You can add and arrange audio clips in
the audio tracks, use sends to create auxiliary busses, and route audio to physical output
channels using submixes. You can control the sound of each audio track, bus, and submix
using the controls in its header.
Headers
Track area
Scroll bar
Time display
Automation Mode
pop-up menu
Previous and Next Selection buttons: Move backward and forward through Timeslice
selections youve made in the waveform display.
Timeline editing tools: Select items using the Selection (arrow) tool, make time-based
selections with the Timeslice tool, split audio clips using the Blade and Blade All tools,
copy and paste attributes with the Lift and Stamp tools, and scrub the Timeline with
the Scrub tool. For more information, see Using the Timeline Editing Tools.
Automation Mode pop-up menu: Choose the mode for recording automation using
either the onscreen controls or an external control surface.
Project controls: Set the projects sample rate and other properties using these controls.
Show pop-up menu: Choose whether the video track, podcast track, audio tracks, busses,
submixes, and master envelopes are visible in the Timeline.
Global Timeline view: Shows a miniature view of the entire Timeline and the playhead
position, and lets you move quickly to different parts of a project.
Time display: Shows the current playhead position in both Time-based and Beats-based
formats. You can set the playhead by typing a new playhead position in the time display.
Snapping button
Snap to Value
pop-up menu
Zoom control
Height control
Master Envelopes button: In the Timeline, shows or hides the master envelopes. In the
File Editor project view, shows or hides the envelopes for the current audio file project.
For information about using master envelopes, see Master Bus.
Snapping button: Turns snapping on or off. For information about snapping, see Using
Snapping.
Snap To Value pop-up menu: Sets the value to which items in the Timeline snap.
Height control: Sets the height of tracks, busses, and submixes to one of four settings,
from Reduced to Large. In the File Editor project view, sets the height of the envelopes
for the current audio file project to one of four settings, from Reduced to Large. For
more information, see Setting Track Height.
Zoom control: Click the control or drag the slider to change the zoom level. You can
zoom in to edit clips precisely, or zoom out to display more of the Timeline. For more
information, see Using the Zoom Control.
Envelopes disclosure
triangle
Name field
Volume Bypass Mute
slider Effects button
Solo button
Arm for Recording
Submix pop-up menu
Input Routing buttons
Icon Panner
Color label: Indicates the track color, which is applied to any clips on the track (unless
you choose to override the color for individual clips).
Icon: You can choose an icon for the track, bus, or submix, making it easy to quickly
distinguish it in a large project.
Name field: You can type a new name for the track, bus, or submix in the name field.
You cannot rename the Master bus.
Bypass Effects button: Select this button to hear the track without any of the applied
realtime effects.
Arm for Recording button: Enables (or disables) the track for recording when you click
the Record button. Only tracks have Arm for Recording buttons, not busses or submixes.
Mute button: Mutes (or unmutes) the track, bus, or submix.
Solo button: Solos (or unsolos) the track, bus, or submix. Soundtrack Pro supports both
multiple solo and exclusive solo.
Envelopes disclosure triangle: Shows the track, bus, or submix envelopes in the area
directly below the track.
Volume slider: Sets the track, bus, or submix relative volume in the overall mix.
Submix pop-up menu: Choose a submix for the track or bus from the menu. (Tracks and
busses only.)
Input Device pop-up menu: Use the Input Device pop-up menu to choose the recording
input device, and its Channels submenu to choose the channel (or set of channels).
Note: This is visible only when the track height is set to Medium or Large.
File Editor
You can edit individual audio files in the File Editor using actions. Actions give you a
powerful and flexible way to edit audio files nondestructively using professional audio
processing effects and other operations. You can turn individual actions on or off, reorder
actions, flatten actions, and compare the project with and without actions. You can also
analyze audio files in the File Editor and fix common audio problems, including clicks and
pops, hum, and phase problems. The File Editor can take two forms: the File Editor project
view, for detailed work on individual audio files, and the File Editor tab, for convenient
editing within the context of a multitrack project.
Time display
Playhead
Waveform display
Playhead Location
value slider
Waveform editing tools: Include the Selection, Sample Edit, Audio Stretching, and Zoom
tools that you can use to graphically edit audio files.
Channel strips
Mixer Controls
The Mixer controls are located at the top of the Mixer window.
Automation Mode pop-up menu: Choose the automation mode from the pop-up menu.
Channel Strip and Mixer pop-up menus: Show or hide different sections of the channel
strips and of the Mixer window.
Channel strips: Each track, bus, and submix has a channel strip with controls and level
meters.
Color label
Name
Icon
Effects slots
Panning controls
Solo button
Mute button
Arm for Recording
button
Volume fader
Color label: Indicates the track color, which is applied to any clips on the track (unless
you choose to override the color for individual clips).
Name field: You can type a new name for the channel strip.
Icon: Icons let you visually distinguish channel strips in the Mixer. Double-click an icon
to change it.
Effects slots: Show the effects and sends for the channel strip, and let you add effects
and sends.
Panning controls: Set the pan position of a track or bus. In surround mode, drag
anywhere inside the black circle to position the puck. In stereo mode, drag the pan
slider left or right or change the value in the value slider. You can automate pan changes
by setting the appropriate automation mode for the project. These appear in track and
bus channel strips only, not in submix channel strips.
Multitake Editor
Use the Multitake Editor to edit multitake and synced audio that is created by performing
multitake recording (such as in automatic dialogue replacement, or ADR). This tool allows
you to easily mix and match parts of different takes. Once you are done editing a multitake
clip, you can collapse it into a single clip, hiding the constituent edits that are not relevant
to the surrounding multitrack Timeline.
For more information about the Multitake Editor, see Using the Multitake Editor.
Comp track
Take tracks
For more information about the Conform tool, see Using Conform with Final Cut Pro.
Bin
The Bin tab lists information about items in all open projects. The Bin provides a
hierarchical display of projects, their media files, and other information about each item,
including duration, timecode, sample rate, Timeline information, and so on. You can drag
files from the Bin tab to the Timeline. You can add files to the Bin for easy access at any
time. The Bin also features sort and search functions to help you locate an item in any
open project.
Item list
Item list: Displays the files, clips, markers, and podcasts in the currently open projects.
Items pop-up menu: Choose what types of items (files, clips, markers, or podcasts) to
display in the Bin.
Columns pop-up menu: Choose what types of columns of information (Timeline
information, audio clip information, file information, metadata tags, music information,
or iXML metadata) to display in the Bin. For more information about the iXML metadata
specification, see the iXML website at http://ixml.info.
Preview controls: Include a Play button, a volume slider, and a Preview on selection
button. For information on using the preview controls, see Using the Preview Controls.
Media pop-up menu: Choose menu items to Show in Timeline, Spot to Timeline, open
a file in the File Editor, and perform other functions.
Level meters
Reset button
Level meters: Show the output volume of the overall project as the project plays.
Peaks Value and Location display: Displays the highest (peak) value played for each jack
and its timecode. Double-click any item in the Peaks Value and Location display to
move the playhead to that point in the Timeline.
Reset button: Resets all items in the Peaks Value and Location display.
Peak indicator
Level meter
Peak indicator: Shows the highest level reached by the recording input signal. If the
level rises above 0 dB, the peak indicator becomes red to indicate clipping.
Track pop-up menu: Displays the recording settings for the selected track.
Level meters: Show the input volume for the selected track during recording. Adjust
automatically to the number of channels and the channel valence selected in the Input
Channel pop-up menu.
Input Device pop-up menu: Choose the input device for recording.
Input Channel pop-up menu: Choose the input channel (or channels) for recording.
Input Routing buttons: Use the Input Routing buttons to route the input signal to
different channels.
Configure Device button: Opens the Audio MIDI Setup utility for adjusting the computers
audio input and output configuration settings, or setting up software specific to your
audio interface.
Monitor Device pop-up menu: Choose the output device and output channel (or channels)
for monitoring during recording.
Mute Project checkbox: Select to mute the project during recording, so you hear only
the sound being recorded.
File list
Preview controls
Back and Forward buttons: Move through previously viewed levels of the folder hierarchy.
Computer button: Displays your computers hard disk and other storage media connected
to your computer.
Home button: Displays the contents of your home directory.
Path pop-up menu: Displays the levels of the file path to the current location, letting
you move back to a previous level.
File list: Displays the files and folders at the current location.
Preview controls: Include a Play button, a volume slider, and a Preview on selection
button. For information on using the Preview controls, see Using the Preview Controls.
Media pop-up menu: Choose menu items to add a Favorite, add a file to the Bin, open
a file in the File Editor, and perform other functions.
Setup button
Matches list
Keywords list
Preview controls
Button and Column View buttons: Change the view to either Button or Column view.
Column view (shown above) features a Keywords list containing keywords and a Matches
list with subcategories you can use to refine your searches. Button view (shown below)
displays a matrix of keyword buttons you can click to see matching files.
Favorites list
Preview controls
Back and Forward buttons: Move through previously viewed levels of the folder hierarchy.
Path pop-up menu: Displays the levels of the file path to the current location, letting
you move back to a previous level.
Favorites list: Displays the files and folders at the current location.
Preview controls: Include Play button, a volume slider, and a Preview on selection
button. For information on using the preview controls, see Using the Preview Controls.
Media pop-up menu: Choose menu items to remove a Favorite, add a file to the Bin,
open a file in the File Editor, and perform other functions.
Video Scale
pop-up menu
Video Scale pop-up menu: Choose the scale of the video in the Video tab from the
pop-up menu.
Video viewing area: You add a video by dragging it into the viewing area, where you
can also watch it play.
Project Tab
This tab contains controls and information for the currently active project as well as any
metadata (tags) associated with the project.
General Project
information
Pullup/Pulldown
information
Properties information
Pullup/Pulldown
These menus allow you to adjust audio and video playback.
Audio pop-up menu: Use this menu to adjust the audio playback to compensate for
film-to-video and video-to-film conversions as well as international television standards
conversions.
Video pop-up menu: Use this menu to adjust the video playback to compensate for
film-to-video and video-to-film conversions as well as international television standards
conversions.
Properties
Displays various properties of the project.
Metadata
Use this area to add metadata to your project or to view your projects metadata. If you
export this project to certain output formats (such as a podcast), Soundtrack Pro passes
through the metadata to the target output file. Metadata categories include Name,
Copyright, Origination Date, Keywords, and so on.
Music Settings
Use the controls in this area to set music properties (including tempo, time signature,
and key) for the currently active project. Tempo, time signature, and key are important
for projects set to Beats-based format. For projects set to Time-based format, you can
usually leave the tempo, time signature, and key properties at their default settings. For
more information, see Setting Project Properties.
General Information
Displays general information for the clip or file.
Name: Name of the selected clip.
Position value slider: Sets the position (start point) of the selected clip.
Duration value slider: Sets the duration (length) of the selected clip.
Offset value slider: Sets the offset of the selected clip.
Measure in pop-up menu: Sets the units shown in the Position, Duration, and Offset
value sliders.
Color pop-up menu: Sets the color of the selected clip.
Enabled checkbox: Enables or disables the selected clip. For more information, see
Enabling and Disabling Clips.
Locked checkbox: Locks or unlocks the selected clip. For more information, see Locking
and Unlocking Clips and Tracks.
Transpose pop-up menu: Sets the number of semitones to transpose a looping clip.
Properties
Displays the following information for the clip or file: duration, sample rate, the timecode
for the first frame of the clip or file, bit depth, and channel valence.
Length: Displays the length of the selected clip.
Sample Rate: Displays the sample rate of the selected clip.
Initial Timecode: Displays the starting timecode of the selected clip.
Bit Depth: Displays the bit depth of the selected clip.
Channels: Displays the number of channels in the selected clip.
Metadata
Displays the metadata for a file or a clip, if such metadata is present. Metadata categories
include Name, Copyright, Origination Date, Keywords, and so on.
iXML
Displays iXML fields and corresponding values in a table format. For more information
about the iXML metadata specification, see the iXML website at http://ixml.info.
Music
Displays the music information for a clip or file, primarily music loops in the Search tab.
Effects Tab
You add effects and sends to your project and adjust effect parameters in the Effects tab.
When you select a track or a bus in the Timeline or the Mixer, you can add and adjust the
following effects and send settings. You can also apply effects to audio file projects.
Category list
Effect list
Category list: Lists the categories of available effects. Click a category to see the effects
for that category in the Effect list.
Effect list: Lists the effects in the selected category. Double-click an effect to add it to
the track, bus, or submix.
Add Effect (+) button: Adds the selected effect to the current effects chain.
Remove Effect (-) button: Removes the selected effect from the current effects chain.
Tracks Tab
Use the Tracks tab to easily view, select, and group tracks, busses, and submixes. Groups
provide another layer of organization and a way to easily make changes (such as volume
adjustments) to many tracks, busses, or submixes at once.
Channel strip
Groups outline
Actions Tab
Use the Actions tab to perform edits nondestructively using actions, which include
processing effects and other operations. You can also turn off or completely reorder
actions.
Actions list
Actions list: Shows the actions you apply to the project. You can add, select, and reorder
actions in the list.
Action Insert bar: Shows where new actions will be added in the Actions list and which
actions are heard when you play the project.
Actions pop-up menu: Choose menu items to flatten actions, delete actions, and perform
other operations.
Parameter list
Analyze button
Magnify button
Fix button
Analysis Type list: Lists the types of analysis you can select.
Parameter list: Some analysis types (Click/Pop and Silence) have parameters you can
adjust before analyzing the file. The parameters appear in this list.
Analyze button: Click to analyze the file for the problems selected in the Analysis Type
list.
Analysis Results list: Lists items found by analyzing the file.
Clear Fixed button: Removes fixed items from the Analysis Results list.
Magnify button: Zooms in on the selected item in the Analysis Results list for as long
as you hold down the button.
Fix All button: Fixes all items in the Analysis Results list.
Fix button: Fixes the selected items in the Analysis Results list.
To display a HUD
Do one of the following:
Choose Window > HUDs, then choose Sound Palette, Timecode, or Multipoint Video from
the submenu.
To display the Sound Palette HUD, press Command-Shift-C.
To display the Multipoint Video HUD, press V.
To close a HUD
Do one of the following:
Choose Window > HUDs, then choose a HUD with a checkmark next to it from the
submenu.
Click the close box on the HUD.
Timecode HUD
The resizable Timecode HUD makes reading current timecode very easy, particularly from
a distance. You can also use the Timecode HUD to navigate in the Timeline or the File
Editor by dragging the displayed hours, minutes, seconds, or frames up or down. The
Timecode HUD displays timecode with subframe accuracy.
This chapter describes the kinds of projects you can create in Soundtrack Pro and how
to work with windows, use layouts, play projects, and set Soundtrack Pro preferences.
Multitrack Projects
Multitrack projects contain multiple audio tracks in the Timeline. As in a Final Cut Pro
project, importing a media file creates a clip in Soundtrack Pro that then refers to the
original media file. You can arrange audio clips within tracks and synchronize them to a
single video clip in the video track.
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You can mix a multitrack project using track controls for volume, pan, mute, solo, effects,
and effect parameters. These controls are available both in the Timeline and in channel
strips in the Mixer. You can create additional audio busses for effect sends. You can group
audio track outputs together with submixes. Tracks, busses, and submixes can be exported
to individual audio files, or a mixdown of all the tracks can be exported to a stereo or
multichannel audio file. These exported files can then be imported into Final Cut Pro.
You can remove, disable, or reorder past actions at any time or save actions as AppleScript
documents that you can use to batch process other audio files. Actions you can perform
include trimming audio, copying and pasting parts of the waveform, normalizing or
amplifying levels, applying effects, and applying noise, pop, and click reduction.
Soundtrack Pro audio file projects are stored in Mac OS X packages (or bundles). A package
appears to be a single file in the Finder but actually contains a collection of files such as
the original audio file, temporary render files, and the list of actions applied to your audio
file.
Important: So that you benefit from nondestructive editing, the default option for saving
edited audio files is as a Soundtrack Pro audio file project. Soundtrack Pro usually does
this automatically any time you apply any command or effect from the Process menu to
a clip in the Timeline. For more information on when Soundtrack Pro automatically creates
audio file projects, see How Source Audio File Editing Works in a Multitrack Project.
Soundtrack Pro supports audio files with any sample rate between 8 kHz and 192 kHz
and any of the following bit depths: 8, 16, 24, 32, and 32-bit floating point. Up to 24 audio
channels are supported in a single file.
When you set a sample rate and play a file, Soundtrack Pro plays at the nearest sample
rate your hardware can support.
Note: Files with lower bit depths or sample rates do not have the same playback quality
as formats with higher bit depths or sample rates.
You can also open and add the following types of multichannel files:
AIFF
WAVE
Broadcast WAVE
QuickTime
Single Folder Multi-mono AIFF and WAV
For more information about importing video files, see Working with Video in
Soundtrack Pro.
Many of the Apple Loops that come with Soundtrack Pro, as well as other tagged audio
files, can be looping files. Looping files may contain music, rhythmic sounds, or other
repeating patterns. You can resize a looping file to fill any amount of time. Looping files
adjust to the project tempo and key, letting you use loops recorded in different keys and
at different tempos in the same project.
Both looping and non-looping files can contain tags with information about the file,
including mood, genre, and musical instrument. Soundtrack Pro recognizes tags in audio
files intended for use with loop-based music applications. You can open an audio file in
Apple Loops Utility and add tags, and can convert a looping file to a non-looping file, or
convert a non-looping file to a looping file. For information about tagging audio files
using Apple Loops Utility, see the Apple Loops Utility User Manual.
To move a window
Drag the window by its title bar to a new location.
Using Tabs
Soundtrack Pro uses tabs so you can quickly access different project views and controls.
You can switch between projects and between different tabs. Clicking the tab you want
makes it active and brings it to the front. You can rearrange and reorder the tabs to easily
access the ones you use frequently.
You can also detach a tab from its docked position, which creates a separate resizable
window for the tab that can be dragged or resized. For example, you can drag the Favorites
tab to a new location so that you can easily move items from the Search tab to the Bin
tab.
To detach a tab
Drag the tab out of its docked position in the window to create a separate window for
the tab.
You can customize the Toolbar by including additional buttons for adding fade-ins and
fade-outs, processing an audio file, playing the current project through a video output
device, and other commands. You can also rearrange the Toolbar using set-width spaces,
flexible spaces, and separators.
To add a button to the Toolbar: Drag a button from the Customize dialog to the Toolbar.
If you drag a button between two existing buttons, the buttons move to make room
for the new button.
To move a button in the Toolbar: Drag the button to a new location on the Toolbar.
To add space or a separator to the Toolbar: Drag a space, flexible space, or separator
from the Customize dialog to the Toolbar.
3 When youre finished customizing the Toolbar, click Done in the Customize dialog.
You can also change the Toolbar so that it shows only icons or only text.
You can also hide the Toolbar to maximize available screen space.
Note: The default keyboard shortcuts for tasks are presented throughout this volume as
well as in menu commands and tooltips (tooltips appear when you move the pointer
over a control in Soundtrack Pro and show the name of the control, as well as the current
shortcut key or keys assigned to that control).
You can also use the Undo and Redo commands as a quick way of trying out changes to
your project. You can make changes to any aspect of the project, then use Undo to step
back through changes you dont like to the projects previous state. If you change your
mind after undoing a change or set of changes, you can always use Redo to recover the
changes. At any point, you can save a new version of the project using the File > Save
As command.
You can use the Undo command repeatedly to undo every change made since the project
was last saved.
The [item] in the menu changes to show the last command or operation.
You can use the Redo command repeatedly to redo every undone change since the
project was last saved.
Value sliders that combine the slider with the numeric entry field. Value sliders allow
you to enter a specific number in the value field or to drag in the value field to set a
value. When using the value sliders, you can use a modifier key to make normal, small,
or large value adjustments. Dragging in the middle area (where the number is) works
the same as an ordinary slider; dragging to the right increases the value and dragging
to the left decreases the value. Additionally, you can click the right or left arrow to
change the value one step at a time. You can also double-click the number itself and
type a new number to enter a specific number in the value field.
When a value slider or value field is active (highlighted), press Tab to move to the next
field.
If you place the pointer over a segment of the timecode, small arrows appear above and
below that segment.
You can drag up or to the right to increase the value in that segment (values in segments
to the left also increment if your dragging causes the selected segment to roll over).
Dragging to the left or down decreases the value. You can hold down the Option key to
make the value changes slower or the Shift key to make them faster.
Alternatively, you can click the up and down arrows on each side of the timecode value
or press the keyboards Up Arrow and Down Arrow keys to increase or decrease the
timecode value.
You can control which segment is affected by the up and down arrows by selecting a
segment so that a caret (^) appears below the segment. You can also use the keyboards
Left Arrow and Right Arrow keys to select other segments.
Scrubbing Audio
You can scrub a multitrack project in the Timeline or scrub an audio file project in the
File Editor. Scrubbing the project lets you hear the audio at the playhead position as you
drag the playhead, so you can find a particular sound or event in the audio file.
Scrubbing Video
In projects containing a video file, the video scrubs in the Video tab in sync with the audio
as you scrub in the Timeline or the File Editor tab.
As you drag audio clips, markers, envelope points, or other items in the Timeline or the
File Editor tab, the video scrubs at the start point of the item being dragged. Dragging
multiple items scrubs the video at the start point of the item under the pointer.
You can use the Multipoint Video HUD as a visual tool for precisely positioning sound
effects and other audio clips in a video program. For more information, see Scrubbing
and Spotting with the Multipoint Video HUD.
Go to Beginning Go to End
Previous Frame Next Frame
Record button: Starts recording at the playhead position on the track or tracks you have
enabled for recording. If no track is enabled, a new track is created when recording
starts.
Play from Beginning button: Starts playback from the position of the last playback start.
Playback begins immediately, whether the project is playing or is stopped when you
click the button.
Go to Beginning button: Sets the playhead to the closest of the following items to the
left of the playhead: the beginning of the last playback start, the beginning of the cycle
region, or the beginning of the project.
Previous Frame button: Moves the playhead backward by one frame.
Play button: Starts playing back the project from the current playhead position. Clicking
the Play button again stops playback at the current playhead position.
Next Frame button: Moves the playhead forward by one frame.
For more tips on keyboard shortcuts for playback, see Using the J, K, and L Keys for
Shuttling. For a complete list of Soundtrack Pro keyboard shortcuts, see Soundtrack Pro
Keyboard Shortcuts.
Double-click a folder
to view items inside.
You can move back through the previous locations in the Browser using the Forward and
Back buttons or through the levels of the file hierarchy using the Path pop-up menu.
Double-click an item
to open it.
You can move back through the previous locations in the Favorites tab using the Forward
and Back buttons or through the levels of the file hierarchy using the Path pop-up menu.
Search Views
Using Search, you can search for media files to add to your project. Search has two
viewsColumn view and Button view. You choose which view to display by clicking the
Columns View or Button View button in the upper-left area of the window. In both views,
the files matching your search criteria appear in the Search Results area, along with
columns displaying additional information for tagged files. You can sort these columns
by clicking the heading on top of each column. You can also perform text searches in
both views, and refine your searches.
If you use Apple Loops or other tagged audio files in a project, you can search based on
a variety of criteria, including musical instrument, genre, time signature, mood descriptor,
and scale type. You can also search using specific keywords.
The hints, tempo, key, and number of beats for each matching file are also displayed.
You can also perform text searches, which can be especially helpful for non-tagged files.
When you type text in the Search Text field, any files with the text in their file path or
filename appear in the Search Results list. The number of files appears in the Matches
column under No Category.
You can also perform text searches, which can be especially helpful for non-tagged files.
When you type text in the Search Text field, any files with the text in their file path or
filename appear in the Search Results list.
Select additional
keywords to refine
your search.
Control-click a button,
then choose the
desired keyword
from the submenu.
Note: The Search database does not update automatically. If you add files to an indexed
directory, you must index the directory again before the files will appear in the Search
tab.
3 In the file dialog, navigate to the directory you want to add, then click Open.
The directory appears in the list in the Setup dialog. You can resize the Search dialog if
you need to see more items in the list.
4 Select the directory in the list, then click the Index Now button.
Note: Indexing a large collection of files may take several minutes. The bottom of the
Add Directory dialog displays the progress of the directory being indexed. If you need to
interrupt the indexing process, click the Stop Indexing button. You can re-index the
directory later. You can deselect items you do not wish to re-index.
5 When Soundtrack Pro is finished indexing the directory, click Done to return to the Search
tab.
To use the shortcut menu or the Media pop-up menu to affect an entire project
1 Select a project file in the Bin.
2 Do one of the following:
Control-click the item, then choose Remove Unused from the shortcut menu.
Choose Remove Unused from the Media pop-up menu.
To use the shortcut menu or the Media pop-up menu to affect an individual item in
the Bin
1 Select an item in the Bin.
2 Do one of the following:
Choose an option from the Media pop-up menu.
Control-click the item, then choose an option from the shortcut menu.
The following are options available from the shortcut menu when you Control-click an
item in the Bin:
Show in Timeline: Selects the corresponding clip in the Timeline.
Spot to Timeline: Spots the clip to the Timeline with the Spot to Timecode dialog.
Spot to Playhead: Spots the clip to the playhead position in the Timeline.
Open in Editor: Opens the file in the File Editor project view.
Reconnect: Allows you to locate and reconnect any offline files.
Rename: Selects the item in the Bin so that you can enter a new name.
Reveal in Browser: Selects the item in the Browser tab.
Show in Finder: Selects the item in the Finder.
Replace Selected Clips with: Replaces the clip with a clip of your choosing.
Audio files tagged as loops play back repeatedly when previewed. You can control the
playback of the file being previewed using the preview controls. You can only preview
one audio file at a time.
Preview on selection
button
Play button
Play button: Starts playback of the preview file. If the file is playing, stops playback.
Volume slider: Sets the playback volume of the preview file.
Preview on selection button: When activated, triggers immediate playback of the selected
clip.
Media pop-up menu: Choose whether to add the file to Favorites, add to the bin, spot
to the playhead, spot to the timeline, open it in the File Editor, or reveal it in the Finder.
You can also preview a video file using the preview controls. For information about
previewing a video file, see Playing the Video.
For a complete description of the items listed in the Details tab, see Details Tab and
Editing Clip and Track Properties.
Note: The information that is displayed depends on whether or not the file is tagged.
Untagged files may not display information for all categories.
Playing Projects
You can play both multitrack and audio file projects as you work, so you can hear the
audio in the project along with the changes youve made.
To play the project from the beginning of the last playback start
Click the Play from Beginning button in the transport controls (or press Shift-Return).
As the project plays, the playhead shows the point in the project currently playing.
Note: If you click the Time ruler, you may accidentally activate the cycle region. Press
Option-X to remove the cycle region. Press C to turn the cycle region on or off. For more
information about using the cycle region, see Working with the Cycle Region.
The arrangement of the Time-based and Beats-based positions in the Time display changes
depending on the time format of the project. The position matching the time format of
the project appears in large, white numerals in the upper part of the Time display, and
the other position appears below it in smaller, gray numerals. Each position is labeled for
quick visual recognition.
For information on setting the project time format, see Setting Project Properties.
If you enter a partial number, Soundtrack Pro formats it with the rightmost pair of numbers
as frames and with each successive pair of numbers to the left as seconds, minutes, and
hours. Numbers omitted from a complete time position are interpreted as zeros. For best
results, always enter delimiters to separate each division of time.
You can select only part of the position in the Time display and enter a new number for
that position. For example, you can select only seconds, or minutes and seconds. The
other categories keep their present values. You can enter a time position in timecode
format, in a way similar to the way you enter timecode in Final Cut Pro.
For example:
If you enter 123: Soundtrack Pro interprets it as 123.1.000. This stands for the 123rd
measure, 1st beat, with no added beat divisions.
If you enter 12.3: Soundtrack Pro interprets it as 12.3.000. This stands for the 12th
measure, the 3rd beat, with no added beat divisions.
If you enter 1.2.3: Soundtrack Pro interprets it as 1.2.300. This stands for the 1st measure,
the 2nd beat, and 300/1000 of a beat (because each beat division is 1/1000 of a beat).
You can select only part of the position in the Time display and enter a new number for
that position. For example, you can select only measures, or measures and beats. The
other categories keep their present values.
You can use snapping to ensure that audio clips are synchronized to a measure or beat,
that they begin playing back at a precise point in time, and that they are precisely aligned
with other clips in the Timeline.
When you turn on snapping, the item you are moving snaps to the nearest Snap To
position in the Timeline. The available Snap To values depend on the time format of the
project.
For projects set to Time-based format, the available Snap To values are:
Ruler ticks
Seconds
Frames
Clips on Adjacent Tracks
Markers
For projects set to Beats-based format, the available Snap To values are:
Ruler ticks
1/4 notes
To turn snapping on
Choose View > Snap (or press N).
A checkmark next to the menu item indicates that snapping is turned on. Choose View
> Snap again to turn snapping off.
You can temporarily reverse the current snapping state while you work in the Timeline.
When snapping is turned on and Markers is chosen in the Snap To submenu, clips in the
Timeline snap to the playhead as well as to markers.
If you choose to open the project without reconnecting its files, you can reconnect
individual audio files from the Timeline or the Bin tab and reconnect a video file in the
video track in the Timeline. You can also use the Reconnect Offline Files command to
reconnect multiple files.
Important: When reconnecting media files that include QuickTime movies, the reconnect
operation obeys the Referential QuickTime Movies option set in the Soundtrack Pro
Preferences window. For more information, see General Preferences.
You set preferences for various aspects of both the appearance and operation of
Soundtrack Pro in the Preferences window. Some preferences apply to the current project,
and some apply to new projects you create. You may want to specify some preferences
before you begin working in Soundtrack Pro.
To change preferences
1 Choose Soundtrack Pro > Preferences.
2 Click a button at the top to view or modify those preferences.
The following are the Soundtrack Pro preferences panes. See the following sections for
details about each preferences pane.
General Preferences
Project Preferences
Recording Preferences
Synchronization Preferences
Control Surfaces Preferences
Video Out Preferences
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3 To hide the buttons, click the oval button in the top-right corner.
Click it again to show the buttons.
4 When youre done, click the close button (or press Command-W).
Startup
Open: This set of buttons determines the default Soundtrack Pro behavior on startup.
Last Project: Reopens the last project on startup.
New Multitrack Project: Creates a new, blank multitrack project on startup. This is the
default behavior.
New Audio File Project: Creates a new, blank audio file project on startup.
Timeline
Move playhead by clicking pop-up menu: Choose whether you can move the playhead
by clicking in both the Timeline and the Time ruler or only in the Time ruler.
Scrollwheel pop-up menu: Choose whether an attached mouse with a scrollwheel scrolls
the Timeline or zooms in or out at the playhead position.
Playhead Auto-scrolling pop-up menu: Choose the behavior of the playhead during
playback.
On: The playhead scrolls from left to right across the portion of the Timeline that is
visible, then jumps back to the left and the next portion of the Timeline is displayed.
Centered: The playhead remains centered in the Timeline, and the Timeline scrolls
beneath the playhead.
Tracks pop-up menu: Sets the default number of tracks for a new multitrack project.
Track Height pop-up menu: Sets the default track height for new multitrack projects.
The choices are Mini, Small, Medium, and Large.
Overlap Mode pop-up menu: Sets whether overlapped clips are crossfaded or truncated
for new multitrack projects.
Default Fade Type pop-up menu: Sets default fade type.
Default Nudge Amount pop-up menu: Sets how far objects are moved when using the
nudge command.
Move Envelope Points with Clips checkbox: Sets the default envelope selection mode.
Snapping buttons: Sets snapping mode for new projects.
On: Sets the default snapping mode for a new project to be on.
Off: Sets the default snapping mode for a new project to be off.
Multitrack Document pop-up menu: Sets snapping behavior in multitrack documents.
Audio File Document pop-up menu: Sets snapping behavior in audio files.
Starting Timecode field: You can set the starting timecode for new projects to a value
other than 00:00:00;00 by entering a timecode value in the Starting Timecode field.
You can only enter positive values in the field. When you open the project, the Time
ruler and time display start from the starting timecode value.
Video Frames per Second pop-up menu: Choose which video frame rate to use for new
projects.
Recording Preferences
These preferences let you specify settings for recording audio.
Input pop-up menu: Displays the available devices for audio input. Choose an input
device from the pop-up menu.
Note: For more information about setting inputs and outputs, see Setting the Audio
Input and Output.
Channels: Use these buttons to confirm or change default input signal routing settings.
Monitor pop-up menu: Displays the available devices for monitoring audio output.
Choose an output device from the pop-up menu.
Latency Compensation slider: Sets the amount of latency compensation in milliseconds.
If recorded audio is late, drag the slider right. If the recorded audio is early, drag the
slider left.
Synchronization Preferences
These preferences let you specify synchronization settings.
Input
Sync To MIDI Clock checkbox: Sets Soundtrack Pro to receive MIDI Clock signals from a
MIDI application or external device.
Sync To MIDI Time Code checkbox: Sets Soundtrack Pro to receive MIDI Time Code (MTC)
signals from a MIDI application or external device.
Output
MIDI Clock pop-up menu: Choose the device to send MIDI Clock to, or choose None.
MIDI Clock Virtual MIDI Device checkbox: Sets Soundtrack Pro to send MIDI Clock signals
to MIDI applications as Soundtrack Sync Source.
MIDI Time Code pop-up menu: Choose a device to send MTC signals to, or choose None.
MIDI Time Code Virtual MIDI Device checkbox: Sets Soundtrack Pro to send MTC signals
to MIDI applications as Soundtrack Sync Source.
Frame Rate pop-up menu: Sets the frame rate for outgoing MTC signals. (Note that
Soundtrack Pro automatically detects the frame rate for incoming MTC signals.)
Summary information
Control Surfaces field: Shows the control surfaces connected to your computer. Channels
and banks are assigned to control surfaces in the order they appear in the field, starting
from the left.
Add and Delete buttons: Add or delete the selected control surface so that Soundtrack Pro
no longer connects to it.
Previous and Next buttons: Change the order of the selected control surface in the
Control Surfaces field.
Summary information: Displays information about the selected control surface including
type, input port, and output port.
Control Surface Buttons button: Click to show the Control Surface Mapping window,
where you can assign control surface buttons and other controls to specific commands
and operations.
Video Output Device pop-up menu: Choose a video output device, or choose None.
Use Quarter-size Frames checkbox: Select to send video to the output device as
quarter-size frames. Quarter-size frames require less data throughput and can be sent
more efficiently than full-size frames.
You can arrange and mix audio clips in a multitrack project. Multitrack projects include
tracks, busses, and submixes you can use to create sophisticated signal routing and mixes.
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You can also open a recently open project by choosing it from the File > Open Recent
menu, or open a project by dragging it onto the Soundtrack Pro icon in the Dock.
You can have multiple projects open in Soundtrack Pro and cut and paste between them,
but you can only play one project at a time. You can open projects created with earlier
versions of Soundtrack and Soundtrack Pro, but you can only save them as multitrack
projects (with the extension .stmp).
At any time while you are working, you can close a multitrack project.
To close a project
Select the projects tab in the project pane, then choose File > Close Project (or press
Command-W).
For information on sending Final Cut Pro sequences and clips to Soundtrack Pro, see
Using Soundtrack Pro with Final Cut Pro.
Each project property has a default setting. You can also change the default project
properties for new projects in the Project pane of the Preferences window. For information
on setting preferences, see Setting Soundtrack Pro Preferences.
Automation Mode
pop-up menu
For more information about the automation mode, see Recording Automation Data.
Nudge Amount
The nudge amount determines how far your selection is moved when you use the Nudge
command.
Nudge Amount
pop-up menu
Sample Rate
The project sample rate determines the number of samples per second Soundtrack Pro
uses for audio playback and export. When you add audio files to your project, their sample
rate is matched (upsampled or downsampled) on the fly to the project sample rate with
no change to their pitch or file duration. The available sample rates are 32 kHz, 44.1 kHz,
48 kHz, 88.2 kHz, 96 kHz, 176.4 kHz, and 192 kHz. The default is 48 kHz, which is the
standard for digital video and DVD projects.
Note: When creating a soundtrack for a video, be sure you save and export your project
at the same sample rate the final video project will use.
Note: If you open your project on a computer that cannot support the project sample
rate, the project is resampled to the nearest rate the hardware supports for playback.
When you export your project, it is exported at the project sample rate, regardless of
hardware limitations. For more information on hardware sample rates, see Setting Up
Your System.
Overlap Mode
The project overlap mode determines what happens when you move an audio clip so
that it partially or completely overlaps another clip in the Timeline. There are two overlap
modescrossfade mode and truncate mode.
In crossfade mode, when you drag an audio clip so that it partially overlaps another audio
clip in a track in the Timeline, a crossfade is created for the overlapped part of the two
audio files. You can adjust the boundaries of the crossfade in the Timeline. In truncate
mode, when you drag an audio clip so that it partially overlaps another audio clip in a
track in the Timeline, the overlapped part of the clip is truncated.
To select and move clips and envelope points independently of each other
Click the Select Only Clips button at the top of the Timeline.
For more information about the envelope selection mode, see Selecting and Moving
Envelope Points with Clips.
Setting the format to Time-based lets you align clips and other items in the Timeline with
specific points in time, for example, specific frames in a video file. Setting the format to
Beats-based lets you align items in the Timeline with measures, beats, and other musical
units of time, regardless of tempo. You can switch between Time-based and Beats-based
formats while working on a project. You can also set individual tracks to use a different
time format than the projects time format. For information on setting a tracks time
format, see Changing Track Time Format.
To specify the details of the units shown in the Time display and Time ruler
1 Choose View > Time Ruler Units, then choose one of the following time formats from the
submenu:
HH:MM:SS
Seconds
Samples (Audio file projects only)
Frames
Drop frame (timecode)
Non-drop frame (timecode)
2 If your project does not contain video, you can also specify the following settings:
Set Video Frame Rate: Choose from the following: 23.98, 24, 25, 29.97, 30, 59.94, 60.
Set Starting Timecode: Enter the timecode for the first frame of your project.
End-of-project marker
You can move the end-of-project marker to change the length of the project, or delete
it if you decide you no longer want it in the project.
Scratch Location
When Soundtrack Pro automatically creates audio file projects for edited media in the
multitrack Timeline, the default location for those files is
/Users/username/Documents/Soundtrack Pro Documents/Temporary Files/. These files
are moved to the Edited Media Location when the multitrack project is saved.
Recordings Location
When you record audio in the Soundtrack Pro multitrack Timeline, the default location
for those audio recordings is /Users/username/Documents/Soundtrack Pro
Documents/Recordings/.
Note: Because video files can be very large, if you save a multitrack project collected (by
selecting the Collect Audio Files or Collect Video File checkbox in the Save As dialog), it
may take several minutes and may require a large amount of disk space to save the
project.
When the Bin tab is active, the Bin shows all of the audio clips in the project. You can
drag a clip from the list to the Timeline to add a new clip from the same audio file at a
different point in time, or to a different track.
Some properties can be changed by editing the clip in the Timeline. For detailed
information on editing audio clips, see Selecting Audio Clips in the Timeline. Other clip
properties, such as color, can be applied to clips directly. For more information, see Editing
Clip and Track Properties.
The name of an audio clip appears on the clip in the Timeline. By default, the entire name
appears on the clip if the clip is long enough to display it. You can change the default
behavior in the General pane of the Preferences window, so that long clip names are
truncated from the center. For information on setting preferences, see Setting
Soundtrack Pro Preferences.
Tracks
Tracks contain the audio you add to your project in the Timeline. Each track has a color
label, a name, an icon, and a set of controls that appear in the tracks header in the Timeline
and in its channel strip in the Mixer. Track controls include a volume slider, a pan control,
a submix pop-up menu, and buttons to mute or solo the track, bypass effects, and enable
the track for recording. In addition, each channel strip includes level meters you can use
to watch the tracks levels and a set of effects slots where you can add and order track
effects and sends.
Busses
In Soundtrack Pro, a bus is a separate but parallel audio signal created with a send. A send
can tap an audio signal and create a separate signal known as a bus. (Some might call
this an auxiliary bus.) Busses can be processed or combined independently of the main
signal. They can be combined with other signals in a submix or at the final mix, or they
can be routed to altogether separate outputs.
Track
Bus
Each bus has a color label, a name, an icon, and a set of controls that appear in the buss
header in the Timeline and in its channel strip in the Mixer. Bus controls are the same as
track controls, except that a bus does not have an Arm for Recording button (because
you cant record audio to a bus). The bus controls affect the audio of every track sent
(routed) to that bus.
For more information about using busses and sends, see Using Sends and Busses.
Submixes
Submixes let you combine the audio from different tracks and busses and route the audio
to physical outputs. If you are using external audio hardware that supports multiple
physical outputs, you can add submixes to a project and choose the physical output to
which each submix routes its audio. For more information about signal routing in
Soundtrack Pro, see Basic Signal Routing in Soundtrack Pro.
For example, you could route the audio from the dialogue tracks for each actor to a
submix called Dialogue and then route all of the dialogue from that submix to a single
output jack. You could route all music tracks to another submix and all effects tracks to
a third submix. Then you could adjust the volume or add effects separately to each submix.
For a final stereo mix, you could route all submixes to the same pair of physical output
channels (channels 1 and 2, for example), or to separate outputs. In the case of a surround
mix, you could route all submixes to channels 16. For a detailed explanation of this
example, see Example: Mixing a Project with Submixes.
For information about working with tracks, busses, and submixes in the Timeline, see
Working with Tracks, Busses, and Submixes in the Timeline. For information about working
with tracks, busses, and submixes in the Mixer, see Using Sends and Busses.
For more information about the Master bus, see Using the Master Bus.
The Timeline is where you arrange audio clips to build your soundtrack. You can also
adjust volume and panning, add effects, and edit envelopes to control automation. You
can select, cut, copy, and paste clips, move, resize, transpose, split and join them, and
edit them in other ways.
This chapter covers the mechanics of working with clips, tracks, busses, and submixes in
the Timeline.
For details on how to process the contents of audio clips, see Editing Audio in the
Multitrack Timeline.
For information on signal routing in Soundtrack Pro, see Basic Signal Routing in
Soundtrack Pro.
129
Resizing Audio Clips (p. 163)
Changing the Offset of an Audio Clip (p. 166)
Creating Fades and Crossfades in the Timeline (p. 167)
Truncating Overlapping Audio Clips (p. 173)
Working with Markers (p. 174)
Transposing Tagged Audio Clips (p. 179)
Replacing the Source Audio in a Clip (p. 179)
Replacing Audio with Related Files (p. 181)
Making Clip Channel Selections (p. 181)
Combining Separate Clips to Create Multichannel Clips (p. 184)
Editing Clip and Track Properties (p. 184)
The Timeline also displays vertical gridlines that make it easy to position clips precisely
in time. The gridlines correspond to the divisions of time in the Time ruler. The units of
time the gridlines display change depending on the Ruler Units setting in the Project tab
and the current zoom level. The Timeline is arranged in three sets of horizontal
rowstracks, busses, and submixes. You add audio clips to tracks, create submixes using
busses, and send audio to physical output devices using submixes. For information about
working with tracks, busses, and submixes, see Tracks, Busses, Submixes, and the Master
Bus.
Selection tool
Timeslice Tool
You can use the Timeslice tool to make time-based selections. Timeslice tool selections
are entirely time-based, so you can use the Timeslice tool to select portions of clips or
portions of multiple clips. (This is unlike selections across multiple tracks with the default
Selection tool, which can only select whole clips.) Timeslice selections in the Timeline will
also appear as selections in the File Editor tab. You can select the Timeslice tool by pressing
W. For more information about the Timeslice tool, see Editing with the Timeslice Tool.
Timeslice tool
Scrub Tool
The Soundtrack Pro Scrub tool provides detailed scrubbing that realistically approximates
the rock-the-reels scrubbing on analog tape decks. You can select the Scrub tool by
pressing H. For more information about the Scrub tool, see Scrubbing Audio Files.
Scrub tool
2 In the HUD, do one of the following to choose the Timeline editing tool that you want
to use:
Click the tools icon.
Press the corresponding number key (17, left to right).
Use the Left Arrow and Right Arrow keys and press Enter.
If your project contains more tracks than can be displayed in the Timeline, a vertical scroll
bar appears along the right edge of the Timeline. Drag the vertical scroll bar up or down
to change which tracks are visible.
In the lower left of the project pane are the Timeline controls, including the Track Height
control and Zoom control.
Timeline zoomed in
You can also zoom in and out using menu commands or keyboard shortcuts. If your
mouse has a scrollwheel, you can use it to zoom in and out. You can also fit the entire
project in the visible area of the Timeline.
To zoom in
Do one of the following:
Choose View > Zoom In, or press Command-Plus (+).
To zoom out
Do one of the following:
Choose View > Zoom Out, or press Command-Minus (-).
Press the Down Arrow key.
Move the Zoom slider to the right.
Click the right side of the Zoom control.
If your mouse has a scrollwheel, position the pointer over the Zoom control and move
the scrollwheel.
If your portable computer has a Multi-Touch trackpad, use the pinch gesture.
Note: You can change the default scrollwheel behavior in the General pane in
Soundtrack Pro Preferences to zoom in or out at the playhead position or scroll the
Timeline.
You can play back up to eight times normal speed, switching from 1x to 2x to 4x to 8x
normal speed (pressing either key a total of four times).
Pressing the key for playback in the opposite direction halves the playback speed, slowing
down playback in that direction until it reaches 1x playback. Playback then begins doubling
in reverse, starting from 1x.
To move the playhead to the previous edit and toggle the clip selection
Press ShiftUp Arrow.
To move the playhead to the next edit and toggle the clip selection
Press ShiftDown Arrow.
For a complete list of keyboard shortcuts, see Soundtrack Pro Keyboard Shortcuts.
Reduced track
height
To move to a new area of the Timeline using the Global Timeline view
Drag the visible area rectangle to a new position.
You can quickly move to different parts of the Timeline by dragging the blue rectangle.
This is especially useful when working on longer projects. You can also drag the rectangle
up or down to move vertically in the Global Timeline view. This is useful if your project
contains more tracks, busses, and submixes than can be displayed in the project pane.
The Time ruler changes depending on the time format of the project and the Time ruler
units. If the project is currently set to Time-based format, Time-based units appear in the
upper part of the ruler. If the project is set to Beats-based format, Beats-based units appear
in the upper half of the ruler.
You can use the Time ruler to position clips or the playhead at a precise point in time,
including synchronizing them to a specific timecode reference in a video file.
Position the playhead and press I to set the cycle region In point. Position the playhead
and press O to set the cycle region Out point.
Press X to set the cycle region In and Out points at the boundaries of the clip that currently
intersects the playhead. The clip on the uppermost track is used.
Note: For a complete list of keyboard shortcuts, see Soundtrack Pro Keyboard Shortcuts.
The cycle region is lighter in color than the rest of the Time ruler, with triangular markers
indicating its start and end points. If a cycle region already exists, you can drag anywhere
in the Time ruler outside of the current cycle region to set the cycle region to a new
position.
If cycling is turned off, you must turn it on for the cycle region to be active. The Cycle
button darkens to indicate that the cycle region is activated.
The tracks in a project appear in the upper part of the Timeline. Busses appear below
tracks, and submixes appear below busses. The Master bus appears below submixes. The
Master bus represents the final mix that will be heard from physical output jacks. It has
a single volume control and no panners or meters. You can apply effects to the Master
bus.
A separator between each set of Timeline rows helps visually distinguish them, and
disclosure triangles on each separator let you show or hide the different sets. Tracks,
busses, and submixes in the Timeline correspond to channel strips in the Mixer. When
you add a track, bus, or submix, adjust its controls, or add effects, the same changes
appear in the corresponding channel strip when you open the Mixer.
Tracks, busses, and submixes are described in greater detail in Tracks, Busses, Submixes,
and the Master Bus.
To add a track
Do one of the following:
Choose Multitrack > Add Track (or press Command-T).
Control-click an open area of the Timeline, then choose Add Track from the shortcut
menu.
Control-click a track, then choose either Add Track Above or Add Track Below from the
shortcut menu.
To add a bus
Do one of the following:
Choose Multitrack > Add Bus.
Control-click a bus, then choose either Insert Bus Before or Insert Bus After from the
shortcut menu.
To add a submix
Do one of the following:
Choose Multitrack > Add Submix.
Control-click a submix, then choose either Insert Submix Before or Insert Submix After
from the shortcut menu.
Note: It is not possible to group Mixer objects from different categories. For example,
you cannot group tracks with busses or tracks with submixes.
To select an individual Mixer object (track, bus, or submix) in the Tracks tab
Click the track, bus, or submix in the Mixer Objects outline.
You can also use the Up Arrow and Down Arrow keys to navigate through individual
Mixer objects.
Groups Outline
The Groups outline displays an outline view of any grouped tracks, busses, or submixes
in the project. You can use the Groups outline to group Mixer objects, disable or enable
groups, rename groups, delete groups, and delete items from groups.
Note: The channel strip is displayed only if a single track, bus, or submix is selected.
For more information about channel strips, see Using the Mixer.
You can only move or copy one track, bus, or submix at a time.
Each header contains various controls that perform the following functions:
Adjust volume: For more information, see Adjusting Volume.
Adjust pan position: For more information, see Adjusting Pan Position.
Mute and solo tracks, busses, and submixes: For more information, see Muting and Soloing
Tracks, Busses, and Submixes.
Add effects: For more information, see Adding Effects to a Track, Bus, or Submix.
Show and hide tracks, busses, and submixes: For more information, see Showing and
Hiding Track, Bus, and Submix Envelopes.
Change track time format: For more information, see Changing Track Time Format.
Remove tracks, busses, and submixes: For more information, see Removing Tracks, Busses,
and Submixes.
Adjusting Volume
The volume slider controls the volume (the loudness relative to other tracks) of the track,
bus, or submix.
The range is -96 dB to +6 dB, with the default at 0 dB. Double-clicking the slider resets it
to the 0 dB position.
The range is -100 (full left) to +100 (full right), with the default at 0 (center position).
Double-clicking the slider resets it to the center position.
In surround mode, drag anywhere inside the black circle to position the puck.
For finer panning adjustments and other surround controls, double-click the surround
panner to open the Surround Panner HUD.
For more information about using surround panners, see Using Surround Panners to
Create a Surround Mix. For more information about the Surround Panner HUD, see The
Surround Panner HUD.
The Solo button solos the track, bus, or submix, muting all others. Soloing a track, bus, or
submix lets you quickly isolate it from the rest of the project, so you can adjust the sound
of the soloed track, bus, or submix and make changes.
Soundtrack Pro supports multiple solo and exclusive solo. Clicking the Solo button for
multiple tracks, busses, or submixes solos them and mutes all others. When you exclusively
solo a track, bus, or submix, all others are muted, regardless of whether they are soloed.
Muted track
Soloed track
The effects advanced settings window appears, and the effect name appears in the Effect
Parameters area with its checkbox selected.
For detailed information about adding and adjusting effects, see Working with Audio
Effects.
You can also add envelopes for effect parameters, which appear below the other
envelopes. For information on adding envelopes for effect parameters, see Working with
Audio Effects.
The envelopes
appear below the
track in the Timeline.
For information on automating changes to volume, pan, and other settings, see Working
with Automation.
When the track time format is Time-based, clips remain at the same time position (the
same second or frame) when you change the project tempo. When the track time format
is Beats-based, clips remain at the same beat position (the same measure, beat, and beat
division) when you change the project tempo.
When you set a track to Beats-based time format, a metronome appears in the corner of
the track icon.
Note: If there is no track background available because the tracks in your project are too
dense, you can also make the selection by dragging in the track separator.
To select all the clips to the right or the left of the playhead on selected tracks
1 Make sure no clips are selected by clicking in the Timeline in a space between clips.
2 Select one or more tracks.
For more information on selecting tracks, see Selecting Tracks, Busses, and Submixes.
3 Position the playhead in the Timeline.
4 Do one of the following:
To select everything to the right of the playhead in the selected tracks: Choose Edit > Select
> Forward (or press Shift-End).
If you make this selection in Selection tool mode, all clips to the right (Forward) or left
(Backward) of the playhead in the selected tracks are selected. Any clips that were selected
before choosing the menu item are included in the new selection.
If you make this selection in Timeslice tool mode, any existing Timeslice selection is
extended to the end of the project (for the Forward option) and to the beginning of the
project (for the Backward option). If there is not an existing Timeslice, Soundtrack Pro
creates a Timeslice across selected tracks starting at the playhead and extending to the
end of the project (for the Forward option) and to the beginning of the project (for the
Backward option).
Note: If you hold down the Option key, the menu items read Select > All Forward and
Select > All Backward and behave the same as described above except the selection is
across all tracks instead of just the selected tracks.
When pasting clips cut or copied from different positions in the Timeline or from multiple
tracks, the following conditions apply:
Pasting clips from different Timeline positions: The clip closest to the beginning of the
project is pasted at the current playhead position, and the remaining clips are pasted
at the same positions in time relative to the first clip as when they were cut or copied.
Pasting clips from multiple tracks: The clip from the topmost track is pasted in the
currently selected track, and the remaining clips are pasted at the same positions relative
to the first clip as when they were cut or copied. If there are not enough tracks to
accommodate the clips being pasted, a dialog appears asking if you want to create
new tracks for the clips. If you choose not to create new tracks, only the clips for which
tracks already exist are pasted.
When pasting audio clips, you can choose to paste multiple copies of the clip in succession.
Using the Paste Repeat command, you can paste any number of copies of a clip in the
selected track.
As you work on a project, you may decide that a clip that sounded great on its own no
longer fits with the overall composition. You can remove clips from a project by deleting
them from the Timeline.
You can split clips by using the Split command or by using the Blade (razor) and Blade
All tools. Each method has advantages, depending on the situation.
Splitting Clips Across All Tracks with the Blade All Tool
Use the Blade All tool to split across all tracks.
To split audio clips on all tracks with the Blade All tool
1 Click the Blade All Tool button above the Timeline.
Note: If no clips or tracks are selected, using the Split command splits all clips under the
playhead.
You can split an audio clip into three segments with the Timeslice tool by making a
selection in the middle of the audio clip (any part not including either the beginning or
the end), and then pressing the S key. The clip is split into three segments, defined by
the beginning and end of the selection. For more information about the Timeslice tool,
see Editing with the Timeslice Tool.
Note: Any clip selections will supersede track selections; if both clips and tracks are
selected under the playhead, Soundtrack Pro will split only the clips.
Moving Clips
As you work in Soundtrack Pro, you may want to move tracks to new positions. There are
several ways to do this: dragging clips, entering timecode values, and using keyboard
shortcuts.
Drag a clip up or
down to move it
to a different track.
You can also move an audio clip using the Left Arrow and Right Arrow keys with various
modifier keys. Using the Command key with the arrow keys moves the clip the default
nudge amount; using the Command and Shift keys with the arrow keys moves the clip
to the next gridline in the Timeline.
You can lock the horizontal (time) position of an audio clip when moving the clip between
tracks in the Timeline. This makes it easy to keep the clips start point when moving the
clip or copying it by Option-dragging.
If the Timeline is in Select Only Clips mode, envelope points are not moved along with
clips. If you wish to move envelope points and clips together, the Timeline must be in
Select Envelope Points With Clips mode. For more information, see Selecting and Moving
Envelope Points with Clips.
For a complete list of keyboard shortcuts, see Soundtrack Pro Keyboard Shortcuts.
You can shorten clips to play back only a part of the source file. When you resize a clip
by shortening its left edge, you change the point in the source audio file at which the
clip starts playing, making the earlier part of the source audio inaudible. When you resize
a clip by shortening its right edge, the part you shorten becomes inaudible. You cannot
lengthen the left edge of a clip with non-looping playback mode beyond the beginning
of the source audio file.
When you lengthen a regular, non-looping clip beyond its original length, Soundtrack Pro
adds blank space at the end of the clip.
When you lengthen a looping clip, it repeats the source file multiple times. The notches
at the top and bottom of the clip indicate the end of each repetition of the source audio
file.
When you resize a clip, the edge being resized jumps to the nearest Snap To position if
snapping is turned on. If you want to resize the clip independently of the Snap To value,
change the Snap To value or turn off snapping before you resize the clip. For information
about snapping, see Using Snapping.
Note: If no clips or tracks are selected, using the Trim command applies the trim to all
clips under the playhead.
2 Choose Clip > Trim Out Point to Playhead (or press G).
The Out point of every selected clip under the playhead is moved to the position of the
playhead.
Note: Any clip selections supersede track selections; if both clips and tracks are selected
under the playhead, Soundtrack Pro splits only the clips.
Note: Any clip selections supersede track selections; if both clips and tracks are selected
under the playhead, Soundtrack Pro trims only the clips.
Command-Option-drag
left to change the
clips offset.
Once you have changed the offset by dragging to the left, you can also drag to the right
to change the offset.
Note: You can only drag the offset to a later part of the clips source audio file, not to a
point before the beginning of the file.
When you change the offset of a clip, the waveform moves inside the clips boundary to
indicate the change in offset. The length of the clip stays the same. If you slip past the
end of the media, looping files repeat and non-looping files play silence. For looping
clips, notches appear to show the point at which the clip starts looping.
Tip: Fades and crossfades can be applied using keyboard shortcuts. For more information,
see Soundtrack Pro Keyboard Shortcuts.
Logarithmic
Linear
S-curve
Exponential
Linear: The rate of attenuation stays constant over the length of the fade.
Logarithmic: Starts quickly, then slowly tapers off toward the end.
Exponential: Starts slowly, then moves quickly toward the end.
S-curve: Eases in and out of the fade, with the midpoint at 0 dB.
3 Drag the edge of the fade left or right to adjust the fade duration.
The fade in the Timeline is updated to reflect your choice of fade type.
Note: If no clips or tracks are selected, using the Fade command applies the fade to all
clips under the playhead.
2 Choose Clip > Fade Out from Playhead (or press OptionG).
Every selected clip under the playhead now fades out from the position of the playhead
to the end of the clip.
Note: Any clip selections supersede track selections; if both clips and tracks are selected
under the playhead, Soundtrack Pro fades out only the clips.
One of the ways to create a crossfade between audio clips is to use the Timeslice tool to
select a timeslice, then use the crossfade command. Another way is to set the project to
crossfade mode, then drag an audio clip so that it overlaps another clip. A crossfade is
created for the length of the overlapped area.
Timeslice
In crossfade mode, when you drag an audio clip so that it partially overlaps another audio
clip in a track in the Timeline, a crossfade is created for the overlapped part of the two
audio files. You can adjust the boundaries of the crossfade in the Timeline.
To create a crossfade
In the Timeline, drag an audio clip so that it overlaps another audio clip.
The crossfade appears in the overlapped area of the two clips.
Crossfade
As with other edits you make in the Timeline, creating a crossfade between two audio
clips does not change the source audio files.
You can adjust crossfades in several ways. You can change the edges of the crossfaded
clips or move the position of the crossfade without changing its length.
3 Click one of the four buttons in the column on the right to select a fade-in type for the
right clip.
The crossfade in the Timeline is updated to reflect your choice of fade type.
In truncate mode, when you drag an audio clip so that it partially overlaps another audio
clip in a track in the Timeline, the overlapped part of the clip is truncated.
Markers extend vertically through the Timeline, like the playhead. Each marker has a
handle in the area above the Time ruler, letting you position the marker precisely in the
Timeline.
Types of Markers
Soundtrack Pro displays Final Cut Pro scoring markers and lets you add your own markers
to a project. You can add two kinds of markers: time markers and beat markers. The two
types can be distinguished by their handles: time markers have green handles, and beat
markers have purple handles. Final Cut Pro scoring markers have orange handles. By
default, time and beat markers can only occupy a single frame of time, but their duration
can be extended to any length.
The following sections discuss how to work with time markers and beat markers in a
project. For information about working with Final Cut Pro scoring markers, see Using
Final Cut Pro Scoring Markers.
End-of-project
Time marker (green) marker (red)
Inserting Markers
You can insert a beat marker or time marker at any point in the Timeline.
Naming Markers
You can name time markers and beat markers, so that each marker can provide a unique
visual cue to a specific point in the Timeline or File Editor. For example, you can name
markers to define sections of your project (Introduction, Verse, or Chorus), to reflect whats
happening in the music (Latin Rhythm or Fast Groove), or to serve as reminders for your
workflow (Add Horns Here, Transpose to D, Insert Delay Effect).
Moving Markers
You can move a marker either by dragging the markers handle or by entering a new
position for the marker in the Details tab.
Deleting Markers
If you decide you dont want a time or beat marker that youve added, you can delete it
at any time.
To delete a marker
Click the marker handle to select the marker, then choose Edit > Delete (or press Delete).
Note: You cannot delete Final Cut Pro scoring markers in Soundtrack Pro.
For more information about adding and moving markers, see Working with Markers.
You can score both Final Cut Pro scoring markers and time markers to the playhead,
letting you synchronize the audio with specific points in the video.
Note: In order to add a marker at a specific timecode position, the Time ruler units must
be set to the timecode format of the video in your project.
The tempo change created when you score a marker to the playhead is always
instantaneous; that is, the tempo changes from the previous tempo immediately, without
ramping. The distance between the two envelope points determines whether the resulting
tempo change can be heard easily. If the resulting change in tempo sounds too abrupt,
you can edit the tempo envelope to make the tempo change less noticeable.
Note: If you score a marker to the playhead, and the tempo change resulting from the
scoring operation sounds too noticeable or extreme, you can undo the scoring operation.
After undoing the scoring operation, add an envelope point to the tempo envelope at a
point after any audio clips you do not want to be affected by the tempo change, but
before the marker to be scored, then repeat the scoring operation.
You can also adjust the tempo relative to a markers position, so you can synchronize the
markers position with the Beats-based units.
When you drag an audio file tagged with key information to the Timeline, Soundtrack Pro
transposes the clip to the project key. You can transpose tagged clips to another key to
create chord progressions from the same audio file or to achieve other musical effects.
You can transpose a tagged clip to any interval from one octave above (+12 semitones)
to one octave below (-12 semitones) its current key.
Note: Soundtrack Pro uses the key tag in the audio file to transpose it. In order to be
correctly transposed, the file must be tagged.
For information about properties of audio clips, see Reconnecting Media Files.
When you replace the source audio in a clip, the clips duration and offset stay the same.
Only the portion of the new source audio file equal to the clips length plays. If the new
source audio file is a music loop and it is shorter than the clips length, the clip loops
when it reaches the end of the new source audio file. Notches appear on the clip to
indicate the point at which the clip starts looping.
You can replace the source audio in all clips using the same source audio file with another
source audio file by using the Select All Occurrences and Replace Selected Loops
commands together.
To replace the source audio file in all clips using the same source file
1 Select all occurrences of the clip for which you want to replace the source audio file,
following the steps described in Selecting Audio Clips in the Timeline.
Every clip using the same source audio file is selected.
2 In the Timeline, select the clip for which you want to replace the source audio.
3 In any media tab, Control-click the audio file that will replace the selected clips audio,
then choose Replace Selected Clips With [filename] from the shortcut menu.
You can easily select any related files in the multitrack Timeline on a per clip basis.
Note: You can change the channel selection at any time by repeating the following steps.
To use the shortcut menu to make a mono channel selection from a stereo clip
Control-click the clip in the Timeline, then choose one of the following options from the
shortcut menu:
Channel Select > Mono > 1
Channel Select > Mono > 2
The clip waveform display changes to a single (mono) waveform, and the clip functions
in the project as a mono file.
To convert the channels of a stereo or multichannel clip into individual clips as you
add it to the Timeline
1 Option-click the clip in any of the Soundtrack Pro media tabs.
2 Continue to press the Option key as you drag the clip to the Timeline.
Option-drag a stereo
file from the Browser
to the Timeline.
There are four ways to set the color of a clip or a selection of clips.
You can set the color for a track, so that any clip you add to the track takes on the track
color.
Select the clip. In the Details tab, deselect the Enable checkbox.
Locking Clips
A locked clip cannot be moved, resized, or otherwise modified in the Timeline. A locked
clip can be enabled or disabled. A clip can overlap a locked clip. The envelope points
under a locked clip are locked based on the envelope mode: if attached to a clip, envelope
points are locked; if not attached to a clip, envelope points are unlocked. For more
information about attaching envelope points, see Adding Envelope Points.
Select the clip. In the Details tab, select the Locked checkbox.
To lock a track
Do one of the following:
Select the track, then choose Multitrack > Lock Selected Track (or press F5).
Control-click the track, then choose Lock Selected Track from the shortcut menu.
You can edit the contents of clips with actions and operations in the Process menu, in
addition to the operations such as trimming and moving described in Working in the
Timeline. You can apply these actions and operations after first making a selection in the
Timeline or in the File Editor tab using the Selection tool or the Timeslice tool.
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In Soundtrack Pro, actions and process menu operations are not applied directly to a clip,
but to an audio file project Soundtrack Pro creates that is shared by all clips referencing
the original source media. This means that you can apply common cleanup
operationssuch as noise reductionto a single source media file that is referenced by
multiple clips. If you need to apply actions to a single, specific instance of a clip, you must
make an independent copy of that clip. For more information, see Making an Independent
Copy of a Clip.
If you prefer, you can also double-click a clip in your multitrack project and its media file
opens in the File Editor project view, ready for waveform editing. Changes you make to
the file are instantly reflected in the multitrack project.
Editing in Place
You can view and modify a clips media file in the File Editor tab without losing the context
of your multitrack Timeline. This is called editing in place. Simply select a clip in the Timeline
and it appears in the File Editor tab below. The playheads in the Timeline and the File
Editor tab are synchronized so you can play the media file within the context of your
whole multitrack project. Any changes you make to the media file are updated in the
Timeline immediately.
Editing a clips media file in place (directly in the Timeline) is nearly identical to editing
the same media file in the Soundtrack Pro File Editor. All of the same effects, editing tools,
and waveform views are available. However, there are a few differences:
Timeline and File Editor playhead synchronization: When you edit a clips media file in
place, the Timeline and File Editor playhead are synchronized so you can work with
the media file within the context of your multitrack project.
Multiple In and
Out points
To create a copy of a clips media file and link the clip to the new audio file project
1 Select the clip whose source media file you want to copy.
2 Control-click the clip in the Timeline, then choose Replace with Independent Audio File
Project from the shortcut menu.
A new Soundtrack Pro audio file project is created that includes a copy of the original
audio file. Only media between the clips In and Out points is copied, plus handles on
either side for later trimming, if necessary.
The new audio file project opens in the File Editor tab and the clip now links to the new
audio file project.
Note: The default handle duration is 5 seconds. To adjust the handle duration, go to
Soundtrack Pro > Preferences > General.
To make changes in the File Editor and hear the results in the Timeline
1 With the File Editor tab active, select a clip in the Timeline that you would like to adjust.
The waveform for the clip appears in the File Editor.
3 As you make changes to the clip in the File Editor, the Actions tab records the changes.
You can adjust, edit, and reorder the actions as needed.
There are multiple techniques you can use to spot audio. For more information, see
Spotting Clips to the Timeline.
Optionally, you can open the Multipoint Video HUD to give you visual context for spotting
the sound effects to the Timeline. For more information about the Multipoint Video HUD,
see Scrubbing and Spotting with the Multipoint Video HUD.
Note: The currently active channel selections are the only channels affected by the
Timeslice tool.
Timeslice selection
You can select a master Timeslice that includes the audio content and the envelopes of
all tracks, busses, and submixes, including the videos audio track. (Only a master Timeslice
contains busses and submixes.)
To cut a Timeslice
Select the Timeslice, then choose Edit > Cut (or press Command-X).
If you want envelopes to be cut along with your Timeslice, enable Select Envelope Points
With Clips mode (or press OptionE if the Timeline is in Select Only Clips mode).
To copy a Timeslice
Select the Timeslice, then choose Edit > Copy (or press Command-C).
If you want envelopes to be copied along with your Timeslice, enable Select Envelope
Points With Clips mode (or press OptionE if the Timeline is in Select Only Clips mode).
To paste a Timeslice
Set the playhead at the position where you want to paste the Timeslice, then choose Edit
> Paste (or press Command-V).
The topmost track of the Timeslice is pasted in the currently selected track, and any
remaining tracks are pasted in the tracks below the selected track. If there is no track
selected, the Timeslice is pasted on the first track of the project. If not enough tracks exist
for the number of tracks in the Timeslice, a dialog appears asking if you want to create
additional tracks.
Note: To the right of the Timeline transport controls is the Selection Length value slider.
When a Timeslice is active, the Selection Length value slider shows the length (duration)
of the active Timeslice. You can use this value slider the same way you use the Duration
value slider in the Timeslice section of the Details tab.
For more information on how to use value sliders, see About Changing Values and
Timecode Entries.
For a complete list of Soundtrack Pro keyboard shortcuts, see Soundtrack Pro
Keyboard Shortcuts.
In Soundtrack Pro, you can edit audio files nondestructively, analyze and fix common
audio problems, and create AppleScript documents to batch process other audio files.
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You can open and edit an audio file with up to 24 channels in the File Editor, view it in
Waveform or Frequency Spectrum view, process the file using actions, analyze it for
common audio problems, fix analyzed problems individually or together, and then save
the edited file as an audio file project or as a standard audio file. And you can do all this
while working interactively with same audio file in the multitrack Timeline and while
hearing (and seeing) the file in the context of other audio files in a multitrack project.
Waveform view
Spectrum view
The Frequency Spectrum view HUD allows you to customize the appearance of the
Frequency Spectrum view. For more information, see Using the Spectrum View HUD.
Important: In order to edit nondestructively and save a file with actions, you need to
convert standard audio files (such as AIFF or WAVE files) to Soundtrack Pro audio file
projects (with the .stap file extension). You can easily do this by opening an AIFF or a
WAVE file in Soundtrack Pro and then saving it as a Soundtrack Pro audio file project.
Select a clip in
the Timeline...
The waveform for the clip appears in the File Editor. If there is already a clip in the File
Editor, it is replaced by the new clip.
Click the Play button (or press the Space bar) again to stop playback.
You can set the playhead in the File Editor in the same way you set it in the Timeline, by
clicking in the waveform display or in the Time ruler, using the transport controls, or using
the Playhead Location value slider. For more information, see Setting the Playhead Quickly.
Link button
Preview Volume slider
Solo button
3 Play the file and adjust the volume using the Preview Volume slider, as needed.
Scrub tool
2 Drag the Scrub tool left or right across a clip in the Timeline or across the File Editor.
When you use the Scrub tool in the multitrack Timeline, you can only scrub one clip at a
time. To scrub multiple tracks at once, scrub with the playhead.
Shift-drag to create
a selection with the
Scrub tool.
Selected area
Some actions can only be applied to a selection. The selection can contain the entire
audio file.
You can select one channel (left or right) of a stereo audio file and apply actions to only
the selected channel. You can also select only part of one channel.
If you have selected part of an audio file in the File Editor tab, you can edit the selection
to the multitrack Timeline. For more information, see Using the File Editor to Add Part of
a File to the Timeline.
Part of left
channel selected
Part of right
channel selected
To select the area between two markers in the File Editor project view
Double-click the waveform display in the area between the two markers.
If there are additional markers, you can expand the selection by dragging toward them.
If there is an existing selection, it is extended across the entire duration of the file (but
only for the currently selected channels). If there is not an existing selection, Soundtrack Pro
creates a new selection across active channels for the entire length of the file.
If there is an existing selection, the selection is extended to the end of the audio file (for
Forward) or to the beginning of the audio file (for Backward).
If there is not an existing selection, Soundtrack Pro creates a new selection across active
channels from the end of the audio file (for Forward) or from the beginning of the audio
file (for Backward).
Note: If you hold down the Option key, the menu items will read Select > All Forward
and Select > All Backward, and behave the same as described earlier except the selection
will be across all channels instead of just the selected channels.
Once you have made a selection in the File Editor, you can fine-tune the selection so that
it begins or ends at the nearest zero-crossing point.
The previous selection becomes the current selection. The selection area appears darker
than the rest of the waveform.
The next selection becomes the current selection. The selection area appears darker than
the rest of the waveform.
The selected part of the file is removed, and the file shortens by the cut amount.
You can paste audio in the File Editor. You can paste at the playhead position, paste mix,
or paste repeat.
You can also paste mix in the File Editor. When you paste mix, the pasted audio is mixed
(or blended) with the existing audio in the audio file. You can control the mix of the
pasted audio and existing audio and can crossfade the pasted audio.
4 Drag the Clipboard Level slider to set the mix level of the pasted audio.
5 If you want to crossfade the pasted audio, do the following:
a Select the Crossfade In checkbox, then enter a crossfade value (in milliseconds) in the
Fade In Length field.
b Select the Crossfade Out checkbox, then enter a crossfade value (in milliseconds) in
the Fade Out Length field.
You can also paste repeat in the File Editor. When you paste repeat, the cut or copied
audio is pasted the number of times you specify in succession, so that each copy starts
at the end of the previous one.
The copies are pasted starting at the playhead position. The audio after the playhead in
the file moves to accommodate the pasted audio, and the file lengthens by the pasted
amount.
To zoom in or out
Do one of the following:
Drag the Zoom control left to zoom in for a closer view, or drag right to zoom out for a
wider view.
Choose View > Zoom In to zoom in one level, or press CommandEqual Sign (=).
Choose View > Zoom Out to zoom out one level, or press CommandMinus (-).
If you have a mouse with a scrollwheel connected to your computer, you can set
Soundtrack Pro to zoom in or out when you move the scrollwheel. You can select part
of the audio file and zoom in on the selected area, zoom in to see individual samples in
the waveform, or zoom out to peaks.
To set Soundtrack Pro to zoom the waveform display when you move the scrollwheel
1 Choose Soundtrack Pro > Preferences.
2 If the General preferences pane is not visible, click the General button.
3 In the Timeline section of the General preferences pane, choose Zooms at playhead
from the Scrollwheel pop-up menu.
You can also zoom in on a selected area using the Zoom tool. For information, see Using
the Zoom Tool.
Audio Stretching
tool button
Note: You can edit a graphically performed time stretch by double-clicking the action in
the Actions tab. For more information about audio stretching, see Time Stretch.
When you shorten a selection of an audio file using the Audio Stretching tool in the File
Editor, the empty part of the selection area is filled with ambient noise if an ambient
noise print exists. If no ambient noise print exists, the empty part of the selection area is
filled with silence. Shortening a selection using the Audio Stretching tool does not change
the length of the audio file.
When you lengthen the selection using the Audio Stretching tool, any audio overlapped
by the lengthened selection area is deleted. Lengthening the selection past the end of
the file changes the length of the audio file.
If you hold down the Option key while dragging the selection with the Audio Stretching
tool, the audio following the selection area ripples forward when you lengthen the
selection and ripples backward when you shorten the selection. In both cases, using the
Option key changes the length of the audio file.
Note: Stretching an audio file by a large amount can degrade the sound quality of the
audio file.
For information about stretching an audio file numerically using the Process menu, see
Time Stretch.
For information on other ways to zoom in and out in the waveform display, see Zooming
In and Out in the File Editor.
3 Enter a sample rate in the Sample Rate field or choose one from the pop-up menu.
4 Click OK.
Frequency Spectrum
View button
Preemphasis slider and value field: Applies gain per octave. Higher values emphasize
high frequency content.
Minimum Frequency slider and value field: Allows you to view a subset of the frequency
range (for example, only the frequencies over 1 kHz).
Maximum Frequency slider and value field: Allows you to view a subset of the frequency
range (for example, only the frequencies under 9 kHz).
Minimum Power slider and value field: Defines the bottom of the scale (where the blue
portion of the gradient starts).
Maximum Power slider and value field: Defines the top of the scale (where the red portion
of the gradient ends).
To display the audio file in Frequency Spectrum view, part of the audio data for each
given point in time is analyzed. Each method of analysis represents a slightly different
compromise between frequency resolution and spectral leakage. You can choose between
several different analysis methods, called analysis windows, used to display the frequency
spectrum in Frequency Spectrum view.
Frequency Spectrum view changes the display using the analysis window you selected.
Experiment with these options to see which one shows the data the best.
You can also choose the number of samples used to calculate the spectrum display.
To choose the window size (number of samples used) for Frequency Spectrum view
Control-click the spectrum display, then choose a number from the lower part of the
shortcut menu.
Frequency Selection
Tool button
Frequency Spectrum
view selection
Applying Actions
You start working with actions by applying an action to the audio file or the currently
selected part of the file.
To apply an action
1 With the file open in the File Editor, choose an item from the Process menu.
The item appears in the Actions list.
Resulting waveform
2 Some actions have a dialog that appears when you choose the item from the Process
menu. Adjust the settings in the dialog, then click Apply.
The action is added to the Actions list, and the waveform display updates to show the
change to the audio file. You can hear the change when you play the project. Some
actions may take a moment to apply. In this case, a progress bar appears, indicating that
the action is being applied.
Some effects, including reverb and delay, add audio that extends past the end of the file.
This is called an effect tail. When you apply a processing effect that produces an effect
tail to an audio file in the File Editor, the file is lengthened to include the tail until the
point at which the tail falls below -96 dB. If you apply a processing effect that produces
a tail to a selection, the tail is mixed with the audio following the selection. If the tail
extends past the end of the file, the file is lengthened to include the effect tail until the
point at which the tail falls below -96 dB.
When you apply an action that adds a short (0.1 second or less) tail to an Apple Loops
audio loop, the tail is shortened to preserve the overall length of the loop.
Reordering Actions
You can reorder actions after applying them to an audio file. The order in which effects
and other actions occur can drastically change the resulting sound of the audio file.
Depending on the length of the file, reordering actions can take time.
To reorder actions
In the Actions list, drag the actions you want to reorder up or down to new positions.
You hear the change when you play the audio file. The waveform display updates to
show the change to the audio file.
You can move the Action Insert bar up or down to a new position in the Actions list. Only
actions before the Action Insert bar are heard when you play the project, so you can
control which actions are heard by moving the bar. The purple strip to the left of the
checkboxes in the Actions list indicates the actions that are heard when you play the
project.
When you choose an item from the Process menu, it is applied directly following the
Action Insert bar. By moving the bar, you set where in the list the next action is applied.
When you reverse the order of the Actions list, the Action Insert bar appears at the top
of the list instead of at the bottom. You hear actions below the Action Insert bar in the
list, rather than above it. When you choose an item from the Process menu, it is applied
directly above the position of the Action Insert bar.
Reversing the order of the Actions list affects only the visual appearance of the list. The
order in which actions are applied to the audio file is unchanged.
Flattening Actions
You can flatten the actions in a project to a single action. Flattening actions renders the
actions into the file, reducing the complexity of the file and the file size. When you flatten
actions, all existing actions are removed from the Actions list, and you can no longer
reorder the actions or edit their action settings, unless you undo flattening the actions.
Some items in the Process menu, including Convert to Mono and Resample, flatten all
actions in the project.
Deleting Actions
You can delete an action if you decide you no longer want it in the project.
To delete an action
Select the action in the Actions list, then press Delete.
Each selection you make in the File Editor applies to a specific range of time, and each
action applies to a range of time defined by the selection at the time the action is applied.
Because selections and actions apply to a range of time, changing the files length can
change the audio to which a selection or action applies. In the File Editor, you see the
selection remain in the same place (the same range of time as shown in the Time ruler)
and see the waveform under the selection change.
When you apply an action that changes the files length, any existing selections apply to
the same range of time, but the audio occupying that range of time may be different
than when you applied the action. For example, if you select a range of time beginning
five seconds after the start of an audio file, then insert one second of silence at the
beginning of the file, the selection still begins five seconds after the start of the file, but
the audio at the beginning of the selection corresponds to what was previously four
seconds after the start of the file.
The Power Line Hum, DC Offset, and Phase analysis types determine whether the audio
file or selection exhibits these problems. Because hum, DC offset, and phase issues tend
to last for long times, up to the entire length of the file, better results might be achieved
when analyzing the entire audio file or the part of the file you think has the problem.
Analysis tab
4 Click the disclosure triangle for the analysis types for which you want to set parameters
(there is a disclosure triangle next to these).
The Clicks and Pops and Silence analysis types have parameters you can set. Each type
has a Threshold slider you can drag to set the threshold for detecting clicks and pops or
detecting silence.
5 In the Parameter list on the right, do one of the following:
Drag the Threshold slider left to lower the threshold or right to raise the threshold.
Type a value in the Threshold field.
The Clicks and Pops Threshold slider uses an algorithm to detect transients that are clicks
or pops. Moving the slider to the right results in fewer clicks or pops being detected.
The Silence Threshold slider ranges from 0% to 10% of the full-scale level of the audio
file, which corresponds to a range of -infinity dB to -20 dB.
Parameter list
Analyze button
6 When youre ready to analyze the file, click the Analyze button, located below the
Parameter list.
Results list
You can zoom in on an item in the Results list so you can see the problem area of the
audio file closely.
Select an item in
the Results list, then
press and hold the
Magnify button.
To zoom in and stay at the new zoom level: Option-click the Magnify button at the bottom
of the Results list.
Once you have fixed a problem, you can remove it from the Results list, so that you can
focus on remaining problems.
You can create an audio file project from a clip and open it in the File Editor. Audio file
(.stap) projects let you edit nondestructively.
You can also open the original file in its native format in the File Editor. Editing the original
audio file means that when you save your changes, you overwrite (replace) the original
file with the edited one.
To open an audio file in its native format in the File Editor project view
Do one of the following:
Select the clip, then choose Clip > Open in Editor.
In the Timeline or in one of the media tabs, Control-click a project or file, then choose
Open in Editor from the shortcut menu.
In Final Cut Pro or Motion, Control-click an audio clip, then choose Open in Editor from
the shortcut menu.
When you open a clip from the multitrack window, if the clip is part of a larger audio file,
the File Editor zooms in to the length of the clip. A marker is added to mark the start and
end points of the clip.
When you open a stereo audio file in the File Editor, the left channel appears in the upper
part of the waveform display, and the right channel appears in the lower part.
You can have multiple audio file projects open in Soundtrack Pro and cut and paste
between them, but only one project can play back at a time.
Setting the Time Ruler Units in the File Editor Project View
You can set the Time Ruler units in the File Editor project view to any format in the Time
Ruler Units submenu.
To set the Time Ruler units in the File Editor project view
Choose View > Time Ruler Units, then choose a format from the submenu.
To close a project
Choose File > Close Tab (or press Command-W).
To close all open projects and close the Soundtrack Pro window
Click the close button in the upper-left corner of the window.
To add a realtime effect to an audio file project in the File Editor project view
1 Open an audio file or audio file project in the File Editor project view.
2 In the Effects tab, select a category in the Category list to display the effects for that
category in the Effect list.
3 In the Effect list, do one of the following:
Double-click the effect you want to add to the track.
Select the effect name, then click the Add Effect button.
Drag the effect to the Effect Parameters area.
The effects advanced settings window appears, and the effect name appears in the Effect
Parameters area with its checkbox selected.
For more information on applying realtime effects, see Working with Realtime Effects.
For information on adding and adjusting envelope points, see Working with Automation.
Once you render realtime effects and envelopes to an action, the realtime effects are
deleted from the project, and the envelopes are reset to their default values.
Some effects, including reverb and delay, add audio that extends past the end of the file.
This is called an effect tail. When you render realtime effects to an action, if any of the
effects creates an effect tail that extends past the end of the audio file, the file lengthens
to include the effect tail.
Saving Audio File Projects from the File Editor Project View
You can save a project as an audio file project or as a standard audio file and can choose
other options when you first save the file. Audio file projects are saved with the extension
.stap. Saving a project as an audio file project lets you make changes to actions and other
edits when you reopen the project in the File Editor.
The first time you save an audio file project with referenced audio, a dialog appears asking
if you want to include or reference the source audio. Your choice becomes the default
behavior for new audio file projects and can be changed in the General preferences pane.
When you change the sample rate, bit depth, or number of channels in a QuickTime
movie, the file size of the saved movie might be larger than expected. Also, when saving
to a QuickTime movie that uses a compressed audio format, the audio is saved
uncompressed and the file size might be larger than expected.
In all of the above cases, saving the movie to a different location results in the file being
saved at the correct file size.
Note: When you save an audio file with the same name, location, and extension as the
original audio file, you overwrite the existing audio file.
Some of these controls have slightly different functions in the File Editor than they do in
the Timeline.
Master Envelopes button: You can show or hide the envelopes for the audio file.
Snapping button: You can turn snapping on or off in the File Editor.
Snap To button: You can choose the Snap To value that the playhead and other items
snap to. In the File Editor, the choices for snap are Ruler Ticks and Zero Crossings.
You can edit the droplet in the AppleScript Script Editor to adjust action settings. This is
especially helpful when you want to apply the same series of actions to multiple files, or
when you want to apply actions repeatedly, changing one or several settings each time.
You can apply a droplet to another audio file, or group of files, by dragging files or folders
containing a group of files onto the droplet.
You can apply a series of actions saved as a droplet to a clip in Final Cut Pro.
Soundtrack Pro opens with the clip visible in the File Editor. The actions are applied to
the clip, the clip is saved with the changes, and the File Editor moves to the background,
behind the Final Cut Pro windows.
When an audio file project has two or more markers, you can select the area between
two markers by double-clicking in the waveform display. For more information, see
Selecting All or Parts of an Audio File.
For information about inserting, naming, moving, and deleting markers, see Working
with Markers.
You can process audio files in the File Editor in a variety of ways. You can choose
processing effects and other operations from the Process menu and apply them to an
entire file, or select part of the file and apply the effect to the selection. When you choose
an item from the Process menu, the item appears as an action in the Actions list. The
Process menu contains the items described in the following sections.
Note: In addition to processing effects, you can apply realtime effects to an audio file
project. You can apply realtime effects in the Effects tab, and you can automate realtime
effect parameters in the File Editor project view. For more information, see Applying
Realtime Effects in the File Editor Project View.
251
Edit Channels (p. 264)
Render to Action (p. 266)
The effects included with Soundtrack Pro are categorized by type in the Effects submenu.
Below these effect categories is a submenu for Mac OS effects. If you have installed
third-party Audio Units effects on your computer, additional submenus for the third-party
effects appear at the bottom of the Effects submenu.
When you apply a processing effect from the Effects submenu, the floating advanced
settings window for the effect appears. Processing effects windows are nonmodal, allowing
you to click a window behind the effects window (for instance, the Timeline or File Editor
window) to move the playhead or adjust the selection range.
The advanced settings window contains controls for previewing the effect in the File
Editor, bypassing, applying, or canceling the effect, resetting effect parameters, and
applying effect presets.
Show/Hide Presets
button
Bypass button
Reset button
Play button: Plays the audio file or selection with the effect.
Volume slider: Controls the volume of the audio file or selection as you play it.
For information about the effects in the Effects submenu, see Working with Audio Effects.
For information about applying effect presets in the File Editor, see Working with Effect
Presets.
Fade In
Choosing this command fades in the audio file or selection. The fade-in progresses in
linear fashion from the beginning to the end of the audio file or selection.
Fade Out
Choosing this command fades out the audio file or selection. The fade-out progresses in
linear fashion from the beginning to the end of the audio file or selection.
Normalize
Choosing this command normalizes (adjusts the gain of ) the audio file or selection to the
decibel level shown in the Normalization Level field. There are two different methods
you can use to normalize an audio file or selection: Peak (the default) or RMS (root mean
square). If you choose the peak method, the highest peak in the file or selection is raised
or lowered to the level you set, and the rest of the audio file is raised or lowered by the
same amount. If you choose the RMS method, the average level in the file or selection is
raised or lowered to the level you set. In general, use the peak method if you wish to set
the loudest part of your selection to a particular value, and use RMS if you wish to set the
average decibel level to a more consistent perceived volume. When you choose Process
> Normalize, the level is set to 0 dB by default.
Normalize Method
pop-up menu
The Normalize dialog appears, showing the Peak Level and RMS Level of the selection.
2 Choose the normalize method from the pop-up menu.
3 Drag the Normalization Level slider or select the value in the Normalization Level field
and type a new value.
4 Click OK.
You can preview the audio file at the normalization level before closing the Normalize
dialog. This makes it easy to set the level before normalizing the file.
Adjust Amplitude
Choosing this command raises or lowers the gain of the audio file or selection by the
amount shown in the Amplitude Level field. When you choose Process > Adjust Amplitude,
the level shown in the field is zero (0) dB, or unity gain.
Silence
Choosing this command replaces the audio file or selection with complete silence.
Invert
Choosing this command inverts the phase of each sample in the audio file or selection.
Each samples amplitude is unchanged, but the phase is inverted. In the waveform display,
the waves crests become troughs and vice versa.
Insert
You can insert silence, noise, or a waveform in an audio file or selection. When you choose
Process > Insert, then choose one of the three items from the Insert submenu, the silence,
noise, or waveform is inserted at the current playhead position. The remainder of the
audio file ripples so that it continues after the inserted silence, noise, or waveform.
Inserting Silence
When you choose Process > Insert, then choose Silence from the Insert submenu, the
Insert Silence dialog appears. You can set the length of silence to insert, and choose the
format for setting the length of the silence (any of the Time Ruler Units formats).
Inserting Noise
When you choose Process > Insert, then choose Noise from the Insert submenu, the Noise
Generator dialog appears. You can set the type of noise to insert, set the length of the
inserted noise, choose the format for setting the noise length (any of the Time Ruler Units
formats), and set the volume of the inserted noise.
Inserting a Waveform
When you choose Process > Insert, then choose Waveform from the Insert submenu, the
Waveform Generator dialog appears. You can set the type of waveform to insert, set the
length of the inserted waveform, choose the format for setting the waveform length (any
of the Time Ruler Units formats), and set the volume of the inserted waveform.
Time Stretch
You can time stretch an audio file or selection. When you time stretch an audio file, you
change the duration (length) of the file without changing the frequency (pitch) of the
file. For example, for a file containing music, the tempo of the music is changed, but not
the pitch. When you time stretch an audio file, you can choose the format for time values
you enter. You can select seconds, timecode, samples, frames, or a percentage.
3 In the Time Stretch dialog, choose the format for setting the amount to time stretch the
file from the Format pop-up menu.
4 Choose the type of algorithm to use to perform the time stretch from the Stretch Using
pop-up menu.
For information on stretching a file graphically using the Audio Stretching tool, see Using
the Audio Stretching Tool.
Noise Reduction
Some audio files contain unwanted noise, making it difficult to hear the voices, music, or
other content of the file. Soundtrack Pro features two commands, Set Noise Print and
Reduce Noise, that you can use together to reduce noise in an audio file or selection.
Setting the noise print before reducing noise is optional. If you do not set a noise print
before using the Reduce Noise command, Soundtrack Pro extracts a noise print from the
selected part of the audio file. If there is an existing noise print, it will be used, even if it
is from a different audio file, unless you set a new noise print.
5 Click the Add (+) button at the bottom of the Presets pane.
A new, untitled preset appears under User Presets.
6 Type a name for the preset, and press Enter.
Reduce Noise
The Reduce Noise command uses the frequency content of the noise print to reduce
noise in the audio file or selection.
You can preview noise reduction with the Reduce Noise dialog open and adjust the
threshold and tone of noise reduction. You can also hear the audio file or selection with
and without noise reduction, or hear only the noise to be removed.
The ambient noise is stored in a special buffer separate from the Clipboard and is saved
to the project.
If you have copied audio to the Clipboard, you can set the contents of the Clipboard as
an ambient noise print.
Equalization Matching
Equalization matching matches the average frequency spectrum of the target clip to that
of the source clip.
Apply Equalization
The Apply Equalization command uses the average frequency spectrum of the equalization
print to match the equalization in the audio file or selection.
Convert to Mono
Choosing this command converts a stereo audio file to mono. You can choose whether
to convert the file to mono by using only the left channel, using only the right channel,
or combining the two channels. Combining the left and right channels sums them as an
equal gain mix.
The Convert to Mono action converts the entire stereo file to mono. You cannot convert
only a selection of a file to mono. The Convert to Mono action flattens the file, removing
existing actions from the Actions list. For information about flattening actions, see
Flattening Actions.
Resample
Choosing this command resamples the audio file to a new sample rate.
The Resample action flattens the file, removing existing actions from the Actions list. For
information about flattening actions, see Flattening Actions.
Swap Channels
Choosing this command swaps the left and right channel of a stereo audio file or selection.
If the file is mono or multichannel (more than two channels), Swap Channels is disabled.
Edit Channels
This command opens a dialog that allows you to add channels, remove channels, and
rearrange the order of channels in an audio file.
Note: Some operations, such as the Edit Channels command, are only available in the
File Editor, not in the multitrack Timeline.
2 Drag the name of the channel to a different location in the channel list.
3 Click OK.
Render to Action
This command renders realtime effects to actions. It is available in the File Editor project
view only. For more information, see Rendering Realtime Effects to Actions.
You can modify the sound of your project in many ways using audio effects. Soundtrack Pro
includes a complete set of professional-quality audio effects you can use in your projects.
The same audio effect can be applied either as a realtime effect or a processing effect,
with different results.
267
For more information about selecting clips, see Selecting Audio Clips in the Timeline and
Editing with the Timeslice Tool.
2 Choose Process > Effects and choose one of the effects from the submenu.
The effects advanced settings window appears.
Advanced settings
windows can contain
different kinds of
controls.
Play button
For more information about working with processing effects, see Processing Audio Files.
For information on working with actions, see Working with Actions.
You can create effects chains on a track, bus, submix, or audio file using realtime effects.
An effects chain is a series of effects that modify the audio in a set order. Using busses in
the Timeline and Mixer, you can create submixes, and apply the effect to all the tracks in
a submix with one set of controls.
For information on working with realtime effects in both multitrack and audio file projects,
see Working with Realtime Effects.
Note: This chapter describes the various categories of effects included with Soundtrack Pro.
For complete information on the details of each realtime effect, see the Soundtrack Pro
Effects Reference document, available in the Help menu.
You can show an effects presets, add and delete presets, apply a preset, adjust preset
parameters, and create your own presets.
To add a preset
1 Click the Add Preset (+) button.
A blank, untitled preset appears in the User Preset list.
2 Click the name Untitled and type a name for the preset.
To delete a preset
1 Select the preset in the Presets drawer.
2 Click the Delete Preset () button.
Dynamics Effects
Dynamics effects let you adjust the dynamic range (the range between the softest and
loudest sounds) of your projects. You can use dynamics effects to make sounds more
focused and to optimize the sound for specific playback situations. Dynamics effects
include compressors, limiters, and noise gates.
Compressor plug-in
In addition, a compressor can make a project sound better when played back in different
situations. For example, the speakers on a television set or in a car sound system typically
reproduce a narrower dynamic range than does the sound system in a theater.
Compressing the overall mix can help make the sound reproduce more clearly in
lower-fidelity situations.
Compressors have two main parameters. The threshold lets you set the amplitude above
which the compressor lowers the volume. The ratio lets you control the amount by which
sounds above the threshold will be lowered, as a percentage of the original signal.
For example, if you set the threshold to 12 dB, and the ratio to 2:1, a sound at 7 dB
(5 dB above the threshold) is reduced by 2.5 dB, and a sound at 2 dB (10 dB above the
threshold) is reduced by 5 dB.
Compressors can also include parameters for attack and release. These parameters let
you set how quickly the compressor reacts once the threshold is reached (for attack) or
once the signal falls below the threshold again (for release). Use these parameters to
make the compressors effect more subtle or more pronounced. Another parameter on
some compressors is the knee (or soft knee), which lets you control how gradually the
compressor transitions between no compression and the compression ratio at the
threshold.
Limiters
Limiters (also called peak limiters) prevent the audio signal from exceeding a maximum
volume level. A compressor gradually attenuates levels above the threshold, but a limiter
puts a hard limit on any signal louder than the threshold, usually at a high ratio. You use
a limiter mainly to prevent clipping.
Noise Gates
A noise gate alters the signal in the opposite direction from a compressor. While a
compressor lowers the volume of sounds above the threshold, a noise gate lowers the
sounds below the threshold. Loud signals pass through unchanged, but softer signals,
such as the decay of a loud instrument, are cut off. Noise gates can be used to eliminate
low-level noise or hum from an audio signal.
Distortion Effects
Distortion effects simulate the sound of analog and digital distortion. After working to
eliminate the digital distortion caused by clipping from a project, why would you add
distortion as an effect? The distortion produced by overdriven vacuum tubes (which were
used in amplifiers and music recording equipment before the development of digital
recording technology) produces an effect which many people find pleasing, and which
is integral to many styles of popular music. Analog tube distortion adds a distinctive
warmth and bite to the signal.
There are also distortion effects that intentionally cause clipping and digital distortion of
the signal. These can be used to modify vocal, music, and other tracks to produce an
intense, unnatural effect, or for creating sound effects.
Distortion effects include parameters for tone, which let you shape the way in which the
distortion alters the signal, and for gain, which let you control how much the distortion
increases the output level of the signal.
Most EQ effects make use of filters. As the name suggests, a filter allows certain frequencies
to pass through to the output while stopping or attenuating other frequencies. EQ
effects include highpass, lowpass, and band pass filters.
Channel EQ plug-in
Note: The frequencies shown for each range are approximate. Any division of sound into
frequency ranges is somewhat arbitrary and is meant only to give a general indication
of each range.
Roll-Off Filters
The simplest types of EQ effects are roll-off filters, which include lowpass, highpass,
bandpass, and shelf filters. Lowpass filters affect all frequencies above a specific frequency,
called the cutoff frequency. Frequencies above the cutoff are attenuated or rolled off
gradually, usually by a fixed number of decibels per octave. Highpass filters, by contrast,
affect all frequencies below their cutoff frequency. Bandpass filters exclude all frequencies
close to their center frequency. You can set the center frequency, and also set the bandwidth
or Q, which specifies how wide a range of frequencies around the center frequency is
affected.
These EQs include parameters for setting the cutoff frequency. Shelf filters add parameters
to control the gain (the amount of boost or cut). You can use roll-off filters as broad
brush effects to boost or cut a large range of frequencies.
Graphic EQs
Graphic EQs give you a set of filters (often with 10 or 31 filters), each with a set center
frequency and bandwidth. Using a graphic EQ, you can shape a wide variety of frequencies
throughout the frequency range. Graphic EQs can be used to shape the sound of the
overall project mix.
Parametric EQs
Parametric EQs are similar to bandpass EQs, but provide a greater amount of control, and
can be used for extremely precise adjustments. With a parametric EQ, you can set the
center frequency, the gain, and the bandwidth. Used carefully, a parametric EQ can help
a track cut through the mix, or help a track or project sound fuller. Parametric EQs can
also be used to remove specific, unwanted frequencies from a mix.
All of the modulation effects include parameters for the delay rate (also called speed or
frequency), which let you set the minimum delay time; depth (also called width or intensity),
which you use to set how much the LFO modulates the delay time; and mix, which you
use to control the ratio of the effected (wet) signal to the original (dry) signal. They can
also include parameters for feedback (or regeneration), which add part of the output back
into the input signal.
Chorus
Chorus effects play back multiple repetitions of the delayed signal (like reverbs), but vary
the delay time for each one, using an LFO. As the name implies, this effect can strengthen
the sound, and create the impression that the sound is being played by many instruments
or voices in unison. The slight variations in delay time created by the LFO simulate the
subtle differences in timing and pitch heard when several people play together. Using
chorus also adds fullness or richness to the signal and can add movement to low or
sustained sounds.
Phase Shifters
Phase shifters produce a characteristic whooshing sound by combining the original
signal with a copy of the signal that is slightly out of phase with the original. This means
that the amplitudes of the two signals sound waves reach their highest and lowest points
at slightly different times. The time between the two signals is modulated, typically using
an LFO. As the two signals go in and out of phase, certain frequencies, called notch
frequencies, are created, which give phase shifters their distinctive sound.
The main difference between chorus and phase shifting is the amount of delay time.
Chorus effects typically use delay times between 20 and 30 milliseconds (ms), while phase
shifters (and flangers, discussed next) typically use shorter delay times, between 1 and
10 ms.
Flangers
Flangers work in much the same way as do phase shifters, but additionally change the
pitch of the delayed signal slightly. Flanging is typically used to create a more extreme
change than phase shifting, sometimes described as adding a spacey or underwater
effect.
Delay
A delay effect stores the audio signal and then plays back each repetition at a regular
rate of time after the original signal. Delays can be used to double individual sounds (for
example, making it sound as if a group of instruments is playing the same melody), to
achieve echo effects (making it sound as though the sound was occurring in an immense
space), and to enhance the stereo position of tracks in a mix. Delay effects are not
commonly used on an overall mix except to achieve special effects (such as to create an
otherworldly sound).
Delay effects let you set the delay time, the time between the original signal and the
delayed signal. Delays often provide parameters for feedback (also called regeneration),
which let you set how much of the delayed signal is fed back into the delays input,
creating more repetitions of the delay (like the number of bounces in an echo). Specific
types of delay have other parameters: tap tempo delays let you set the delay time by
physically tapping a key or controller; stereo delays include parameters for the pan position
of the output signal, which can be shifted over time using a low-frequency oscillator
(called an LFO).
The first form of reverb actually used a room with hard surfaces (called an echo chamber)
to add echoes to the signal. Mechanical devices, including plates and springs, were also
used to add reverberation to the output of instruments and microphones. Digital sound
recording has made it possible to use digital reverbs, which use complex algorithms (sets
of equations) to simulate various acoustic environments with greater accuracy and
flexibility.
Simple reverb effects provide parameters for the decay time or reverb time, which let you
set how long the reverb lasts before dying away, and the mix or level, which you use to
set the ratio of the effected signal (called the wet signal) to the original (the dry signal).
More sophisticated reverbs can include the following parameters:
Room type: Lets you set the type of space the reverb will simulate: a small or large
room, a hall, or another type of acoustic space.
Correlation Meter
The Correlation meter displays the phase relationship of a stereo signal. A correlation of
+1 (plus one, the far right position) means that the left and right channels correlate
100% (that is, they are completely in phase). A correlation of 0 (zero, the center position)
indicates the widest permissible left/right divergence, often audible as an extremely wide
stereo effect. Correlation values less than zero indicate that out-of-phase material is
present, which can lead to phase cancelations if the stereo signal is combined into a
monaural signal.
MultiMeter
The MultiMeter combines the functions of the Level Meter and Correlation Meter (as
described above) with several other analysis tools:
A Spectrum Analyzer
A Goniometer for judging the phase coherency in the stereo sound field
Spectrum Analyzer
The Spectrum Analyzer divides the audio signal into 31 independent frequency bands.
Each frequency band represents one third of an octave. The filter curves comply to IEC
document 1260.
You turn on the Spectrum Analyzer by clicking the Analyzer button. Turning on the
Spectrum Analyzer turns off the Goniometer. The four buttons under the Analyzer button
determine what portion of the input signal the Analyzer is displaying. You can choose
between Left or Right channel only. LR max shows the maximum band levels of either
channel, while Mono displays the levels of the stereo signal summed to mono.
The View options determine the level represented by the top line of the scale in the
display (Top; range: -40 to +20 dB) and the overall dynamic range of the Spectrum Analyzer
(Range; range: 20 to 80 dB). These two parameters can also be set directly in the display:
by dragging directly on the bar graph, you can shift the top line of the display. Dragging
directly on the dB scale allows you to compress or expand the scales range. The View
options are useful when analyzing highly compressed material as you can identify smaller
level differences more easily by moving or reducing the display range.
There are three display respond modes: RMS Slow, RMS Fast, and Peak. RMS Slow and
RMS Fast modes show the effective signal average (Root Mean Square) and offer a good
representation of the perceived volume levels. Peak mode shows level peaks accurately.
The signal trace slowly fades to black, imitating the glow of the tubes found in older
Goniometers, and at the same time enhancing readability.
Clicking the Goniometer button turns on the Goniometer and turns off the Spectrum
Analyzer. You can use the Auto Gain display parameter in order to obtain a higher readout
on low-level passages. Auto Gain allows the display to automatically compensate for low
input levels. You can set the amount of compensation with the Auto Gain parameter, or
set Auto Gain by dragging directly in the display area of the Goniometer.
Note: Auto Gain is a display parameter only and increases the display for better readability.
The actual audio levels are not touched by this parameter.
Miscellaneous Effects
Miscellaneous effects dont fall into any of the other categories. They include denoising
effects, pitch shifting effects, stereo enhancers, bass enhancers, and effects used to
transform the sound of vocals. Each effect gives you a different way to modify the audio,
and includes a unique set of parameters.
The Reduce parameter sets the level to which the noise floor is reduced. You use the
Noise Type parameter to set the type of noise that the Denoiser reduces. There are three
choices of noise type:
Setting the Noise Type to 0 (zero) causes the Denoiser to reduce white noise (all
frequencies reduced equally).
Setting the Noise Type to a positive value causes the Denoiser to reduce pink noise
(harmonic noise; greater bass response).
Setting the Noise Type to a negative value causes the Denoiser to reduce blue noise
(hiss, sibilants, tape noise).
The Denoiser recognizes frequency bands with a lower volume and less complex harmonic
structure, and then reduces them to the desired dB value. This method is not completely
precise, and neighboring frequencies are also reduced. Using the Denoiser at too-high
settings can produce the glass-noise effect, which is usually less desirable than the
existing noise.
There are three smoothing parameters that you can use to minimize the glass-noise
effect: Frequency smoothing, Time smoothing, and Level smoothing. Raising the Frequency
smoothing slider results in a smoother transition of denoising to the neighboring
frequencies. When the Denoiser recognizes that only noise is present in a certain frequency
band, the higher the Frequency Smoothing parameter is set, the more it will also change
the neighboring frequency bands to avoid glass noise.
By adjusting the Time smoothing slider, you can set the amount of time the Denoiser
takes to reach maximum noise reduction. By adjusting the Level smoothing slider, you
can set a factor for a smoother transition between adjacent volume levels. When the
Denoiser recognizes that only noise is present in a certain volume range, the higher the
Transition smoothing parameter is set, the more it will also change similar level values
to avoid glass noise.
The main parameters of the Stereo Spread plug-in are Order, Upper Intensity (Upper Int.),
and Lower Intensity (Lower Int.). The Order parameter determines number of frequency
bands into which the signal is divided. The Upper Intensity parameter controls the intensity
of the base extension of the upper frequency bands. The Lower Intensity parameter
controls the intensity of the base extension of the lower frequency bands.
Human beings perceive stereo placement of sounds mainly in the middle and high
frequencies. If very low frequencies are distributed between the left and right speakers,
the energy distribution for both speakers will be significantly worse. Therefore, it is always
best to select a lower intensity setting for the lower frequency bands, and avoid setting
the Lower Freq. below 300 Hz.
Track
Submix bus
Master bus
Bus
Effects
For more information about signal flow in Soundtrack Pro and the various points in the
signal flow where you can add effects, see Basic Signal Routing in Soundtrack Pro and
Using Sends and Busses.
The Effects tab becomes active and displays the current effects settings for the track, bus,
submix, or project.
The upper part of the Effects tab contains lists of available effect categories. When you
click an item in the Category list, the available effects in that category appear in the Effects
list, where you can select and add them to the current effects chain.
The lower part of the Effects tab shows the effects and sends in the current effects chain.
You can show and edit effect and send parameters in the Effect Parameters area.
Select a category to
display its effects.
The effects advanced settings window appears, and the effect name appears in the Effect
Parameters area with its checkbox selected.
Note: For information about applying effects to individual audio files, see Applying
Processing Effects.
To add a realtime effect to an audio file project in the File Editor project view
1 Open an audio file or audio file project in the File Editor.
2 In the Effects tab, select a category in the Category list to display the effects for that
category in the Effects list.
3 In the Effect list, do one of the following:
Double-click the effect you want to add to the track.
Select the effect name, then click the Add Effect button.
The effects advanced settings window appears, and the effect name appears in the Effect
Parameters area with its checkbox selected.
Important: Some effects, including reverb and delay, add audio that extends past the
end of the file. This is called an effect tail. When you export a project mix, or export a
track, bus, or submix with an effect that produces a tail, the exported file is lengthened
to include the effect tail until the point at which the tail falls below 96 dB. Also, when
you choose Process > Render To Action for an audio file project with a realtime effect
that produces a tail, the rendered project is lengthened to include the effect tail until the
point at which the tail falls below 96 dB.
Note: Generally, you use the advanced settings window to make adjustments to the
effect. While you can also make adjustments in the Effect Parameters area of the Effects
tab, its primary purpose is to enable automation, to chain, reorder and bypass effects,
and to add and adjust sends.
Advanced settings
windows can contain
different kinds of
controls.
Reset button
2 Play the audio in the Timeline or the File Editor project view.
Optionally, you can apply a cycle region or solo the track, bus, or submix in the Timeline.
3 Make adjustments in the advanced settings window as you play the audio.
You can adjust the effects parameters by moving the controls in the window. Each
advanced settings window may have unique controls in addition to sliders, buttons, and
value fields.
For detailed information on adjusting the parameters of specific effects, see the
Soundtrack Pro Effects Reference document in the Help menu.
4 Optionally, do any of the following:
Click the Reset button to reset the parameters to their default values.
Click the Toggle Effect Bypass button to hear the audio without the effect.
Click the Show Presets button to display the available presets.
For more information about presets, see Working with Effect Presets.
5 When you are finished, close the advanced settings window.
To adjust realtime effect parameters in the Effect Parameters area of the Effects tab
1 Click the disclosure triangle next to the effect in the Effect Parameters area to display its
parameters.
2 Adjust the effect parameter by doing one of the following:
Drag the slider.
Adjust a parameter by
dragging its slider.
When you add multiple effects, the effects are applied in sequence, meaning that the
output of the first effect becomes the input for the next effect, and so on, for each effect
in the chain. The order in which effects are applied is important, because each alters the
input signal, which includes the output of previous effects in the chain. You can reorder
effects and hear the difference in the way they alter the sound.
Note: Adding more than a few effects to an effects chain can cause extreme changes to
the sound of a project. This may be what you want, but in some cases can produce
undesirable results. Listen to the project as you add effects to be sure you are satisfied
with the results.
To bypass an effect
In the Effects tab, deselect the checkbox next to the effect.
A send appears below the last effect in the tracks effects chain. You can assign the send
to a bus in the Effects tab or the Mixer.
Note: If no bus exists, the menus will read Unconnected. You must first create a bus by
choosing Multitrack > Add Bus.
Reordering Sends
You can reorder sends in the Effects tab or in the Mixer.
To reorder a send
In the Effect Parameters area or in the Mixer, drag the send up or down in the list to
change its order.
Bypassing Sends
You can bypass a send. When you bypass a send, the audio is not routed to the bus for
the send and is not heard.
To bypass an effect
In the Effects tab, deselect the checkbox next to the send.
Automation-enable
checkboxes
2 In the Timeline or in the File Editor project view, show the envelopes for the track, bus,
submix, or audio file project.
In the Timeline, you show the envelopes for the track, bus, or submix with the effect. In
the File Editor, you show the envelopes for the audio file project.
When you automate an effect parameter with units of time (seconds or milliseconds) or
beats per minute (BPM) for values, the parameter is linked to the project tempo. If the
tempo changes, the value of the parameter changes to keep the same relationship to
the new tempo.
To remove an effect
Select the effect name in the Effect Parameters area, then click the Remove Effect button
on the right edge of the Effects tab (or press the Delete key).
Advanced settings
windows can contain
different kinds of
controls.
Play button
The Multitake Editor presents a new way of dealing with layered audio clips. You use the
Multitake Editor to edit multitake (multiple-take), synchronized audio that is created by
performing multiple-take recordings (such as in automatic dialogue replacement, or ADR).
With this flexible tool, you can mix and match parts of different takes and make
adjustments at any time. Once you are done editing a multitake clip, you can collapse it
into a single (composite) clip, hiding the constituent edits that are not relevant to the
surrounding multitrack Timeline, and move it anywhere in your project as a single item.
295
What Is Automatic Dialogue Replacement?
Automatic dialogue replacement (ADR) is a process of re-recording dialogue in the studio
in synchronization with the picture. There are at least three roles in the ADR process: the
actor, the recording engineer, and the sound editor. The actor has to recreate his or her
performance and perfectly match up his or her speech to that of the film. The recording
engineer has to recreate acoustic spaces so that it doesnt sound like an actor is in a
recording studio. The sound editor has to pick and choose the best parts of multiple
takes, combine them into one composite clip, and keep everything synchronized to the
picture. The Multitake Editor in Soundtrack Pro was created to address the needs of the
sound editor in this scenario.
Multitake Clips
A multitake clip is a layered audio clip. This means it contains multiple versions or takes
of the same audio material, such as a line of dialogue. Generally, these takes represent
overlapping spans of time in your program. In an ADR recording session, an actor may
repeat the same line many times. A single multitake clip can contain all of those takes as
distinct items.
Multitake Editor
Comp track
Take tracks
Selection tool
Blade tool Scrub tool
Add/Remove Take
buttons
Solo button
Track Height
Snap To pop-up menu
Note: When a multitake clip is displayed in the Multitake Editor, the Action Insert bar is
moved to the top of the Actions list. When you deselect the clip or you click a different
tab, the Action Insert bar is restored to its original position. For more information about
the Actions tab, see Working with Actions.
Stage 1: Splitting the Takes into Regions Using the Blade Tool
Stage 2: Selecting the Active Take for Each Region
Stage 3: Adjusting the Timing and Creating Crossfades
Stage 1: Splitting the Takes into Regions Using the Blade Tool
When you use the Multitake Editor, a take must be divided into regions.
A transition point appears in the Multitake Timeline at the point where you clicked.
The take you clicked becomes the active take for that region.
You can also adjust the fade type by double-clicking either part of the crossfade. For more
information on fade types, see Creating Fade-Ins and Fade-Outs in the Timeline.
For more information about slipping (the offset of ) a take region, see Changing the Offset
of an Audio Clip.
To add a take
Do one of the following:
Drag a file into the Multitake Editor.
Click the Add Take button (+) in the upper-left corner of the Multitake tab. In the dialog
that appears, navigate to the audio file you want to add and click Open.
To remove a take
Click the Remove Take button (-) in the upper-left corner of the Multitake tab and choose
the take you want to remove from the pop-up menu.
Renaming Takes
By default, Soundtrack Pro names takes according to the order in which they were recorded
and the track in which they were recorded, for example, Take 3 - Track 1 Recording 3.aiff.
You can easily rename any take to suit your needs.
Reordering Takes
You can vertically rearrange the order of takes in a multitake clip.
9 Click the Selection tool in the upper-left corner of the Multitake Editor.
10 In the Take 3 track, click the waveform to select it.
The take you clicked becomes the active take for the region.
11 Repeat steps 6 to 9, selecting the best takes for each of the other phrases or words in the
line of dialogue.
12 Slip (offset) individual take regions, as needed, to synchronize them with the picture. (For
more information, see Example: A Multitake Editing Workflow.)
13 Do one of the following to adjust any of the transition points:
To adjust the timing of the cut: Drag a transition point left or right.
Note: You can also adjust the fade type by double-clicking either part of the crossfade.
For more information on fade types, see Creating Fade-Ins and Fade-Outs in the Timeline.
14 When you are satisfied with the edit, use the multitake clip in the main multitrack Timeline
as you would use any other clip.
If you need to make additional edits or adjustments to the multitake clip, repeat steps 1
to 3.
Soundtrack Pro gives you the tools to create sophisticated audio mixes for your projects.
When you have added audio clips to your project and placed them in the Timeline, you
mix the project. Mixing is where you balance different elements, such as dialogue, music,
and sound effects, bring focus to key moments and events in the project, and create a
sense of perspective by placing sounds in space. When you finish mixing, you have one
or more final mixes that you can export.
Soundtrack Pro offers you professional mixing capabilities, including the abilities to create
busses and submixes and to send audio to multiple physical outputs. The Mixer provides
a visual representation of your project in a virtual mixing console, with channel strips
where you control different aspects of the sound. You can adjust volume and pan, mute
and solo tracks, choose track submixes, add effects, and observe levels as the project
plays. This chapter covers basic mixing. For information about mixing surround sound,
see Mixing Surround Sound.
305
Steps in Mixing
Mixing a project typically involves the following tasks:
Balancing relative volume levels
Panning tracks to create perspective
Adding EQ, compression, and other processing using effects
Using automation to create changes over time
Setting the overall project volume and eliminating clipping
You can perform these steps in any order, and move back and forth between them as
you create the mix. In most situations, you finish mixing the individual tracks before
making changes to the overall project.
The following suggested order provides a guideline that may be useful for common
situations:
1 Hardware
output
Track Submix bus
Master bus
Audio post-production projects typically include many tracks and submixes. The following
diagram shows the signal flow of multiple tracks to just one submix. While this is an
unlikely scenario, it illustrates the fact that you can route as many tracks to a submix as
you like. See Example: Mixing a Project with Submixes for a typical example.
Stereo panner
To create a more elaborate project (as described in Example: Mixing a Project with
Submixes), you create additional submixes.
Once you have created multiple submixes, you can route any combination of tracks or
busses to any submix.
If you choose None from the pop-up menu, you are effectively removing that track or
bus from the mix and from the final output.
The available choices within each of these output categories depend on the number of
available physical outputs and number of submixes in your project.
If you choose None from the Output pop-up menu, you are effectively removing that
submix from the mix and from the final output.
For more information about system output settings, see Setting the Audio Input and
Output. For more information about connecting an audio interface, see Setting the Audio
Input and Output.
For more information about working with tracks, busses, and submixes in the Timeline,
see Tracks, Busses, Submixes, and the Master Bus and Working with Tracks, Busses, and
Submixes in the Timeline.
Creating Submixes
In this example project, all tracks containing dialogue are routed to a submix called
Dialogue. The tracks containing sound effects are routed to a submix called FX. The
tracks containing music are routed to a submix called Music.
Dialogue tracks
Effects tracks
Music track
Stage Mic
FX: Boom
Once the audio signals are organized in this way, you can apply (and automate) volume
settings and effects on any of the submixes, rather than on the individual tracks or busses.
You might, for example, add a compressor or EQ effect to a Dialogue submix to enhance
all of the dialogue signals at once. Obviously, this saves a lot of time and effort (when
compared with applying all of these settings to each dialogue track individually). Using
submixes to segment your project provides you with greater control over all aspects of
your final mix.
Hardware
Tracks Submix bus outputs Left
1 Dialogue 1
Channels 1, 2 2
2 Right
3
3 4
Master
4 Effects bus 5
Channels 1, 2 6
5
7
6 8
7 Music
8 Channels 1, 2
Hardware
Tracks Submix bus outputs Output
1 device
1 Dialogue
Channels 1, 2 2
2
3
3 4
Master
4 Effects bus 5
Channels 3, 4 6
5
7
6 8
7 Music
8 Channels 3, 4
As in the stereo mixdown example, the Dialogue submix is routed to the Stereo 1,2 output.
But the Music and Effects submixes are routed to the Stereo 3,4 output channels, isolating
the dialogue signal from the music and effects signals. Technically, only one output
channel is required for the dialogue, because the Dialogue submix is made up of mono
signals. But in practice, it is usually routed as two identical mono signals to channels 1
and 2. Most likely, producers making the foreign language version will use the original
dialogue as a guide track and then replace it with their edited foreign language track in
the final mix.
This M & E case is just one simple example of how you can structure a project for an
efficient workflow. Each mix project comes with its own particular quirks. The good news
is that Soundtrack Pro has a lot of flexibility. For example, the sends and busses features
in Soundtrack Pro offer additional options for structuring a project. For more information,
see Working with Sends and Busses in the Mixer.
Hardware
Tracks Submix bus outputs Left
1 Effects 1
Channels 16 2
2 Right
3
3 Center
Master 4
4 Music bus 5 LFE
Channels 16 6
5 Left
7 surround Right
6 Dialogue 8 surround
7 Channels 16
To create the surround version of the separate music and effects mix (as described earlier),
you route the Dialogue submix to any output channels other than 1-6. This example uses
channels 7 and 8, the last two available output channels, thus isolating the dialogue from
the music and effects.
Hardware
Tracks Submix bus outputs
1 Effects 1
2 Output
2 Channels 16 device
3
3 4
Master
4 Music bus 5
Channels 16 6
5
7
6 Dialogue 8
7 Channels 7, 8
Track
Bus
By preparing these alternate versions and combinations of track audio signals, you give
yourself more options at the final mix stage, when all of your projects media elements
and adjustments are in place.
For an example of adding effects with sends and busses, see Example: Adding Effects
with Sends and Busses.
For an example of combining track signals with busses, see Example: Combining Track
Signals with Sends and Busses.
For more information on using sends and busses, see Using Sends and Busses.
Track
Music
Reverb effect
Send Submix bus
MusicReverb bus
As the diagram shows, the new MusicReverb bus represents an alternate version of the
Music track audio signal. Once created, this bus appears as a row in the Timeline and a
channel strip in the Mixer. It becomes a resource to draw from during the final mix. Rather
than having to tweak the effects settings of individual tracks in the mix, you can simply
adjust the volume fader on the MusicReverb bus to increase or decrease the amount of
reverb on that music track.
By default, new sends are post-fader sends. This means the signal is tapped after the
tracks output fader. In this example, adjusting the Volume slider on the Music track would
have a direct effect on the music level in the MusicReverb bus.
Submix bus
Bus
In contrast, a pre-fader send taps the track signal before a tracks output fader. You can
change a send to a pre-fader send.
Track
Bus
For more information on using sends and busses, see Using Sends and Busses.
Tracks
2 Submix bus
3
Jacob bus
In the above diagram, tracks 1 and 4 contain dialogue from the actor, Jacob. Each of these
tracks has a send applied to it that taps the signal and routes it to a bus (named Jacob).
This bus is effectively an intermediate submix. Now, any effects and fader adjustments
applied to this bus will be available during the final mix as a single channel strip (named
Jacob).
For more information about using sends and busses in the Mixer, see Working with Sends
and Busses in the Mixer.
The Mixer features a series of vertically arranged controls called channel strips, like the
channel strips in a hardware mixing console. The channel strips in the Mixer correspond
to the horizontal tracks, busses, and submixes in the project Timeline.
Channel strip
The controls a channel strip contains depend on whether it is a track, bus, or submix
channel strip. The controls for each type are as follows:
The channel strips in the Mixer make it easy to see the settings for all the tracks, busses,
and submixes in your project at once and to adjust those settings relative to each other
as you create the overall mix.
In the Mixer, the channel strips appear in order corresponding to their order in the
Timeline. Top-to-bottom order in the Timeline corresponds to left-to-right order in the
Mixer. You can reorder tracks in the Mixer and have the new order reflected in the Timeline.
Changes you make to controls such as volume and pan also show up in the track controls
when you open the project in the Timeline.
Timeline
Mixer
Once you have resized or moved the windows to a comfortable arrangement, you can
save the layout as a custom layout for future use. For information about saving custom
layouts, see Using Project Layouts.
In the Mixer, as in the Timeline, channel strips of the same type (track, bus, or submix)
are grouped together. You can reorder a channel strip within its own group, but cannot
move it to a group of a different type. You can only move one channel strip at a time.
A copy of the channel strip appears when you release the mouse button.
Different sounds can have different apparent loudness at the same volume level, so
perceived loudness does not precisely correspond to numeric values on the volume
faders. You determine the appropriate volume level by listening to the track and adjusting
its level in the overall mix.
Volume fader
As you adjust track volume, watch the level meters next to the volume fader to make
sure that the track is not clipping. For information about preventing clipping, see Setting
the Overall Project Volume Level.
Pan slider
To switch the panning controls from stereo to surround in the channel strip
Do one of the following:
Select a channel strip in the Mixer, then choose Multitrack > Use Surround Panner.
Control-click the stereo pan slider, then choose Use Surround Panner from the shortcut
menu.
For finer surround panning adjustments and other surround controls, double-click the
surround panner to open the Surround Panner HUD. For more information, see Using
Surround Panners to Create a Surround Mix and The Surround Panner HUD.
For submixes in the Mixer, the Output pop-up menu lists the available output channels.
The options listed in the Output pop-up menu depend on the number of available physical
outputs and the number of submixes in your project. For more information about setting
the output, see Setting Hardware Outputs.
Note: You can create submixes independently of the audio hardware connected to your
computer and can route audio to an output that does not correspond to a physical output.
In most situations, each submix in a project should correspond to a physical output on
the audio interface or other hardware connected to your computer. Submixes that do
not correspond to a physical output will not be heard. You may set as many submixes in
a project to the same physical output device or output channel as you like.
Mute button
Solo button
When you export a project, all unmuted tracks, busses, and submixes are included in the
exported file. If you export a track, bus, or submix that is muted (including being muted
by having another track soloed), the exported file contains no audio.
Double-click the
channel strip icon...
You can show or hide any of the following sections of the Mixer:
Audio tracks
Busses
Submixes
Show (Mixer)
pop-up menu
Channel Strip
pop-up menu
Note: For surround signals, the channel strip meters show the signals in this order: Ls, L,
C, R, Rs, LFE. This matches the surround order in the Meters tab. (See Setting the Overall
Project Volume Level for more information.)
At the top of each set of level meters is a peak indicator. As the project plays, the value
in decibels of the highest level reached appears in the peak indicator. If the level rises
above 0 dB, the peak indicator becomes red. The values shown in each peak indicator
remain until you play the project again, close the project, or reset the peak indicator.
Peak indicator
Level meters
The peak indicators can help identify where clipping occurs in the project. For information
about removing clipping, see Setting the Overall Project Volume Level.
Note: If audio from a track is sent to a bus or output, and you remove the bus or output,
the audio from the track will not be heard when you play the project.
Note: Before adding an effect to a track, its a good idea to solo the track so that you can
hear how the effect changes its sound, separate from the other tracks in the project.
Some effects have a floating advanced settings window with sliders and other controls
you can use to adjust effect parameters.
Replacing an Effect
You can replace an effect in a channel strip with another effect. When you replace an
effect with another effect, the new effect has its own default settings, regardless of the
settings of the previous effect.
The new send is added. When you add a send, the audio is routed from the send to a
bus. By default, the first send you add to an effects chain is routed to Bus 1, the second
send is routed to Bus 2, and so on, if the default bus exists. You can choose the bus to
which a send is routed.
By default, new sends are post-fader sends. You can change a send to a pre-fader send.
Clipping occurs when the digital audio signal exceeds the maximum level that can be
reproduced accurately. Unlike analog audio, digital audio is completely unforgiving of
clipping, which creates sharp distortion of the audio signal. Soundtrack Pro projects clip
whenever the output displayed in the level meters exceeds zero decibels (0 dB). Its
important to eliminate clipping from projects before exporting the final mix. For more
information about digital distortion, see Audio Fundamentals.
You can monitor audio output levels using the level meters in the Mixer, the Meters tab,
and in individual track headers. In the Mixer, each channel strip has level meters that
show the levels for that channel strip. In the Meters tab, the level meters show the levels
for all submixes assigned to physical output channels. For more information about setting
up physical outputs, see Setting the Audio Input and Output.
The Meters tab includes additional controls and displays to help you maintain proper
audio levels and eliminate clipping.
Level meters
Reset button
In each channels meter, a white horizontal bar displays the current signal level; bars
below the white bar display successive levels in a scale that rises from green to yellow
as the signal increases. The meters peak at red when the signal clips (rises above 0 dB).
Note: The meters can be configured via Soundtrack Pro preferences to display either
surround order (Ls, L, C, R, Rs, LFE) or output order (channels 1-n). To change this setting,
choose Soundtrack Pro > Preferences > General.
Using the Peaks Value and Location Display in the Meters Tab
The Peaks Value and Location display in the Meters tab displays the highest (peak) value
played in each output channel in decibels (dB) and its timecode. The Time column shows
the location in the Timeline where the peak occurs. You can use the Peaks Value and
Location display to quickly locate a section of your project that is clipping or peaking.
The Reset button located in the upper-right corner of the Meters tab display resets the
Peaks Value and Location display to a minimum value (-96 dB) and resets the Time column
to the beginning of the project.
You can apply effects to the Master bus, but you cannot automate those effects. Effects
applied to the Master bus are placed across all channels. You can bypass effects on the
Master bus. For more information about bypassing effects, see Bypassing Realtime Effects.
In addition to listening to a temporary mono mix by holding down the Mono Mix button,
you can latch the Mono Mix button. This keeps the mono mix active until you click the
button again or switch to a different project.
For more information about recording, see Recording Audio in Soundtrack Pro.
For more information about working with automation, see Working with Automation.
You can easily create multiple mixes by giving the project a slightly different name when
you save each mix, or by using different combinations of tracks, busses, and submixes
for each mix. If you are saving the project and its media files together, the different
versions can be saved to the same location if they all use the same media files. For
information about saving projects and their media files together, see Saving Multitrack
Projects.
Soundtrack Pro gives you the tools to create sophisticated surround mixes for your projects.
Surround sound uses more than two speakers to expand the spatial experience of audio
playback to three dimensions. Surround systems can be found in movie theaters, home
entertainment systems, video games, and a growing number of other applications.
Soundtrack Pro offers an easy-to-use approach to surround panning, mixing, and
automation, including a high degree of flexibility with surround sources and the ability
to easily switch between stereo and surround mixes. Soundtrack Pro also includes
numerous surround sound effects and surround music beds, as well as a collection of
professional surround-specific effect plug-ins for shaping your surround mix.
There are other surround standards that range from three channels to seven channels
and nonstandard surround formats that use as many as ten channels.
335
Creating a Surround Project
The following steps outline a general workflow used for editing and mixing surround
sound files.
In Soundtrack Pro, the difference between mixing in stereo and mixing in surround hinges
on three different elements: the panner type, the submix output, and the number of
physical output channels. All three of these items must be configured correctly to achieve
surround playback. If one of these three conditions is not met, playback will be in stereo.
(For more information about stereo mixdown, see Stereo Mixdown.) Use the instructions
that follow to start using the surround mixing tools in Soundtrack Pro.
Surround panners
Stereo panners
For surround playback, you must set the appropriate tracks or busses to use the surround
panner.
Control-click the stereo pan slider in a Mixer channel strip, then choose Use Surround
Panner from the shortcut menu.
As far as tracks and busses are concerned, switching between surround mode and stereo
mode is that simple. At this point, you are mixing this particular track or bus in surround.
Any surround panning adjustments and automation that you apply are saved with the
current project.
Important: To hear these changes through your speakers, make sure you also set the
submix outputs to surround and connect the physical outputs. For more information, see
Setting the Submix Outputs to Surround and Connecting Physical Outputs.
The menu displays 1-6, indicating that the audio is now routed to the physical output
jacks 1 through 6. At this point, the signal is routed to those six outputs, whether or not
the hardware to support those channels is connected.
Important: To hear these surround signals through loudspeakers, you must also connect
the physical outputs. For more information, see Connecting Physical Outputs.
Soundtrack Pro uses the SMPTE/ITU standard for routing output channels.
For detailed information on connecting external speakers to your audio interface, see the
documentation that came with the speakers.
Stereo Mixdown
If you have set up a project for surround mixing, including surround panners and surround
channel assignments, but you do not have sufficient output jacks for surround playback,
Soundtrack Pro automatically provides a surround-to-stereo mixdown of what would
otherwise be sent to jacks 1-6. This stereo mixdown follows the Dolby guidelines: the Ls
and Rs channels are attenuated by 3 dB and mixed into the Left and Right channels. The
Center channel is also attenuated by 3 dB and mixed evenly into the Left and Right
channels. The LFE channel is discarded.
C
L R
30 30
80
80
Ls Rs
LFE
Note: It isnt always possible to place the speakers where theyre supposed to go due to
obstacles in the room (doors, furniture, and so on). You can overcome some bad speaker
placement by calibrating your system with a sound pressure meter and a calibration DVD.
This way, you can make sure each speaker is providing the appropriate volume.
The surround panner replaces the stereo panner. This is the smaller of two different views
of the surround panner. To use the larger Surround Panner HUD, see The Surround Panner
HUD.
The dominant feature of the Surround Panner HUD is the black circle that represents the
virtual surround space. The puck, a dot inside the circle, is the primary surround pan
control. Input channels are represented by color-coded, semi-circular, translucent arcs
emanating from the inside of the circles circumference. These arcs indicate the input
channels gain (by the height of the arc), the channels spread (by the width of the arc),
and location. Overlapping sounds are represented by overlapping arcs, summing
(combining) to white where all channels overlap.
Rotation slider
Width slider
Collapse slider
Center bias slider
LFE balance slider
Position: The puck is the main control in the panner. To pan the audio, move the puck
by clicking anywhere inside the black circle or by dragging the puck to a different
position in the circle. The speaker icons around the edge of the circle represent the
five main surround channels: L (left), C (center), R (right), Ls (left surround), and Rs (right
surround). The closer you move the puck to one of the speaker icons, the louder the
sound will be from that speaker. For more information about moving the puck to adjust
the position parameter, see Modifier Keys for Moving the Puck.
Note: In automation envelopes, this Position parameter is expressed as Surround Pan
X and Surround Pan Y.
Note: This setting interacts with the position parameter when the panner mode is not
fully attenuating.
Width: Use the Width slider to create a widened surround image. This slider is intended
primarily for stereo sources in that it spreads the left and right inputs into adjacent
channels. This creates the illusion of a widened sound stage without the hole at the
center that moving the puck rearward would create. For some movie theaters, it may
be necessary to use the Width slider to bleed the center signal in to the left and right
speakers. At 0%, all inputs go to their respective outputs. As you drag the Width slider
to the right, L and R inputs start to bleed into Ls and Rs respectively, and to a lesser
extent, L and R bleed into C, C bleeds slightly into L and R, and Ls and Rs start to merge.
Center Bias: Use this slider to determine how the center channel interacts with the left
and right channels. At 0%, all sound that would have gone to the center speaker is
equally distributed to the left and right speaker. At 100%, the center is used fully, just
like any other speaker. This means that if you move the puck directly in front of the
center speaker, all sound emanates exclusively from that speaker. If you move the puck
halfway between the center channel and an adjacent channel (yet still on the perimeter
of the black circle), the sound is equally and exclusively divided between those two
speakers.
LFE Balance: Use this slider to balance control between LFE and the other five channels.
At -100, nothing is output from the LFE speaker, even if there was LFE input, and all
other channels pass through at unity gain. At its midpoint (0), all six channels pass
through at unity gain to their respective speakers, meaning that LFE input passes
directly to LFE output. At +100, all six signals get summed to the LFE speaker.
Surround Metering
Soundtrack Pro provides a variety of level meters to monitor output levels as you make
surround panning adjustments.
Meters Tab
The Meters tab displays levels for the current multitrack project. The channels displayed
in the Meters tab and in the Mixer meters (described in Mixer Meters) depend on the
audio interface connected to your computer, the current panner settings, and the current
output settings in System Preferences.
For more information about output settings, see Connecting Physical Outputs.
Level meters
Reset button
6-channel meter
While the creating a sense of perspective step is also a part of stereo mixing, it is what
really sets surround apart from stereo. When mixing, you can enhance the video action
by dynamically moving the sounds within the surround field. To give your listeners a
surrounding audio experience, your sound must be created with that goal in mind. For
example, if you want the sound of an explosion coming from behind the listener, you
need to put the sound in the rear channels during mixing. Surround mixing adds not
only two rear channels, but also includes the subwoofer or LFE channel, which would
probably play a part in any onscreen explosion. Youll have to spend some time planning
what elements go where and how much boom you want in your soundtrack.
Important: When you switch between stereo and surround panners, panning automation
(envelope) settings are not automatically copied over to the new panning mode. Volume
information is automatically copied over between stereo and surround panners. The
recommended workflow for making a surround version of a stereo mix is to maintain at
least two separate versions of the project: a stereo version and a surround version.
2 Use this copy of the project to make all the necessary surround panning adjustments.
Note: To save time, you can select or group all tracks or busses in the Tracks tab. When
you change the panning settings of one of the tracks or busses, the panning settings on
all the grouped items change as well.
3 If you previously applied any left-right panning to any tracks or busses in the stereo
version of the project, do the following:
a Select the tracks or busses.
b Control-click the panner in the track header, then choose Replace Surround L/R with
Stereo L/R from the shortcut menu.
Any panning automation (envelope) information is copied from the stereo left-right pan
to the surround left-right pan (specifically, to the Surround Pan X parameter) in the
selected tracks and busses. These settings can be used to provide a starting point for
your surround mix.
Note: If you are converting a surround project to a stereo project, you can choose Replace
Stereo L/R with Surround L/R from the shortcut menu to do the reverse of step 3.
Depending on the current Collapse slider setting, the arc at the center speaker icon either
turns white to indicate exclusive output or is elongated to indicate the increased gain.
Create a phantom center (mix sound to the left and right equally, as with stereo)
This is a common strategy, but it assumes the listener is seated exactly between the
speakers. The timbre of sound is not the same as from a direct speaker because of
cross-cancelation effects.
For a complete list of these true surround effects and a full description of each, see the
Soundtrack Pro Effects Reference document, available in the Help menu. For information
about using processing and realtime effect plug-ins, see Working with Audio Effects.
In soundtracks comprised entirely of music, the LFE channel is not necessary. (An exception
to this rule might be the famous cannon shots in Tchaikovskys 1812 Overture.) The LFE
signal is also discarded in the downmix process, so that intense bass signals do not stress
small stereo systems. Be sure not to include vital information (such as dialogue) in the
LFE channel that would be missed in mono or stereo playback.
Because LFE is separate from other channels, its ability to blend with higher frequencies
can be affected by filters used to generate the LFE signal. To ensure a cohesive audio
signal, keep the entire signal together in the main channel or channels.
Note: If you are creating Dolby Digital Professional (AC-3) output, avoid creating an LFE
channel for material originally produced without one. Dolby Digital Professionals five
main channels are all full-range, and the LFE channel does not increase the frequency
response. Dolby Digital Professional decoders offer bass management, directing low
frequencies to a subwoofer or other suitable speakers. An LFE track may interfere with
bass management. For more information about Dolby Digital Professional, see the Dolby
Laboratories Inc. website at http://www.dolby.com.
Tip: Always check the mix on an inexpensive surround system to evaluate how well it
sounds on modest playback systems.
Mixdowns
In this scenario, you would export one of the following:
Six audio files, one for each of the six surround output channels
An interleaved multichannel audio file containing all six surround output channels
A single flat mixdown file either as an exported file or one sent to Final Cut Pro or
Motion
Soundtrack Pro supports the following file formats for six-channel audio export (either
as a set of mono files, or as an interleaved multichannel file):
AIFF
WAVE
NeXT
Sound Designer II
You can also encode your surround mix directly to the Dolby Digital Professional (AC-3)
format, which is a very common compressed audio format for DVD-Video discs.
For more information about exporting projects, see Exporting Multitrack Projects.
Project Files
You can also deliver either an exported AAF file or a copy of the Soundtrack Pro project
file.
AAF: Like the Final Cut Pro XML Interchange Format, Advanced Authoring Format (AAF)
is an industry-standard project interchange format that contains the editing decisions
of nonlinear editing projects.
Soundtrack Pro project file: For the greatest flexibility, you could deliver the entire project
file with its associated media. This would allow for further adjustments in Soundtrack Pro,
as needed.
For information on saving projects, see Saving Multitrack Projects and Distributing a
Multitrack Project and Its Media Files Together.
You can import a video into a multitrack or audio file project, view the video as you work
on your project, edit the videos audio, and use markers to synchronize audio and video.
When you import a video, the video appears in the Video tab. When you import a video
into a multitrack project, a video clip also appears in a video track in the Timeline. The
videos audio appears as a clip in an audio track in the Timeline and can be moved and
edited like other audio clips. You can mute, solo, and adjust the volume and pan of the
videos audio, add effects, and automate changes. You can also open the videos audio
in the File Editor and perform actions or analysis on it.
When you import a video, you can set the Time Ruler units to match the timecode format
of the video. Any Final Cut Pro markers contained in the video appear as markers in the
Soundtrack Pro Timeline. You can also add markers in Soundtrack Pro and export them
to Final Cut Pro with the video file. You can score markers to the playhead, using them
to synchronize your soundtrack to the action in the video.
You can work with video in Soundtrack Pro in several ways. You can add audio clips for
dialogue and voiceover, music, ambience, and sound effects to the Timeline. You can
make exchange files between Final Cut Pro and Soundtrack Pro as you work on both the
video and the soundtrack, or bring the final video into Soundtrack Pro to finalize the
project. When your soundtrack is complete, you can export it as an AIFF file or save it as
part of the video.
355
Supported Video File Formats
Soundtrack Pro supports standard QuickTime-compatible file formats. You can import a
QuickTime movie (.mov) video file into a Soundtrack Pro project and can import an MPEG-2
(.m2v) if you have installed the QuickTime MPEG-2 Playback Component. Video files using
NTSC, PAL, HD, and other formats supported by QuickTime can be imported into
Soundtrack Pro. Imported video files can be up to four hours in length.
If the video contains audio, new audio tracks are added below the video track for each
audio track in the movie, and the videos audio tracks appear as audio clips in the new
tracks. You can move, resize, and edit these audio clips like any audio clip in the Timeline,
and can use the track controls to control volume and pan, mute or solo the track, and
add effects or automation.
Note: When you add a QuickTime movie containing video or a Broadcast Wave (BWF)
file to the File Editor, the Time ruler shows the files timecode format if the Time Ruler
Units menu item is set to either Frame or Non-drop Frame.
To view the video, you can make the Video tab active or detach it and move it to another
location onscreen. You can also view the video using an external video output device.
For a complete list of keyboard shortcuts, see Soundtrack Pro Keyboard Shortcuts.
When you use an external video output device, the quality of the output is as high as the
device can support. If you connect an output device capable of broadcast-quality output,
the video is displayed with more accurate colors than on a computer display, with true
interlacing, correct pixel sizes, the correct aspect ratio, and broadcast-quality refresh rates.
You can also play a projects video externally using Digital Cinema Desktop. Using Digital
Cinema Desktop, you can connect an Apple Cinema Display to your computer and play
the video full-screen through the Cinema Display while using another monitor for editing.
To play the video through a video output device, you must configure Soundtrack Pro to
use the device in Soundtrack Pro Video Out Preferences.
You can switch the output to the video output device on or off when the project is not
playing. The video appears in the Video tab whether output to the video output device
is switched on or off.
A video output device can only be controlled by one application at a time. If you hide
Soundtrack Pro or bring another application to the foreground while playing video through
a video output device, Soundtrack Pro maintains control of the output device and
continues playing. If you hide Soundtrack Pro or bring another application to the
foreground when video is not playing through a video output device, Soundtrack Pro
releases control of the output device.
The videos
audio track
If you remove the video from the project, the audio clip of the videos audio is not deleted,
but remains in the project. You can delete the clip separately if you want to remove it.
To choose the units shown in the Time display and Time ruler
Choose View > Time Ruler Units, then choose a time format from the submenu.
To choose the video frame rate for projects not containing a video file
1 Choose View > Time Ruler Units > Set Video Frame Rate.
For more information on the Time ruler, see Using the Time Ruler.
Tip: You can also press the V key while dragging a clip to show the Multipoint Video HUD
just until you release the clip. Once you release the clip, the Multipoint Video HUD closes
automatically.
Horizontally Moving an Envelope Point in the Timeline and File Editor Project View
When you move an envelope point horizontally, the Multipoint Video HUD displays the
video frame at the current envelope point position. If you select multiple envelope points,
two or three frames are shown: one for the first envelope point, one for the last envelope
point, and one for the envelope point you are dragging, if it is not the first or last point.
Dragging Markers
When you drag a single marker, the Multipoint Video HUD displays the video frame at
the marker position. When you drag two markers, the Multipoint Video HUD displays the
video frames at both marker positions. When you drag three or more markers, the
Multipoint Video HUD displays three video frames: the first marker, the marker being
dragged, and the last marker.
When you remove the video from a project, the audio clip of the videos audio is not
deleted, but remains in the project. You can delete the clip separately if you want to
remove it.
For information about using Soundtrack Pro with Final Cut Pro, including transferring a
project back and forth between Soundtrack Pro and Final Cut Pro, see Using Soundtrack Pro
with Other Applications.
Automation offers a powerful way to add drama and interest to your projects. You can
automate volume and pan changes to tracks, busses, and submixes and automate changes
to effect and effect send parameters in multitrack projects. You can also automate volume,
pan, and effects changes in audio file projects.
In Soundtrack Pro, you can manipulate automation manually, or record changes and
movements made in either the application itself, or on a control surface. You can manually
add and adjust envelope points on envelopes in the Timeline and in the File Editor. You
can record changes over time to sliders, faders, and other controls in the Timeline, the
Mixer, and the Effects tab. You can also record movements with faders on a control surface
connected to your computer and mapped to Soundtrack Pro commands and functions.
For video editors accustomed to working in Final Cut Pro, envelopes provide the same
type of functionality as keyframes. The difference is that you can edit envelopes at a finer
level of precision than you can using keyframes, allowing extremely powerful control
over automated changes.
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Track, Bus, and Submix Envelopes
Each track and bus has envelopes for volume and pan, and each submix has a volume
envelope. By default, the envelopes are hidden. When you show the envelopes, they
appear in rows below the track, bus, or submix in the Timeline.
When you add effects to a track, bus, or submix, you can automate the effect parameters
by adding an envelope for any parameter to the envelopes for the track, bus, or submix.
The envelopes are different for each type of effect. For information on adjusting effect
parameters, see Working with Audio Effects.
For a complete description of each of these surround parameters, see The Surround
Panner HUD.
Default Surround
envelopes
Double-click an
envelope to add
an envelope point.
When you add envelope points, they snap to the closest Snap To position if snapping is
turned on. For information on setting the Snap To value, see Using Snapping.
When you move an envelope point, the position of the envelope point snaps to the
closest Snap To position if snapping is turned on. For information on setting the Snap To
value, see Using Snapping.
Each envelope has an envelope point, at the beginning of the Timeline. You can make
adjustments by moving this envelope point up or down. If no envelope points have been
added, dragging the envelopes handle adjusts the envelope for the entire project.
To select and move clips and envelope points independently of each other
Click the Select Only Clips button at the top of the Timeline.
Note: If you have the Select Envelope Points With Clips mode turned on, and you overlap
a clip with envelope points on another clip with envelope points to create a crossfade,
the moved clips envelope points will overwrite the static clips envelope points.
If Soundtrack Pro is in the Select Only Clips mode, no envelope rows are included in the
Timeslice selection.
For more information about the Timeslice tool, see Cutting, Copying, Pasting, and
Removing Audio Clips.
The details for the envelope point appear in the Details tab, including its value and
position. You can edit the value and position in the Details tab, change the format for
the position, and copy the value of the previous or next envelope point (if one exists).
The envelope point moves to the new value. You can set the envelope point to the same
value as the previous or next envelope point on the envelope from the shortcut menu.
For more information about value sliders, see About Changing Values and Timecode
Entries.
To move the envelope point left or right by the default nudge amount
Hold down the Command key and press the Left Arrow or Right Arrow key.
When you paste envelope points into an automation row, the new envelope points
replace any existing envelope points, and the automation takes the shape of the cut or
copied envelope in the pasted area.
When you delete envelope points, the envelope adjusts accordingly, moving evenly from
the preceding envelope point to the next envelope point. If there are no other envelope
points, the envelope becomes horizontal, maintaining its initial value for the entire project.
For detailed information on adjusting effect parameters, see Adjusting Realtime Effect
Parameters.
For more information about the Master bus, see Using the Master Bus.
Once you have recorded automation data, you can show the envelope for the control
and add and adjust envelope points on the envelope to fine-tune the automation. For
information on working with envelopes, see Working with Envelopes. For more information
on working with control surfaces, see Using Control Surfaces with Soundtrack Pro.
You can reduce or thin the number of envelope points recorded from a control surface
in the project preferences. You set the amount of thinning using the Automation Recording
Sensitivity slider. The automation data is thinned when you finish recording automation.
For more information about Soundtrack Pro project preferences, see Project Preferences.
You can record your own audio on one or more tracks in the Timeline, the Mixer, or the
File Editor project view as a mono, stereo, or multichannel file. You get ready to record
by setting recording preferences and checking that your audio equipment is working.
For multitrack projects, you enable a track for recording or record audio in a new track.
You can record a single take or record multiple takes. If you record multiple takes, you
can review them after recording and choose which one to use in your project or assemble
a composite take using segments of each recorded take with the Multitake Editor.
When you record, the recorded audio is saved to disk at the location set in the Recording
pane of the Preferences window. Audio files, while smaller than video files of comparable
duration, can be quite large (each minute of 16-bit, 44.1 kHz stereo audio requires roughly
10 MB of disk space), so you should make sure you have enough free disk space to store
your recordings before you start. You can set the input device and output monitoring
device for recording in the Preferences Recording pane, or change them in the Recording
tab. For detailed information on Recording preferences, see Recording Preferences.
For audio file projects, you record in the File Editor. When you record in the File Editor,
the recording replaces (overwrites) any audio over which you record. If you record for a
longer duration than the current length of the file, the file is lengthened to include the
recorded audio.
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Recording Audio in the Timeline
You record in the Timeline by enabling a track for recording, setting the playhead, then
clicking Record. You can record a single take or record multiple takes by turning on cycling
before you start recording. When you finish recording, your recorded audio appears in a
track in the Timeline. If you record multiple takes, you can audition each take to choose
which one you want to use in your project. You can also assemble composite takes by
splitting and combining your recorded takes.
The Recording tab becomes active and shows the current recording settings. You can
adjust recording settings before you start recording or between recordings.
Choose a recording
device from the Input
Device pop-up menu.
2 Use the Input Channel pop-up menu to choose the channel (or set of channels).
The available choices are Mono (one channel), Stereo (two channels), 3 channels, 4
channels, 5 channels, 6 channels, and Surround 5.1.
3 Confirm the channel routing in the input routing buttons below the Input Channel pop-up
menu. If necessary, click any of the active input routing buttons and use the pop-up
menus to route a different channel from the input device to the channel in the recorded
audio file.
If your audio interface allows labeled inputs, the input routing button pop-up menus
display the names.
4 Optionally, you can click the Configure Device button to open the Audio MIDI Setup
utility. For more information, see Audio MIDI Setup.
5 Use the Monitor Device pop-up menu to choose the device for monitoring the recorded
audio.
6 If you want to record without hearing the existing audio clips in the project, select the
Mute Project checkbox.
The level meters in the Recording tab show the level of the audio signal in the input
channels. Before recording, you may want to watch the level meters and set the input
level to ensure a high enough signal level and to avoid clipping.
You can punch in and punch out while recording a single take using the Record button.
For example, you can start the project playing, then punch in at the point where you
want to start recording by clicking the Record button. To punch out, click the Record
button again. When you click the Record button while recording, recording stops, but
the project continues playing. You can punch in and punch out multiple times while the
project is playing.
When you click the Pause/Play button, both recording and playback stop.
Multitrack Recording
You can record audio to multiple tracks simultaneously.
When you record multiple takes, the takes are recorded sequentially to an audio file in
the recording location set in Recording preferences. The takes appear in a single multitake
clip in the Timeline.
Note: You may not change the number of channels of an existing multitake clip.
When the Multitake Editor is armed for recording, the track containing the multitake clip
is also armed for recording. Other tracks in your project cannot be armed for recording
while the Multitake Editor is armed for recording.
2 Click the Record button in the transport controls to start recording.
3 To stop recording, do one of the following:
Click the Record button (or press CommandR).
Note: To record in other tracks or to use the Multitake Editor with another clip, you must
first disarm the Multitake Editor for recording. As long as the Multitake Editor is armed
for recording, the current multitake clip stays visible in the Multitake Editor.
Note: For sophisticated editing of multitake clips, see Using the Multitake Editor.
You can split a recorded clip and choose the take for each segment of the split clip to
create a composite take. You can also copy a clip onto several tracks, split the copies, and
choose the take for each split copy of the clip.
Recordings Location
When you record audio with Soundtrack Pro, the default location for those audio
recordings is: /Users/username/Documents/Soundtrack Pro Documents/Recordings/.
Note: When you save a multitrack project and select the Collect Audio Files option, a
copy of every audio file the project uses (including recordings) is saved with the project
file. For more information, see Saving Multitrack Projects.
To record audio in the Mixer, you follow the procedures described in Recording Audio in
the Timeline, with the following differences.
Depending on the layout you are using, the playhead may not be visible as you record
in the Mixer. In this case, you can set the playhead using the transport controls or the
Playhead Location value slider. If you want to record multiple takes using a cycle region,
you may need to set the cycle region in the Timeline before you start recording in the
Mixer.
Transport controls
You can select part of the file in the File Editor to record to. When you record to a selection,
recording starts at the beginning of the selection and ends at the end of the selection.
The part of the file after the end of the selection is unchanged.
Soundtrack Pro gives you the tools to create professional podcasts of your projects.
About Podcasts
You can quickly and easily produce audio and video podcasts directly from within
Soundtrack Pro projects. And you can take video projects from Final Cut Pro and make
podcasts from them using Soundtrack Pro. Podcasts are audio and video broadcasts
available on the Internet. Unlike traditional radio and television shows with set schedules,
podcasts can be listened to at any time in the iTunes application or on an iPod. You can
even publish your podcast to iTunes and reach a potential audience of millions. Besides
democratizing what used to be known as radio, the podcasting movement provides new
avenues of distribution for recorded lectures and educational materials, audio tours of
museums, conference meeting updates, and so on.
Soundtrack Pro provides professional and prosumer podcasters the tools to create
extremely high-quality podcasts. And with the podcasting workflow built right into
Soundtrack Pro, audio post-production personnel can easily create versions of their sound
for picture mix or edit that are ready for iPod. This way, a small audience of clients and
colleagues can enjoy the convenience of listening to or watching the programs using
iPod or iTunes.
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Podcasts fall into three broad categories:
Audio-only podcasts: At the very least, a podcast contains an audio file. For information
about types of compressed audio files, see Exporting Audio Podcasts.
Enhanced podcasts: The audio content may have one or more associated images and
web links that can be synchronized with the audio track. Also, chapter markers can be
embedded that allow listeners to jump to specific sections of the content.
Video podcasts: Video podcasts typically include both video and audio content. The
technical requirements for video podcasts are more specific. For information about
video file formats for podcasting, see Exporting Video Podcasts.
Podcasts are typically published in a series of episodes. Soundtrack Pro supports the
creation of episodes.
You can add chapter markers, images, and web links to your podcasts using the podcast
track and the Details tab in Soundtrack Pro.
Note: If you want to make a simple audio or video podcast with no markers, images, or
web links, skip to Exporting Podcasts.
The podcast track appears near the top of the Timeline, just above the audio tracks.
By default, the podcast track appears just below the video track (if you have one in your
project) with a single blue podcast marker region that spans the entire length of the
project.
Video track
Podcast track
Marks a chapter
checkbox
Name field
To add a marker
1 To display the podcast track, choose Show > Podcast Track from the Show pop-up menu
in the upper-right corner of the Timeline.
2 Click the Blade tool at the top of the Timeline (or press B).
The pointer changes to the Blade tool.
3 Using the Blade tool, click anywhere in the podcast track.
The podcast track is split, creating a new chapter marker at the point you clicked.
Note: Chapter markers are special markers that tell the playback software (iTunes and
QuickTime Player) to list navigational and image marker information in the chapter list.
3 In Soundtrack Pro, reveal the podcast track by choosing Show > Podcast Track from the
Show pop-up menu in the upper-right corner of the Timeline.
The podcast track appears just below the video track.
4 Choose Mark > Create Podcast Markers from FCP Chapters.
The image is applied to the entire podcast. If there are no subsequent markers with
images, this initial image will be shown for the duration of the podcast.
Note: Once you set the episode image in the Project tab, you can apply the episode
image to any podcast marker region using the Image Source pop-up menu in the Details
tab.
For more information on the Image Source pop-up menu, see Using the Image Source
Pop-Up Menu.
The image is removed and no image is displayed for that marker region.
Exporting Podcasts
After you have completed editing and mixing your project, including adding any
podcast-specific enhancements such as images, chapter markers, or web links, you are
ready to export your podcast.
Compression is an important step in exporting any audio or video podcast file. While it
is technically possible to distribute a podcast using standard (uncompressed) file formats,
it is not very practical nor very common. Thats because podcast files inevitably encounter
bandwidth bottlenecks as they travel to the far reaches of the Internet. So, when it comes
to podcasting, small is beautiful.
For additional general information about exporting audio files see Exporting Multitrack
Projects.
This option results in an MPEG-4 (.m4v) file containing both video and audio. The properties
of the exported podcast file are equivalent to the H.264 for iPod Video 640x480 setting
that is included in the Compressor application. The resulting podcast file includes chapters
and web links if you specified them in Soundtrack Pro.
Using this method for exporting video podcasts offers the speed and convenience of
exporting directly from Soundtrack Pro. A tradeoff of this method is you dont have as
much control over the various details of the transcoding process. For complete control
over all aspects of the transcode, including the various video parameters, use Compressor
(instead of this Export dialog). See Exporting Video Podcasts Using Compressor.
The Export dialog in Soundtrack Pro offers a direct link to the Compressor application.
When you export using Compressor, you can use the presets included with Compressor
for your exported file or use custom presets that you create in Compressor. For detailed
information, see Exporting a Master Mix Using Compressor.
Note: You could also export your podcast project using the Preserve Video option
(retaining the videos original format and exporting the audio as a standard, uncompressed,
AIFF file) and then import those files into Compressor for final transcoding. This method
gives you the most options in terms of transcoding decisions. For more information about
the Preserve Video option, see Exporting a Master Mix Using Compressor. Once you create
customized versions of the Compressor iPod presets, they are available in the
Soundtrack Pro export via Compressor options. For more information on working with
Compressor presets, see the Compressor User Manual.
You can link your Soundtrack Pro podcast export to custom AppleScript documents that
would execute at the end of an export. For example, at the end of an overnight video
podcast transcode, Soundtrack Pro could automatically trigger a custom AppleScript
document that would transfer the exported podcast to a web server via scriptable FTP
software and send you (or a client) an email notification.
For more information about using post export-actions see Using Post-Export Actions.
You can connect and use control surfaces to automate recording, mixing, and other tasks
in Soundtrack Pro. Control surfaces provide a set of hardware controls that let you mix
and edit your projects with greater flexibility and precision than using a mouse to move
onscreen controls. You can also change multiple parameters at once using a control
surface.
Soundtrack Pro supports control surfaces that use the Mackie Control, Logic Control, and
Euphonix EuCon protocols to communicate with your computer.
Important: When connecting a control surface or MIDI interface to your computer, read
the instructions included with the hardware, and install the latest version of any
appropriate firmware or driver software if needed. For more information, refer to the
documentation that came with the hardware.
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Stage 1: Connecting the Control Surface to a MIDI Interface
Some control surfaces may allow direct connection to a computer with no MIDI interface.
Stage 4: Mapping the Controls You Want to Use to Soundtrack Pro Commands
When you use a control surface with Soundtrack Pro, some controls are premapped to
common functions. You can map other controls to Soundtrack Pro commands and
functions in the Control Surfaces Preferences pane.
For more information, see Premapped Controls and Mapping Commands to Control
Surface Buttons.
5 Choose the type of control surface you have connected from the Control Surface Type
pop-up menu.
6 Choose the MIDI input port to use for the control surface from the Input Connection
pop-up menu.
7 Choose the MIDI output port to use for the control surface from the Output Connection
pop-up menu.
8 Click OK.
A visual representation of the control surface appears in the display area in the upper
part of the window.
Summary information
You can delete a control surface, if you decide you dont want to use it any longer.
Premapped Controls
When you connect a control surface, many controls are premapped to work with specific
Soundtrack Pro buttons and commands. Premapped controls include the following:
3 In the Control Surface Buttons window, drag an action from the Available Commands list
(on the right) to a button in the Control Surface Buttons list (on the left) to map the
command to the button.
4 Optionally, you can search for commands and control surface buttons by typing text in
the Search field, located at the upper-right corner of the window.
You can thin automation data recorded from a control surface. For information on thinning
automation data, see Thinning Envelope Points in Recorded Automation Data.
You can work with media files and projects from Final Cut Pro, DVD Studio Pro, Motion,
and other applications in Soundtrack Pro projects.
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Methods for Sending Audio from Final Cut Pro to Soundtrack Pro
You can take several approaches to working with your Final Cut Pro projects audio in
Soundtrack Pro. The method you choose depends on your situation.
Do you need a complete audio post-production solution for your movie, including
sound editing, sweetening, and mixing?
You can send multiple Final Cut Pro clipsor even an entire sequenceto a
Soundtrack Pro multitrack project, where you can complete your final mix by adding
additional tracks of sound effects, voiceover, and music. Both stereo and surround sound
mixing are supported.
With linked media, you must either send the clip or clips from Final Cut Pro to
Soundtrack Pro as a multitrack project, or you must first unlink the media files in
Final Cut Pro. For more information on sending clips from Final Cut Pro to Soundtrack Pro
as a multitrack project, see Sending a Final Cut Pro Sequence or Clip Selection to a
Multitrack Project. For more information on modifying linked media in Final Cut Pro,
see the Final Cut Pro User Manual.
To send a single Final Cut Pro clip to the Soundtrack Pro File Editor
1 Do one of the following:
Select the clip in the Final Cut Pro Browser or Timeline, then choose File > Send To >
Soundtrack Pro Audio File Project.
Control-click the clip in the Final Cut Pro Browser or Timeline, then choose Send To >
Soundtrack Pro Audio File Project from the shortcut menu.
When you return to Final Cut Pro, the clip now connects to the new Soundtrack Pro audio
file project.
A Soundtrack Pro audio file project is created for each clip selected in Final Cut Pro. Each
Soundtrack Pro audio file project is then opened in a File Editor tab in Soundtrack Pro.
When you send a Final Cut Pro clips media to a Soundtrack Pro script, the following steps
occur for each unique file:
With your consent, Final Cut Pro generates a Soundtrack Pro audio file project and
replaces the clips media file with it.
The audio file project or the clips media file opens in the Soundtrack Pro File Editor.
If your clips media file is a standard audio or video file, you have the option to create a
new Soundtrack Pro audio file project so as to process the file nondestructively. If you
dont take advantage of this option, the script processes the source media destructively
(permanently). If your clips media file is already a Soundtrack Pro audio file project, the
changes are nondestructive.
To modify one or more clips media files using a Soundtrack Pro script
1 Select the clips in the Final Cut Pro Browser or Timeline.
2 Do one of the following:
Choose File > Send To > Soundtrack Pro Script.
Control-click the selection, then choose Send To > Soundtrack Pro Script from the
shortcut menu.
3 Choose the script you want to use from the submenu.
Note: If you have not created custom Soundtrack Pro scripts and saved them to the
default Soundtrack Pro script location, no scripts appear in the submenu.
By default, a dialog appears offering to convert each clips media file to a Soundtrack Pro
audio file project, which allows for nondestructive editing.
4 Choose one of the following options:
Yes: Creates a Soundtrack Pro audio file project for each clip and then prompts you for
a location to save these project files. You can create a new folder by pressing
Command-Shift-N.
No: This option edits the files destructively, making permanent changes to the original
media files.
Cancel: Cancels the script operation.
Soundtrack Pro opens and each clip is automatically opened, edited, saved, and closed
in the File Editor.
You can also repeat the last script you used to edit a clip, making it easy to edit several
clips with the same set of actions.
To disable the dialog that appears when you use the Send To Soundtrack Pro Script
command
1 Choose Final Cut Pro > User Preferences, then click the Editing tab.
Important: In either of these cases, if you make changes in the Soundtrack Pro File Editor
and save those changes to the original file, your changes will be destructive and
permanent. To edit nondestructively, you can save the file as a Soundtrack Pro audio file
project and import that file into Final Cut Pro.
You can specify that audio clips open in Soundtrack Pro when you choose the Open in
Editor command. This ensures that Final Cut Pro automatically opens Soundtrack Pro
when you choose the command and that, when you return to Final Cut Pro, the clip is
automatically reconnected to the updated media file. You can also choose Soundtrack Pro
for editing video files if you work with a lot of linked video and audio clip items. For more
information, see the Final Cut Pro User Manual.
To set Soundtrack Pro as the default application to open Final Cut Pro audio clips
1 In Final Cut Pro, choose Final Cut Pro > System Settings, then click the External Editors
tab.
2 Make sure that Soundtrack Pro is the application set to open audio files.
To open a Final Cut Pro audio clips media file directly in the Soundtrack Pro File Editor
1 Control-click the audio clip in the Final Cut Pro Browser or Timeline, then choose Open
in Editor from the shortcut menu.
The audio clips media file opens in the Soundtrack Pro File Editor.
2 In Soundtrack Pro, modify the audio as needed.
3 Choose File > Save to save the file with the changes.
The Save dialog appears.
4 By default, the File Type pop-up menu is set to Audio File Project, which saves the changes
nondestructively. If you wish to permanently modify the original file, choose the original
file type and filename. Soundtrack Pro will ask if youre sure you want to overwrite the
file. Click OK only if youre sure that you no longer need your unedited media.
5 Click Save.
6 If you saved the file with a different filename or different file type, you must manually
add the new file to your Final Cut Pro sequence.
Important: Unless you save a Soundtrack Pro audio file project, this is a destructive process
that permanently modifies the original file.
Multitrack projects have track controls for volume, pan, mute, solo, effects, and effect
parameters. You can create additional audio busses and submixes for grouping signals
from audio tracks together or for effect sends. Tracks, busses, and submixes can be
exported to individual audio files or to a stereo or multichannel mixdown. These
Soundtrack Pro features are particularly useful for creating stem mixes that you can send
back to Final Cut Pro.
You can create a Soundtrack Pro multitrack project from a selection of Final Cut Pro clips
or an entire sequence. The multitrack project opens automatically in the Soundtrack Pro
Timeline, and clips appear just as they did in your Final Cut Pro sequence, complete with
level and pan settings and crossfades. The project tab in Soundtrack Pro displays the
name of the Final Cut Pro sequence from which the project was exported. In
Soundtrack Pro, you can arrange your clips, add effects, and create a finished mix. The
final mix can be exported from Soundtrack Pro and automatically imported into
Final Cut Pro in sync with your original sequence.
Note: Some information from Final Cut Pro is not included in the multitrack project, such
as pan settings for stereo pairs, generators, and effects applied to clips.
When you have followed the steps described above, you can send a mixdown back to
Final Cut Pro.
For more information about the relationship between Soundtrack Pro multitrack projects
and Final Cut Pro sequences, see Creating Multitrack Projects from Final Cut Pro Clips or
Sequences.
Note: Clip information is sent from Soundtrack Pro to Final Cut Pro using the Final Cut Pro
XML Interchange Format.
To export a mixdown and open a new copy of a Final Cut Pro sequence containing the
mixdown
1 In Soundtrack Pro, open the multitrack project you want to mix down.
2 Choose File > Export.
3 If you wish, choose options from the following pop-up menus:
Exported Items: Choose an entire mix, or individual tracks, busses, or submixes, or some
combination thereof.
File Type: The default (AIFF File) is appropriate for Final Cut Pro use.
Bit Depth: Choose the setting appropriate for your Final Cut Pro project.
Sample Rate: Choose the setting appropriate for your Final Cut Pro project.
Preset: Optionally, you can save a preset combining all of the above settings, for future
exports.
4 Choose Send files to Final Cut Pro sequence from the After Export pop-up menu.
6 Use the Destination pop-up menu to choose your original project, then click OK.
A copy of your original sequence (with the name you specified earlier) appears in the
Browser.
7 Double-click the new sequence in the Browser to open it in the Timeline.
The sequence opens with the mixdown audio correctly synchronized to your clips in the
Timeline and the original audio tracks muted.
When you want to work on the project in Soundtrack Pro again, you can reopen it from
the Final Cut Pro Timeline.
To open a Soundtrack Pro multitrack project from a mixdown clip in Final Cut Pro
1 In your Final Cut Pro sequence, Control-click the mixdown clip, then choose Open in
Editor from the shortcut menu.
Make sure that the Open in Editor command is set to open audio files in Soundtrack Pro.
For information, see Opening a Final Cut Pro Clips Media File in Soundtrack Pro. A dialog
appears with the following options:
Open Audio File: Opens the mixdown audio file in the Soundtrack Pro File Editor.
Open Project: Opens the Soundtrack Pro multitrack project linked to the mixdown audio
file.
2 Click Open Project.
The Soundtrack Pro multitrack project linked to the mixdown audio file opens in
Soundtrack Pro.
8 Use the Destination pop-up menu to choose your original project, then click OK.
A copy of your original sequence (with the name you specified in step 5) appears in the
Browser.
9 Double-click the new sequence in the Browser to open it in the Timeline.
The sequence opens with the mixdown audio correctly synchronized to your clips in the
Timeline and the original audio tracks muted.
10 Switch to Final Cut Pro and open the sequence containing your mixdown.
The mixdown clip remains in the same location, but the media file it refers to has been
replaced by your new mixdown file, so the mixdown is now updated in Final Cut Pro.
Note: For information about using the Soundtrack Pro Conform feature to merge a picture
edit and the sound edit of the same Final Cut Pro sequence, see Using Conform with
Final Cut Pro.
For more information about the relationship between Soundtrack Pro multitrack projects
and Final Cut Pro sequences, see Creating Multitrack Projects from Final Cut Pro Clips or
Sequences.
To make a change to a Soundtrack Pro audio file project from a DVD Studio Pro project
1 Import a Soundtrack Pro audio file project into DVD Studio Pro.
Note: If you import a Soundtrack Pro audio file project that includes more than two
channels, DVD Studio Pro only uses the first two channels.
2 Do one of the following to open the audio file project in Soundtrack Pro:
Select the file in the Assets tab, then choose File > Asset > Open In Editor.
Control-click the file in the Assets tab, then choose Open In Editor from the shortcut
menu.
Soundtrack Pro opens with this audio file project in its File Editor.
3 Make the needed changes to the audio file project in Soundtrack Pro and save the project.
4 Switch back to DVD Studio Pro.
The Asset Refresh dialog appears, letting you know that the audio file project has changed.
Play the file to hear the changes in DVD Studio Pro. You can click Show Log in the dialog
to see a list of elements that use this file.
Note: You can also save the clip in Soundtrack Pro as an audio file project, which lets you
use the workflow described in Working in the File Editor.
To edit a Motion audio track nondestructively in the File Editor, you send the clip to the
File Editor as a new audio file project, edit the clip in the File Editor, then save the audio
file project. After following these steps, you can make roundtrips between Motion and
Soundtrack Pro so you can keep working in both applications.
When you send an audio track from Motion to the File Editor, a new audio file project
(with the file type .stap) is created for the track.
The clip is updated in Motion. You hear the clip with the changes you made in the File
Editor, without having to reimport the clip. You can make roundtrips between Motion
and Soundtrack Pro by opening the saved audio file project, making changes, then saving
the project. Each time you save the project, the clip is updated in Motion.
To edit a Logic Pro audio track nondestructively in the File Editor, you send the track to
the File Editor as a new audio file project, edit the clip in the File Editor, then save the
audio file project. After following these steps, you can make roundtrips between Logic Pro
and Soundtrack Pro so you can keep working in both applications.
When you send a Logic Pro project to the Soundtrack Pro File Editor, a copy of the original
file is made, and a new Soundtrack Pro audio file project (with the file type .stap) is created
and linked to the original file.
For more information on sending Final Cut Pro sequences to Soundtrack Pro multitrack
projects, see Using Soundtrack Pro with Final Cut Pro.
A progress bar shows that the file is being translated and the project opens in
Soundtrack Pro.
A progress bar shows that the file is being translated and the project opens in
Soundtrack Pro.
The multitrack projects created from importing OMF and AAF files include any available
pan and volume information.
Exporting to AAF
You can export Soundtrack Pro multitrack projects as AAF files.
To manually create a link between an audio file and an audio file project
1 Open the audio file you wish to link to an audio file project.
2 Choose File > Save (or press CommandS).
If you save an audio file project as an AIFF file or a QuickTime movie, a link is included in
the AIFF file or movie, letting you reopen the project in Soundtrack Pro and make changes
to action settings and other edits.
If you export a saved multitrack project using File > Export, a link is included in the
exported file, letting you reopen the multitrack project in Soundtrack Pro and make
changes. The project must have been previously saved at least once before you export
the project mix.
When you reopen the exported file, a dialog appears, asking if you want to open the
audio file or the original project. In the dialog, click Open Project.
The multitrack project opens in the Soundtrack Pro Timeline so you can continue working.
When you are finished working in Soundtrack Pro, be sure to save the multitrack project
before exporting a project mix so your changes are retained.
Once you have created a final mix of a multitrack project, you can choose from several
different ways to deliver it. You can export the project mix or export individual tracks,
busses, or submixes to a wide variety of formats.
429
About Exporting
You can export a project to a mono, stereo, or multichannel audio file. You can export
all, or selected, tracks, busses, or submixes to either stereo or multichannel audio files, or
to groups of mono files. And you can create as many mixes of your project as you like by
selecting or muting tracks, busses, and submixes; adjusting controls, effects, and envelopes;
and then exporting each version as a separate mix.
The Soundtrack Pro Export dialog includes a variety of post-export actions that can
automatically open the exported files in a Final Cut Pro sequence or in File Editor project
view, place exported files on new tracks, or export a mix to Motion, Logic, or Waveburner.
You can also add your own custom AppleScript actions using the Export dialog.
To streamline your workflow, you can create custom export presets with any combination
of exported items, file types, bit depths, sample rates, and post-export actions.
You can also export a project to a variety of formats using Compressor, the Final Cut Studio
transcoding application. And you can save a multitrack project with all of the media files
it uses together in the same folder.
Options available in the Export dialog depend on the nature of the export:
For general export options, see General Export Options.
For export options related to AIFF, WAVE, NeXT, and Sound Designer II formats, see
About Export Options for AIFF, WAVE, and Other Formats.
For export options related to the MP3 format, see About MP3 Export Options.
For export options related to AAC and podcast formats, see About AAC/Podcast Export
Options.
For export options related to the Dolby Digital Professional (AC-3) format, see About
Dolby Digital Professional (AC-3) Export Options.
For export options using Compressor, see About Export Options Using Compressor.
General Options
The following options are available for any format you choose to export.
Filename: You can enter a filename for the exported file.
Location: You must choose a location for the exported file.
Preset pop-up menu: You can create custom export presets with any combination of
exported items, file types, bit depths, sample rates, and post-export actions. For more
information about using export presets and the Preset pop-up menu, see Using Export
Presets.
Exported Items pop-up menu: Choose to export a master mix or export the component
parts of your multitrack project as individual files or as groups of files.
For more information about exporting the component parts of your multitrack project,
see Exporting Tracks, Busses, and Submixes Separately.
Master Mix: Also called a project mixdown. This is a single audio file that contains all
of the elements and settings in your multitrack project. When you export a master
mix, all unmuted tracks, busses, and submixes that are routed to hardware output
jacks are included in the exported file. You can exclude any tracks, busses, and
submixes from the exported mix by muting them. For more information about
exporting a master mix, see Exporting a Master Mix.
Selected Tracks, Busses, and Submixes: Exports selected tracks, busses, and submixes
only. If nothing is selected, each unmuted track, bus, and submix is exported as a
separate file.
Create multiple mono files checkbox: Select this checkbox to export a separate audio
file for each output channel in your multitrack project. For more information, see About
Exporting Multiple Mono Files.
Bit Depth pop-up menu: Choose a bit depth for the exported file.
Sample Rate pop-up menu: The sample rate is the number of times an analog signal is
measuredor sampledper second. The higher the sample rate, the higher the quality
and the larger the file size, but dont choose a sample rate higher than the rate used
in your multitrack project or youll waste space.
Stereo Bit Rate pop-up menu: The higher the mono or stereo kilobits per second (Kbps),
the higher the audio quality and the larger the file size. The most common bit rate for
stereo MP3 files is between 128 Kbps and 192 Kbps. Lower bit rates are more appropriate
for sound files containing voice recordings (as opposed to music).
Some example settings and uses include:
32 kbps: AM radio quality, suitable for medium-quality speech
96 kbps: FM radio quality, suitable for high-quality speech or medium-quality music
128 kbps: Suitable for good-quality music
256 kbps and 320 kbps: Suitable for music that is near audio CD quality
Use Variable Bit Rate Encoding (VBR) checkbox: This setting varies the number of bits
used to store the music depending on the complexity of the music. This can help keep
file size to a minimum.
Sample Rate pop-up menu: The sample rate is the number of times an analog signal is
measuredor sampledper second. The higher the sample rate, the higher the quality
and the larger the file size, but dont choose a sample rate higher than the rate used
in your multitrack project or youll waste space.
Channels pop-up menu: If your project is monaural or if the target playback device is
mono, choose Mono. (Mono files are about half the size of stereo files.) If your project
output is in stereo and the target playback device is stereo, choose Stereo.
Channels pop-up menu: Choose either mono or stereo for the exported media file.
Sample Rate pop-up menu: Choose from one of the following sample rates: 8, 11.025,
12, 16, 22.050, 24, 32, 44.1, or 48 kHz. You can also choose Recommended to have
Soundtrack Pro automatically choose a sample rate that is suitable for the Channels
and Bit Rate settings.
Streaming hints enabled checkbox: Make sure that this box is selected if you want the
MPEG-4 Part 2 output format streaming settings to be applied.
QuickTime Streaming Server Compatibility (pre v4.1) checkbox: Select this checkbox if
you want your exported file to work with an older QuickTime Streaming Server (version
4.1 or earlier). You dont need to select this box if you are using a newer version of
QuickTime, because any streaming compatibility issues are automatically resolved.
Maximum Packet Size field: Enter a number to specify the largest file size allowable (in
bytes) for a streaming packet in your output media file. The packet size you choose
should be no larger than the largest packet used on any network between the streaming
server and the viewer.
Maximum Packet Duration field: Enter a number to specify the longest duration allowable
(in milliseconds) for a streaming packet in your output media file. The duration affects
MPEG-4 Part 2 audio only. It limits the maximum amount of audio (in milliseconds) in
any packet, which limits the audio dropout created by the loss of a packet.
No Video button: Select this option to export an audio-only (AAC) file. The resulting
podcast file will have the .m4a extension.
Enhanced (images) button: Select this option to export an enhanced podcast containing
audio and chapter marker images. The resulting podcast file will have the .m4a extension
and will include chapters and web links if you specified them in Soundtrack Pro.
Note: Enhanced (images) is the only option that allows for still images to appear in
the resulting podcast.
For more information, see Creating Podcasts in Soundtrack Pro.
Video Track button: Select this option to export an MPEG-4 (.m4v) file containing both
audio and video. For more details, see Exporting Video Podcasts Directly from
Soundtrack Pro.
For complete control over the various video parameters, use Compressor (instead of
this Export dialog). For more information, see Exporting a Master Mix Using Compressor.
Target System pop-up menu: Available settings are limited to those appropriate for the
selected target system. If youre encoding for use with DVD Studio Pro, choose DVD
Video. Choose DVD Audio only if you are encoding for use in a DVD Audio authoring
application. Choose Generic AC-3 to remove the setting limits.
For example, 3/2 (L, C, R, Ls, Rs) means three front channels (left, center, right) and
two rear (surround) channels. 2/0 (L, R) is essentially a standard stereo file. If you
choose the Automatic setting, Compressor makes its best guess at the intended audio
coding mode, based on available source audio files.
Note: S stands for a single rear Surround channel.
L C R L C R L C R
Ls Rs S
3/2 channels 3/1 channels 3/0 channels
L R L R L R C
Ls Rs S
2/2 channels 2/1 channels 2/0 channels 1/0 channels
(LFE option not available) (LFE option not available)
Enable Low Frequency Effects checkbox: Select this option to include the LFE channel in
the encoded stream.
Note: This option is not available for 1/0 mono or 2/0 stereo.
Sample Rate pop-up menu: Specifies the sample rate. All files intended for video and
audio DVD authoring must have a 48 kHz sample rate as per the DVD specification. The
32 kHz and 44.1 kHz sample rates are only available when Generic AC-3 is the target
system.
Center Downmix and Surround Downmix pop-up menus: If your encoded audio has these
channels, but the player does not, the channels are mixed into the stereo output at
the specified level.
Dolby Surround Mode pop-up menu: When encoding in 2/0 (stereo) mode, specifies
whether the signal uses Dolby Surround (Pro Logic).
Copyright Exists checkbox: Select this option to specify that a copyright exists for this
audio.
Content is Original checkbox: Select this option to specify that this audio is from the
original source and not a copy.
Include Audio Production Information: Select this checkbox and fill in the fields below
to specify how the encoded audio content was mixed. Playback devices may use this
information to adjust output settings.
Peak Mixing Level field: Specifies peak sound pressure level (SPL) (between 80 dB and
111 dB) in the production environment when this mix was mastered.
Room Type pop-up menu: Specifies information about the mixing studio.
Compression Preset pop-up menu: Specifies one of the dynamic range processing modes
built in to the Dolby Digital Professional (AC-3) format. The default of Film Standard
Compression should only be used when you are encoding an original mix intended for
cinema. In almost all cases, you should choose None.
Choose a compression
setting from the
Compression Preset
pop-up menu.
Important: It is critical that you have set the Dialog Normalization setting correctly in
the Audio pane if you intend to use any of these Compression Preset settings. The
Compression Preset settings assume that the audio, after the dialogue has been
normalized, is at the normal listening level of 31 dBFS. Levels that are consistently
louder than that result in distorted sound and erratic levels.
Note: If you are building a Dolby Digital Professional 5.1 channel surround sound DVD,
you will use Film Standard Compression.
General: Select the Digital Deemphasis checkbox to specify whether input audio data
is pre-emphasized and needs to be de-emphasized before encoding.
LFE Channel: Select the Low-Pass Filter checkbox to apply a 120 Hz low-pass filter to
the Low Frequency Effects (LFE) channel. Turn off this filter if the digital signal fed to
the LFEs input does not contain information above 120 Hz.
Note: Because Soundtrack Pro can tap the power of Compressor as a background process,
many of these export options are identical to the corresponding options in the Compressor
application.
Format to Export Video: These settings allow you to choose settings for your video
export.
Preserve Video button: This allows you to export the video in its original format. Once
you select this option, you must then choose an export preset from the adjacent
preset pop-up menu. A summary of the preset appears below it in the dialog. When
you export, the video is copied unchanged to the exported file. For more information,
see Using Compressor Export Presets.
If you want to export the entire multitrack project, be sure to first remove the cycle region.
For more information about using the cycle region, see Working with the Cycle Region.
If you export a master mix using multiple submixes, the output channel or set of output
channels of the first submix defines the channels used for the output of the exported file
as either mono, stereo, or surround.
2 If you want, choose an export preset to export a master mix from the Preset pop-up
menu.
Note: When you bounce or export a project with an effect tail (sound that extends past
the end of the audio file, usually caused by reverb or another effect), the length of the
tail is limited to a maximum of 30 seconds. If the tail extends beyond this amount of time,
it is cut off after 30 seconds in the bounced or exported file.
AAC Audio
export options
AAC Streaming
export options
AAC Podcast
export options
8 If you like, use the After Export pop-up menu to choose a post-export action.
For more information, see Using Post-Export Actions.
Note: Dolby Digital Professional (AC-3) encoding is available only on computers that also
have Final Cut Studio installed.
AC-3 Audio
export options
AC-3 Bitstream
export options
7 Choose Preprocessing, then choose from the export options in the Preprocessing pane.
Preprocessing options are applied to the audio data before encoding. With the exception
of the Compression Preset setting, leave these settings at their default values unless you
have a specific technical reason for changing them. For more information, see About
Options in the Preprocessing Pane.
AC-3 Preprocessing
export options
8 If you like, use the After Export pop-up menu to choose a post-export action.
For more information, see Using Post-Export Actions.
9 Enter a name for the exported file, then navigate to the location where you want to save
the file.
10 Click Export.
When you export using Compressor, you can use custom presets that you create in
Compressor or the presets included with Compressor.
Using Compressor
export options
Note: Because Soundtrack Pro can tap the power of Compressor as a background process,
many of these export options are identical to the corresponding options in the Compressor
application.
5 Choose options for exporting your video.
For information, see About Export Options Using Compressor.
6 Click Export.
Choose a Compressor
Export from the Preserve
Video or Encode Video
pop-up menus.
Click the Edit Presets button to open the Compressor application so that you can modify
existing Compressor presets or create new ones. For more information on working with
Compressor presets, see the Compressor User Manual.
If you are exporting to a file format that uses a different standard for routing output
channels, use the Channel Layout interface to reassign the channels and outputs.
2 Choose the physical output channel for each channel in the exported project.
Note: Muted tracks, busses, and submixes are excluded from all of the following export
combinations.
2 If you want, choose an export preset from the Preset pop-up menu to export a master
mix.
For more information, see Using Export Presets.
3 Choose any option from the Exported Items pop-up menu, except Master Mix.
When you export a project, track, bus, or submix that includes an effect (for example, a
reverb or delay) that produces a tail that extends past the end of the project, the exported
file lengthens to include the tail.
You can also select part of an audio file and add an effect to a selection. When you add
an effect that produces a tail to a selection, the tail is blended with the audio following
the selection until the effect level falls below 96 dB. The project lengthens to include
the tail if necessary.
If the Output pop-up menu is set to Surround >1-6, six mono files are exported, each
with the corresponding code appended to its filename: L, R, C, LFE, Ls, and Rs.
For more information about routing to hardware output jacks, see Connecting Physical
Outputs and Setting the Submix Outputs to Surround.
Exporting to AAF
Advanced Authoring Format (AAF) is an industry-standard project interchange format
for sharing projects and editing decisions between different video and audio editing
applications. For more information on using AAF files, see Exchanging OMF and AAF Files
with Other Applications.
You can save a series of actions in the File Editor as an AppleScript droplet. Those droplets
will appear as actions in the After Export pop-up menu (provided you save them to the
default location: /Users/username/Library/Scripts/Soundtrack Pro Scripts/). For more
information about creating your own AppleScript droplets in Soundtrack Pro, see Scripting
Actions in the File Editor Project View.
You can also add your own AppleScript scripts (that you create outside of Soundtrack Pro)
to this default location, and they will appear in the After Export pop-up menu. Such
custom actions could include an AppleScript script to send an email notification or to
automatically transfer the exported file to a web server.
Custom actions
appear here.
*)
end try
end repeat
end run
2 Save your AppleScript script to the default Soundtrack Pro AppleScript location:
/Users/username/Library/Scripts/Soundtrack Pro Scripts/.
2 Configure the Export dialog that appears to reflect the export options you want to use
for the exported file or files.
For standard audio file types (AIFF, WAVE, NeXT, and SoundDesigner II): The options include
Exported Items, File Type, the Create multiple mono files checkbox, Bit Depth, Sample
Rate, and After Export actions.
For compressed audio file types (MP3, AAC/Podcast, Dolby Digital Professional/AC-3): The
options include the detailed settings for each of those formats, the choice of Compressor
presets, and After Export actions.
For more information, see About Export Options.
3 Choose Save Preset from the Preset pop-up menu.
4 In the Save Export Preset dialog that appears, type a name for the new preset and click
OK.
One of the biggest hurdles faced by sound editors is dealing with picture changes. When
a picture editor moves clips or changes edit durations, the sound editor receives the new
edit and then must manually conform the sound mix to the new picture edit. This process
is time-consuming and its easy to make mistakes. Worse, manually conforming a mix
distracts a sound editor from the most important job at hand: completing the mix.
Here is how a picture editor and a sound editor might work together using Conform:
A Final Cut Pro sequence is sent to a Soundtrack Pro multitrack project.
Changes and edits are made in parallel to both the Final Cut Pro sequence and the
Soundtrack Pro multitrack project. The Soundtrack Pro project that the sound editor
uses is referred to as the original audio mix.
463
An updated send is performed to provide Soundtrack Pro with a new version of the
project containing the edits performed in Final Cut Pro. This creates a second
Soundtrack Pro multitrack project, referred to as the updated project.
When you initiate Conform, Soundtrack Pro analyzes both the original audio mix and
the updated send from Final Cut Pro, including all possible clip moves and media
changes and generates a third project, referred to as the result project, that has every
change made with the highest confidence. For more information, see Conforming a
Soundtrack Pro Multitrack Project.
You can use the Conform interface to review, modify, and approve all the changes
needed to best perform the process of editing the audio mix to match the new project.
For more information, see Reviewing and Approving Changes in a Conform Result
Project.
This creates a new Soundtrack Pro project that will be referred to as the updated project.
8 Make sure that both the original audio mix project and the updated project are open
in Soundtrack Pro.
Note: Only projects that have embedded Final Cut Pro clip metadata (projects sent from
Final Cut Pro or opened via XML documents) appear in this dialog.
11 Determine whether Soundtrack Pro should make comparisons during the conform to
filenames only, then do one of the following:
If the conform should make comparisons based the filename only, make sure the Only
Compare Backing File Filenames (instead of full path names) checkbox is selected.
If the conform should follow full pathnames, make sure the Only Compare Backing
File Filenames (instead of full path names) checkbox is deselected.
If the Only Compare Backing File Filenames (instead of full path names) checkbox is
deselected, Soundtrack Pro makes comparisons against the files and file path names as
well. For example, an original Soundtrack Pro audio mix file is located in
/users/username/Documents/ and the filename is conform (sent).stmp. If the checkbox
is selected, Soundtrack Pro ignores the full path name, and just compares the filename
itself. If the checkbox is deselected, Soundtrack Pro follows the full path name during the
conform.
12 Click Continue.
Soundtrack Pro analyzes the clip positions in your original audio mix and the clip
positions in the updated picture edit from Final Cut Pro, and determines the best
position/duration and media to use for each clip. Soundtrack Pro will attempt to conform
the audio mix from the original project to match the video from the updated project.
The Conform tab displays the Conform worklist: a list of clips that may have moved or
changed.
Details for
selected clip
Selected clip
Unchanged clips are removed from the worklist. Only clips that have changed remain in
the worklist.
Groups in the
Conform work list
It can be useful to start with the clips that have the lowest confidence value. To do this,
you can click the header of the Confidence column and sort in ascending order. This way,
youll get the clips with the lowest confidence at the top. You can then click a clip and
see the different options for position/duration and media.
Approve button
Clip options
Note: When the clip moves, any automation that might exist on the track will move with
the clip.
5 Once you are satisfied with your choice, click the Approve button.
The clip is marked with a green checkmark, indicating that it has been reviewed and
approved in the result project.
Note: The process of reviewing and approving changes is simply a tool to help you go
through the worklist of clips.
6 Optionally, you can select multiple clips or select a group and then click Approve to
approve all selected clips.
Approved clip
Approved clips
The result is an Untitled project containing the conform results. This project can be saved
and edited just like any other project. Typically, you will use this result project for
subsequent audio edits in Soundtrack Pro. If more changes are made in Final Cut Pro, the
result project from your first conform (plus any edits youve made in Soundtrack Pro) can
be used as the Original project in a subsequent conform process. It will be conformed
to an even more recent send from Final Cut Pro.
Keyboard shortcuts let you perform commands in Soundtrack Pro using the keyboard
instead of by pointing and clicking. The following are keyboard shortcuts available in
Soundtrack Pro, grouped by function.
473
General and File
Keyboard shortcut Function
Creates a new, blank multitrack project.
N
Opens the Save As dialog to save the project with a new name.
shift S
Adds the selected audio file (in a media tab) to the Bin of the current
B
multitrack project.
If the Project pane contains a single tab, closes the Soundtrack Pro
W
window. If the Project pane contains multiple tabs, closes the active
tab. If a particular tab is active, closes the tab.
Switches the project layout to the Separate Mixer and Video layout.
F2
Moves the playhead to the position of the next frame in the video
option
clip.
Moves the playhead to the closest of the following items to the left
home
of the playhead: the beginning of the last playback start, the
beginning of the cycle region, or the beginning of the project.
Moves the playhead to the closest of the following items to the left
return
of the playhead: the beginning of the last playback start, the
beginning of the cycle region, or the beginning of the project.
Stops playback.
K
Cycle Region
Keyboard shortcut Function
Activates the cycle region, or deactivates it if it is active.
C
Creates a cycle region around the selected audio clip under the
X
playhead or the uppermost audio clip under the playhead.
General Editing
Keyboard shortcut Function
Undoes the last command.
Z
Opens the Spot to Timeline dialog for spotting the selected clip or
shift
File Editor selection.
Moves the clip or envelope point one nudge increment to the left.
Moves the clip or envelope point one nudge increment to the right.
Timeline Tools
Keyboard shortcut Function
Selects the Selection (arrow) tool.
A
[
Adjusts In point left to zero crossing.
]
Adjusts In point right to zero crossing.
Opens the Adjust Amplitude dialog for the audio file or selection.
shift L
Opens the Paste Mix dialog so that you can paste audio and mix it
shift V
with the existing audio.
Enables groups.
control G
Markers
Keyboard shortcut Function
Inserts a time marker at the current playhead position.
M
Selects all clips on all tracks between the playhead and the end of
shift option end
the project.
Selects all the clips between the playhead and the beginning of the
shift home
project, on selected tracks only. If no tracks are selected, selects
clips across all tracks.
Selects all clips on all tracks between the playhead and the
shift option home
beginning of the project.
Moves the playhead to the previous edit, and reverses the select
shift
state of any clip starting at that edit.
Moves the playhead to the next edit, and reverses the select state
shift
of any clip ending at that edit.
Moves the playhead to the previous edit, and reverses the select
shift option
state of any clip starting at that edit, on selected track or tracks only.
Moves the playhead to the next edit, and reverses the select state
shift option
of any clip ending at that edit, on selected track or tracks only.
Recording
Keyboard shortcut Function
Arms selected track for recording.
R
Moves the Timeslice location left one frame, or by the Default Nudge
Amount.
This appendix discusses the broad topics of sound and digital audio in order to provide
some background information for using Soundtrack Pro.
What Is Sound?
All sounds are vibrations traveling through the air as sound waves. Sound waves are
caused by the vibrations of objects and radiate outward from their source in all directions.
A vibrating object compresses the surrounding air molecules (squeezing them closer
together) and then rarefies them (pulling them farther apart). Although the fluctuations
in air pressure travel outward from the object, the air molecules themselves stay in the
same average position. As sound travels, it reflects off objects in its path, creating further
disturbances in the surrounding air. When these changes in air pressure vibrate your
eardrum, nerve signals are sent to your brain and are interpreted as sound.
+
Amplitude
Time
0 1 ms
487
Frequency
Frequency is the rate, or number of times per second, that a sound wave cycles from
positive to negative to positive again. Frequency is measured in cycles per second, or hertz
(Hz). Humans have a range of hearing from 20 Hz (low) to 20,000 Hz (high). Frequencies
beyond this range exist, but they are inaudible to humans.
Amplitude
Amplitude (or intensity) refers to the strength of a sound wave, which the human ear
interprets as volume or loudness. People can detect a very wide range of volumes, from
the sound of a pin dropping in a quiet room to a loud rock concert. Because the range
of human hearing is so large, audio meters use a logarithmic scale (decibels) to make the
units of measurement more manageable.
Phase
Phase compares the timing between two similar sound waves. If two periodic sound
waves of the same frequency begin at the same time, the two waves are said to be in
phase. Phase is measured in degrees from 0 to 360, where 0 degrees means both sounds
are exactly in sync (in phase) and 180 degrees means both sounds are exactly opposite
(out of phase). When two sounds that are in phase are added together, the combination
makes an even stronger result. When two sounds that are out of phase are added together,
the opposing air pressures cancel each other out, resulting in little or no sound. This is
known as phase cancelation.
Separate signals
Sounds contain energy in different frequency ranges, or bands. If a sound has a lot of
low-frequency energy, it has a lot of bass. The 2504000 Hz frequency band, where humans
hear best, is described as midrange. High-frequency energy beyond the midrange is called
treble, and this adds crispness or brilliance to a sound. The graph below shows how the
sounds of different musical instruments fall within particular frequency bands.
20 kHz
Cymbal crash
High
4 kHz
Frequency
Cello
300 Hz
Bass line
Bass
20 Hz
Time
The human voice produces sounds that are mostly in the 2504000 Hz range, which likely
explains why peoples ears are also the most sensitive to this range. If the dialogue in
your movie is harder to hear when you add music and sound effects, try reducing the
midrange frequencies of the nondialogue tracks using an equalizer filter. Reducing the
midrange creates a sonic space in which the dialogue can be heard more easily.
Musical sounds typically have a regular frequency, which the human ear hears as the
sounds pitch. Pitch is expressed using musical notes, such as C, E flat, and F sharp. The
pitch is usually only the lowest, strongest part of the sound wave, called the fundamental
frequency. Every musical sound also has higher, softer parts called overtones or harmonics,
which occur at regular multiples of the fundamental frequency. The human ear doesnt
hear the harmonics as distinct pitches, but rather as the tone color (also called the timbre)
of the sound, which allows the ear to distinguish one instrument or voice from another,
even when both are playing the same pitch.
Time
Fundamental
Time
First harmonic
Time
Second harmonic
Because the human ear can handle such a large range of intensities, measuring sound
pressure levels on a linear scale is inconvenient. For example, if the range of human
hearing were measured on a ruler, the scale would go from 1 foot (quietest) to over
3000 miles (loudest)! To make this huge range of numbers easier to work with, a
logarithmic unitthe decibelis used. Logarithms map exponential values to a linear
scale. For example, by taking the base-ten logarithm of 10 (101) and 1,000,000,000 (109),
this large range of numbers can be written as 19, which is a much more convenient
scale.
Because the ear responds to sound pressure logarithmically, using a logarithmic scale
corresponds to the way humans perceive loudness. Audio meters and sound measurement
equipment are specifically designed to show audio levels in decibels. Small changes at
the bottom of an audio meter may represent large changes in signal level, while small
changes toward the top may represent small changes in signal level. This makes audio
meters very different from linear measuring devices like rulers, thermometers, and
speedometers. Each unit on an audio meter represents an exponential increase in sound
pressure, but a perceived linear increase in loudness.
What Is a Decibel?
The decibel measures sound pressure or electrical pressure (voltage) levels. It is a
logarithmic unit that describes a ratio of two intensities, such as two different sound
pressures, two different voltages, and so on. A bel (named after Alexander Graham Bell)
is a base-ten logarithm of the ratio between two signals. This means that for every
additional bel on the scale, the signal represented is ten times stronger. For example, the
sound pressure level of a loud sound can be billions of times stronger than a quiet sound.
Written logarithmically, one billion (1,000,000,000 or 109) is simply 9. Decibels make the
numbers much easier to work with.
In practice, a bel is a bit too large to use for measuring sound, so a one-tenth unit called
the decibel is used instead. The reason for using decibels instead of bels is no different
from the reason for measuring shoe size in, say, centimeters instead of meters; it is a more
practical unit.
Decibel Units
Audio meters are labeled with decibels. Several reference levels have been used in audio
meters over the years, starting with the invention of the telephone and evolving to present
day systems. Some of these units are only applicable to older equipment. Today, most
professional equipment uses dBu, and most consumer equipment uses dBV. Digital meters
use dBFS.
dBm: The m stands for milliwatt (mW), which is a unit for measuring electrical power.
(Power is different from electrical voltage and current, though it is related to both.)
This was the standard used in the early days of telephone technology and remained
the professional audio standard for years.
Signal-to-Noise Ratio
Every electrical system produces a certain amount of low-level electrical activity called
noise. The noise floor is the level of noise inherent in a system. It is nearly impossible to
eliminate all the noise in an electrical system, but you dont have to worry about the noise
if you record your signals significantly higher than the noise floor. If you record audio too
low, you raise the volume to hear it, which also raises the volume of the noise floor,
causing a noticeable hiss.
The more a signal is amplified, the louder the noise becomes. Therefore, it is important
to record most audio around the nominal (ideal) level of the device, which is labeled 0 dB
on an analog audio meter.
The signal-to-noise ratio, typically measured in dB, is the difference between the nominal
recording level and the noise floor of the device. For example, the signal-to-noise ratio
of an analog tape deck may be 60 dB, which means the inherent noise in the system is
60 dB lower than the ideal recording level.
You can actually see the dynamic range of an audio clip by looking at its waveform. For
example, two waveforms are shown below. The top one is a section from a well-known
piece of classical music. The bottom one is from a piece of electronic music. From the
widely varied shape of the waveform, you can tell that the classical piece has the greater
dynamic range.
Waveform from a
well-known classical
piece
Waveform from an
excerpt of electronic
music
Notice that the loud and soft parts of the classical piece vary more frequently, as compared
to the fairly consistent levels of the electronic music. The long, drawn-out part of the
waveform at the left end of the top piece is not silenceits actually a long, low section
of the music.
Dynamic sound has drastic volume changes. Sound can be made less dynamic by reducing,
or compressing, the loudest parts of the signal to be closer to the quiet parts. Compression
is a useful technique because it makes the sounds in your mix more equal. For example,
a train pulling into the station, a man talking, and the quiet sounds of a cricket-filled
evening are, in absolute terms, very different volumes. Because televisions and film
theaters must compete with ambient noise in the real world, it is important that the quiet
sounds are not lost.
When used sparingly, compression can help you bring up the overall level of your mix
to compete with noise in the listening environment. However, if you compress a signal
too far, it sounds very unnatural. For example, reducing the sound of an airplane jet
engine to the sound of a quiet forest at night and then raising the volume to maximum
would cause the noise in the forest to be amplified immensely.
Different media and genres use different levels of compression. Radio and television
commercials use compression to achieve a consistent wall of sound. If the radio or
television becomes too quiet, the audience may change the channela risk advertisers
and broadcasters dont want to take. Films in theaters have a slightly wider dynamic range
because the ambient noise level of the theater is lower, so quiet sounds can remain quiet.
Stereo Audio
The human ear hears sounds in stereo, and the brain uses the subtle differences in sounds
entering the left and right ears to locate sounds in the environment. To re-create this
sonic experience, stereo recordings require two audio channels throughout the recording
and playback process. The microphones must be properly positioned to accurately capture
a stereo image, and speakers must also be spaced properly to re-create a stereo image
accurately.
If any part of the audio reproduction pathway eliminates one of the audio channels, the
stereo image will most likely be compromised. For example, if your playback system has
a CD player (two audio channels) connected to only one speaker, you will not hear the
intended stereo image.
Important: All stereo recordings require two channels, but two-channel recordings are
not necessarily stereo. For example, if you use a single-capsule microphone to record the
same signal on two tracks, you are not making a stereo recording.
The important point to remember is that if you have a two-track recording system, each
track can be used to record anything you want. If you use the two tracks to record properly
positioned left and right microphones, you can make a stereo recording. Otherwise, you
are simply making a two-channel mono recording.
Here are some tips for distinguishing stereo from dual mono recordings:
Stereo recordings must have two independent tracks. If you have a tape with only one
track of audio, or a one-channel audio file, your audio is mono, not stereo.
Note: It is possible that a one-channel audio file is one half of a stereo pair. These are
known as split stereo files, because the left and right channels are contained in
independent files. Usually, these files are labeled accordingly: AudioFile.L and AudioFile.R
are two audio files that make up the left and right channels of a stereo sound.
Almost all music, especially commercially available music, is mixed in stereo.
Listen to a clip using two (stereo) speakers. If each side sounds subtly different, it is
probably stereo. If each side sounds absolutely the same, it may be a mono recording.
If each side is completely unrelated, it is a dual mono recording.
Split stereo files are two independent audio files that work together, one for the left
channel (AudioFile.L) and one for the right channel (AudioFile.R). This mirrors the traditional
analog method of one track per channel (or in this case, one file per channel).
Digital Audio
Digital audio recording works by recording, or sampling, an electronic audio signal at
regular intervals (of time). An analog-to-digital (A/D) converter measures and stores each
sample as a numerical value that represents the audio amplitude at that particular moment.
Converting the amplitude of each sample to a binary number is called quantization. The
number of bits used for quantization is referred to as bit depth. Sample rate and bit depth
are two of the most important factors when determining the quality of a digital audio
system.
Sample Rate
The sample rate is the number of times an analog signal is measuredor sampledper
second. You can also think of the sample rate as the number of electronic snapshots
made of the sound wave per second. Higher sample rates result in higher sound quality
because the analog waveform is more closely approximated by the discrete samples.
Which sample rate you choose to work with depends on the source material youre
working with, the capabilities of your audio interface, and the final destination of your
audio.
For years, the digital audio sample rate standards have been 44,100 Hz (44.1 kHz) and
48 kHz. However, as technology improves, 96 kHz and even 192 kHz sample rates are
becoming common.
Bit Depth
Unlike analog signals, which have an infinite range of volume levels, digital audio samples
use binary numbers (bits) to represent the strength of each audio sample. The accuracy
of each sample is determined by its bit depth. Higher bit depths mean your audio signal
is more accurately represented when it is sampled. Most digital audio systems use a
minimum of 16 bits per sample, which can represent 65,536 possible levels (24-bit samples
can represent over 16 million possible levels).
To better understand bit depth, think of each digital audio sample as a ladder with equally
spaced rungs that climb from silence to full volume. Each rung on the ladder is a possible
volume that a sample can represent, while the spaces between rungs are in between
volumes that a sample cannot represent.
When a sample is made, the audio level of the analog signal often falls in the spaces
between rungs. In this case, the sample must be rounded to the nearest rung. The bit
depth of a digital audio sample determines how closely the rungs are spaced. The more
rungs available (or, the less space between rungs), the more precisely the original signal
can be represented.
Quantization errors occur when a digital audio sample does not exactly match the analog
signal strength it is supposed to represent (in other words, the digital audio sample is
slightly higher or lower than the analog signal). Quantization errors are also called rounding
errors because imprecise numbers represent the original analog audio. For example,
suppose an audio signal is exactly 1.15 volts, but the analog-to-digital converter rounds
this to 1 volt because this is the closest bit value available. This rounding error causes
noise in your digital audio signal. While quantization noise may be imperceptible, it can
potentially be exacerbated by further digital processing. Always try to use the highest
bit depth possible to avoid quantization errors.
The diagram on the far right shows the highest bit depth, and therefore the audio samples
more accurately reflect the shape of the original analog audio signal.
Sine Square
When the number of bits per sample is increased, each sample can more accurately
represent the audio signal.
1-bit 2-bit
4-bit 16-bit
To avoid rounding errors, you should always use the highest bit depth your equipment
supports. Most digital video devices use 16- or 20-bit audio, so you may be limited to
one of these bit depths. However, professional audio recording devices usually support
24-bit audio, which has become the industry standard.
1 Many consumer DV camcorders allow you to record four audio channels using 12-bit mode, but this is not
recommended for professional work.
This appendix reviews different types of video and audio interfaces, including signals and
connectors. It also includes information on basic audio and video setups.
Video Interfaces
Final Cut Studio allows you to use a wide variety of video interfaces for capture and output.
The following sections show examples of the most common types of video interfaces
available.
FireWire for DV
You can use the built-in FireWire port on your computer to capture and output to almost
any DV device, including DV, DVCAM, DVCPRO, DVCPRO 50, and DVCPRO HD devices.
501
In this configuration, you only need your computer and a supported DV device.
FireWire 400
FireWire 400 (4- or 6-pin)
(6-pin)
Computer DV VTR
Important: Although this type of video interface uses FireWire, it is not used to connect
DV devices. If you want to capture or output DV video, you can connect your DV device
directly to the FireWire port on your computer.
FireWire 400
(6-pin) BNC connector
Note: Some broadcast-quality video output devices receive both the video and audio
from a project. When you use a video output device that supports both video and audio
output, Soundtrack Pro automatically routes your audio output to this device to provide
the best possible synchronization of the audio and video.
BNC
connector
BNC
connector
Here are the most common video signals used on todays video devices:
Composite: For more information, see Composite.
S-Video (Y/C): For more information, see S-Video.
Composite
Composite is the lowest common denominator of video signals. A composite signal runs
all color and brightness information on a single cable, resulting in lower-quality video
compared to the quality of other formats. Nearly all video devices have a composite input
and output. This format uses a single RCA or BNC connector.
In professional editing environments, composite video signals are most commonly used
for troubleshooting, for menu outputs, and for low-quality preview monitoring. For
consumer and home use, composite signals are often used to connect VCRs or DVD
players to televisions.
RCA connector
BNC connector
S-Video
S-Video, also known as Y/C, is a higher-quality video signal used by high-end consumer
video equipment. The image looks sharper and has better color than a composite video
image because S-Video keeps the color and brightness information separate on two
cables. Most low-cost analog-to-digital video interfaces have S-Video as their
highest-quality video connector. Use care when working with S-video connectors; the
four delicate pins can be bent easily.
S-Video connector
Both component YUV and RGB signals use from three to five connectors. You can use
three BNC connectors, plus a fourth (typically labeled genlock or house sync) to send
a timing signal. Sync can also be embedded in the Y or G part of the signal (using three
connectors), a separate composite signal on a fourth connector, or separate H and V drive
signals (using five connectors). See your equipments documentation for more information.
Y or green
YUV
R or red On some equipment,
RGB you can switch between
RGB and YUV modes.
B or blue
Component
FireWire 400
FireWire 400, also called IEEE 1394a or i.LINK, is the consumer and professional standard
for formats such as DV, DVCAM, DVCPRO, DVCPRO 50, DVCPRO HD, and HDV. FireWire is
an inexpensive and easy way to capture and output high-quality digital video using a
variety of camcorders and decks and is capable of data rates as high as 400 Mbps. Standard
FireWire cables can be up to 4.5 meters long.
There are two kinds of FireWire connectors: a 4-pin connector (typically found on video
equipment such as camcorders or decks) and a 6-pin connector (used for computer
equipment). However, some newer video equipment uses the 6-pin connector, and some
video interfaces use the 4-pin connector. See your equipments documentation for more
information.
Note: FireWire 800 is commonly used to connect hard disks and other data peripherals
to your computer, but this connector is rarely used to connect video devices.
SDI
Serial Digital Interface (SDI) is the standard for high-end, uncompressed digital video
formats such as D1, D5, and Digital Betacam. If you want to capture digital video from
these formats at the highest possible quality, you need a video interface with an SDI input
and output, as well as a high-performance disk array (a set of disk drives grouped together
to read and write in parallel), to accommodate the high data rates youll work with. Many
devices can send both video and audio data through a single SDI connection.
BNC connector
HD-SDI
High Definition Serial Digital Interface (HD-SDI) is a higher-bandwidth version of SDI
designed for the extremely high data rates required by uncompressed HD video. Like
SDI, HD-SDI is capable of sending both video and audio through a single connection. The
following decks have HD-SDI interfaces: DVCPRO HD, D-5 HD, and HDCAM decks.
Some devices provide even higher data rates by pairing two HD-SDI channels together
(known as dual-link HD-SDI). Uncompressed HD RGB video and other digital cinema
formats can be transmitted using dual-link HD-SDI.
HDMI
High-Definition Multimedia Interface (HDMI) supports both digital television and computer
signals and can also include multiple digital audio channels. HDMI devices are compatible
with single-link digital DVD signals via an adapter, although no audio or additional
metadata can be included. Many HD display devices and digital television set-top boxes
include HDMI connectors.
HDMI connector
SCART
Consumer PAL equipment sometimes has a special connector called a SCART connector.
A SCART connector has multiple pins that run composite, component RGB, and stereo
audio in one bundle. SCART input or output can be broken up into individual connections
using special adapters available from video and home electronics stores.
SCART connector
For basic mixing, you can connect the built-in audio output on your computer to a pair
of external speakers. This gives you two output channels, which can be configured for
dual mono or stereo playback.
TOSLINK optical
digital connector
DV FireWire
If your post-production project uses a DV codec, you can output audio via the FireWire
port on your computer. This allows you to use a DV deck, DV camcorder, or DVtoanalog
converter as an audio interface. In this case, you connect your FireWire cable to your DV
device and then connect the audio outputs of the DV device to external speakers or a
television monitor.
All digital audio interfaces can be susceptible to latency, a noticeable delay between the
time the audio signal is produced and the time you hear it. When connecting an audio
interface, you should connect the interface directly to the computer, rather than
connecting it through a hub or daisy-chaining it through another device. Connecting an
audio interface through a hub or an intermediary device can cause an unacceptable
amount of latency, particularly with slower protocols such as USB.
Important: Although a FireWire bus supports a very high data rate, connecting too many
devices, such as a DV video device, a FireWire hard disk, and a FireWire audio interface,
could potentially exceed the bus speed, resulting in audio with missing samples.
Most USB audio interfaces support two or four audio channels at one time. USB audio
interfaces vary in quality considerably, so take some time to research them before you
purchase one. The connectors on USB interfaces vary; some interfaces have RCA connectors
and others have both XLR and 1/4" TRS connectors. Very inexpensive USB audio interfaces
may only have a stereo miniplug.
Make sure you dont exceed the total bandwidth of the USB bus. USB 1.1 has a fairly low
data rate, so be careful not to add too many USB items to the bus. Ideally, USB audio
interfaces are always directly connected to your computer, not connected via a hub or
to the computers display, keyboard, or another peripheral. If you are having audio
problems with a USB interface connected to a hub, try removing USB devices and
eliminating the hub from the connection.
USB 2.0 audio interfaces are also available. Because USB 2.0 devices can handle high data
rates (similar to FireWire 400), you can treat them similarly to FireWire audio interfaces
(see FireWire for Digital Audio).
Note: Some Macintosh computers and portable audio recorders also use a connector
that combines both a stereo miniplug and a 1/8" optical digital connection (see the
information about S/PDIF in Digital Audio Connectors, Cables, and Signal Formats) in a
single jack.
RCA Connectors
Most consumer equipment uses RCA connectors, which are unbalanced connectors that
usually handle 10 dbV (consumer) line levels. RCA connectors are used on consumer
audio equipment such as home stereo systems and videocassette recorders.
RCA connector
Note: Tip-sleeve and tip-ring-sleeve connectors look almost identical. Some audio devices
(especially mixers) accept a TS connector in a TRS jack, but you should always check the
equipment documentation to be sure. Remember that most 1/4" TS connectors connect
to 10 dBV line level equipment, whereas 1/4" TRS connectors usually expect a +4 dBu
line level.
XLR Connectors
These are the most common professional audio connectors. They almost always carry a
balanced signal. Many cables use an XLR connector on one end and a 1/4" TRS connector
on the other. The signal may be microphone level (when using a microphone) or +4
dBu/dBm (professional) line level.
XLR connector
S/PDIF
Sony/Philips Digital Interface Format (S/PDIF) is a consumer-level variation of the AES/EBU
digital audio protocol. S/PDIF audio data can be transmitted several ways, including:
Via coaxial cables with an RCA connector
Via optical TOSLINK
Some Macintosh computers have a single interface that combines a TOSLINK connector
with an analog stereo miniplug.
TOSLINK connector
ADAT Lightpipe is an eight-channel digital audio format developed by Alesis. This signal
format uses TOSLINK optical connectors. Eight channels are supported at sample rates
of 44.1 and 48 kHz using 24 bits per sample. Higher sample rates are available by pairing
channels (this format is sometimes called sample multiplexing, or S/MUX). For example, a
sample rate of 192 kHz is possible, but the number of channels is reduced to two. However,
not all equipment supports channel pairing and increased sample rates.
AES/EBU
The AES/EBU (Audio Engineering Society/European Broadcasting Union) standard for
transferring digital audio typically uses XLR connectors in professional studio environments.
The data protocol is essentially identical to S/PDIF.
XLR connector
TDIF connector
Instrument level is between microphone and line level, around 20 dBV or so. Guitars
and keyboards usually output at instrument level.
Therefore, the difference between an optimal professional level (+4 dBu) and consumer
level (10 dBV) is not 14 dB, because they are referencing different signals. This is not
necessarily a problem, but you need to be aware of these level differences when
connecting consumer and professional audio equipment together.
A balanced audio cable sends the same audio signal on two wires, but inverts the phase
of one signal by 180 degrees.
Original signal
Inverted signal
(reverse phase)
When noise is introduced into the cable, it is introduced equally to both the original and
the inverted signal.
Noise on line
(affects both signals)
Inverted signal
(inverted again)
Now, both audio signals are in phase, but the noise is inverted, causing the noise to be
canceled. At the same time, the original signal gets a little stronger because it is sent on
two wires and combined. This helps compensate for the reduction in signal strength that
occurs naturally on a long cable run.
Combined signals
(noise eliminated)
Any noise introduced into the cable across its long run is almost completely eliminated
by this process.
Note: Unbalanced cables have no way of eliminating noise and are therefore not as robust
for long-distance cable runs, microphone signals, and other professional applications.
In addition to the speaker quality itself, additional factors affect your audio monitoring
environment:
Size and materials of the room
Speakers and amplifiers that are designed for mastered audio often intentionally emphasize
certain frequencies, as is done with the bass enhancement feature found on many systems.
This may make an audio CD sound better, but it is not recommended for mixing production
sound because you get a false impression of the audio signal. For example, if your speakers
overemphasize frequencies around 2 kHz, you may compensate during mixing by reducing
the intensity of audio around 2 kHz. If you then play your mix on a different set of speakers
with a flat frequency response, the frequencies around 2 kHz will sound too muffled.
+ dB + dB
dB dB
20 Hz 200Hz 1 kHz 5 kHz 20 kHz 20 Hz 200 Hz 1 kHz 5 kHz 20 kHz
Flat Not flat
Unlike DV video devices (which use a single FireWire cable), third-party interfaces send
and receive video, audio, and device control data on separate cables. For remote device
control connections on professional equipment, 9-pin (DB9) connectors are used.
Breakout box
Audio
Video
Video
Computer Analog Standard definition
(with PCI Express card) or digital VTR monitor
Following are basic instructions for connecting a video device to a third-party video
interface in your computer, as well as connecting remote device control.
To connect video and audio outputs from your VTR to your third-party video interface
1 Install a supported third-party PCI Express video interface in your computer or connect
a FireWire or USB video interface.
For detailed information, see the documentation that came with your video interface and
your computer.
2 If you are using a PCI Express card video interface that came with a breakout box, connect
the breakout box to the PCI Express card using the cables provided.
3 Connect the video output of your VTR or camcorder to the video input of your video
interface.
4 Connect the audio outputs of your VTR or camcorder to the audio inputs of your video
or audio interface.
5 Connect the 9-pin remote device control cable to your deck, and to your breakout box
or serial port adapter.
6 To genlock your video interface with your camcorder or deck:
a Connect one of the blackburst generators outputs (there should be several) to the
genlock or external sync input on your deck (usually you use a cable with a BNC
connector).
b Connect another of the blackburst generators outputs to the genlock or external sync
connector on your video interface.
For information about synchronizing Soundtrack Pro to an external video deck or audio
recorder, see Synchronizing Soundtrack Pro to External Timecode.
Note: Some broadcast-quality video output devices receive both the video and audio
from a project. When you use a video output device that supports both video and audio
output, Soundtrack Pro automatically routes your audio output to this device to provide
the best possible synchronization of the audio and video.
The steps for connecting an analog VTR to a video interface are essentially the same as
for digital SD and HD devices. The main difference is that you need to make three physical
connections, one for each of the three analog video components: Y, R-Y, and B-Y (also
called YUV or YCBCR, depending on the country and the specifics of the format). For more
information, see the Final Cut Pro User Manual. To connect equipment, see Connecting
Professional SD Video Devices.
There are fairly inexpensive capture interfaces that can accept an analog composite input
and convert it to a DV video signal transferred via FireWire. Some more expensive interfaces
may also accept an analog component input.
This kind of setup is used mainly for low-resolution capture and offline editing. Because
Final Cut Pro can edit DV video natively, you can capture your video as if it were DV
footage, edit at DV resolution, and then recapture only the necessary media files for your
finished movie at full resolution using one of the third-party video interface solutions
described earlier.
Important: If you plan to recapture footage later, make sure timecode is captured
accurately.
Audio
If you plan to capture footage using separate video and audio interfaces, you may need
to set up additional synchronization between your audio device and audio interface. For
more information, see Synchronizing Equipment with a Blackburst Generator as well as
the documentation that came with your audio interface.
Note: Professional analog audio devices also use XLR connectors, but the signal is
incompatible with AES/EBU digital audio.
To connect multiple analog audio channels from a VTR or audio device to a multichannel
audio interface
Connect each audio output channel on the VTR or audio device to each audio input
channel on the audio interface or corresponding breakout box, if included.
Using a common sync source is especially important when you are independently
capturing long segments of video and audio to synchronize together later. If your audio
deck and capture interface are not both receiving the same timing information, the sync
between the audio and video portions of clips might drift over time.
A blackburst generator provides a common timing signal (or clock) to lock together the
timing clocks of all devices in a system. This is sometimes referred to as external sync or
house sync because every device in an entire facility can be timed to this common
reference.
Important: To synchronize your video or audio devices and interfaces, they must all
accept an external clock source (such as a blackburst generator).
When you genlock a deck and a video or audio capture interface, one output of the
blackburst generator should be connected to the external sync input of the video or
audio deck, and another output should be connected to the external sync input of your
audio interface.
Blackburst
generator
Reference video Reference video
Audio
Video
Computer Breakout box Analog or digital VTR
(with PCI Express card)
To connect your audio deck outputs to a third-party audio interface for synchronized,
genlocked audio capture
1 Install a supported audio interface card in your computer, or connect a supported audio
interface.
For more information, see the documentation that came with the audio interface and
your computer.
2 If you are using a PCI Express card audio interface that came with a breakout box, connect
the breakout box to the PCI Express card using the included cable.
3 Connect the audio outputs of your audio device to the audio inputs of your audio interface.
4 Connect the remote device control cable.
5 To genlock your audio deck to your audio or video interface:
a Connect one of the blackburst generators outputs (there should be several) to the
genlock or external sync input on your audio deck.
b Connect another of the blackburst generators outputs to the genlock or external sync
connector on your video or audio capture interface (depending on which one you are
using to capture audio).
For more information, see Synchronizing Equipment with a Blackburst Generator.
Note: This is not the same thing as device control, which allows you to remotely control
a video or audio device for capturing and output. See the Final Cut Pro User Manual for
information on device control.
There are two types of signal involved in this process. LTC (Linear Time Code) is an audio
signal sent by a video deck or audio recorder. This signal cant be read directly by the
computer; it must be converted to MIDI Time Code (MTC) first. MTC can send via USB to
the computer, and via MIDI cables for distribution to other connected MIDI compatible
devices.
You will need the following equipment to synchronize Soundtrack Pro to external
timecode:
A video deck or audio recorder capable of sending LTC time code
A device capable of converting LTC to MTC, such as the MotU MIDI Timepiece AV or
Emagic Unitor 8 MKII
An RCA-to-1/4-inch audio cable, or a 1/4-inch-to-1/4-inch audio cable
A USB connection to the MIDI device
Possibly, a BNC-to-RCA female adapter
2 In the Input section, select the Sync to MIDI Time Code checkbox.
3 In the Output section, choose the frame rate for your project from the Frame Rate pop-up
menu.
4 In the Time Code Offset section, enter your tapes offset in the Bar 1 At field. This is typically
01:00:00;00.
5 Close the Preferences window.
6 Depending on your timecode source, choose either View > Time Ruler Units > Drop Frame
or View > Time Ruler Units > Non-Drop Frame.
7 Choose View > Time Ruler Units > Set Starting Timecode.
8 In the dialog that appears, enter the SMPTE position where you would like the sequence
to start.
This often is the same as the tape offset. If your timecode source is drop frame, be sure
to select the Drop Frame checkbox.
Soundtrack Pro will now chase (synchronize to) timecode sent by the tape deck or other
LTC sources.
This appendix provides information on working with Apogee hardware and how to
configure settings for Soundtrack Pro.
531
The Apogee Setup dialog appears.
Unit Select pop-up menu: Use this to define the hardware device when multiple units
are connected. The parameters of the selected device are displayed in the Unit tabs
below.
Identify Unit checkbox: Select this if you want to illuminate all LEDs on the corresponding
hardware interface.
Loop Sync Master pop-up menu: Loop Sync facilitates the proper clocking of multiple
units. It allows simple reconfiguration of clock signals, accommodating nonsynchronous
digital inputs on all connected units. Choose the hardware unit that you want to use
as the clock master. Once a device is designated as master, all other units are
automatically locked to its word clock.
Disable Loop Sync checkbox: Select this if you want to manually adjust synchronization
settings.
Clock
Clock Source pop-up menu: Sets the clock source for the chosen unit. Options are Internal,
Optical, Coax, and Word Clock.
Format
Optical In pop-up menu: Options are ADAT/SMUX and S/PDIF.
Optical Out pop-up menu: Options are ADAT/SMUX and S/PDIF.
Dither
UV22HR pop-up menu: This specifies the target signal path for the UV22HR dithering
algorithm. Options are Off, Analog In 12, Analog In 34, Analog In 56, Analog In 78,
Optical In 12, Optical In 34, Optical In 56, Optical In 78, S/PDIF In, and S/PDIF Out.
Level Meters
Level Meter Display pop-up menu: This pop-up menu determines the type of metering
displayed by your units. Options are input level, output level, or no signal at all.
Special
CD Mode checkbox: Selecting this checkbox turns on CD mode, which sends a 44.1 kHz,
16-bit stereo signal to the S/PDIF output, regardless of the input. In effect, selecting
this checkbox automatically switches the Conversion pop-up menu to S/PDIF Out, the
Sample Rate pop-up menu to 44.1 kHz, and the UV22HR pop-up menu to S/PDIF Out.
If any of these automatically set parameters are then changed manually, the CD Mode
checkbox is automatically disabled.
Inputs Tab
This tab is used to configure the inputs of your Apogee hardware. The tab contains four
identical parameter sets for microphone inputs 1 to 4 and a parameter section for line
inputs 5 to 8.
Outputs Tab
This tab is used to configure the outputs of your Apogee hardware.
Main Parameters
You can choose the output channels that you wish to control with the Main Level slider.
Format pop-up menu: Values are Stereo, 5.1 Surround, and 7.1 Surround.
3 Click the Recall Setup From Project button at the bottom of the dialog and follow the
onscreen instructions.
This loads the configuration saved with the project.
This appendix provides information to help you solve problems you may encounter while
using Soundtrack Pro.
539
Audio Files and Audio Interfaces
There are several factors that can affect performance when working with digital audio
files. Observing the following guidelines will help you maintain the highest possible
performance when working with Soundtrack Pro projects:
Because digital audio files require intensive processing by the computers processor,
do not perform other processor-intensive tasks while working in Soundtrack Pro.
External audio interfaces connected to your computer can be susceptible to latency, a
noticeable delay between the time the audio signal is produced and the time it reaches
the computer. Some hardware and software manufacturers offer guidelines for reducing
the amount of latency for their equipment. Be sure to read the documentation that
came with your audio interface.
If you are using a USB audio interface, make sure the audio interface is directly connected
to your computer. Do not connect a USB audio interface through a USB hub, or chain
it through another USB device.
If you experience unwanted noise or hiss, check the connections between your computer
and any external audio devices. Refer to the documentation that came with each device
for any additional instructions on dealing with noise.
To calculate the latency by playing a loop and recording it at the same time
1 Use an appropriate cable to connect the audio output port you are using to the input
port for the device from which you plan to record.
2 Choose a loop with a large number of transients, such as a drum loop.
3 Set the tempo to 60 bpm (to simplify the latency calculation).
4 Click the Arm for Recording button in the header of the track to which you want to record.
5 In the Recording tab, set the Input device to the recording device.
6 Set Monitor to None and ensure that hardware monitoring on your recording device is
turned off. You may also need to reduce input or output volumes of your devices in order
to avoid feedback.
7 Click the Record button (or press CommandR) and let the loop play for a few seconds.
Then click Stop.
8 Do the following:
a Visually compare the original track and the newly recorded track.
b Zoom in to identify a place where the tracks have identical waveforms but are not lined
up.
Whatever your issue, its a good idea to have the following information immediately
available. The more of this information you have ready to give to the support agents, the
faster they will be able to address your issue.
The Support ID number that came with Soundtrack Pro. This number is different from
the product serial number that is used to activate your copy of Soundtrack Pro.
The version of Mac OS X you have installed. To find the version, choose Apple menu >
About This Mac.
The version of Soundtrack Pro you have installed, including updates if applicable. To
find the version of Soundtrack Pro on your computer, choose Soundtrack Pro > About
Soundtrack Pro.
The model of computer you are using.
The amount of RAM installed in your computer, and how much is available to
Soundtrack Pro. To find out how much RAM is installed, choose Apple menu > About
This Mac.
What other third-party hardware is connected to or installed in the computer, and who
the manufacturers are. Include hard disks, graphics cards, and so on.
Any third-party plug-ins or other software installed along with Soundtrack Pro.