Studio One 4.1 Reference Manual1 PDF
Studio One 4.1 Reference Manual1 PDF
1
Table of Contents
Table of Contents 1
Introduction 7
Installation and Activation 1
Installation 1
Activation 2
Content Installation 5
Authorizing Melodyne Essential 6
Starting your Trial of Melodyne 6
Setup 7
System Requirements 7
Set Up Your Audio Device 7
Audio Device Input/Output Setup 12
Set Up Your MIDI Devices 13
Managing Your Content 17
Creating a New Song 19
General Options 21
Advanced Options 22
Fundamentals 25
Nondestructive Editing and Undo/Redo 25
High-Precision Mix Engine 25
Automatic Delay Compensation 25
Audio Dropout Protection 25
Look Mom, No MIDI! 25
Drag-and-Drop 26
Transport Controls 26
Key Commands 26
Studio One Help and Information 28
Flexible Parameter Control 28
Control Link 28
PreSonus_Hardware_Integration 29
Working with PreSonus Notion Software 30
Pages 33
Start 33
Song 35
Project 36
Quick Switch 37
Recording 39
Audio Tracks 39
Instrument Tracks 43
Activating Recording 47
Metronome Control 48
Loop Recording on Audio Tracks 50
Instrument Track Recording Modes 51
Note Repeat Options 53
Step Record 54
Track Layers 54
Audio Recording Format 55
Creating a Good Monitor Mix 55
Cue Mixes and Low-Latency Monitoring 55
Thank you for purchasing PreSonus™ Studio One™ software, and welcome to the Studio One Reference Manual.
Studio One 4.1 is a groundbreaking music-creation and production application for macOS® and Windows® that makes audio record-
ing, MIDI sequencing, and audio mastering (in Studio One Professional) easy and fun—the way it should be. From tracking to mixing to
mastering and distribution, this is a creative environment built for intuitive use, speed, and efficiency, yet robust enough for the most
complex productions. Version 4.1 adds a wide range of new features, improvements, and advanced technologies.
This manual is a great place to start learning about Studio One, and it also provides an in-depth reference for experienced and new
audio-software users alike.
PreSonus is committed to constant product improvement, and we value your suggestions highly. We believe the best way to achieve
our goal of constant improvement is by listening to the real experts: our valued customers. We appreciate the support you have shown
us through the purchase of this software.
Installation
The process for registering, installing, and authorizing your copy of Studio One will differ, depending on the method you used to acquire
it.
Retail Purchase If you bought Studio One in a retail box and only received a Product Key in the box, you'll register the key and then
download Studio One, and then activate it online upon first launching the product.
Direct Purchase from Shop.PreSonus.com If you bought the software directly from http://shop.presonus.com, installation and
activation happen entirely online and the purchased software is automatically added to your user account.
Retail or Direct Purchase of USB Flash Drive If you're installing Studio One from the USB flash drive which comes with select retail
versions and is also available as an additional accessory purchase from http://shop.presonus.com, your activation will happen online
using the Product Key after launching the product for the first time.
If you purchased Studio One by any of these three first methods, see Register and Download Studio One for further details on
registration and downloading your new software.
PreSonus Audio Interface or Audio Mixer Purchase If you bought an AudioBox, FireStudio or StudioLive Ai Mixer product, these
all come with a bundle version of Studio One Artist. Registering the hardware in your My.Presonus account automatically gives you
access to Studio One and a corresponding Product Key. When you launch Studio One for the first time, you can authorize the software
using the provided Product Key.
If you came about acquiring Studio One by purchasing a PreSonus hardware product and wish to claim your Studio One Artist license,
see Register and Download Studio One Bundled with PreSonus Hardware for more information.
Activation
Studio One must be activated for use on your computer. Once installation is complete, launch Studio One. The License Agreement
appears.
Click [I Accept] to accept the agreement. The PreSonus Login window is then displayed.
Fill in your desired user-account details, and click [Create PreSonus Account].
If the computer on which Studio One has been installed is connected to the Internet, select the [Activate my purchased version of Studio
One] option. Click the drop-down button next to the Product Key field, and choose Show my Existing Product Keys from the menu. Your
registered Studio One license (or licenses) are shown. Choose the license you wish to use, and click the [Activate] button to finish the
activation process.
Offline Activation
If the computer on which Studio One has been installed is not connected to the Internet, click [Activate Offline] in the Studio One Activ-
ation window, and make note of the Activation Code shown in the instructions. Offline Activation lets you activate your copy of Studio
One using a separate, internet-connected computer. To activate Studio One in this way, you will need a USB flash drive (or other port-
able data storage device), a written copy of your Product Key, and your Activation Code.
Head to a computer with an Internet connection, visit http://my.presonus.com, and log in to your account. Click the [Register a
Product] button, choose Software or Extensions from the Choose Product Type menu, and enter your Product Key, as printed on the
Studio One package or provided via email. Click on [Register], and you are taken to your Software list.
Click the [View More Details] button for the version of Studio One in your Software list, and then click [Offline Activation] on the next
page. Click [Activate Software], and enter the Activation Code provided by Studio One. You may also enter a computer name to help
you keep track of your five allowed activations.
Content Installation
Studio One comes with many audio loops and instruments that are organized into Sound Sets, as well as demo songs and tutorial
videos. The number of Sound Sets available for installation depends on the version of Studio One you have installed (Artist or Pro-
fessional). To install the Sound Sets and demo/tutorial material, launch Studio One and open the Studio One/Studio One Installation
menu item.
In the Install From selector, you can choose to download all selected content from your PreSonus Account, or navigate to downloaded
content in your file system (or a provided USB stick). If you wish to install any further content at a later time, you can always return to Stu-
dio One/Studio One Installation window to do so.
By default, all packages included with your version of Studio One are selected for installation. You can set the Install To location to any
desired location on your computer, then click on [Install].
As your files download, a Transfers window is shown, giving information on the status of each file queued for download. If you hide the
Transfers window and later wish to see it again, navigate to View/Additional Views/Transfers, or just click the animated arrow button in
After installation, you can find all of the installed content in the Browser, which is on the Song page. Demos and tutorials can be
accessed from the Start page. Instrument presets are listed under the related instrument in the Instruments tab of the Browser, as well
as the preset browser in the plug-in window.
Installing Melodyne
In Studio One, navigate to Studio One/Studio One Installation. Check the box next to the version of Melodyne that is listed to select it.
Once selected, you can click [Install] to install Melodyne.
Studio One Professional comes with a full license for Melodyne Essential 4. Click the [Claim Product Key] button next to the Melodyne
listing to claim your Melodyne product key. The key is displayed, and you can click the [Copy] button to copy it to the clipboard.
Before you can use Melodyne Essential, you must first launch the standalone Melodyne application that is installed along with the plug-
in versions. Once opened, press the [Enter Serial Number] button, then type or paste in the provided Melodyne Essential serial num-
ber, and press [Continue]. You are then prompted to register your copy of Melodyne, by clicking [Create myCelemony account]. Follow
the prompts to register your copy of Melodyne Essential.
Once registration is finished, you can quit the standalone Melodyne application, and then launch Studio One to begin using Melodyne
Essential.
Before you can begin to try out Melodyne, you must first launch the standalone Melodyne application that is installed along with the plug-
in versions. Once opened, press the [Try out Melodyne editor] button to start the trial process, then follow the prompts to authorize your
30-day trial.
Once the trial has been activated, you can quit the standalone Melodyne application, and then launch Studio One to begin using Melo-
dyne Trial.
System Requirements
The following are the system requirements to run Studio One.
Windows® 7 (x64with SP1 + Platform Update), Windows 8.1 (x64) or Windows 10(x64) Systems
Minimum Hardware
Intel® Core Duo™ or AMD Athlon™ X2 processor
4 GB RAM
Recommended Hardware
Intel Core 2 Duo or AMD Athlon X4 or better
8 GB or more RAM
Additional Requirements (all Systems)
Internet connection on an available computer (for authorization and updates only)
A monitor resolution no lower than 1366 x 768 resolution (high-dpi monitor recommended)
Multi-touch enabled monitor required for touch operation (in Mac OS X systems, monitor must support TUIO)
40 GB available hard-drive space for installation, content, and recording projects
Monitoring Latencies
The Monitoring Latencies display shows you the latency values for audio inputs (round-trip, from input to output) and virtual instru-
ments, based on the current Device Block Size and Dropout Protection settings. The "Standard" column shows the latency for the cur-
rent settings if you choose not to use Low-Latency Monitoring, while the "Low Latency" column shows values for the Native Low-
Latency Monitoring system.
Necessary Condi-
Type Z-Mix Monitoring Insert FX Send FX
tions
Standard Soft- Disabled Large Device Block Standard latency All function All function
ware Monitoring Size, low Process
Block Size (Dropout
Protection)
Native Low- Enabled Process Block Size Native low-latency Plug-ins with 3ms All function
Latency Mon- (Dropout Pro- or less of latency
itoring tection) must function normally,
exceed Device all others are dis-
Block Size abled
Virtual Instrument Enabled Process Block Size Native low-latency Plug-ins with 3ms All function
Low-Latency Mon- (Dropout Pro- or less of latency
itoring tection) must function normally,
exceed Device all others are dis-
Block Size abled
Hardware Low- Enabled "Use software low- Hardware low- No Insert FX func- All function
Latency Mon- latency monitoring latency tion
itoring instead of hard-
ware
monitoring" option
must be disabled
Process Precision
By default, Studio One’s process precision is set at Single (32-bit). If using Studio One Professional, you may choose double precision
(64-bit) from the Process Precision drop-down menu.
Supported Devices
Studio One supports most audio devices, including those that run on ASIO or WASAPI (Windows) or Core Audio (Mac OS X) drivers.
When using a WASAPI audio device in Windows, note that WASAPI offers Exclusive and Shared modes of operation. In Exclusive
mode, lower latency can be achieved, but other applications (such as Windows Media Player) cannot use the audio device at the same
time. Refer to the Windows Control Panel/Hardware and Sound/Sound to configure the options for your WASAPI device.
Performance Monitor
When setting up your audio device (specifically when determining appropriate Internal or Device Block Size, or selecting Single or
Double Process Precision), you should take into account the related performance demands on your computer.
Open the Performance Monitor by selecting it from the View menu, or by clicking on the [Performance] button in the Transport. This
monitor displays the current relative overall CPU and disk performance, as well as the performance of instruments and automation.
When these meters approach or reach the top of their range, you may need to consider altering your audio device settings (or changing
the Song or Project) to avoid audible clicks and pops or possible instability. For instance, it is common to lower the Device and/or
Internal Block Size while recording to keep monitoring latency low but then to increase Block Size while mixing to provide as much CPU
headroom as possible for effects processing.
If any playback issues are encountered with third-party virtual instrument or effect plug-ins that have their own multiprocessor support
implementation (e.g., NI Kontakt, FL Studio), it is recommended that this support be disabled in the plug-ins. In this case, Studio One
manages all processor scheduling.
The configuration of the Audio I/O Setup is done within each Song, so that it is possible for each Song to have a separate I/O setup. As
discussed in Default Device I/O Setup, a default I/O setup can be created so that each new Song defaults to a particular I/O setup if
you desire.
In the Audio I/O Setup menu, there are two tabs: one for input configuration and one for output configuration. In each tab, a Matrix Rout-
ing view shows the current configuration, with the vertical columns indicating hardware audio device channels (hardware I/O) and the
horizontal rows indicating created software I/O channels. Software I/O channels function as the input sources and output destinations
available to individual Tracks in Studio One
Audition Channel
The Preview Player in the Browser and in the Import File menu uses the Audition channel for audio playback. Any stereo Output Chan-
nel can be used as the Audition channel, allowing you to audition sounds from an output other than your main output.
To customize this placement, click on Placement in the Options/External Devices menu after adding your surfaces. All ungrouped sur-
faces appear under the Ungrouped tab. To place a surface in a group, select a Group tab, then click-and-drag the surface from the
Ungrouped area to the selected group area. To adjust the order of the grouped surfaces, click-and-drag them left or right. Channels in
the Console appear in order across the surfaces from left to right.
Up to four Groups can be created, to allow for mirroring of Channels across multiple surfaces. This is helpful if you have more than one
location in the studio where you wish to use control surfaces (e.g., an A room and B room or a control room and live room).
Only supported and predefined Control Surfaces appear in the Placement window. User-defined devices do not appear in this window.
With the device added, to use your keyboard as a MIDI Keyboard, open the interface for the QWERTY Keyboard device by double-click-
ing on it in the External panel of the Console. Any record-enabled Instrument Track then receives input from the QWERTY Keyboard,
as shown in the QWERTY Keyboard device interface. Your keyboard only transmits data to Instrument Tracks while the QWERTY Key-
board device interface is open.
Reconnect Devices
In most applications, when MIDI devices become disconnected while the application is running, you usually have to restart the applic-
ation, and the software may crash. In contrast, if an external MIDI device becomes disconnected while Studio One is running with a
Song or Project open, the device can be reconnected without restarting Studio One.
If this occurs, navigate to Studio One/Options/External Devices (Mac OS X: Preferences/External Devices) and click on Reconnect at
the bottom of the menu. Then reconnect your devices and click OK. The devices should now work normally in Studio One.
If an external device is not present when Studio One is started—for instance, if you’re traveling and don’t have some of your gear with
you— the application still runs normally. You should see a warning message that makes you aware of the situation. If your setup fre-
quently changes, you may wish to turn off this warning message by disengaging the Notify Me If Devices Are Unavailable When Studio
One Starts option.
Later, when you start Studio One with the device connected to your computer, Studio One recognizes the device automatically, and it
can be used exactly as before, with no further setup required.
User Data
Any content you create using Studio One is automatically stored in the location you specify. This includes Songs, Projects, Effects Pre-
sets, and all of the files these categories contain. All of your creative output can be logically organized and kept in a single place, which
makes future location and backup a breeze.
When creating a new Song or Project, the User Data folder is the default save location. While we recommend using this location, you
can specify any save location when creating any new Song or Project.
Engage the Auto Save Documents option to automatically save any open document at a specified interval of time.
Engage the Ask to Copy External Files when Saving Song feature to be given the option to consolidate any outside files to the
central data folder when saving a Song.
File Types
All supported file extensions are listed in the Studio One/Options/Locations/File Types (Mac OS X: Preferences/Locations/File Types)
menu. Only these supported file types are displayed in the Browser.
It is possible to add file extensions to this list by clicking on the [Add...] button. In the pop-up menu, you can choose an icon, enter the file
extension, and provide a description for the file type. Select a user-added extension from the list and click on Remove to remove it.
Sound Sets
Preconfigured packages of loops and samples are bundled with Studio One. The Browser’s Sound Sets folder makes finding this con-
tent quick and easy. These packages also contain information about each content vendor, which is displayed in the Browser when a
package is selected. Click on the Visit Website link in the Browser for more information about the vendor and the content they supply.
Instrument Library
Studio One includes a native virtual instrument called Presence XT that utilizes a cross-platform sample library format, as well as stand-
ard libraries in Giga, EXS, Kontakt (version 4 and below), and Sound Font (SF2 and SFZ) formats. Using the Instrument Library func-
tion, you can tell Studio One where your sound sets are located, giving you access to them as presets in Presence XT.
To add sound library file locations to your Instrument Library, in the Studio One/Options/Locations/Instrument Library (Mac OS X:
Preferences/Locations/Instrument Library) menu, click on the [Add...] button and specify a file location, then click OK. You can specify
as many locations as you need.
For more information on the Presence XT built-in virtual instrument, refer to the Presence XT section.
VST Plug-ins
When Studio One starts for the first time, most of your plug-ins are located automatically and are ready to use immediately. If Studio
One fails to find certain plug-ins, adding them is easy.
To add any missing VST plug-ins, navigate to the Studio One/Options/Locations/VST Plug-ins (Mac OS X: Preferences/Locations/VST
Plug-ins) menu and click on the [Add...] button, then specify a location and click OK. You can also drag-and-drop any folder from the
Explorer/Finder into the Locations list. Studio One then scans these locations at startup, including searching for new plug-ins you’ve
added. You can always add more locations if needed.
AU, VST 3, and ReWire-enabled plug-ins and applications have their own pre-set file path in the OS and do not have to be located
manually.
Failed Plug-ins
If any plug-in fails to start correctly when scanned at startup, a notice appears next to its name in the startup message list, and a warning
message is shown. If the plug-in continues to fail at startup—for instance, if it is not authorized correctly or a required iLok key is not
present—Studio One puts the plug-in in a blacklist and ignores it at startup from that point on.
To reset this blacklist and force Studio One to scan missing plug-ins again at startup, navigate to Studio One/Options/Locations/VST
Plug-ins (Mac OS X: Preferences/Locations/VST Plug-ins) and click on [Reset Blacklist]. The next time you start Studio One, the pre-
viously blacklisted plug-ins are scanned again. If the issues that caused the plug-ins to fail the scan have been resolved, the plug-ins are
made available.
Song Templates
On the left side of the New Song creation menu, there is a list of preconfigured Song templates, which are designed to help get you star-
ted quickly with various recording tasks.
The templates can include particular I/O and Track setups, effects plug-in and virtual instrument processing, and all other aspects of a
Song. By default, the Empty Song template is selected, which creates a completely empty Song with no Tracks or preconfigured I/O
setup.
Song Location
New Songs and all related data are saved to your User Data location, set in Studio One/Options/Locations/User Data (Mac OS X:
Preferences/Locations/User Data). If you like, you can choose a different file location by clicking on the [...] button in the New Song dia-
log, and browsing to your chosen location.
Sample Rate
“Sample rate” refers to the rate at which incoming analog audio is sampled per second during conversion to a digital signal. The most
common setting is the standard sample rate for audio CDs: 44.1 kHz, meaning 44,100 samples per second.
The Studio One sample rate should match the sample rate of your audio interface, so by default, the sample rate is set to your current
audio interface’s sample rate, and changing this setting initiates a sample rate change in that device. If the sample rates don’t match,
Studio One resamples all audio files to match the sample rate of the hardware, but this can cause performance problems and should be
avoided. Studio One is capable of recording at any sample rate your hardware audio device offers.
Not all devices allow a third-party software application to change the hardware sample rate. The desired sample rate should be set
before creating a New Song.
File size is directly proportional to the sample rate and resolution. The higher the sample rate and resolution, the larger the resulting
audio file is.
Resolution
“Resolution” refers to the bit depth of digital audio, which is related to the audio’s dynamic range. Standard CD audio has a 16-bit res-
olution, which results in roughly 96 dB of dynamic range. Thus, with “CD-quality” audio, the difference between the quietest and loudest
sounds possible is 96 dB. The most common resolution setting in professional recording is 24-bit, which produces a dynamic range of
approximately 144 dB.
Studio One can record audio with 16, 24, or 32-bit (floating point) resolution. Which resolution to use is a matter of preference. If you
are unfamiliar with these concepts, try experimenting with recording at each resolution and comparing your results.
Timebase
The timebase of your New Song determines the way the timeline is represented. The timebase selection can be changed at any time.
You have the option of the following:
Seconds The timeline division is an expression of hours : minutes : seconds : milliseconds.
Samples The timeline division is an expression of samples.
Bars The timeline division is an expression of musical bars and beats.
Frames The timeline division is an expression of frames.
Song Length
Here, you can specify a length for your new Song, or go with the default setting of five minutes. If you wish to change the length of a
Song once in progress, you can move the Song End marker to the desired end point, as detailed in the Song Start and End Markers
section.
You can also change the length of the currently open Song by opening the Song/Song Setup dialog and setting the Song End para-
meter to your desired end point.
Tempo
Here, you can specify a starting tempo for your Song, or go with the default setting of 120 BPM.
Time Signature
Here, you can specify a starting time signature for your Song, or use the default setting of 4/4.
General Options
The following options give you a variety of controls over how Studio One looks and operates. Click on each tab in the Studio One/Op-
tions/General (Mac OS: Preferences/General) menu to access these options.
General
When Studio One starts Choose the default action to be done upon startup.
Do Nothing No Song or Project opens by default.
Open Last Song/Project The most recent Song or Project opens.
Open Default Song/Project The default Song or Project opens. To set the Song or Project to open by default, set
up a Song or Project and save it, with the name “default,” to the Songs or Projects folder located at the current User
Data location set in Options/Locations.
Create a New Song A new Song is created and opened.
Check for Updates Check for software updates on startup.
Language Choose your language from the list.
Enable High-DPI Mode (Windows only) Enable this mode to improve the look and feel of Studio One on high-DPI monitors
when running on Windows.
Note: When running Windows with a high-DPI display, you may find that certain older plug-ins appear quite small on screen, as they
have not been updated for use with high-resolution displays. To change this for individual plug-ins, open the plug-in settings menu in the
plug-in editor tab and enable the Enable System DPI Scaling option (requires Windows 10 version 1803). Scaled-up plug-in interfaces
will appear blurry when blown up to size, which is expected. Certain plug-ins may not be compatible with this option. Avoid using this
option on plug-ins that offer their own scaling options.
Appearance
Set the color balance for the user interface in Studio One, with separate controls for Background and Arrangement elements. Color set-
tings can be stored as files on disk and loaded from disk, allowing trading with other users or archiving for personal use. Press [Reset] to
set the color balance back to factory specs.
Keyboard Shortcuts
This panel lets you assign and change keyboard shortcuts for features and functions in Studio One. For more information, see Key
Commands.
Network
Toggle the "Allow remote control apps to discover this DAW" option on to let compatible networked controllers connect to Studio One.
Touch Input
Here, you can enable multi-touch operation (if you have a compatible display attached to your system), as well as specify which monitor
is to be used for touch input. To specify the current monitor, click the [This] button.
Editing
Click on the Editing tab to access the following options:
Enable Crosshair Cursor for Tools is engaged by default. It enables a large, white, vertical-and-horizontal crosshair in the
Arrange view that aids in displaying the exact position of the various mouse tools.
Locate When Clicked in Empty Space is disengaged by default. When engaged, it allows the timeline cursor to be located
based on clicking in empty space or clicking where there are no Events.
Apply Folder Track Color to Content is disengaged by default. When engaged, it causes all content contained in a Folder
Track to be color-coded with the same color you choose for the Folder Track.
Colorize Track Controls is disengaged by default, and in that state, the color you choose for each Track is shown in a small
area in its controls in Arrange view. When Colorize Track Controls is engaged, it causes the whole control area of each Track
to be color-coded with assigned color, for better visibility.
Show Channel Numbers in Tracks is disengaged by default. Some Tracks do not have corresponding Channels in the Con-
sole (and vice versa). Because of this, Tracks and Channels are assigned numbers separately to avoid gaps in Track or Chan-
nel numbering. This means that in some cases, a Track and its corresponding Channel may be numbered differently. If this
bothers you, enable the Show Channel Numbers in Tracks option to mark each Track with its corresponding Channel number,
avoiding this mismatch.
Don’t Show Event Names removes the name labels from Events in the Arrangement view. This is purely an aesthetic dif-
ference and does not change any functions.
Draw Events Translucent is not engaged by default. It enables the Timeline grid in the Arrange and Edit view to be seen in
the background, through Events. Seeing the grid may help with various editing tasks.
Automation
Click on the Automation tab to access the following options:
Automation Follows Events is engaged by default. This means that automation envelopes lock to Events so that moving an
Event with automation “under” it also moves the automation.
Disable Events Under Automation Envelopes is also engaged by default. This makes Events unavailable to the mouse
tools while viewing an automation envelope, which helps prevent you from unintentionally editing underlying Events while edit-
ing automation.
Automatically Create Automation Tracks for Channels is disabled by default. Engaging this option automatically adds
an automation Track for every new FX Channel, Bus, or VCA Channel that you create in the Console. This helps to retain par-
ity between the structure of Tracks in Arrange view, versus Channels in the Console.
Automatically Add Envelopes for all Touched Parameters is enabled by default. Engaging this option adds an auto-
mation envelope for any automation-friendly parameter when you touch its control.
The Default Envelopes for new Audio Tracks selectors let you specify which types of automation envelopes are created
for each new track by default. You can enable or disable Volume, Pan, and Mute.
Audio
Click on the Audio tab to access the following options:
Use Cache for Timestretched Audio Files is engaged by default. It is described in depth in the Using Timestretch
Cache section of the Editing chapter.
Record Tempo Information to Audio Files is engaged by default. When engaged, this option enables tempo tagging for
any audio file recorded in Studio One. The Song tempo at the time position of the recording is saved with the file, so that auto-
matic timestretching can be accomplished. If another application has issues reading audio files from Studio One, try disabling
this option.
MIDI
Click on the Midi tab to access the following options:
Timecode Follows Loop is engaged by default and allows MIDI Timecode to remain in sync when Loop is active in a Song or
Project. With this disengaged, MIDI Timecode continues to run linearly (counting up) while Studio One's transport is looping.
Reveal Precount Notes is disengaged by default. Engage this option to retain any MIDI notes played during the count-in
when Precount is enabled. This can be helpful when playing in parts that start just before the downbeat.
Chase Long Notes is engaged by default. When engaged, if playback starts after a note start, the note is played as though its
start time were at the position at which playback started. For instance, if a synth pad note starts at bar 1 and lasts through bar
8, and playback is started at bar 4, the note plays from bar 4 as it would normally from bar 1. With this option disengaged, in the
above example, the note would not play at all.
Cut Long Notes at Part End is not engaged by default. When engaged, this means that notes are cut at the end of a Part
where it would otherwise extend beyond the Part end. This effectively places the note-off at the Part End.
Record Offset allows you to input a value, in milliseconds, by which any recorded musical performance should be offset in the
arrangement, thereby compensating for device/driver latency.
Console
Click on the Console tab to access the following options:
Enable Undo Enable this option to allow undo for changes in the Console, such as fader moves and channel mutes.
Colorize Channel Strips Enable this option to apply channel color coding to full channel strips in the Console. Normally the
color only shows on the channel labels. This sort of enhanced visual reference can be helpful when trying to navigate large
Songs.
Services
Studio One gives you the ability to selectively enable and disable particular services, or modules, that enable specific features. This may
be helpful when troubleshooting. For instance, if a ReWire device seems to be causing a problem, you can disable the ReWire service
to see if that resolves the issue. This kind of troubleshooting enables the Studio One technical-support team to quickly locate and
resolve specific issues with your computer system and to identify any previously unknown problems in the program.
All services are enabled by default. To disable any service, click on the Services tab in the Studio One/Options/Advanced menu (Mac
OS X: Preferences/Advanced) and click on the confirmation button, paying special attention to the disclaimer message. Then click on
any service in the list and click on the Disable button to disable that service. You must restart Studio One for these changes to take
effect.
If a service has been disabled, follow the instructions above, and click on the Enable button for the service in order to re-enable it. Again,
Studio One needs to be restarted for any of these changes to take effect.
Drag-and-Drop
Many functions in Studio One have integrated drag-and-drop support. This means that objects can be clicked on and then dragged to
various locations, and over other objects, in order to accomplish certain tasks. For example, you can find an audio effect in the Browser,
and then click-and-drag it directly onto a Track to insert the effect onto that Track. You can then click-and-drag that effect onto another
Track to copy that effect and its settings to a new Track.
You can drag a virtual instrument from the Browser and drop it into blank space in the Arrange view to create a new Instrument Track
with that virtual instrument. You can also drop the virtual instrument on top of an Instrument Track to replace the existing virtual instru-
ment.
If, while in mid-drag, you decide you no longer want to drag the object in question, press [Esc] on the keyboard to cancel the drag action.
These, and many other drag-and-drop features, allow you to work very quickly, without having to stop for menu navigation or other dis-
tracting processes.
Transport Controls
The Transport Controls are a central set of buttons that give you control over playback, navigation, and recording in Studio One. Trans-
port Controls are present in both the Song and Project pages. The following controls are available:
Play Start playback at the current cursor location. You can also Play by hitting the spacebar on your keyboard, which also
works to stop the transport, when it is in playback.
Stop Stop playback. You can also Stop by hitting the spacebar on your keyboard, or [0] on the numerical keypad.
Record Begin recording at the current cursor location. You can also activate recording by pressing [*] on the numeric keypad.
Loop Press to enable/disable Loop mode. You can also toggle looping by pressing [/] on your keyboard.
Rewind and Fast Forward Press these buttons to move the cursor back or forward in time.
Go To Previous/Next Marker Press these buttons to shuttle to the previous or next marker on the Marker Track.
Return to Zero (RTZ) Return the playback cursor to the beginning of the timeline. You can also zero the transport by press-
ing [,] on the keyboard.
Key Commands
Many operations in Studio One have associated key commands, or keyboard shortcuts, that can be used in lieu of navigating menus
with the mouse. Some key commands use modifier keys, and some modifier keys differ depending on the operating system.
In this manual, key commands with modifier keys are shown with the Windows modifier key first, as follows: [Win modifier key]/[Mac
modifier key]+[key]. For example: [Ctrl]/[Cmd]+[C] means “press [Ctrl]+C in Windows, or press [Cmd]+C in Mac OS X.”
Where there is no difference between the Windows and Mac version of a key command, only one key command is displayed. Example:
[F3].
In several instances, options are located in the Studio One menu in the Windows version but in Preferences in the Mac OS X version. In
these cases, the Windows location is given first, and the Mac location follows in [brackets].
A complete list of key commands is always available via Help/Keyboard Shortcuts, which renders an HTML document and opens it in
your browser with the currently configured key commands.
Info View
The Info View panel, accessed via the Question Mark icon in the top toolbar on the Song and Project pages, displays all possible actions
for the selected mouse tool, as well as showing the possible modifiers and their related actions. Various controls in the Studio One inter-
face and included plug-ins also display information in the Info View when you hover the mouse pointer over them. From Info View, you
can press F1 on your keyboard to jump directly to related sections of the Studio One reference manual.
Tooltips
Many controls, tools, and windows in Studio One have associated tooltips that display when you hover your mouse pointer over the con-
trol. These short descriptions can help you quickly orient yourself to the functions available in Studio One.
PreSonus.com
Our website, http://presonus.com, contains a wealth of information about Studio One and how best to use it. You can also get inform-
ation and answers from fellow users at our forums at http://forums.presonus.com/
Control Link
Controlling DAW software with hardware MIDI controllers can sometimes be a complex task. To make things simpler, Studio One
provides the Control Link system, a clear and easy MIDI mapping protocol. With minimal configuration, you can achieve effective control
over your software and external equipment.
For more on the Control Link System, refer to the Control Link chapter.
Studio One offers integrated control for the following PreSonusaudio hardware products:
Studio 192 audio interface
Studio 192 Mobile audio interface
StudioLive AI-series mixers
StudioLive RM-series mixers
Quantum Thunderbolt Interfaces
When you connect one of these supported units to Studio One, many of the hardware control features you know from the included UC
Surface software are then available directly within Studio One.
In Studio One, when you have a Song open that contains note data or audio content you wish to send to Notion, navigate to Song/Send
to Notion to bring up the Send to Notion window. In this window, you have the following choices:
Computer Selector This lets you choose to send note data & audio to an instance of Notion running on your own computer
("This Computer"), or to a Notion instance on another computer on your network. If any computers currently running Notion
are on your network, they are listed in this drop-down menu for access.
Send Note Data of Entire Song This option sends the note data for all Instrument Tracks in the current Song to the chosen
instance of Notion. A new Score is created in Notion, with instrument parts that mirror the Instrument Tracks in your Studio
One Song.
Send Note Data of Selected Tracks This option works similarly to the option above, but only sends note data from the cur-
rently selected Instrument Tracks in Studio One.
Send Audio Mixdown This option mixes your Song down to a stereo audio file, and sends the file to Notion, where it opens in
a new Score.
You can also send audio files to Notion from the Browser in Studio One. To do so, [Right]/[Ctrl]-click the audio file, choose "Send to
Notion" from the pop-up menu, and follow the on-screen instructions to complete the action. This option is available for 16-bit/44.1 kHz
WAV files only.
Note that upon sending MIDI and/or audio to Notion, Studio One also sends tempo map information, ensuring that tempo and time sig-
nature changes remain in sync between the two applications.
In Notion, if you have a Score open that you wish to send as note data or rendered audio to Studio One, navigate to File/Send to Studio
One to open the Send to Studio One window. In this window, you have the following choices:
Computer Selector: This lets you choose to send note data & audio to an instance of Studio One running on your own com-
puter ("This Computer"), or to a Studio One instance on another computer on your network. If any computers currently run-
ning Studio One are on your network, they are listed in this drop-down menu for access.
Send Audio This option renders audio files from each instrument part in your Notion Score (using internal sounds or 3rd-
party instruments, as appropriate). It then creates a new Song in your chosen instance of Studio One, and creates Audio
Tracks within it, containing the rendered audio for each part in Notion.
Send Notes This option creates a new Song in Studio One and creates Instrument Parts within it, each containing the note
data from the corresponding instrument parts in your Notion Score. If VST instruments are used in your Notion score, instru-
ment and preset information is also sent to Studio One, to keep your sounds consistent across both platforms.
Note that upon sending MIDI and/or audio to Studio One, Notion also sends tempo map information, ensuring that tempo and time sig-
nature changes remain in sync between the two applications.
Studio One and Notion can be connected using the ReWire protocol. This lets you use native PreSonus Instruments (such as Presence
XT or MaiTai) as sound sources for Notion. To access Studio One Instruments in Notion, do the following:
1. In Notion, open the Preferences window, and enable the "Enable ReWire" option in the General tab.
2. Save any open work, and exit Notion. If Studio One is also open, save any open work there, and exit it as well.
3. Launch Studio One, and once it is fully open, launch Notion.
4. In Notion, enter Score Setup mode, and create a ReWire Midi track in your Score. If this is your first ReWire MIDI track, set it to
the first available ReWire Bus and Channel (such as Bus 1, Channel 1).
5. In Studio One, open the Instruments tab in the Browser, navigate to the ReWire folder, and drag the Notion object to a blank
area in the Track List. This creates a Notion ReWire connection object, enabling the flow of note data by ReWire.
If you plan to access multiple Studio One Instruments in Notion, be sure to enable the "Multiple MIDI Outputs" option in
the Notion ReWire window that opens.
6. Create Instrument Tracks in Studio One for the Instruments you wish to access with Notion.
7. Looking at the editing window for each Instrument you wish to access, set the input to "Notion," and if you plan to access mul-
tiple Instruments using ReWire, set the ReWire Bus and Channel to match those you have specified in Notion, as shown
below.
Start
When Studio One is launched, the Start page is displayed.
On this page, you can find document management and device configuration controls, as well as your artist profile, a news feed, and
links to demos and tutorials. The following section provides a brief description of the Start page.
Tasks
In the top portion of the Start page, you can find two options: Create a New Song and Open an Existing Document. A Song is
where you can record, edit, arrange, and mix audio and musical data. Songs are accessed in the Song page.
In the top portion of the Start page, you can find three options: Create a New Song, Create a New Project and Open an Existing
Document. A Song is where you can record, edit, arrange, and mix audio and musical data. A Project is where multiple Songs or audio
files can be arranged and mixed on a single timeline for mastering purposes. Songs are accessed in the Song page, and Projects are
accessed in the Project page.
Setup
This area displays your currently selected audio device and contains links to configure your audio device, configure external devices,
check for updates, and view information about Studio One.
Artist Profile
Here you can specify certain meta-information that is used to tag your Songs, including an image, artist name, genre, and artist Web
URL. To add an image to the artist information, click the [...] button to choose a file, or drag-and-drop an image onto the image icon
from any location on your computer. To remove the current image, click the button marked X.
In addition to enabling you to personalize Studio One, this feature saves you the effort of filling in meta-information for every Song.
SoundCloud Dashboard
Once you’ve set up an account, the SoundCloud dashboard lets you have direct interaction with your fans and customers, as well as
view various statistics, such as play and download numbers, and the number of followers you have.
News Feed
The Studio One news feed comes directly from PreSonus. This news feed contains helpful information related to Studio One and
updates automatically if your computer is connected to the Internet.
Song
When a new Song is created, or an existing Song is opened, you are taken to the Song page. This page contains all of the necessary
tools to record, edit, arrange, and mix multitrack audio and instrument data.
Project
When you create or open a Project in Studio One Professional, you are taken to the Project page. This area contains the tools you need
to master and publish audio.
Quick Switch
In Studio One Professional, you can have multiple Songs and Projects open simultaneously and can switch between them quickly. The
fastest way to switch between any open Song or Project, as well as the Start page, is to press [Ctrl]+[Tab] and continue to hold [Ctrl] on
the keyboard. This displays a pop-up list of all open documents.
While holding [Ctrl], press [Tab] to cycle through the open documents. Release [Ctrl] when the desired document is selected. Now, you
can view that document.
Audio Tracks
Before recording can take place, you need at least one Track on which to record. Studio One has two types of Tracks for basic record-
ing: the Audio Track and the Instrument Track. Audio is recorded to Audio Tracks, while musical performance data is recorded to Instru-
ment Tracks.
Input/Output Selection
An Audio Track’s I/O channel(s) can be selected from three places: the Track Column, the Console, and the Track Inspector.
To select an Input Channel from the Track Column:
If needed, expand the Track's control area to expose the input selector.
Click the Input Selector immediately below the horizontal Track fader to choose from any configured Input Channel.
To select an Input or Output Channel from the Console:
Open the Console by clicking the [Mix] button, or press [F3] on the keyboard.
Click the selectors above each Track’s Fader and Pan controls to choose an Input and/or Output Channel. The Input Channel
selector is on top, with the Output Channel selector beneath.
To Select an Input or Output Channel from the Inspector:
Open the Inspector window by clicking on the [I] button above the Track Column or pressing [F4] on the keyboard.
In the Channel area of the Inspector window, you can find the currently selected Track’s Channel Mode toggle (mono or ste-
reo) and Input and Output Channel selectors.
Click on the Input or Output Channel selector to choose a Channel.
Stereo Tracks can select from both mono and stereo Input Channels, while Mono Tracks can only select from mono Input Channels.
Tempo Mode
The Tempo mode, found in the Inspector, affects the way in which Audio Events are handled on any audio Track.
This is very useful in a number of situations in which you would like to “print” the live output of one of those Channel types (live virtual
instrument recording to audio, hybrid analog mixing, etc.).
Alternatively, if you press and hold [Alt]/[Option] on the keyboard, and then click on Record Enable, you both record-enable the related
Track and disarm record-enable for all other Tracks.
You can find the Audio Input Follows Selection in the Studio One/Options/Advanced/Console options list (Mac OS X: Prefer-
ences/Advanced/Console). Engaging this automatically record-enables the last Track selected in the Arrange view. Monitor-enable is,
by default, automatically engaged when Record Enable is engaged.
When an Audio Track is record-enabled, a clip indicator appears at the top of the input-level meter for that Track in the Arrange view. If
clipping occurs at the input, the clip indicator turns on. When clipping occurs, you should adjust the input gain/level on your audio inter-
face, as once the distorted signal is recorded, it cannot be fixed.
Once an Audio Track is record-enabled, you are ready to record. Refer to Activating Recording for more on this topic.
Software Monitoring
To monitor (listen to) live audio input on an Audio Track, click on the Monitor enable button once. This button should turn blue, and you
should begin to hear your live audio input and see its input level on the Track meter. You can also hold [Alt]/[Option] on the keyboard and
then click on the Monitor enable button to simultaneously engage monitoring on a Track and disengage monitoring on all other Tracks.
It may be helpful to picture the signal path to understand exactly what is happening. For example, if you are listening to a guitar plugged
into channel 1 on your audio interface, then Studio One receives the guitar input on Hardware Input 1.
In Audio I/O Setup, you will have created a mono Input Channel with Hardware Input 1 as its source. Your Audio Track has that Input
Channel selected as its input. The Output of your Audio Track is likely to be the Main Output, which is a stereo Output Channel. The Out-
put Channel sends to a designated stereo pair of outputs on your hardware audio interface, which presumably are connected to your
monitor speakers or headphones.
Hardware Monitoring
Some audio interfaces feature the ability to monitor the hardware inputs and outputs directly, as opposed to monitoring through soft-
ware. This is referred to as “hardware monitoring” or “zero-latency monitoring.” When using this type of interface, we recommend that
you monitor live audio input via the hardware, rather than through the software. This can help you to avoid common problems that res-
ult from software latency, such as hearing a delay when you record vocals, or recording off-beat.
Instrument Tracks
Instrument Tracks are where performance data is recorded, drawn, and edited. This data usually comes from a Keyboard, which is
used to play a virtual instrument or hardware sound module. Performance data is not audio; the virtual instrument or sound module is
the audio source.
In Studio One, MIDI controllers are referred to as Keyboards. If you have not set up a Keyboard, refer to the Set Up Your MIDI
Devices section of the Setup chapter.
Press [F11] to open the instrument editor for the selected Instrument Track.
Note that it is possible to select All Inputs as the input for Instrument Tracks, which combines the input of all defined keyboard devices. If
Default Instrument Input is not checked for any Keyboard device, new Instrument Tracks automatically use All Inputs.
This item is always in the inputs list, even if no keyboard device is defined. However, for any MIDI input to be received on an Instrument
Track, your MIDI input device (Keyboard Controller, etc.) must first be set up in the External Devices menu as a Keyboard.
To activate the other possible virtual instrument Output Channels in the Console:
Open the Console by pressing [F3] on the keyboard, then open the Instruments panel (open by default) by clicking on the Instr.
button to the far left of the Console.
Click once on the virtual instrument in the Instruments panel, and the Output Channel activation menu expands.
Click on the checkbox next to any output to activate that output for the virtual instrument.
Each active virtual instrument output has a dedicated Audio Channel in the Console.
You can also activate virtual instrument outputs in the plug-in window. Any virtual instrument plug-in that offers multiple Output Chan-
nels has an Outputs button near the top of the plug-in window. Click on this button to view and activate the available outputs.
Also, note that monitor-enable is, by default, automatically engaged when Record Enable is engaged. This behavior can be configured
in the Studio One/Options/Advanced/Devices menu (Mac OS X: Preferences/Advanced/Devices). If musical data arrives from the
Track’s selected Keyboard, the Instrument Track’s meter moves up and down, corresponding to that input.
Once an Instrument Track is record-enabled, you are ready to record musical performance data to that Track. Refer to Activating
Recording for more on this topic.
Activating Recording
Once you have the desired Tracks created, setup, and record-enabled, the next step is to record. The following illustrates several ways
to activate recording, each associated with a different purpose.
Manually
Manually activating recording is the most basic way to record. Recording starts at the current playback-cursor position and continues
until you manually stop recording. To manually activate recording, click on the Record button in the Transport or press [NumPad *] on
the keyboard.
The Record button in the Transport turns red, the playback cursor starts to scroll from left to right, and new Events are recorded to any
record-enabled Tracks. Recording continues until you manually stop it.
Auto Punch
It is sometimes useful to automate the point at which recording begins and ends. For example, if you wish to record over a specific
phrase of a vocal part, but not before or after that phrase, you can automatically begin and end recording at specified points. This pro-
cess is commonly referred to as “punching in and out,” and the resulting new Audio Event is referred to as the “punch-in.”
In Studio One, punching in/out is achieved with the Auto Punch feature. Follow these steps to engage Auto Punch:
1. Set the Left Locator in the Timeline Ruler of the Arrange view at the position you wish to punch in—that is, where recording
should begin.
2. Set the Right Locator in the Timeline Ruler of the Arrange view at the position you wish to punch out, that is, where recording
should stop.
3. Click on the Auto Punch button in the Transport, or press [I] (the letter ‘i’) on the keyboard.
4. With Tracks record-enabled, begin recording at any point before the Left Locator position.
5. Playback begins and recording automatically activates at the Left Locator position. The Record button in the Transport turns
red, the playback cursor continues to scroll from left to right, and new Events begin recording to any record-enabled Tracks.
6. Recording automatically stops at the Right Locator position. However, playback continues beyond the Right Locator position
until you manually stop it by pressing [Space Bar] on the keyboard or by clicking Stop in the Transport.
If you use the Auto-Punch feature in Studio One to record your punch-ins, or if you punch in manually, the newly recorded audio is auto-
matically crossfaded at its edges with the existing Audio Event, so the transition between the old and new audio is not audible. The cross-
fade time is very small and not audible; however, you can edit the crossfade manually.
Metronome Control
A metronome makes audible clicks or other sounds that correspond to beats at a selectable tempo, providing the musicians with a
tempo reference while recording. This is especially useful when recording drums or other rhythm-intensive tracks, as the editing and
arranging processes are made much easier when the recorded audio lines up with musical bars and beats.
In Studio One, the metronome can be engaged and disengaged both globally and for each hardware output in the Console, including
the Main Out and any Sub Outs.
Metronome Setup
Click the Metronome Setup button (next to the Metronome button in the Transport) to access the Metronome Setup menu. In this
menu, you can configure sounds and behavior for the metronome, as well as Precount and Preroll.
Here, you can choose an individual sample and volume level for Beats, Accents, and Offbeats. Accents play on the downbeat, or first
beat, of each new bar. Offbeats play in the space between each Beat. You can choose from seventeen default samples for each, includ-
ing Click, Clave, Rim Shot, and Tambourine. By default, the Accent Level setting is higher than the Beat Level setting, as most musi-
cians like to have the downbeat of each bar emphasized to help keep time.
Metronome Presets
Once you have configured the Metronome, you can save the current setup as a preset by clicking the [Store] button. These presets can
be recalled at any time by clicking the [Load] button.
Repeat Accent
This setting repeats the Accent sound when using a time signature with more than one accent per bar, such as 12/8. You can try this out
by doing the following:
Click in Play
The Click in Play option in the Metronome setup menu allows you to enable/disable the Metronome during playback, as opposed to
while recording. Disabling Click in Play allows you to leave the Metronome engaged in the Transport at all times, so that if you are
recording, you hear a click, but if you are playing back, you do not hear the click. Click in Play is engaged by default; click on the Click in
Play checkbox to disengage the Metronome during playback.
Render Metronome
You can create an Audio Track of the Metronome by clicking the [Render] button located in the upper-right corner of the Metronome
Setup window, and choosing one of the Render range options. These options allow you to create a click track that is either the full length
of your Song, or just the length of a looped range within it, such as 4, 8, or 16 bars.
Unpack Takes
When two or more Takes exist for an Audio Event, it is possible to unpack the individual takes to separate Events on new Tracks, new
Layers, or existing Layers. To do this, [Right]/[Ctrl]-click on the Event and click on Unpack Takes in the contextual menu.
Choose Unpack to Tracks to place each Take at the appropriate time on its own new Track. Note that the settings of the originating
Track are not duplicated for the new Tracks.
Choose Unpack Takes to New Layers to place each Take on its own Layer. This is usually done for comping, discussed in detail in the
Comping section of the Editing chapter. Choose Unpack Takes to Existing Layers if you would like to unpack the Takes to existing Lay-
ers.
There are several modes for recording to an Instrument Track. To switch between these modes, navigate to the View menu and select
Record panel, or press [Shift]+[Alt]+[R] on the keyboard. In the Record panel, you can choose between a range of recording modes,
and access creative recording tools. The following describes each of the Record Panel modes and functions.
Input Quantize
Engage Input Quantize to snap recorded notes to the rhythmic value set by the Quantize parameter. When recording parts that are
destined to be heavily quantized (such as synth arpeggios or drum-machine-style beats), this saves you the step of later Quantizing the
contents of your loop.
Note Repeat
With Note Repeat active, any notes played retrigger according to the current Rate setting. This can be set to QT (to follow the current
quantize value) or to any specific rythmic value.
For example, when Rate is set to 1/16, held notes create a series of 16th notes at those note values. This can come in handy when
recording drum fills or rhythmic synth parts. Note that this mode cannot be combined with the Note Erase mode.
If your MIDI keyboard or controller supports aftertouch, you can vary the velocity of repeated notes by applying pressure to the keys or
pads when the Aftertouch feature is enabled. The higher the pressure, the greater the velocity of the recorded notes.
Note Repeat is highly configurable, and can be controlled extensively using MIDI, which unlocks a wealth of real-time creative options.
To reach the options window for Note Repeat, click on the wrench-shaped icon in the Note Repeat section of the Record Panel. You
can also open this window by enabling Key Remote mode.
Active When enabled, Note Repeat is turned on.
Rate Sets the rhythmic rate of Note Repeat.
Gate Sets the length of each note.
Quantize When enabled, all repeated notes snap to the main Song grid, even if a note is played off-beat. Disable this option to
allow free play of note repeat without rhythmic correction.
Aftertouch When enabled, key or poly pressure can be used to control note velocity as a note is held.
Single Mode When enabled, a range of keys on your MIDI controller play one note at different rates. By default, this note is
the last note played before this mode was enabled.
Change the Base parameter to move the range of Single Mode keys to a different octave on the keyboard.
Change the Pitch parameter to change the note that is played in Single Mode
Key Remote Enabling this option allows MIDI control of both Note Repeat rate (as in Single Mode), as well as the active state
of Note Repeat, Note Erase, Gate times, Single Mode, Quantizing, and Aftertouch.
Change the Base parameter to move the starting note of the Key Remote control key range to a different octave.
Change the Range parameter to expand or contract the range of keys used to control in Key Remote mode. The lar-
ger the Range, the more controls can be accessed via MIDI.
Note: While a range of keys is reserved for control of Note Repeat when in Key Remote mode, the rest of the MIDI controller's notes
are free to change the pitch of the repeated notes. This allows radical changes in Note Repeat behavior to be made with one hand as
single notes and chords are specified with the other.
Look at the keyboard display in the Note Repeat options window to see the control assignments for each note in the designated set of
keys for Key Remote mode.
Note Erase
If Note Erase is selected in the Record panel, any notes played during the current recording pass erase existing notes of the same note
value. For instance, if you start recording a drum pattern, and the kick pattern is on C1 and has an extra eighth-note hit on beat four,
you could switch to Note Erase while recording and play C1 on beat 4 for one eighth-note, and that would erase the previously recor-
ded note.
It is only possible to engage this mode if Record Mix is engaged and Note Repeat is disengaged; engaging Record Takes or Note
Repeat disables this mode.
To access Step Record mode, click to select the Instrument Track you wish to record to, open the Editor by clicking the [Edit] button,
then click the [Step] button in the Editor toolbar to display the Step Record toolbar. When you're finished, you can hide the Step Record
controls by clicking the [Step] button again.
The Step Record toolbar contains the following controls:
Enable Toggle this on to enter Step Record mode. When enabled, playing notes on the keyboard adds notes and chords to
the selected Instrument Part. If you place the cursor in an empty area on the track, playing notes creates a new Instrument
Part in that location, for notes to be recorded to. Toggle Enable off to exit Step Record mode.
Follow Q Enable this to link the Step Length setting to the current Quantize setting. If you change the Quantize value, the Step
Length value changes to match it.
Step Length With these selectors, you can choose a Step note length between whole notes and 64th notes, in the following
musical note groupings: Straight, Triplet (3 notes in the space of 2), Quintole (a quintuplet with 5 notes in the space of 4),
Septole (a septuplet with 7 notes in the space of 8), or Dotted (notes are increased in length by 50% from the chosen rhythmic
value).
Back Click this button to erase the most recently added note or chord and move the cursor back to where that note or chord
started. Press Back multiple times to erase multiple notes.
Rest Click this button to move the cursor forward in time, according to the currently selected Step Length, in effect, creating a
musical rest for that step.
Track Layers
In Studio One, both audio and instrument Tracks have optional layers that can be used to record multiple different ideas to a single
Track. For instance, you might want to compare one set of lyrics for a vocal Track to another set of lyrics. In this case, you could record
two different performances to two separate layers on a single Track and quickly switch between the two without needing a second
Track.
To create a new layer on any Track, [Right]/[Ctrl]+[Click] the Track's control area in the Arrange view, and choose Add Layer from the
Layers menu. You can also create a layer by opening the Inspector by pressing [F4] on the keyboard, then selecting Add Layer from the
Layer selection box. The new layer is effectively like having a whole new Track without duplicating Inserts, Sends, and I/O setup. You
can also duplicate layers by selecting Duplicate Layer from the Layer selection box, which enables you to try out and compare two dif-
ferent edits of the same Events on two layers.
Layers are also used in the comping system of Studio One, as described in the Comping section of the Editing chapter of this manual.
Events
All audio and musical data that exists within the timeline of your Song are visually represented by Events. Events that contain audio are
called Audio Events and can only be located on Audio Tracks. Audio Events are distinct in that they display audio waveforms. Audio
Parts are Events that contain multiple Audio Events.
Events that contain musical data are called Instrument Parts and can only be located on Instrument Tracks. Instrument Parts are dis-
tinct in that they display musical performance information.
Audio Events and Instrument Parts are referred to collectively as Events in this manual. Event editing can take place both in the Arrange
view and the Edit view. Audio Events and Instrument Parts can be edited in similar ways, but each has special considerations.
[Right]/[Ctrl]-clicking on any Event displays the Event contextual menu, which contains all related Editing actions, logically grouped. At
the top of the contextual menu, you can find the Event Name, which can be edited by double-clicking on it and entering a new name.
You can rename all Events on a Track by renaming the Track and holding [Shift] while pressing [Enter] after typing in the new name.
You can also change the Event color by clicking on the color bar next to its name and selecting a color or scrolling through the colors with
the mouse wheel.
Common editing actions are listed under the Event name, as well as a Recent Items list that contains the five most-recently used
actions. In this way, you have instant access to the editing actions you most likely want to use.
Note that the available actions listed in the Event contextual menu depend on whether you are working with an Audio Event or an Instru-
ment Part, and the actions may vary slightly depending on your version of Studio One.
In the Arrange view, the following mouse tools and related functions are available from left to right in the toolbar.
Arrow Tool
This tool is selected by default. Click on the Arrow tool button or press [1] on the keyboard to select the Arrow tool. The Arrow tool can
be used for the following purposes:
Move an Event
To move an Event using the Arrow tool, click anywhere on the Event and drag left, right, up, or down. Dragging the Event left or right
moves the Event backward and forward in time, relative to the current Timebase and Timeline zoom. When dragging an Event left or
right beyond the viewable arrangement, hold [Space Bar] on the keyboard to speed up the scrolling.
Dragging the Event up or down moves the Event to another existing Track of the same type. If the Event is dragged to a position where
no Track currently exists, Studio One creates a new Track of the same type.
When dragging an Event from one Track to another (up or down), the position of the Event is constrained within an automatic snapping
range to make it easy to keep the Event at the same time position. To defeat this snapping, hold Shift while dragging the Event up or
down.
Size an Event
Events can be thought of as windows into audio files and musical performances, where what you see is what you hear. Sizing is a fun-
damental technique wherein Events are made shorter or longer, so that only a portion of the audio or musical data they contain is seen
and heard. To size any Event using the Arrow tool, float the mouse to the left or right edge of the Event to reveal the Sizing tool. When
this tool appears, click-and-drag left or right to size the Event. Events can be sized and resized nondestructively any number of times.
To create a fade-in or fade-out, click-and-drag left or right on the Fade Flag in the upper left or right corner of an Audio Event. By
default, a linear fade is created over the length you have moved the Fade Flag. Fade times, as well as Event gain, can also be edited in
the Inspector for any selected Event.
To change the curve of the fade, click on the Fade Curve box in the middle of the fade curve and drag up or down. The fade curve
determines how quickly or slowly the fade occurs and changes over time. If you press and hold [Shift] while editing the fade length or the
curve, you can edit both at once. Dragging up or down edits the curve, and dragging left or right changes the length.
It is also possible to drag a complete crossfade left or right, or up or down, in order to change the location and characteristics of the fade.
Float the mouse to the center of the crossfade until the Hand icon appears, then click and drag to adjust. Dragging left or right adjusts
the location of the fade, extending or shortening the crossfaded Events. Dragging up or down alters the shape of the crossfade.
To adjust the overall volume level of an Audio Event, click on the volume box in the center of the volume envelope and drag up or down.
As you adjust the volume envelope, the audio waveform is redrawn to approximate the effect of the adjustment.
Select a Range
Like the Range tool, you can use the Arrow tool to select a range, or area, within Tracks and their contents, without switching tools. Do
this by hovering the Arrow tool in the upper half of a track. The cursor changes to a crosshair shape. Click-and-drag to select your
chosen range.
You can enable or disable this feature by clicking the bracket-shaped button next to the Arrow tool in the toolbar.
Range Tool
The Range tool is used to select a range, or area, within Events. Click on the Range tool button or press [number 2] on the keyboard to
select the Range tool.
To select a range within an Event, using the Range tool, click-and-drag over the area to be selected; a gray box is drawn over the target
selection area. Release the mouse button when the box is drawn over the range of the Events you wish to select. The range you have
selected is now treated as a single, consolidated Event. Clicking once with the Range tool on a Track moves the play cursor to that loc-
ation.
For instance, you can use the Range tool to select the content of several Audio Events across multiple Tracks in bar 12, and then use
the Arrow tool to move that section of audio to bar 14. Another common use of the Range tool is to quickly select and delete a range of
audio within an Event, rather than using the Split tool to make two splits, then select and delete the section with the Arrow tool.
When you float the mouse cursor over a selected range, the Arrow tool temporarily appears. This makes it easy to quickly select and
edit a range of Events.
To select multiple, non-contiguous ranges across any Event, on any Track, hold the [Shift] key while using the Range tool. Continue to
hold [Shift] and use the Arrow tool to select whole Events. For instance, when using the Arrow tool, if you press and hold [Ctrl], you get
the Range tool. Press and hold [Ctrl] and [Shift] to select multiple ranges, then continue to hold [Shift] but release [Ctrl]; now you have
the Arrow tool and can select whole Events. All of your selections remain selected.
To split an event in half without reaching for the Split tool, double-click at your chosen split point. Double-click a selected range to split
the Events in that range at the left and right borders of the range.
If Snap to Grid is enabled, your selections using the Range tool snap to the value set by the Snap Timebase parameter. To tem-
porarily reverse the Snap to Grid option while editing, hold the [Shift] key.
Selected ranges can be sized by floating the Range tool at the left/right edge of the selection. You also can split a selected range at the
left and right edges of the selection by choosing Split Range from the Edit menu or by pressing [Ctrl]/[Cmd]+[Alt]+X after selecting a
Range.
To temporarily switch to the Arrow tool while the Range tool is selected, hold [Alt].
Split Tool
Using the Split tool, single Events can be split into multiple Events. Click on the Split Tool button, or press [number 3] on the keyboard to
select the Split tool.
Eraser Tool
The Eraser tool is used to delete Events. Click on the Eraser Tool button or press [number 4] on the keyboard to select the Eraser tool.
To delete any Event using the Eraser tool, simply click on the Event. If multiple Events are currently selected, clicking one of the Events
with the Erase tool erases all selected Events.
You can click and drag across multiple Events with the Eraser tool, erasing each Event you touch.
To temporarily switch to the Arrow tool while the Eraser tool is selected, hold [Alt].
Paint Tool
In the Arrange view, the Paint tool can only be used to create an empty Instrument Part on an Instrument Track. Click on the Paint Tool
button or press [number 5] on the keyboard to select the Paint tool.
To create a new, empty Instrument Part on an Instrument Track with the Paint tool, click-and-drag over any empty area in the Track
lane of the Instrument Track. Clicking once with the Paint tool creates an empty Instrument Part that varies in length according to the
current timebase setting.
To temporarily switch to the Arrow tool while the Paint tool is selected, hold [Alt].
Mute Tool
In the Arrange view, the Mute tool is used to mute Audio Events, Audio Parts, and Instrument Parts. Click on the Mute Tool button or
press [number 6] on the keyboard to select the Mute tool. To mute or unmute any Audio Event or Instrument Part, simply click on it with
the Mute tool. When an Event or Part is muted, it appears grayed out, and an “m” icon appears in the lower left corner of the Event or
Part.
Click and drag the Mute tool to select multiple Events to mute. If multiple Events are already selected, clicking one of them with the Mute
tool mutes all selected Events.
To temporarily switch to the Arrow tool while the Mute tool is selected, hold [Alt].
Listen Tool
In the Arrange view, click and hold on any Track to instantly solo the Track and start playback from the position you clicked. Playback con-
tinues as long as the mouse click is held. When the mouse click is released, playback is stopped, and the related Track is un-soloed.
The Grid
The Arrangement grid is comprised of the ticks in the timeline and the vertical lines extending from those ticks through the background
of the Arrangement. This grid uses the Timebase setting as the basis for its display. The Timebase settings are Seconds, Samples,
Bars, and Frames, and they determine the behavior of Event and tool snapping. The Timebase can be changed at any time, without dir-
ectly affecting the arrangement.
Perhaps the most common Timebase setting is Bars, which display time in a musical format of bars and beats. With this Timebase set-
ting, the grid is determined by the settings in the Quantize panel.
Quantize Panel
The Quantize panel can be opened from the toolbar by clicking on the Quantize Panel button, or by selecting Quantize from the View/Ad-
ditional Views menu. The Quantize panel can be detached and freely placed on the screen. In this panel, you can edit all settings related
to the Quantize grid that are displayed in the Arrangement. From left to right in the panel, you can see areas for Grid or Groove mode;
note-value selection; note grouping and Swing amount; Start, End, Velocity, and Range percentages; and preset management.
Rhythmic Values
With Grid mode selected, you can choose a note value between whole notes and 64th notes, and the following musical note groupings:
Straight (with a Swing percentage setting), Triplet (3 notes in the space of 2), Quintole (a quintuplet with 5 notes in the space of 4), or
Septole (a septuplet with 7 notes in the space of 8). These settings also determine the look and behavior of the grid in the Arrange view.
For information on the Groove mode of the Quantize panel, refer to the Groove Extraction and Quantize section.
Swing
Swing is a rhythmic style you can apply, in which off-beats are moved forward in time relative to on-beat notes, creating a relaxed,
bouncy feel. This offset is calculated based on the currently selected Quantize value. For example, at 100% Swing, with 16th-note
quantize selected, a pattern of 16th notes play at a 2:1 ratio; On-beat notes play on beat, and offbeats play as though they were the final
16th-note triplet in a group of three. You can set the amount of swing between 0% (straight timing) and 100% (fully swung).
Velocity Sensitivity
The Velocity percentage lets you tie Quantize strength to note velocity, to the degree that you specify.
Quantize Range
The Range percentage sets the relative range from grid lines within which notes, Events, or transients are quantized. Notes, Events, or
transients beyond this relative range are not quantized. As there is no display indicating the Range, quantizing several times while
Nudge
Nudging is an alternative to moving Events and notes across the timeline with the mouse. To Nudge any Event or note, select it and do
one of the following:
NudgePress [Alt]+[Right Arrow] on the keyboard to move the Event or note forward in time by the current snap value in the
Arrangement or Editor. With Snap disabled, nudging adjusts in milliseconds.
Nudge BackPress [Alt]+[Left Arrow] on the keyboard to move the Event or note backward in time.
Nudge BarPress [Ctrl]/[Cmd]+[Right Arrow] to move the Event or note forward by one bar.
Nudge Bar Back Press [Ctrl]/[Cmd]+[Left Arrow] to move the Event or note backward by one bar.
Any number of Events or notes can be selected and Nudged simultaneously. The Nudge commands are also available in the Edit
menu.
Duplicate
The Duplicate action essentially combines the Copy and Paste actions and intelligently places the pasted selection based on the musical
timing of the selection in the Song. Choose Duplicate in the Edit menu or press [D] on the keyboard to duplicate the current selection.
The duplicated Event is always placed after the original Event, and it is automatically selected once duplicated. As with the other editing
actions, Duplicate can apply to any number of currently selected Events.
A good use of the Duplicate command is to quickly create copies of a loop across a region in a Song by selecting an Event and
repeatedly pressing [D] on the keyboard. Another interesting use involves selecting very short regions within a loop, using the Range
tool, and duplicating them several times, consecutively, in order to create a stutter effect that is popular in electronic music.
If you would like to duplicate an Event and push existing material to the right across the timeline to make room for the duplicated Event,
press [Alt]+[D] on the keyboard to use the Duplicate and Insert command.
Duplicate Shared
When you duplicate an Event normally, each duplicate is treated as a separate Event, and edits made to one duplicate are not reflected
in the other copies. If you want to duplicate an Instrument Part and link the content of the duplicates to that of the original Part, select the
Part and choose Duplicate Shared from the Edit menu, or press [Shift] + [D] on the keyboard. A ghost icon appears on the original Part
Strip Silence
It is quite common that, as the result of continuous recording, some Audio Events may have gaps of silence or relatively low levels
between performances. It may be helpful in these cases to remove the gaps and only keep the desired sections of the recorded Event.
Studio One's Strip Silence function, controlled from the Strip Silence panel, is designed to handle this task.
Open the Strip Silence panel by clicking on the Strip Silence button in the toolbar, or select Strip Silence from the View/Additional Views
menu. Select the Audio Events from which you wish to strip silence, make the desired settings, and then click on [Apply]. Click on the
[Default] button to return all settings in the panel to their defaults.
The result of the Strip Silence process is similar to using a gate processor to only allow the desired signal to be heard, except that the
Event is edited.
When the small light indicator next to the [Apply] button is lit, this means that changing the Detection or Event options and then clicking
Apply automatically undos the previous operation, making it easier to find the right settings by viewing the result of the Strip Silence pro-
cess, then tweaking the settings if needed without having to undo manually. Any change in selection (or other editing operation) ends
this automatic state, and the indicator is no longer lit.
The following describes each setting:
Detection This determines how Studio One identifies silence in the areas you wish to process.
Material The first three options set the Open and Close Threshold for the gate algorithm automatically.
Lots of Silence Choose this for material that contains lots of silence and single hits—for instance, a clean, typical
single-drum recording (hat, kick).
Little Silence Choose this for material that has some action going on but still has some silence—for instance, minimal
techno/single drum loops, ride, or snare tracks.
Noise Floor Choose this for material where there is almost no real silence—for instance, noisy drum recordings,
overheads, drum mixes, and drum loops.
Manual Allows the Open and Close Threshold to be manually edited.
Open Threshold Set between -80 and 0.00 dB.
Threshold Link Engage to link the Close Threshold to the Open Threshold.
Close Threshold Set between -80 and 0.00 dB.
Events This section determines the nature of the Events created after removing silence.
Minimum Length Determines the minimum length in seconds for any resulting Event.
Pre-Roll Determines the amount of time in seconds that should remain at the beginning of resulting Events from the time at
which the previously detected silence ends.
Post-Roll Determines the amount of time in seconds that should remain at the end of resulting Events from the time at which
newly detected silence begins.
Fade-In Determines the length in seconds of the linear fade-in applied to resulting Events.
Fade-Out Determines the length in seconds of the linear fade-out applied to resulting Events.
Audio Parts
It is often convenient to merge multiple separate Events into a single object in order to move them all together or simply to clean up the
Arrangement. This is accomplished with Audio Parts.
To create an Audio Part, select the Audio Events and then press [G] on the keyboard. This makes the separate Events appear and func-
tion as a single Event in the arrangement while also appearing and functioning as separate Events in the Editor. It is then much simpler
to, for instance, duplicate a chorus in the arrangement and retain access to the individual Events for editing crossfades and other
details.
Note that Audio Parts support shared, or ghost, copies, with the exception of any Event FX which are strictly per Event instance.
Editing Options
The following options are related to Editing workflow.
Transport Options
With this option enabled, whenever you make an edit selection, the loop markers automatically snap to surround that selection. With
Cycle mode enabled, this allows for instant looping of a selection when editing, without further mouse movements or keystrokes. To dis-
engage this new loop bracket, click the mouse outside the current selection in Arrange view. These actions can only take place when
the Transport is stopped.
To enable this behavior, select Transport/Options/Loop Follows Selection, or [Right]/[Ctrl]-click in the Transport bar and choose Loop
Follows Selection from the pop-up menu.You can also enable this option by pressing [Alt]/[Option]+[Ctrl]/[Cmd]+[P] on the keyboard.
With this option enabled, the playback start marker is made separate from the edit selection, which it normally follows. This lets you
always start playback from a chosen location as you're editing, no matter where the edit selection currently lies. The play start marker
appears as a triangular marker in the timeline. To move this marker (and set a new playback start position), click-and-drag the marker
along the timeline.
To enable this behavior, select Transport/Options/Enable Play Start Marker, or [Right]/[Ctrl]-click in the Transport bar and choose
Enable Play Start Marker from the pop-up menu. You can also enable this option by pressing [Alt]/[Option]+[P] on the keyboard.
Many people prefer that when playback is stopped, the playback cursor returns to the position from which it started. This allows fast
auditioning of edits by repeatedly starting and stopping playback from a specific position in the timeline.
To enable this behavior, select Transport/Options/Return to Start on Stop, or [Right]/[Ctrl]-click in the Transport bar and choose
Return to Start on Stop from the pop-up menu. You can also enable this option by pressing [Alt]/[Option]+[Num Pad 0] on the keyboard.
Ripple Edit
In normal operation, if you delete a Part (or a section of a Part) from the timeline, all other Parts on the timeline remain in position, and a
space is left where the deleted Part was. If you'd like the Parts ahead of the deleted region to move backward to fill that space, say,
when editing spoken word content where gaps are undesirable, enable Ripple Edit mode. To do so, press the Ripple Edit button in the
toolbar, which looks like this:
Apart from automatically filling in gaps when cutting or deleting content, Ripple Edit also introduces a sort of "displacement" behavior
when editing. If you copy a Part and paste it in the middle of another, instead of replacing (or overlapping) that section of the target Part,
the target Part is split at the edit point, and moved forward in the timeline, to make space for the pasted Part. If you move a Part to the
start point of another Part, instead of replacing or overlapping the content below, the two Parts simply switch places.
Similarly, if you trim the end of a part to change its length, the Parts downstream move to maintain their relative position to the end of the
trimmed Part. This behavior extends to other editing operations, such as Crop to Content and Nudge/Nudge Back.
Bar Offset
In some cases, such as working on a Song that contains introductory sounds before the first bar of music starts, or in some video post
editing situations, it can be helpful to have your song start on a bar number rather than one. To do so, open the Song Setup window by
navigating to Song/Song Setup, or to Studio One/Options (Mac OS X: Preferences) and clicking the [Song Setup] button.
To start your Song at a negative bar number, enter a negative number into the Bar Offset field. To start your Song at a bar number
greater than one, enter a positive number.
Audio Loops
Audio Loops are essentially Audio Parts tagged with a tempo and rendered with lossless compression. To create an Audio Loop, drag
any Audio Part to the File Browser. You can then see the Audio Loop listed, along with a drop-down arrow in the Browser that, when
clicked, reveals the Slices that the Audio Loop contains.
Audio Loops allow fast creation of flexible audio loops from any source. For instance, you might take part of a drum recording you just
made and turn it into a loop by doing the following:
Export a stem for the drum bus for the desired range to a new stereo Track.
Detect transients on the new Track and then apply the Slice action, with the Merge option checked in the Audio Bend panel.
Drag the Audio Part to Browser to export an Audio Loop you can use in any Song and can share with other Studio One users.
Music Loops
A Music Loop consists of everything required to recreate a musical performance, including the virtual instrument preset, multichannel
FX chain presets for the virtual instrument outputs, the music-performance file, and an audio loop. Music Loops can be dragged in from
the Browser, just like a MIDI file, but they are much more powerful in that they can re-create the exact setup used to make the original
performance.
You can now drag this Music Loop into any Song to instantly re-create that performance, including creating the Instrument Track, load-
ing the virtual instrument, and loading any effects on the virtual instrument outputs. A Music Loop can be previewed in the Browser, just
like audio; the Browser plays the rendered audio file.
To see the contents of the Music Loop, [Right]/[Ctrl]-click on the Music Loop and choose Show Package Contents. You can now see a
drop-down arrow that, when clicked, reveals the elements described above. Each element can be dragged in separately; for instance,
if you just wanted to load the instrument preset from the Music Loop. Another nice benefit of Music Loops is that the rendered audio can
be used even if the instrument and effects used to create the Music Loop are not installed.
Note that when creating Music Loops, the related channel volume, pan, send, and busing details are not a part of the rendered audio or
stored preset.
Music Loops are an excellent way to store a personal library of original material very easily and to share that material with others without
worrying about what instruments or effects they have.
Edit Groups
It can be useful to group multiple Tracks together so that any edits done to an Event on one Track in the Group are automatically done
to all Events for each Track in the Group. For instance, you may wish to group all of your drum Tracks together so that when the Events
are cut and moved, the relative timing between the Tracks remains intact.
Timestretching
It is possible to stretch an Audio Event to fit a tempo other than its original tempo, without changing the pitch. This is called Timestretch-
ing, and it can be used to effectively slow down or speed up an Audio Event. For instance, a one-bar drum loop recorded at 120 bpm
(beats per minute) can be stretched to fit into one bar at 100 or 140 bpm without significantly changing the pitch and overall sound of the
original audio.
Timestretching and defining a file tempo are nondestructive, so they can be undone and redone. It is also possible to switch Tempo
modes for any Audio Track, on the fly. For example, switching to Follow or Don’t Follow from Timestretch returns any timestretched
Audio Event that Track contains back to its original state.
Manual Timestretching
With manual timestretching, you can stretch an Audio Event independently of the Song tempo or audio file tempo.
To manually stretch an Audio Event with the Arrow tool, float the mouse cursor to the edge of the target Audio Event and hold [Alt]/
[Option] on the keyboard. The Timestretch tool appears, allowing you to click on the edge of the Event and drag left or right to
timestretch the Event, making it shorter or longer In this case, the length of the Event changes, using the Speedup factor, but the pitch
of the audio the Event contains remains the same. Only the Event that you selected for timestretching is affected.
Speedup factor is a timestretching function for making an audio clip shorter or longer while maintaining its pitch. Values greater than 1
decrease the length of the clip, while values less than 1 make the clip longer. This is used to stretch audio Events when you do not wish
to define a tempo for the original audio clip, which would affect all Events associated with that clip. The Speedup factor can be entered in
the Event Inspector.
Automatic Timestretching
Automatic timestretching is based on the relationship between the Song tempo and the audio file’s tempo.
Each Audio Track has a Tempo mode that controls the behavior of the Events on the Track, based on the Song tempo. The Tempo
mode can be selected in the Track Inspector. The following modes are available:
Don’t Follow Events on this Track are independent of the Song tempo. They are never moved or stretched automatically.
Follow The start positions of Events on this Track are tied to the musical grid. Thus, the Events move when the Song tempo
changes but they are not stretched.
Timestretch Event start positions follow the Song tempo, as in Follow mode. In addition, the Events are stretched to fit the
Song tempo.
Tap Tempo
You can use the Tap Tempo function to set the current Song tempo to the tempo that you hear in your Audio Events. To do this,
repeatedly click on the word “Tempo” in the Transport, clicking once on every beat you hear. Studio One determines the Audio Event
tempo based on the timing of your clicks and sets the tempo for the Song accordingly. Be sure that the Tempo mode for the Audio Track
is set to Don’t Follow; otherwise, the Events are stretched or moved while you are using the Tap Tempo function, making it impossible
to find a consistent tempo.
Comping
Comping is the process of piecing together multiple performances into a single, continuous performance. For instance, you might
record the vocals for a verse a number of times, then edit the best parts of each pass into a single, hybrid performance that, ideally,
sounds as though it was performed in one pass. Comping and related information are covered in the following sections.
Auditioning Takes
When comping, it is helpful to be able to quickly audition the various takes to determine the desired parts of each take. The Listen tool is
well suited to auditioning takes on layers. When floating the mouse over any layer, hold [Alt]/[Option] and click anywhere on any layer to
instantly hear it, starting from the point in time where you clicked. Alternatively, hold [Shift]+[Alt]/[Option] and click on a selected range on
any layer to solo the layer; looping is automatically engaged around the selected range for playback.
It is also possible to solo entire layers to quickly switch between takes, as only one layer of a Track may be soloed at a time. To do this,
click on the Solo button on any layer, or select the layer and press [S] on the keyboard. Note that Track Solo is independent of this, so
you can solo the Track or not, depending on whether you would like to hear the performances you are comping in the context of the
other Tracks in your Song.
Layer Naming
By default, layers in a Track are given names in ascending order from top to bottom— Layer 1, Layer 2, and so on. Even if you re-order
layers within the stack, their original names stay the same, to avoid confusion. You can rename a whole layer by double-clicking its
name. You can rename content within a layer by [Right]/[Ctrl]-clicking the content, and double-clicking the name shown in the pop-up
menu. As layer content is added to the main track, you'll see that those Events are named with the track name and layer name, or layer
number, if you have not assigned a custom name.
Color-Coding Layers
Much like you can with Audio and Instrument Tracks, you can assign colors to layers within a track. This can be helpful when estab-
lishing a color code for take quality, or simply to give more clarity to which layer is used in a given section of the main track. To set the
color for a layer, click the color picker, next to the layer's solo button, and choose a color from the pop-up selector.
What Next?
After comping on an Audio Track, it is common to consolidate, or bounce, separate Audio Events into a single, continuous Event. You
can do this quickly by selecting the Audio Events on the Track and pressing [Ctrl]+[B] on the keyboard. This renders a new audio file and
Event, and places it on the Track at the correct position.
A more flexible way is to merge the separate Audio Events into an Audio Part by selecting the Audio Events and then pressing [G] on the
keyboard. Any comping performed under the range of the Audio part results in the comps being copied directly into the Audio part.
The original audio clip that the Event uses is then analyzed, as indicated in the lower left of the Event with a “percentage complete” dis-
play. After detection, the Event becomes slightly translucent, and blue Bend Markers—vertical lines the height of the Event—are placed
at every transient.
Two modes can be used for transient detection: Standard and Sensitive. These modes are accessed in the Bend panel.
If you intend to quantize or slice the Audio Event, you don’t need to detect transients first; you can go straight to the Action area of the
Audio Bend panel. Any applied action detects transients.
Tab to Transient
It is possible to tab to transients in both the Arrange view and Audio Editor by pressing [Tab] on the keyboard, even if transients have not
yet been detected for the Event. This moves the playback cursor to the next transient in the Event. The following keyboard shortcuts are
also available when working with Tab to Transient:
[Ctrl/Cmd] + [Backspace] Moves the cursor to the previous transient.
[Shift] + [Tab] Creates or expands a range selection between transients.
[Shift] + [Ctrl/Cmd] + [Backspace] Shortens the range selection.
Bend Markers
Bend Markers are used in Studio One to stretch audio inside an Audio Event, without the need for slicing the Event into multiple pieces.
They are added to an Audio Event when detecting transients from the Bend Panel, and can also be manually added. When detecting
transients, the default Threshold used to placed Bend Markers at transients is 80%, which can be adjusted at the top of the Event con-
textual menu or in the Inspector, so that Bend Markers are placed only at the transients with which you want to work. It is also possible to
manually insert Bend Markers, before or after detecting transients.
While it is possible to insert and edit Bend Markers with Bend Markers hidden, you may want them to be shown while editing. Check the
Show Bend Markers box in the Bend panel or Event contextual menu to show or hide Bend Markers.
If Bend Markers have been inserted as the result of transient detection, a very short, highlighted range—visible if zoomed in far
enough—precedes the Bend Marker. This range represents the distance between the onset and the peak of the transient, and it is
important when Studio One quantizes audio based on Bend Markers. When cutting, the onset of the transient is used, so as to encom-
pass the whole transient. When quantizing or snapping a Bend Marker, the peaks of the transient are referenced, for better rhythmic
accuracy.
Note that Bend Markers are properties of the audio clip that an Event references, meaning that multiple Events referencing the same
audio clip in the Pool (for example, a drum loop duplicated several times) share the same Bend Markers, and are effected by any Bend
Marker editing. If you want to process duplicated Events differently, for instance to provide rhythmic variation with a duplicated drum
loop, then bounce the Event to a new file prior to editing.
Like many other editing operations, when moving a Bend marker with Snap enabled, the marker snaps to the nearest interval dictated
by the current Snap setting. Hold [Shift] while moving a marker to temporarily disable Snap for finer control, or to enable snapping if it's
currently disabled.
If you wish to relocate a Bend marker (without timestretching the surrounding audio), hold [Alt] and click-and-drag the Bend marker to
the desired position.
Note that for audio to be stretched or compressed by manipulating a Bend Marker, at least one other Bend Marker should exist to the
left or right of the one being manipulated, to be used as the basis for stretching or compressing. If no other Bend Marker exists, the
beginning and end of the audio clip for the Event are used. For instance, if you want to change the rhythmic phrasing of a word in a vocal
part, add a Bend Marker to the left and right of the word you want to alter before attempting to move the word itself.
Multiple Bend Markers can be selected for simultaneous editing with the Bend tool by holding [Shift] and clicking on the desired markers,
or selecting a group of markers while holding [Alt].
You can reset a Bend Marker to its original position by [Right]/[Ctrl]-clicking on it and selecting Reset Bend Marker. Multiple selected
Bend Markers can be reset at once, making it possible to easily restore the original timing if editing produced undesirable results.
In the Action section, Quantize is selected by default, and a Strength percentage slider is displayed. Click on Apply to quantize any selec-
ted Event. The Strength setting alters the Start percentage in the Quantize panel, providing a simple way to alter the strength of the
quantize process.
Alternatively, you can choose the Slice action, which slices the selected Event into multiple Events, using the Bend Markers as a basis.
Quantize Audio
It is very simple to quantize audio in Studio One. Select the Audio Event, then press [Q] on the keyboard to quantize. Transients are
detected for the selected Event, the audio instantly snaps to the current quantize grid, the Bend Markers indicate they have been
moved left or right, and the waveforms are appropriately colored as described in the Editing Bend Markers section.
The same quantize commands are available for transient-detected audio as for Instrument Parts. [Q] quantizes the selected Events,
[Alt]/[Option]+[Q] quantizes at 50% strength, and [Shift]+[Q] restores the original timing.
Elastique Pro
Studio One uses the Elastique Pro timestretching engine from Zplane, for high-quality time stretching. When quantizing an Audio
Event, Elastique Pro is used to stretch each region of audio between the Bend Markers.
Track Transform
Check Preserve Realtime State if you would like to be able to transform back to the original Track. It is then possible to switch between
Automatic Tail Detection, with a Max Length property, and a fixed tail of a given length by toggling the Auto Tail option. Auto Tail is useful
if there is a reverb or other effect that you want to render beyond the Event length on the Track. Note that Auto Tail may not work well
with lengthy delays or extremely long reverbs, as it works by detecting a range of silence at which to cut off and fade out the transformed
audio. In that case, setting a fixed tail is the best option.
Click OK, and the Audio Track is bounced with its Insert effects and mix automation applied; then the original Audio Track is replaced
with the newly bounced audio on a new Audio Track with the same name. If Auto Tail was engaged, or a Tail amount was specified,
fade-outs are applied automatically across the specified Tail duration for each Event. The Insert effects are not inserted on the new
Track, as they have been rendered into the audio on the Track.
If you check Preserve Original Track State, it is possible to transform back to the original Track, with effects inserted on the cor-
responding Channel, by [Right]/[Option]-clicking on the Track and selecting Transform to Realtime Audio from the contextual menu.
The effects of Volume and Pan settings (including automation) are applied to the Track as it is bounced to audio, so the value of those
settings and their automation data is set to its defaults in the resulting bounced Track. If you wish to edit those parameters later, be sure
to check the Preserve Realtime State option when Transforming the Track. This allows you to revert the Track back to its original state,
with original settings and automation data intact. Note that send levels, bus assignments, and other mix parameters retain their settings
as normal after Transforming a Track.
Every Track Transform operation creates bounced audio files that are placed into the Pool for the current Song. These files remain in
the Pool (for later access or reference) until you decide to clear them out. As mentioned in the Pool Commands section, you can
If a Tail amount was specified, fade-outs are applied automatically across the specified Tail duration for each Event. Also, the send con-
figuration and output routing of the new Audio Track is identical to the original Instrument Track.
As with Audio Tracks, it is possible to Transform multiple selected Instrument Tracks at once, in which case they are all rendered sim-
ultaneously, which can be a huge time saver.
Every Track Transform operation creates bounced audio files that are placed into the Pool for the current Song. These files remain in
the Pool (for later access or reference) until you decide to clear them out. As mentioned in the Pool Commands section, you can
Track Inspector
Click on your audio Track of choice to give access to the following parameters in the Track Inspector:
Tempo (Mode) Lets you choose how playback of the current Track relates to Song tempo. For more details, see the Auto-
matic Timestretching section.
Timestretch (Mode) Lets you choose the optimal timestretching algorithm for the Track. For more details, see the
Timestretching Material Modes section.
Group Lets you assign the current Track to an existing Track Group. For more information, see the Groups section.
Click on the Audio Event of your choice to access the following parameters in the Event Inspector:
Event FX This lets you assign effects to individual Audio Events, rather than to a Track as a whole. For more information, see
the Event Effects section.
Start and End Lets you specify the start and end times for the current Event.
File Tempo If you know the tempo of the audio file associated with the current Event, you can specify it here. This gives Studio
One a tempo reference to work from when timestretching an Event to match Song Tempo.
Speedup Lets you speed up or slow down the tempo of the current Event, independent of other tempo settings. For more
information, see the Manual Timestretching section.
Transpose Lets you shift the pitch of the current Event up or down, in a range of -24 to +24 semitones.
Tune Lets you fine-tune the pitch of the current Event up or down, in a range of -100 to +100 cents.
Normalize Lets you boost the volume of the current Event, so that the highest peak in the audio reaches 0 dBFS.
Gain Lets you adjust the overall level of the current Event, in a range of -40 to +24 dB.
Fade-In Lets you specify the length of the fade at the beginning of the current Event. At a setting of 0 ms, no fade is applied.
Fade-Out Lets you specify the length of the fade at the end of the current Event. At a setting of 0 ms, no fade is applied.
Click on the Instrument Part of your choice to access the following parameters in the Event Inspector:
Start and End Lets you specify the start and end times for the current Event.
Transpose Lets you shift the note pitch of the current Event up or down, in a range of -24 to +24 semitones
Velocity Lets you scale the effect of note Velocity, before it arrives at the current instrument or External MIDI device. At 0%, all
notes play at full velocity. At 100%, the full range of note velocity is sent.
Event Effects
It is possible to insert effects directly on an Audio Event in the arrangement, as opposed to inserting effects on the entire Audio Channel
for the related Track, thereby affecting all Events on the Track. Event Effects are commonly used to add variety to the arrangement or
to insert utility effects, such as pitch correction, into specific Events.
Insert Event Effects
Audio Editor
The Audio Editor display operates independently of the Arrange view and has an independent Timebase setting. Most options that
appear in the Editor are the same as in the Arrange view and affect tools and Events in the same way. Note that the Snap and
The displayed level scale to the left of the waveform lane in the Audio Editor can be adjusted by clicking on it and dragging left or right.
This effectively zooms the waveform amplitude, which may be useful when editing audio with relatively low levels. [Right]/[Ctrl]-clicking
in this area allows the selection of a percentage- or dB-based scale. You can also adjust this zoom level by manipulating the Data Zoom
parameter, found to the right of the Time Zoom slider control.
Tools
Most of the tools in the Arrange view are available in the Audio Editor and function there exactly as they do in the Arrange view. (Only
the Paint tool is not available in the Audio Editor.)
Music Editor
Instrument Parts contain notes, which represent musical performance data and are a type of Event. Notes can be moved, cut, copied,
pasted, duplicated, and drawn using mouse tools, key commands, and certain Event menu commands. Multiple notes can be selected
and edited together, as with other Events.
For quick editing of all notes in a Part or on the Track, use [Ctrl]/[Cmd]+[A] to select all of the notes in the focused Part in the Music
Editor, or [Ctrl]/[Cmd]+[Shift]+[A] to select all notes in all Parts on the Track. You can also access the full set of selection actions by nav-
igating to the Select section of the Edit menu.
You can zoom in or out horizontally in the Music Editor by moving the Time Zoom control, and zoom vertically with the Data Zoom con-
trol.
Arrow Tool
The Arrow tool in the Music Editor is used with notes in essentially the same way as the Arrow tool in the Arrange view is used with
Events. Multiple notes can be selected and edited together in the same way as Events.
Moving Notes
To move a note using the Arrow tool, click anywhere on the note and drag left, right, up, or down. Dragging the note left or right moves it
backward and forward in time, relative to the current Edit view timebase and timeline zoom. Dragging the note up or down transposes
(change the pitch of) the note. The transposition interval can be determined by using the vertical keyboard display to the left of the Music
Editor.
Creating Notes
To create a note using the Arrow tool, double-click in any empty space in the Edit view. A note is created at the location you've specified,
its length determined by the currently selected Quantize value. Double-click a note with the Arrow tool to delete it.
To size any note using the Arrow tool, float the mouse to the left or right edge of the note to reveal the Sizing tool. When this tool
appears, click-and-drag left or right to size the note. As with Events, notes can be sized and resized any number of times. A Part can
also be sized in this way, by floating the cursor near the top of the Part's beginning or end, revealing the Sizing tool.
To change the length of a note while simultaneously resizing the previous or following note to match, hover your cursor near the begin-
ning or end of a note, press and hold [Alt]/[Option] to enable Resize Adjacent Notes mode, and click and drag the note to resize.
When sizing multiple selected notes in the Music Editor with the Arrow tool, two additional behaviors are now possible with modifiers.
Clicking on a note and then holding [Ctrl]/[Cmd] while sizing results in the all selected notes snapping to the same musical length of the
note on which you clicked. Clicking on a note and then holding [Alt]/[Option] results in the Note Off positions (ends) of all of the selected
notes snapping to the same Note Off position of the note on which you clicked.
Duplicating Notes
To duplicate selected notes using the Arrow tool, hold [Alt]/[Option] on the keyboard, click on the selection, and drag left or right.
Release the mouse button when the desired position is reached, and the selection is duplicated to this position.
To temporarily switch to the Paint tool while the Arrow tool is selected, press and hold [Ctrl]/[Cmd].
When multiple Parts are visible in the Editor, only one is actively available for editing at a time. For example, when doing a Select All oper-
ation, only notes in the currently active Part are selected. To activate a Part, click on any note or empty space within it.
Split Tool
The Split tool in the Music Editor allows you to split notes so that they become two separate notes. Clicking on any note directly splits the
note at that position, while selecting multiple notes and then splitting, splits all selected notes. Holding [Alt] when clicking with this tool per-
forms a split of any selected notes, as well as a split of the part itself, so that one part becomes two.
To temporarily switch to the Arrow tool while the Split tool is selected, hold [Ctrl]/[Cmd].
Paint Tool
The Paint tool in the Music Editor is used to draw notes in an Instrument Part. The Paint tool snaps when drawing to certain vertical and
horizontal positions based on the Quantize and Scale settings. When the mouse cursor is floated over the Music Editor with the Paint
tool selected, the note value for the current cursor position is highlighted on the keyboard display.
Note that the Keyboard display can be switched to a Drum Map display by clicking on the Drum Map button above the Keyboard display.
The Drum Map display essentially removes the virtual keyboard and allows more room to display sample names horizontally for each
vertical note position.
The pitch names in the Drum Map can be edited by clicking on the Edit Pitch Names button and then typing names for each pitch in the
pop-up menu. You can then save the Map to recall at a later time by clicking on the Store Preset button. Select any Map from the list to
load it. (A General MIDI Drum Map is provided.)
To draw a note with the Paint tool, click at the desired position. If you click once, the new note has a length equal to the time value of the
current Quantize setting. If you click-and-drag to the right, you can make the note any length you desire. With the Paint tool selected,
float the mouse cursor to the edge of any existing note to size the note, as with the Arrow tool. To delete a note, click on it using the Paint
tool.
To edit the velocity of a note while drawing the note with the Paint tool, drag up and down after you click to draw the note. To edit the
velocity of a single note, using the Paint tool, hold [Alt]/[Option] on the keyboard and click-and-drag up or down on the desired note.
You can also edit the velocities of notes in the Part Automation lane of the Music Editor, which is discussed in the Instrument Part
Automation section of the Automation chapter.
Press and hold [Alt] on the keyboard with the Paint tool selected to enter Line Drawing mode. In this mode, you can draw a line of note
Events in the Music Editor, and you can draw lines in automation envelopes, as discussed later in this manual. This function also works
when the Paint tool has been temporarily invoked by pressing [Ctrl]/Cmd].
To create a new Part in the Edit view with the Paint tool, click and drag in any open area in the Editor timeline. You can resize Parts while
the Paint tool is selected, by floating the cursor near the top of the start or end of the Part, which reveals the Sizing tool.
To momentarily select the Arrow tool while using the Paint tool, hold [Ctrl]/[Cmd] on the keyboard.
If you want to edit velocity for many notes at once, you'll find the Transform Tool very useful. Similar to the way the Transform Tool in
Arrange view is used for scaling and shaping automation curves, the Transform tool in the Music Editor lets you scale and shape note
velocity data.
To use the Transform Tool, click the triangle at the edge of the Paint tool in the Music Editor, and choose "Transform Tool" from the
pop-up list. With this tool, select a range of velocity values in the Velocity display below your chosen notes. The selected values can then
be scaled smoothly up or down by dragging the handles at the top or bottom of the selection.
You can also drag the handles at the corners of the Transform selection, to scale the selected velocities with a sloping action, as shown
above. This makes it easy to create smooth changes in velocity across a range of notes.
Eraser Tool
The Eraser tool in the Music Editor is used to delete notes. With the Eraser tool selected, click directly on any note to delete it. When mul-
tiple notes are selected, clicking any one of them with the Eraser tool deletes all selected notes. Click and drag with the Eraser tool (start-
ing in empty space) to delete all notes you touch.
You can temporarily switch to the Arrow tool while the Eraser tool is selected by holding [Ctrl]/[Cmd].
Mute Tool
The Mute tool is used in the Music Editor much as it is used in the Arrange view. With the Mute tool selected, click on any note to mute it,
and click on any muted note to unmute it. Click and drag with the Mute tool to mute all notes that fall within your selection.
Freeze Quantize
It is sometimes very helpful to make note quantization permanent so you can quantize again based on the current quantized positions,
rather than the original note positions. To do this, select the notes and select Freeze Quantize from the Musical Functions menu. You
cannot Restore Timing for these notes, as the newly quantized positions effectively become the original positions.
Humanize
Strictly quantizing every note so that rhythms are perfectly precise can cause music to sound lifeless and mechanical. The Humanize
function alters note start and end times and velocity within a very small threshold, based on rules modeled on common human per-
formance patterns. This provides just enough variation to make a performance sound more like a human played the parts.
To use this function, select any notes and then choose Humanize from the Event/Musical Functions menu. Note that the exact results
cannot be directly controlled. You can also choose to Humanize Less, which alters the notes in a similar fashion as Humanize but based
on rules designed to result in less-humanized performance patterns.
When a note is selected, its start and end positions are displayed in the Music Editor Inspector, as are its pitch, velocity, and mute status.
Each of these parameters can be edited directly in the Inspector. When editing notes using the Inspector, all selected notes are
affected, their values changing relative to the initial setting of each note. The one exception is that when Velocity is specified for multiple
notes using the Inspector, all notes snap to the new value, regardless of their previous Velocity value.
The simplest way to edit start and end positions, pitch, and velocity is to place the mouse cursor over the parameter and scroll the
mouse wheel up or down. Another way to edit a selected note’s velocity is to click-and-drag the Velocity value in the Music Editor's
Inspector pane. When you release the mouse button, the Velocity value is applied to all selected notes. The value currently set by the
Velocity parameter is applied by default to any new notes created with the Paint Tool.
Enable the Audition Notes option to hear the pitch of each note that is selected, created, or moved, played through the current instru-
ment.
The Music Editor also has its own Track List, opened via the Track List icon at the far left of the Music Editor Toolbar. In this Track List,
you can show or hide Tracks via the Show/Hide button to the left of the Track name and can independently set each Track to Edit Active
via the pencil-shaped Edit button to the far right of the Track name. If a Track is shown, and Edit Active is not engaged, the Track’s notes
are not selectable, allowing it to be easily viewed as a reference without concern about altering it accidentally.
When multiple Parts are displayed, the notes for each Part are colored with their Track colors and audition normally through their
Tracks. Selected notes are displayed in red. Also, when multiple parts are displayed it is possible to transfer notes from one part to
another using the [Right]/[Ctrl]-click contextual menu item Transfer Notes. This removes the selected notes from the original Part, indic-
ated with a checkmark in the Transfer Notes list, to the selected Part.
Drum Editor
Standard piano-roll-style note editing is ideal for melodic and harmonic content, in which notes tend to have differing lengths. Drum pro-
gramming and editing present a different challenge. Percussive sounds often contain their own amplitude envelope that ends at a pre-
determined time, which makes the start of each note the most important part. For added clarity when working on this sort of content,
Studio One features a dedicated Drum Editor view that shows your drum notes as "triggers," marking the start of each note.
To view the Drum Editor, click the drum-shaped button at the top of the Music Editor pane. You can return to the standard view at any
time by clicking the keyboard-shaped button. While in the Drum Editor view, you can add, remove, and manipulate notes just as you nor-
mally can, with some useful differences.
While you can use the Drum Editor on any Instrument Part, it shares a special connection with Impact XT. When you view an Impact XT
part in the Drum Editor, instead of seeing the full range of notes, you see each currently loaded sound as a row in the grid. with its name
and color code visible, for easy programming and editing. Any unused notes are hidden.
When you enter notes with the Pencil Tool in the standard view, you click to begin the note, then drag to set its length. In the Drum
Editor, since note length is not shown, you can click and drag across the grid, entering multiple new notes at divisions set by the current
Quantize value. This makes creating drum patterns, fills, and rolls a more fluid process.
When using the Drum Editor with an instrument other than Impact XT, you see the full range of musical note names, each with its own
row in the editing grid. If you'd like to exclude certain notes that you don't plan to use, or change note names to match the corresponding
sounds, click the wrench-shaped button near the top of the Music Editor pane to enable editing the Instrument List.
To edit the order of notes, click and drag the double line to the left of each note row. To hide a note, click the circular button in the row,
turning it dark grey. To rename a note, click inside its name display, then enter your new name. When you're finished editing the Instru-
ment List, click the wrench-shaped button again to lock in your changes.
When working with a drum instrument (or drum sample library) other than Impact XT, you can import a list of pitch names into the Drum
Editor, known as a "Drum Map." This lets you auto-assign names to each available note that the instrument or library preset can
respond to, for similar ease of programming as when working with Impact XT.
Drum maps can be downloaded for many commercially available instruments and libraries from http://exchange.presonus.com. To
import a drum map in the Drum Editor, click the wrench-shaped button near the top of the Music Editor pane, then simply drag the drum
map file onto the list of pitch names in the left column.
Selecting notes with your pointing device is often an efficient way to make musical changes in Instrument Parts, but sometimes, a bit of
automation may come in handy. The Select Notes function lets you select certain notes within a part based on a range of parameters,
such as "just the highest notes," or "just notes within a certain range of velocity."
To use this function, click the [Action] button in the music editor, and select Select Notes. In the window that appears, you can choose
from the following actions:
Select highest notes Select the highest notes that exist at any given time in the Part.
Select lowest notes Select the lowest notes that exist at any given time in the Part.
Select range... Select the notes that fall within a range of Pitch, Velocity, or Note Length. Select the criteria you want to
focus on, then set the range of selection with the sliders.
Select at interval... Select notes based on intervals according to position on the beat grid, or numeric relationships between
notes:
Beat Choose this mode to select notes according to their relationship to the grid:
Beat grid Sets the rhythmic value at which note selection is calculated.
Selection interval Sets the number of beats (the value of which is set with Beat Grid) between note selec-
tions.
Start offset Sets the number of beats to skip before making the first set of note selections.
Selection tolerance sets the amount of "slope" allowed in calculating note selections, to allow for selecting
notes that do not conform exactly to the grid.
Event count Choose this mode to select notes based on their numerical relationships:
Select at every nth position Sets the numeric spacing between note selections. For example, a setting of
2 selects notes at every second note. This does not necessarily relate to the grid. If there is a space in the
notes, the count between selections continues when the next notes start.
Start selection at nth position Sets the number of note occurances to skip before making the first set of
note selections.
Selection tolerance sets the amount of "slope" allowed in calculating note selections, to allow for selecting
notes that do not conform exactly to the grid.
Select matching notes Select this mode to select notes that fall within the chosen range of parameters.
Patterns
Instrument Parts are just the thing for long, evolving passages, recordings of live playing, and other, more linear musical uses. DAW-
style sequencing allows for a level of bar-by-bar flexibility that the step sequencers and drum machines of the past can hardly match.
However, sometimes it can be helpful to return to those older workflows, as evidenced by the recent resurgence of hardware sequen-
cers.
Pattern-based sequencing treats musical phrases as individual elements, to be switched and swapped at will, looped and finessed.
Enabling this kind of freewheeling arrangement and musical state of play is the role of Patterns, a type of musical part you can create in
Studio One.
Patterns have two modes of operation: One is designed for melodic and harmonic parts, showing available notes on a grid, cor-
responding to the related keyboard notes. The other is for drums and other percussive parts, and it offers automatic note/instrument
naming when used with Impact XT, along with variable phrase lengths and note resolution for each note row.
You can enter notes into a pattern by hand with the pencil tool, or by using the Step Record mode, a note at a time with your
MIDI controller of choice (including your QWERTY keyboard).
Patterns aren't just static blocks of note data, either. You can create endless variations which are stored within the Pattern. This lets you
start with an idea and create iterations that you can easily switch between as you lay out your arrangement, bringing life to your
sequences over time. Repeats and trigger probability can be applied per step, opening further avenues of expression.
Patterns can coexist on the same Instrument Track with standard Instrument Parts (even sitting right on top of them, if desired). This
makes Patterns perfect for peppering your more traditional sequences with fills, turnarounds, and other flourishes.
Creating Patterns
To create a Pattern, select an Instrument Track, and navigate to Event/Insert Pattern or press [Ctrl]+[Shift]+[P] on the keyboard. An
empty Pattern is created on the selected track.
To begin working with the new Pattern, click to select it. You can then view it in the Music Editor pane.
When you first create a Pattern, its default state is 16 Steps in length, with 1/16th-note Resolution. This, and other details, can be easily
changed, using the parameters above the Pattern Editor window:
Steps Sets the length of the Pattern, in steps. Each step is as long as the note value specified in the Resolution selector. Click the tri-
angle to open a menu of preset lengths to choose from. To enter a custom length, click the step number, then type in your desired
value.
Resolution Sets the note value of each step in the Pattern. Defaults to 1/16th-notes, with a range between 1/2-notes and 1/64th-
notes, with triplet ("T") and dotted ("D") variants of each.
Swing Sets the rhythmic relationship of each pair of steps. Defaults to 0%, with each note falling on even divisions. As you increase the
percentage, the second step of each pair (2, 4, 6, and so on) is moved closer to the note to its right.
Gate Sets the length of each note. Defaults to 100%, with each note filling the entirety of its note value. As you decrease the value, each
note becomes shorter and shorter.
Accent Sets the amount of emphasis placed on Accented notes. Defaults to 30%. As values increase, the effects of Accent increase.
Entering Notes
One easy way to begin fleshing out a pattern is to use the Pencil Tool. Click on a place in the grid to add a note. Click a note again to
erase it. You can also click and drag across the grid to add multiple notes in one gesture.
Step Recording
Another way to add notes to a pattern is Step Recording. When you press the Step Record button, shown above, you enter Step
Recording mode. To choose where in the Pattern to begin entering notes, click the step number above your desired column in the grid.
Play a note on a connected MIDI controller, and it is entered into your pattern. You can play other notes while the first note is held to
enter multiple notes on a single step. When you let go of the notes, the Pattern advances to the next step, and you an enter your next
note or multiple notes. When you're finished Step Recording, press the Step Record button again to go back to the standard mode.
When editing a Pattern, if you'd like to edit another pattern that precedes or follows it on the timeline, click the Edit Previous Pattern in
Timeline or Edit Next Pattern in Timeline buttons (pictured above) to quickly switch.
When you [Right]/[Ctrl]-click in the Pattern Editor, a range of editing operations are shown in a pop-up menu:
Copy Selected Lane (Rhythmic Mode only) Copies the note information in the currently selected lane. To apply it to another lane,
select the lane, then [Right]/[Ctrl]-click and choose Paste.
Copy Pattern Copies the entire contents of the current Pattern, so that it can be pasted into another Pattern, or another Variation
within the same pattern.
Paste Applies the note data in the clipboard to the currently selected Pattern or lane.
Duplicate Steps on Selected Lane (Rhythmic Mode only) Copies the contents of the selected lane, and pastes them into place in
the next available open space.
Fill Selected Lane (Rhythmic Mode only) Adds notes to every available step in the currently selected lane.
Clear Selected Lane (Rhythmic Mode only) Removes all notes from the selected lane.
Clear Pattern Removes all notes from the Pattern.
[Screenshot] PatternRowOptions - Close-up on a few rows in a Rhythmic pattern, showing the various row options.
When in Rhythmic mode, you have the option to mute or solo each note individually, using the [M] and [S] buttons on each row. You can
also set a separate Pattern length and note resolution for each note row. This allows for intricate polyrhythmic patterns, and a greater
sense of movement over time. To change pattern length for a given note, click the current value, and enter the value of your choice. To
change note resolution, click the current value and choose a new value from the pop-up menu.
[Screenshot] PatternInspector - The Music Editor Inspector window, while editing a Pattern
If you open the Inspector while editing a Pattern, you see special options and commands that apply to working with Patterns:
Audition Notes Enabling this option causes the notes you enter into your Pattern to play through the connected instrument as you
add them, making it easier to tell whether you're on the right note or instrument.
Editor Follows Cursor Enabling this option causes the Pattern Editor to show whatever pattern is currently being played on the cur-
rent Track, as the transport travels along the timeline.
Variations
Each Pattern can hold an unlimited number of Variations. These can contain different note data, and have differing Step lengths and
note resolutions. This lets you try a great many permutations of a Pattern without worrying about disrupting the others. To add an
empty Variation to a pattern, press the plus-symbol button in the Pattern Inspector. To add a duplicate of a Variation, to allow for more
editing, select the Variation to duplicate, and press the Duplicate button (which looks like this: ). To delete a Variation, select it and
press the minus-symbol button in the Inspector. To rename a Variation, click its name, and enter the name of your choice.
To substitute one of a Pattern's Variations for the version currently sitting on the timeline, select the Pattern and double-click a Variation
in the Inspector, or click the drop-down menu next to the Variation name at the top of the Pattern Editor.
The more rigid step-based nature of Patterns (as opposed to the more free-flowing note placement of Instrument Tracks) enables
some useful creative features. If you look at the bottom of the Pattern Editor view, you see the Velocity, Repeat, and Probability buttons
(along with a mysterious button marked "...").
Velocity Click this button to allow setting of velocity for the notes in the selected lane (in Rhythmic mode) or for all notes on a given step
(in Melodic mode). Click and drag in the Velocity lane to set the value.
Step Automation
Pressing the "..." button lets you access any available automation parameter on a step-wise basis, in the same way you can specify note
Velocity throughout a Pattern. In the pop-up window that appears, select the parameters you wish to edit from the column on the right,
and press the [<< Add] button to add it to the available Step Automation parameters. If you wish to remove a parameter, select it in the
left column, and click the [Remove >>] button.
The parameters you add to the Step Automation system appear as further buttons alongside the Velocity, Repeat, and Probability but-
tons. Click a parameter to access its settings over the steps of the Pattern
Exporting Patterns
If you'd ever like to hang on to a Pattern (and its Variations) for later use, simply drag-and-drop it to the location of your choice, and it will
be saved as a .pattern file. You can drag-and-drop .pattern files into future songs, letting you re-use patterns wherever they may be
useful.
Detection Algorithms
Melodyne offers a selection of detection algorithms to choose from. These let you optimize the detection process to suit the material
you're working with. Melodic mode is best for monophonic melody lines (such as vocals). Percussive mode is best for non-pitched, per-
cussive signals.
Melodyne Essential 4, bundled with Studio One Professional, also offers Universal mode, which lets you perform pitch and rhythm
manipulations on polyphonic material (such as guitar or keyboard parts, or whole mixed songs).
You can choose detection modes in the Algorithm menu within the Melodyne editing window.
For more information on the detection algorithms in Melodyne, visit the Celemony Help Center.
Action Menu
When editing in the Music Editor, several editing commands are likely to be used often. We have placed these commands in a menu that
allows quick access, located to the right of the Tool icons in the upper left of the Music Editor. Click on the [Action] button to reveal a
drop-down menu of commands with which you can edit any selected notes in the Music Editor.
Undo History
The Undo History menu, accessed under Edit/History, enables you to view and step through virtually every editing or mixing function
that has occurred since a document was opened. Simply click on any edit in the list to instantly roll the document back to the point where
that edit was made.
Note that the history is cleared when a document is closed but remains intact when the document is saved and kept open.
Zoom History
The most recent horizontal and vertical zoom states in an arrangement or editor are remembered in the Zoom History. You can go
back to the previous state using Undo Zoom [Alt]+[W] and can move forward with Redo Zoom [Alt]+[E].
Toggle Zoom
You can quickly toggle between two zoom states with the Toggle Zoom command [Z]. This command swaps the current zoom state
with a stored zoom setting. The current state is stored, and the state in memory is restored. Pressing [Z] again takes you back to the ori-
ginal state.
The Store Zoom State command [Shift]+[Z] only stores the current state and does not switch states. This can be used to set an anchor
zoom position that you want to recall later with the Toggle Zoom command [Z].
Macro Toolbar
The Macro Toolbar is a special control panel that lets you customize your workflow in powerful ways, giving you easy access to often-
used functions and custom command combinations. You can add and change command groups and buttons freely, to fit your needs.
You can create Macros, which string together multiple commands to form a single action. For instance, you might want a way to quickly
select multiple events across multiple tracks within the loop range and merge them to form single continuous events. This would nor-
mally involve a number of separate actions, either with the mouse or keyboard, but creating a macro for this reduces the process to a
single action.
You can show or hide the Macro Toolbar by clicking the Macros button in the main toolbar, or by navigating to View/Additional
Views/Macros.
Overview
When you open a Song in Studio One, the Macro Toolbar button is shown, next to the Audio Bend, Strip Silence, and Quantize panel
buttons in the top toolbar. Click this button to expand the Macro Toolbar panel, which is docked to the top panel by default, however can
be detached like the other panels by clicking on the detach button to the far right of the panel. When detached, [Right]/[Control]+click in
the panel to adjust for vertical or horizontal orientation.
Several items are in the Toolbar by default for demonstration purposes. Note that any button can be removed, as well as any entire
group of buttons. This toolbar is completely customizable. To see how Macros are put together, open the Macro Organizer by clicking
Setup/Macro Organizer in the Edit Group of the Macro Toolbar, or by navigating to Studio One/Macro Organizer.
This is the Edit Macro window where you can create and modify your Macros. On the left is the Commands list, which lists all available
commands in Studio One. On the right, the Macro Title, Group, and list of commands that the Macro performs when triggered. Com-
mands are executed in the order in which they are listed here. So, this Macro selects all events, splits them at the left and right locator loc-
ations, then merges the events that are still selected (those within the loop range, in this case).
Close the Edit Macro and Macro Organizer windows and look again at the Macro Toolbar. Click on the Action button in the Edit group,
and a list of all of your Macros is displayed, categorized by the Groups you entered in the Group field for each Macro in the Edit Macro
window. Clicking on any item in this list performs the associated Macro.
Click on the Name button in the Edit group to rename any selected events. The list of predefined names can be customized by clicking
on Setup/Edit Names in the Edit group to open the file 'EventNames.txt', which uses a simple syntax to build the menu hierarchy.
Double-click on the name to rename the Group. The Compact toggle makes the interface use as little horizontal space as possible
when engaged. Click on Remove Group to completely remove the Group and all Buttons it contains. Click on New Group or New Button
to create a new Group or Button. Groups are named Group by default, and are renamed in the [Right]/[Option]+click contextual menu
by double-clicking on the name.
Arguments
Note that some commands have Arguments associated with them, such as Track|Expand Layers. Commands with Arguments show
an Argument descriptor next to the command in the command list. Arguments provide a specific behavior for commands where multiple
behaviors are possible.
With the Track|Expand Layers command, the Argument 'Expand' should be set to 0 or 1. Setting the Argument to 0 disengages the
Expand Layers option, whereas setting it to 1 engages the option.
Commands can have multiple arguments, for instance Edit Volume has 'Level' and 'Relative' as separate arguments , where 'Level' is a
dB value and 'Relative' can be "0" or "1" to either set the event volume to the absolute dB value or to add/subtract it from the current
level.
Macro Storage
Your individual Macro commands are stored in a single location, reached via the [Show Macros Folder in Explorer/Finder] button at the
bottom of the Macro Organizer window. Each Macro is a unique file in XML format, and it is possible to edit the XML directly if desired.
These files are also portable, so you can share them with other users via the PreSonus Exchange.
Editing Suggestions
The Browser is a powerful feature that allows quick navigation of virtual instruments, effects, and a variety of file types on your com-
puter, including audio and musical-data files. The Browser works somewhat like Windows Explorer or Mac OS X Finder, in that it allows
you to navigate file directories on your computer in specific ways. Audio and musical-data files, as well as virtual instruments and plug-in
effects, can be dragged from the Browser directly into your Song or Project.
Click on the Instruments tab in the Browser or press [F6] on the keyboard to browse your virtual instruments.
Instrument Presets
The presets for Studio One’s built-in virtual instruments, as well as those associated with any 3rd-party instruments, can be loaded into
your Song in the same way as an instrument. Drag-and-drop a preset from the Browser to load the instrument into your Song with that
preset pre-loaded. Alternatively, when the instrument is open, you can load any preset for that instrument by simply double-clicking on
the preset in the Browser or by clicking on the preset to select it and then hitting [Return]. If the editing window for an instrument is open,
you can load any preset for that instrument by dragging the preset from the Browser onto the instrument window.
Click on the Effects tab in the Browser or press [F7] on the keyboard to find your audio effects.
Folders
The Instruments and Effects tabs in the Browser each feature a sorting method called Folders. In this view, plug-ins can be sorted into
category-specific folders, making it easy to choose from all available plug-ins that specialize in the function you're seeking (such as Dis-
tortion or Delay effects, or Synth or Sampler instruments). A set of category folders are provided by default, and some plug-ins are
placed into their appropriate folders by default. You can move plug-ins into whatever folder makes sense to you, and create folders of
your own to suit your needs.
To move a plug-in instrument or effect into a folder, drag-and-drop it from the list to the folder of your choice. You can
also move plug-ins from folder to folder in this way.
To create a new folder, [Right]/[Ctrl]-click in the Browser, and choose [New Folder...] from the resulting pop-up menu. If you
[Right]/[Ctrl]-click on an existing folder, your new folder is created as a sub-folder to the selected folder. If you [Right]/[Ctrl]-click
in the list of plug-ins below the list of folders, your new folder is created as a top-level folder. Enter a name for the new folder,
and click [OK] to create it. To cancel, click [Cancel].
To delete a folder, [Right]/[Ctrl]-click the folder in the Browser, and choose [Delete Folder...] from the resulting pop-up
menu. You will be prompted to confirm this deletion. Press [Yes] to delete the selected folder. Press [No] to cancel. You can
also delete a folder by selecting it and pressing the [Delete] key on your computer keyboard. If any plug-ins are in a folder when
it is deleted, they are moved to the list of non-categorized plug-ins below the folder list.
To rename a folder, [Right]/[Ctrl]-click the folder in the Browser, and choose [Rename Folder...] from the pop-up menu.
Enter a new name for the folder, and click [OK] to rename the folder. To cancel, click [Cancel].
Hiding Plug-ins
To hide an effect or instrument plug-in, [Right]/[Ctrl]-click the plug-in in the Browser and choose [Hide] from the resulting pop-up menu.
This removes the plug-in from the Browser list, hiding it from view. You can hide and un-hide plug-ins using the Manage Plug-ins func-
tion.
Manage Plug-ins
Click the wrench-shaped button in the upper-right corner of the Browser to toggle the Manage Plug-ins view. A list of all plug-ins is dis-
played, sorted according to the currently selected sort method. To hide (or un-hide) a plug-in, click the circle to the left of its name. To
add (or remove) a plug-in from the Favorites list, click the star to the left of its name.
To return to the normal Browser view, click the wrench-shaped button again.
Sound Sets
The loops, samples, and instrument presets included with Studio One are bundled into Sound Sets and can be quickly located and used
by clicking on the Files tab in the Browser and navigating to the Sound Sets folder. Sound Sets are carefully organized for easy explor-
ation. Loops can also be browsed directly, by clicking on the Loops tab in the Browser.
The Loops tab lets you locate and explore audio and music loop content made for Studio One in the Browser, with intelligent sorting to
assist you in finding the right loops quickly and easily. Click on the Loops tab in the Browser or press [F8] on the keyboard to browse
through any installed loop content.
Sorting Loops
The Loops tab offers a three-tiered sorting system. At the top of the Loops tab window, you'll see Sort by... followed by three category
selectors. You can choose to sort by any of the following criteria:
Style, Instrument and Character Sorts your loops into folders corresponding to the Style, Instrument, and Character tags
each loop is associated with. This lets you quickly locate specific types of loops based on your needs.
Type Sorts your loops into folders corresponding to their file type.
Product Sorts your loops into folders corresponding to the products or bundles they are part of.
Vendor Sorts your loops into folders corresponding to the vendor that made them.
Files Tab
The Files tab gives you access to files and folders throughout your computer's file system, as well as Studio One-specific content loc-
ations.
It is possible to select multiple files in the Browser and drag all of them in at once, making the transfer of recordings done in another
DAW a one-click process. If you would like to insert multiple audio clips, selected in the browser, to the same Track, with one placed
after the other across the timeline, hold [Ctrl]/[Cmd] while dragging the audio clips to empty space on a Track. This can be helpful if you
want to quickly drag in multiple variations of similar audio, or for laying out an entire song structure in one move.
For virtual instruments that support audio-file importing using drag-and-drop (such as many drum samplers), you can drag-and-drop
audio files from the Browser directly onto the instruments to load audio files.
You can also [Right]/[Ctrl]-click on any audio file and select Send to New SampleOne to instantly load the file as a sample in the built-in
SampleOne™ virtual instrument. If you do this with an Audio Loop or REX audio file, its slices are automatically mapped across the key-
board (up to 96 slices).
Now, when you start playback with the Preview Player, the MIDI file plays through the virtual instrument to which that Instrument Track
is routed. You can switch Instrument Tracks on the fly to audition a part quickly through many different instruments.
The Cloud tab gives you access to sounds, effect and instrument presets, loops and other content available from connected cloud ser-
vices, such as PreSonus Shop and Exchange, or your SoundCloud account.
PreSonus Shop
The PreSonus Shop is a centralized store for commercial Studio One content. Here, you can find new plug-in instruments and effects,
sound libraries, and more.
Click on the Cloud tab in the Browser and then click [PreSonus Shop] to explore its contents. If you are not already signed in to your
PreSonus user account, you can click the [Sign In] button at the bottom of the Browser and enter your account credentials to log in.
Once you're signed in, you'll see the current offerings in the Shop, and be able to purchase and use content to fit your needs. Click on a
product in the list to see its price and other useful information. When you have selected a product to buy, click the [Buy] button and follow
the provided instructions to complete your purchase.
PreSonus Exchange
The PreSonus Exchange is a place for Studio One users like you to share self-created content with other users. Here, you can find new
plug-in presets, FX chains, loops, grooves, sound libraries, and more. The Exchange is also host to a variety of Studio One-specific sys-
tem extensions, such as hardware control scripts for your favorite controllers.
SoundCloud
Your SoundCloud account can be a valuable resource for content to use in Studio One. The SoundCloud browser within the Cloud tab
gives you access to your own self-posted sounds, as well as sounds from artists you follow, songs you've marked as favorites, and the
recent contents of your SoundCloud stream.
Click on the Cloud tab in the browser to see SoundCloud in the list of available cloud services. Click on SoundCloud to see the Favorites,
Following, Stream, and Tracks folders. If you have not yet linked your SoundCloud account to Studio One, click the [Sign in to
SoundCloud] button at the bottom of the Browser. This opens a web browser window allowing you to sign into your SoundCloud
account and allow it to be linked to Studio One.
If a track in your SoundCloud listings is available for free download, a blue arrow is shown next to its waveform icon, and you can drag
the sound directly into your Song, or to the Pool, as described in Importing Audio Files into Your Song and Importing Audio
Files to The Pool. When you do this, a window is displayed showing the download progress. When the download is completed, the
sound appears in the place to which you have dragged it.
If free download is not available for a sound, you can still play the song from within the Studio One Browser as described in Previewing
Audio Files. This is a handy way to find and listen to commercial reference tracks, for mix comparisons with your own Songs.
When you import an audio file or record on an Audio Track, an Audio Event is created in the Arrange view of the Song, and a rep-
resentation of the original audio file associated with the Event, called a Clip, is placed in the Pool. The Pool contains all audio files that
are, at any point, associated with an Audio Event in your Song.
To open the Pool, first open the Browser by clicking the [Browse] button, then click on the [Pool] button. You also can press [F10] on the
keyboard to open the Pool directly.
Duplicating Tracks
Tracks can also be easily duplicated, with or without the Events they contain. To duplicate a Track, select the Track or any Event it con-
tains and then select Duplicate from the Track menu. This duplicates the Track and all of its settings, including Inserts and Sends.
If you want the Events the Track contains to be duplicated, as well, select Duplicate (complete) from the Track menu. If multiple Tracks
are selected when the Duplicate function is used, each of the selected Tracks is duplicated. To select multiple Tracks in order, select a
Track, hold [Shift], and then press the Up or Down Arrow keys to select adjacent Tracks.
You can also duplicate a Track by [Right]/[Ctrl]-clicking its control area and choosing Duplicate Track or Duplicate Track (complete)
from the pop-up menu.
Alternatively, you can duplicate selected Tracks by holding [Ctrl] on the keyboard and clicking-and-dragging the Tracks up or down in
the Track Column. Holding both [Ctrl] and [Alt] lets you duplicate Tracks along with their Events. A horizontal blue line appears in the
Track Column while dragging the Tracks to indicate the Duplicate function, as opposed to simply reordering Tracks in the Track
Column.
Many modern recordings sound mechanical, like a machine playing music. This is often because the recording has a single, static
tempo, whereas the tempo in a natural performance tends to drift slightly. Interesting and musical results can be achieved by varying
the tempo in your recordings. Tempo changes do not affect your ability to sync recordings to the tempo, as the click track and all other
elements in Studio One follow the tempo dynamically as it changes.
When Beat-Linear is selected, all bars in your Song are shown with the same length, while the time scale of the timeline shifts to match
your tempo changes. For example, with the timebase set to Seconds, as the tempo changes, the spacing between seconds changes
even as the space between bars remains the same.
Time Signature
The time signature is a convention used in Western music notation to specify how many beats are in each bar and what note value con-
stitutes one beat. The time signature is notated as a fraction, where the numerator (the upper number) equals the number of beats in
the bar, and the denominator (the bottom number) equals the note value for each beat.
By default, the time signature is set to 4/4 for all new Songs. This means there are four quarter-notes per bar. To change the time sig-
nature for your Song, do one of the following:
Click on upper or lower number of the time signature in the Transport and select a new value from the pop-up menu.
Double-click or [Right]/[Ctrl]-click on the Time Signature Marker to the far left of the Ruler in the Arrange view and select new
values from the pop-up menu.
Metronome behavior is affected by the time signature. The downbeat and other beats determine the sample and level used for the
Accent and Click, respectively.
Arranger Track
The Arranger Track is an arrangement tool that lets you work with portions of your entire Song as though they were individual Events,
and rearrange them quickly and easily. This saves you the time and challenge of traditional editing, which can be difficult when dealing
with many Tracks at once.
looks like this: At first, the Arranger Track is empty, showing that no Arranger Track sections have been defined in your Song.
Once you define sections, you can freely move them along the timeline, insert them between other sections, copy/cut and paste, or
delete them.
These actions are performed across all Tracks in your Song that exist in the time covered by the section, including all Events, Parts,
Markers, tempo changes, and automation data.
Each new Arranger Track section is given a default title, but you can enter a new title by [Right]/[Ctrl]-clicking the section and double-
clicking its title in the pop-up menu, then typing the new title into the provided text field.
To change the color of a section, [Right]/[Ctrl]-click the section, then click on the colored square in the pop-up menu to choose a new
color.
To remove the Arranger Track definition from a section of your Song, select the section and press [Backspace] or [Delete], or [Right]/
[Ctrl]-click the section, and choose Delete from the pop-up menu.
To remove an Arranger Track definition as well as the time on the timeline that it covers (along with any Events or Parts that lay within
it), [Right]/[Ctrl]-click the section in the Inspector or Arranger Track and choose Delete Range from the pop-up menu that appears.
Timebase Button
Notice the Timebase button to the right of the Arranger Track in the Track column. The musical-note icon on the Timebase button indic-
ates that Arranger Track sections will adhere to their position based on bars and beats, so if the tempo changes, the sections move for-
ward or backward in time in relation to their musical position.
If you click on the Timebase button, it switches to a clock icon, indicating that the sections will adhere to their absolute position in time. If
the tempo changes, the sections do not move, as they are locked to an absolute time position in the timeline.
Once you've defined the sections of your Song, you can begin working with them. Using the Arrow tool, you can accomplish the fol-
lowing actions:
Move Click-and-drag a section to move it to a new location on the timeline.
Move Arranger Track Section Only Click-and-drag a section, then press and hold [Ctrl]/[Cmd] and [Alt]/[Option] to move
only the Arranger Track section, without any of the content that sits within it, to a new location on the timeline.
Insert Click-and-drag a section between two other sections. When a line appears between the sections, let go of the mouse
button to insert the section there. This automatically moves the sections to the right of the insertion point forward in time, to
make space for the inserted section.
Replace Click-and-drag a section over another section. Let go of the mouse button to delete the existing section and replace it
with the new section.
Partially Replace Click-and-drag a section over another, longer section while holding [Shift]. Position the section at your loc-
ation of choice within the larger section, and let go of the mouse button to replace that portion with the new section.
Copy/Cut and Paste Select a section and copy or cut it, using the standard keyboard shortcut ([Ctrl]/[Cmd]-[C] to copy, [Ctrl]
/[Cmd]-[X] to cut) or by [Right]/[Ctrl]-clicking the section and choosing Copy or Cut from the pop-up menu. Place the cursor in
your chosen place in the timeline, and either press [Ctrl]/[Cmd]-[V] to paste the section, or [Right]/[Ctrl]-click on the timeline
and choose Paste from the drop-down menu. You can also click-and-drag a section while holding the [Alt]/[Option] key to cre-
ate a copy of the section. Let go of the mouse button to place the copy in your location of choice.
Create Markers from Arranger Sections [Right]/[Ctrl]-click a section in the Arranger Track and choose Create Markers
from Arranger Sections from the pop-up menu to create markers in the Marker Track that coincide with the titles and place-
ments of the sections in the Arranger Track.
Select Events in Section [Alt]/[Option]-double-click a section to select all Events and Parts across all tracks, within the
bounds of the section. You can also do this by [Right]/[Ctrl]-clicking a section in the Arranger Track and choosing Select Events
in Section from the pop-up menu.
Delete Range[Right]/[Ctrl]-click a section and choose Delete Range from the pop-up menu to delete the range of time that
the section covers, and all content within it, from the Song. Any content to the right of the deleted section is moved to meet the
content in the preceding section.
Zoom Double-click a section in the Arranger Track to locate the transport to the start of that section, and zoom the view to
show the section in full.
Scratch Pad
To create and display a Scratch Pad for you to work with, click the Scratch Pad button, which looks like this: Once a Scratch Pad
exists in the current Song, the Scratch Pad button changes to reflect that fact, and looks like this: You can click the Scratch Pad
button to show or hide the Scratch Pad display.
You can delete or create additional Scratch Pads as needed by clicking the triangle next to the Scratch Pad button and choosing the
Add Scratch Pad or Delete Scratch Pad option from the pop-up menu.
Just one Scratch Pad can be displayed at a time, but you can switch to any other by clicking the triangle next to the Scratch Pad button,
and selecting the Scratch Pad of your choice from the pop-up menu.
To rename a Scratch Pad, double-click its name in the Arranger Track Inspector, and enter the new name into the provided text
field.
The Chord Track is a global track (similar to the Arranger track) that provides the ability to perform "harmonic editing" of both Instru-
ment and Audio Parts. This restructuring of chord progressions can affect an entire song, or only the Tracks of your choice. This lets
you write musical content with a chord progression that appeals at the time, and make sweeping changes later, without exhaustive edit-
ing or re-recording of Parts.
Want to modulate that final chorus for a little extra push of energy, or rethink the harmonic structure of a composition in progress? The
Chord Track lets you try these sorts of changes on a whim.
While the Chord Track is capable of very powerful effects, it does have its limits, primarily in that audio cannot be pitch-shifted without
some level of artifacts added. We recommend that once you're done experimenting and "prototyping" your song, you re-record any
audio parts to fit the new chord progression, especially if they are critical parts.
To show or hide the Chord Track, click this button, above the arrangement view: To toggle the effect of the Chord Track on or off
for all affected Tracks, click the [Follow: On/Off] button.
First, set the key signature of the song to ensure proper chord display in the Chord Track. To do this, click the [Key] button in the Trans-
port and select the key of your choice from the pop-up selector that appears.
You can also automatically derive the key signature of your song from any Instrument Part. To do so, select the Part, then navigate to
Event/Detect Key Signature (or [Right]/[Ctrl]-click the Part and navigate to Instrument Parts/Detect Key Signature in the pop-up menu
that appears).
Once you've set your key signature, you can begin to populate the Chord Track with chords. This can be done manually, or by auto-
matically detecting the chord structure of your song from its Instrument or Audio Parts.
If any one Instrument or Audio Part in your Song contains musical content that spans the entire length of the Song, you can use that
Part alone to auto-detect the chord progression. Otherwise, you may find it useful to export a mixdown of your song, re-import the mix-
down to an Audio Track, and use that track as the basis for chord detection. Once that's done, you can remove the mixdown Track.
Next, we'll learn how to add, delete, and edit chords in the Chord Track.
To add chords manually, select the Paint tool (or hold [Ctrl] to select it temporarily) and click inside the Chord Track. You can also add a
chord by double-clicking in the Chord Track with the Arrow tool.
Each new chord section you add is one bar long by default, or the length of the current selection in the timeline. You can change the
length of a chord by clicking one of its ends and dragging it to the desired length. If adding chords with the Paint tool, you can also click-
and-drag in the Chord Track to create longer chords.
Once you've added a chord, you can change it to a different chord or variation in a variety of ways. Try double-clicking a chord to open
the Chord Selector. This window lets you choose from all of the major chord types and extensions. Keep in mind that the Chord Track
cannot add notes to chords played in affected Parts. It can only shift the notes that exist. If you want to select a chord with 7, 9, 11 or
other extensions, you will only hear those notes if the chords in your Parts contain four or more notes.
If you enable the Instrument Input option by clicking this button , you can play a chord on any connected MIDI keyboard to change
the selected chord. The Chord Selector then shows you the name of the chord you've played, and the current chord changes to match.
With Instrument Input enabled, you also can select one or more chords in the Chord Track and play any chord shape on a MIDI key-
board to change all selected chords.
When you're done editing a chord, you can close the Chord Selector, or select another chord in the Chord Track and continue editing.
To delete one or more chords from the Chord Track, select them and press the [Delete] or [Backspace] key on your keyboard.
One simple way to get familiar with the Chord Track is to populate it with the chord structure from one or more Instrument Parts. [Right]/
[Ctrl]-click on a Part (or multiple selected Parts) in the timeline, then choose [Extract to Chord Track]. This function analyzes the musical
relationships of the notes in the selected content, and fills the Chord Track with the chords it recognizes.
You can also simply drag selected Instrument Parts (single or multiple, across as many Tracks as you like) onto the Chord Track to
extract their shared chord progressions. This is one easy way to detect chords across a large area of your Song, especially if you're
using different Instrument Tracks (with distinct instruments and sound) in each section.
Some types of note data can cause the Extract to Chord Track algorithm to choose chords inaccurately. If you notice any errors, feel
free to edit or replace chords using the methods described in Entering and Editing Chords Manually.
You can also extract chord information from Audio Parts. To do this, select an Audio Part and navigate to Audio/Detect Chords (or
[Right]/[Ctrl]-click the Part and navigate to Audio/Detect Chords in the pop-up menu) to analyze the harmonic structure of the Part.
Once completed, you can see the detected chords along the bottom edge of the Part.
To apply the detected chords to the Chord Track, select the Part and navigate to Audio/Extract to Chord Track (or [Right]/[Ctrl]-click the
Part and navigate to Audio/Extract to Chord Track in the pop-up menu).
Some audio data doesn't lend itself to easy automatic chord detection, and if the wrong chords are detected, harmonic changes made
in the Chord Track may not bring the desired result. If you find that one or more of your audio tracks do not show the proper chords
after using Detect Chords, here is a good way to get around that:
First, detect the chords for that section of the song from another source that detects more accurately. If no Instrument or Audio Parts
seem to work, you can try entering the chords manually, or with a MIDI keyboard. Then, select the Audio Part that you could not accur-
ately analyze, and navigate to Audio/Apply Chords from Chord Track (or [Right]/[Ctrl]-click the Part and navigate to Audio/Apply
Chords from Chord Track in the pop-up menu). This applies the chord designations from the Chord Track to that Audio Part, ensuring
that when it is pitch-shifted during harmonic editing, its notes are shifted more accurately.
While working in the Chord Track, you can open the Inspector (by clicking the "i" button above the timeline), to see the special Chords
Inspector. Here, you can see the key signature and sequence of chords in the Song. You can select chords by clicking them in the list.
Finally you can edit the start and end positions, root, type, and other parameters of the selected chord (even chords selected in the
timeline).
Follow Chords
If you select a Track with the Inspector shown, you'll see its Follow Chords selector. This selector offers the following modes, each with
its own style of operation:
Off The default mode. The Chord Track has no affect on a Track in this mode.
Parallel In this mode, chords in the affected Track are shifted in parallel, aligning the root note of the musical content with the
root of the target chord. This maintains chord note relationships in the musical content, which may result in some out-of-key
notes.
Narrow In this mode, notes in the affected Track are shifted to the nearest note in the current chord in the Chord Track.
Bass This is a special mode for monophonic bass Parts. In this mode, all notes are shifted to the bass note of the target chord.
Scale (Audio Tracks only) In this mode, notes in the affected Track are snapped to the nearest scale note in the target
chord.
Universal (Audio Tracks only) This mode does not require the use of the Detect Chords feature before use. In this mode,
notes in the affected Track are forced to follow the scale notes of the target chord.
Each type of audio material reacts to pitch shifting in a different way. For this reason, you have a choice of Tune Modes that help to
optimize the algorithm for each type of source: Bass Guitar, Guitar, Piano, Brass, Lead, and Strings. Whatever your source, feel
free to try various different modes until you get the most pleasing result. The Tune Mode selector can be found in the Inspector when an
Audio Track is selected.
Keep in mind that Tune Modes do not affect the way that the Chord Track shifts the harmony of a Track. They only affect the way the
shifted audio sounds.
Bouncing
When an Instrument Part is bounced, the Part is muted, since the new Audio Event is taking its place. The Instrument Part is grayed out
to indicate this. To toggle the mute on the Part, select the Part and press [Shift]+[M] on the keyboard.
Any number of Instrument Parts can be selected and bounced to audio at once, even across multiple Instrument Tracks. A new Audio
Track is created for each Instrument Track whose Part is bounced to audio.
If you drag-and-drop an Audio Part from the arrangement to the File Browser, an Audio Loop is exported. For more information on
Audio Loops, refer to the Editing chapter.
To dissolve an Audio Part so that the separate Audio Events are again accessible in the arrangement, [Right]/[Ctrl]-click on the Audio
Part and select Audio/Dissolve Audio Part from the contextual menu.
Mixdown Selection
Sometimes, it can be useful to mix down Events from multiple Tracks to a new Track within your Song, such as when you want to con-
solidate a group of backing vocals or drum elements to a single Track. To do so, first select the Events you want to mix down, across as
many Tracks as needed. Then choose Mixdown Selection from the Events menu, or [Right]/[Ctrl]-click one of the selected events, and
choose Mixdown Selection from the pop-up menu.
The resulting mixed-down Track is placed after the last selected Track.
Folder Tracks
Keeping the Arrange view organized can be critical to workflow, and Folder Tracks have traditionally helped in this area. Studio One's
Folder Tracks also include Grouping and Busing options, extending improvements to editing and mixing workflow.
If a Track is already in a Group prior to being placed in a Folder Track, and the Folder Track Group is engaged, the Track is placed in
the Folder Track Group when it is placed in the Folder Track. If removed from the Folder Track, a Track retains its Group setting.
Track List
The Arrange view Track list is opened by clicking on the Track List icon in the upper left corner of the Song page. The Track list gives an
overview of all existing Tracks. Each Track has a drop-down arrow next to it that, when clicked, displays related Tracks, Envelopes, and
Layers.
Level meters to the far left of Track names indicate levels during playback for every Track. Clicking-and-dragging on the Track icon next
to the Track name allows you to move the Track to change the Track order. If any Track is in a Group, the Group name is displayed next
to it in the Group column of the Track List.
As with the Console channel list, Tracks can be hidden or shown by clicking on the round button to the left of the Track name. It is pos-
sible to click-and-drag up or down to quickly hide or show any number of Tracks. Hiding a Folder Track also hides all of the Tracks it con-
tains.
At the bottom of the Track List, icons for each Track type are visible. Clicking on these icons hides or shows all Tracks of that type.
The Console
Mixing in Studio One is primarily done in the Console. Open the Console by clicking on the [Mix] button or by pressing [F3] on the key-
board.
Each channel of audio in your Song is represented by a Channel in the Console. Audio Tracks in the Arrange view are directly rep-
resented by Audio Channels in the Console, whereas Instrument Tracks have no direct representation in the Console. Instead, Instru-
ment Channels represent the audio output of virtual instruments. There are several other Channel types discussed below, including
Input, Output, Bus, and FX Channels.
It is important to note that the Console opens by default in Small mode, and the following descriptions assume this mode is engaged
unless otherwise noted. For more on this topic, refer to the Alternative Console Layout section of this chapter.
Channel Features
The following features are common to all Channels.
Input/Output
At the top of each Channel is a display of its configured Input and Output, with the Input shown at the top and the Output below it. All
Channels are configured with Main Out as their Output by default.
Audio Channels show the hardware audio input selection. Instrument Channels display the name of the virtual instrument from which
they get their input. Bus and FX Channels display a graphical count of the number of Tracks assigned or sent to them, rather than a dis-
crete display of input channels, as their input source is usually from multiple Channels. Click on the Input area on a Bus or FX Channel to
display a pop-up list of all assigned/sent Tracks. Clicking on a Track in this list selects and expands that Track in the Mix view.
Click on any Input or Output to display and choose from a list of available routing options for any Channel. Clicking on the Input for an
Instrument Channel opens the interface for the source virtual instrument.
Mute/Solo
Channels can be muted or soloed by clicking on their Mute and Solo buttons, respectively. You can also press [M] for Mute or [S] for
Solo on the keyboard to mute or solo selected Channels. Muting silences the Channel’s audio from the Console so you won’t hear it.
Soloing silences all except the audio for the soloed Channel, so you only hear the soloed Channel. Any number of Channels can be
muted or soloed at one time.
When using the [M] or [S] keys to mute or solo an Instrument Track that has a virtual instrument attached to it, mute or solo is applied to
the note data Track in the Arrangement view, rather than to the audio Track in the Mix view. [M] and [S] have no effect on Bus or FX
Channels.
You can perform a Global Solo Off, which disengages Solo on any Track that has it engaged, by pressing and holding [Ctrl] on the key-
board and then clicking on any Solo button. Performing the [Ctrl]-click again recalls the previous solo settings, returning any previously
soloed channels to the solo state. This can be useful when comparing a group of soloed Tracks to other Tracks in your mix.
Automation Mode
The Automation mode for each Channel is displayed at the bottom of the Channel. By default, this mode is set to Off. Click on this dis-
play to choose an Automation mode or to add and remove automation parameters.
Name
Channel names are shown at the bottom of each Channel in the Console. Double-click on the name, type a new name, and then press
Enter to change the name of any Channel.
Expand Channel
All Channels feature an Expand Channel button, which expands the visible Channel to the right, revealing further Console routing pos-
sibilities. Audio, Instrument, and Bus Channels include Insert and Send Device Racks. FX Channels only have an Insert Device Rack.
Channel Types
Input
Input Channels represent the configured hardware audio inputs. They can be mono or stereo, depending on the configuration of the
hardware input they represent. Use the Input Channels to accurately meter inputs or to add effects processing to an input.
Audio
Audio Channels are direct representations of Audio Tracks in the Arrange view. Each Audio Track has a corresponding Audio Channel
in the Console, with corresponding Record Enable, Monitor Enable, Solo, and Mute controls.
Instrument
Instrument Tracks in the Arrange view have no directly corresponding Channels. An Instrument Track outputs to a virtual instrument,
and the virtual instrument then creates sound. Thus, virtual instruments output audio to Instrument Channels in the Console. A virtual
instrument might have any number of outputs, as described in the Set Up Multiple Virtual Instrument Outputs section of the
Recording chapter, and each has a corresponding Channel in the Console.
Bus
The audio output of multiple Channels can be routed directly to a single Bus Channel, which is always a stereo Channel. This lets you
create a submix so that the audio from several Channels can be processed together before being routed to the main output. Although
less common, it is also possible to use Sends to route audio to Bus Channels.
For instance, several drum Tracks might be routed to a Drum Bus, where the audio is compressed and equalized, and then routed to
the main output. That audio could also be routed to an FX Channel, through a Send, to apply a reverb effect, which would be applied to
all audio routed to that FX Channel.
FX
FX Channels are what are traditionally known as effects return channels, used to apply effects to multiple signals simultaneously
through the use of Sends. Audio can be routed from any Channel through a Send to an FX Channel, which can have any number of
Output
Output Channels are routed directly to hardware audio outputs and can be stereo or mono, depending on the configured outputs to
which they connect. Every Song has at least one stereo Output Channel, which is named Main Out by default. The Main Out is, by
default, where the entire Console mix of all other Channels is routed. You generally listen to this output when monitoring your mix, as
this is the output from which exported mixdowns are derived.
The Main Out Channel is always locked to the far right end of the Console and cannot be moved. This output features a stereo Peak-
/RMS Meter, as well as K-System Metering. Other configured hardware outputs are represented in the Console by a type of Output
Channel called a Sub Out. Sub Outs appear to the right of the mixer when the Outputs panel is open.
The Main Out and Sub Out Channels feature Metronome controls, allowing independent metronome on/off and level control for each
hardware output. Note that every stereo Output Channel also features a Mono switch to allow for quick summed-mono monitoring,
which is commonly used to check a mix for mono compatibility.
Console Options
Click the Options button (shaped like a wrench) to bring up a menu with options that let you shape the behavior of the Console to suit
your needs and organizational style. The following options are available:
Grouping Options
Keep FX channels to the right Enable this to cause all FX Channels to be placed together, at the right end of the Console.
This can aid in keeping track of FX Channels in a large-scale Song.
Keep bus channels to the right Enable this to cause all Bus Channels to be placed together, at the right end of the Con-
sole. This can aid in keeping track of Bus Channels in a large-scale Song.
Preserve order of busses with folder trackEnable this to ensure that any Bus Channels that are associated with a Folder
Track remain next to the Folder Track's enclosed Channels when the Keep Bus Channels to the Right option is enabled.
Visibility Options
Link show/hide of Track List and Console Enable this to link the show/hide status of the Track List and the Console.
When you hide the Track List or Console, the other hides, as well.
Link expand/collapse of Folder Tracks with show/hide Enable this to hide Console Channels associated with a Folder
Track when the Folder Track is collapsed in the Arrange view.
Colorize Channel Strips Enable this option to apply channel color coding to full channel strips in the Console. Normally the
color only shows on the channel labels.
Show VCA Connections Enable this option to display VCA Channel connections beneath the meter on each Channel in
the Console. When enabled , you can click this selector to assign or de-assign a Channel to any available VCA Channels.
The Inputs panel is closed by default and can be opened and closed by clicking on the [Inputs] button in the Console navigation column.
The Inputs panel displays Audio Channels in the Console for each configured hardware audio input, as described in the Channel Types
section of this chapter.
The Outputs panel is closed by default and can be opened and closed by clicking on the [Outputs] button in the Console navigation
column. The Outputs panel displays Audio Channels in the Console for each configured hardware audio output.
External
The External panel is closed by default and can be opened and closed by clicking on the [External] button in the navigation column. The
External panel displays a list of configured External Devices, including Keyboards, External Instruments, and Control Surfaces.
The configuration for each device can be accessed and edited by clicking on the menu arrow for the device (or [Right]/[Ctrl]-clicking any-
where on the device) and selecting, from the pop-up menu, either Edit for mapping configuration, Setup for device configuration, or
Remove, to remove the device from the list. Click on the Add External Device button to add an external device. To quickly access the
Edit dialog for a device, double-click its name in the External panel.
The Instruments panel is open by default and is closed and opened by clicking on the [Instr.] button in the Navigation column. The Instru-
ments panel displays all currently loaded virtual instruments. If no Instrument Track is connected to the Instrument, it appears grayed
out.
Open the interface for a virtual instrument by double-clicking on it in the Instrument panel or by clicking on the virtual instrument’s menu
arrow (or [Right]/[Ctrl]-clicking anywhere on the device) and selecting Edit from the pop-up menu.
Open the pop-up menu and choose Expand to choose from an instrument's available outputs (if applicable). If a Track is Expanded, you
can select Collapse to hide that information again. Select Rename to rename the instrument, which can be useful when working with
multiple instances of the same instrument. Select Store Preset from the pop-up menu to save the current settings for any virtual instru-
ment as a Preset. Select Remove from the pop-up menu to remove the virtual instrument from your Song.
Console Scenes
Console Scenes are a way to easily control which Channels are shown and hidden in the Console. For example, you could show only
drum Channels, and save that as a Scene called "Drums." Selecting that Scene recalls the show/hide setting, showing the selected
drum Channels, and hiding all other Channelss.
Channels that appear in the channel list can be shown or hidden in the Console. Click the round button next to any Channel name in this
list to show or hide that Channel. Hidden Channels are highlighted in gray.
Click on the Plus button at the bottom of the channel list to save the current Console setup as a Scene. Any number of Scenes can be
saved and recalled within each Song. Click on the Minus button to remove the current Scene.
The Console channel list can be synced to the Track List, so that any Tracks hidden or shown in the Track List have their related Audio
Channels hidden or shown in the Console, and vice versa. To do so, click the wrench-shaped Options button in the Channel List and
enable the Link Show/Hide of Track list and Console option.
Remote Bank
The Remote Bank is a special Scene that governs which Channels are shown and available for manipulation on a connected control sur-
face. Click the [Remote] button to show this scene, then show/hide tracks as necessary to set which channels are available for control.
To hide the Remote Bank, click [Remote] again.
The Console is in Small mode by default. To switch to Large Console mode, click on the Small/Large button at the top of the Console
Navigation column. Alternatively, you can press [Shift]+[F3] on the keyboard when the Console is open.
In Large mode, you can see the Insert and Send Device Racks at the top of each Channel, allowing faster access to these elements.
The lower portion of the Channel is slightly larger as well, allowing easier viewing of meters and other elements.
Insert and Send Device Racks can be sized vertically by clicking-and-dragging on the divider between them. If multiple Channels are
currently selected, you can hold [Shift] while dragging to only size the Device Rack for the current Channel. Hold [Ctrl]/[Cmd] while drag-
ging to set the size for all Device Racks across all Channels.
Narrow Mode
Both the Small and Large Consoles can be made narrow via the Narrow/Normal button to the far left of the Console. Narrow mode has
been designed to maximize the number of visible Channels from left to right in the Console.
The Large Console in Narrow mode replaces the Insert and Send Device Racks with channel level meters, in addition to narrowing the
other controls. To expand any Channel to show its Insert and Send Device Racks while in Narrow mode, double-click on any open
space in the channel display. Doing so again collapses the display for that Channel.
Inserts
Inserts are used to apply an effect directly to a single Channel or Bus. Insert effects are literally inserted into the audio signal chain within
the Channel or Bus.
Adding Inserts
The Insert Device Rack contains all Insert effects on a given Channel and is visible in the Console. To add an Insert effect to any Chan-
nel, drag-and-drop an effect from the Browser into the Insert Device Rack of a Channel in the Console or click-and-drag directly to a
Track or Track Lane in the Arrange view.
Editing Inserts
To edit an Insert, double-click on it in the Insert Device Rack, or click on the menu arrow (or [Right]/[Ctrl]-click anywhere on the Insert)
and select Edit from the pop-up menu. This opens the user interface for the Insert effect, where you can edit the effect’s parameters.
When audio effects are inserted on the same Channel, all of the plug-ins appear in tabs at the top of the plug-in header GUI. This
makes switching between effects in the same Insert Device Rack and signal path quick and easy.
The user interfaces for effects from third-party manufacturers vary drastically; for more information, please refer to the documentation
for each effect. Studio One’s built-in effects are discussed in depth in the Built-In Effects chapter.
Reordering Inserts
Inserts affect the audio signal path in the top-to-bottom sequential order in which they are inserted. An Insert can be reordered by click-
ing-and-dragging it above, below, or in between other Inserts. It is helpful to experiment with different signal paths to achieve the best
possible sound or a particular effect.
Navigating Inserts
By default, only one window displays the user interface for an open Insert effect. This keeps screen clutter and window juggling to a min-
imum. To quickly switch between Insert effects on a single Channel, click on the chosen effect tab at the top of the plug-in header GUI.
Alternatively, press [F11] on the keyboard to open the effect editor for the selected Audio Track, then press [Ctrl]/[Cmd]+[Page Up]/
[Page Down] to cycle through the effects in that Channel’s Device Rack.
Inserts can be also re-ordered by dragging them from one position to another in the list of Inserts at the top of the plug-in GUI.
In the event that you want to move, rather than copy, an Insert to another Channel, hold [Alt] as you drag the Insert from one Channel
to the other.
Compare
The [Compare] button in the plug-in header GUI allows you to compare the current settings for a plug-in to the settings stored the last
time the Song or Project was saved.
This makes it possible to freely compare potential changes for a plug-in to existing settings, while retaining a quick way back to existing
settings.
If two or more Channels are selected, pressing the Activate button for any Insert on a selected channel also toggles the activation state
of the Inserts in that same slot on the other selected Channels. Pressing the Activate All button at the top of the Insert list for a selected
Channel makes all other selected Channels follow suit, activating or deactivating their Inserts, as appropriate.
If you wish to temporarily deactivate all Inserts across all Channels in your song, press the Activate All Inserts button at the bottom-left of
the Arrange view. Press the button again to return all Inserts to their most recent activation state. In this way, you can instantly compare
Removing Inserts
To remove an Insert effect from the Insert Device Rack, do one of the following:
Click on the menu arrow for the Insert effect in the Insert Device Rack (or [Right]/[Ctrl]-click anywhere on the device) and
select Remove from the pop-up menu.
Click on the Insert effect in the Insert Device Rack and drag it into the Trash Bin panel of the Console.
All Inserts can be simultaneously removed from an Insert Device Rack by clicking on the menu arrow at the top of the Rack and select-
ing Remove All. When any Insert effect is removed, it is placed in the Trash Bin, where it can be restored to its original state and location
at any time.
Hardware Inserts
You can insert external hardware processors into Audio Channels in the Console, using the Pipeline XTplug-in (only in Studio One Pro-
fessional). The Pipeline XT plug-in can be found in the PreSonus folder of the Effects Browser when sorted by Folder, Vendor, or Cat-
egory.
The Pipeline XT plug-in routes audio to a hardware processor and then back from that processor through specific inputs and outputs
on your audio interface, while automatically compensating for the round-trip latency incurred in the process. You can insert an instance
of Pipeline XT in any Insert Device Rack.
To learn more about Pipeline, refer to the Pipeline section of this manual.
Configuring Sends
Sends are used to route the audio output (pre- or post-fader) from one Channel to another, such as an FX Channel.
To simultaneously create a new FX Channel and create a Send to that FX Channel from an existing Channel, click-and-drag an effect
from the Browser into the Send Device Rack on a Channel. This creates a Send for the Channel to a new FX Channel with the selected
effect loaded in its Insert Device Rack. This also works with FX Chains.
You can press [F11] to quickly open the FX view for the currently selected Channel, or press [Shift]+[F11] to open the Instrument win-
dow of a selected Instrument Track.
You can also drag an audio effect into a blank space in the Console to create an FX Channel with that effect loaded into its Insert Device
Rack. To route audio from a Channel to an existing FX Channel, click on the Add Send button in the Send Device Rack and choose the
FX Channel from the list.
Dragging an audio effect or FX Chain to the Send slot of a Track lets you create a new FX Channel with the same name as the plug-in
or FX Chain.
Alternatively, you can create an FX Channel by [Right]/[Ctrl]-clicking in blank space in the Console, or on any Channel, and selecting
Add FX. This adds an FX Channel to the Console with no Inserts, which can be the destination for any Send.
FX Channels are routed to the Main Out Channel of the Console by default, but can be routed to any other configured hardware out-
puts or Bus Channels, as needed.
To quickly view the effects in the Insert Device Rack of a Send’s destination Channel, double-click on the Send. You can then navigate
the Insert Effect menu as usual.
Sidechaining
Certain effects can accept an input from an audio source that dynamically changes the behavior of the effect. This is called “side-
chaining,” and it facilitates processes such as keying, ducking, and de-essing. Sidechaining is accomplished by using a Send to route
audio to a special Sidechain input on an Insert effect.
FX Chains
Sometimes, a favorite combination of effects can become a staple of your workflow. For instance, you might regularly apply a com-
pressor, EQ, and chorus to your vocal tracks. FX Chains let you save the exact setup of the Inserts on a Channel, so that the entire
chain of effects, including all settings, can be recalled instantly for later re-use.
To create an FX Chain:
1. Configure a Channel with the desired Insert effects and settings.
2. Click on the menu arrow at the top of the Insert Device Rack, next to the Insert label, and select Store FX Chain from the pop-
up menu.
3. Type in a unique name for the FX Chain and click OK or press [Enter] on the keyboard.
FX Chains can be found in the FX Chains folder in the Audio Effects Browser. To insert the FX Chain in the Insert Device Rack of a
Channel, drag any FX Chain from the Browser to the Channel. To replace an effect in the Device Rack, drag the FX Chain on top of the
device to be replaced. Drag the FX chain between plug-ins or to an open spot in the Device Rack to insert it without affecting existing
device assignments.
Click on the menu arrow next to the FX Chain name in the Audio Effects Browser to view and select the individual effects. Both the indi-
vidual effects and each preset can be dragged to the Insert Device Rack of any Channel.
It is also possible to access FX Chains from the Insert Device Rack by clicking on the menu arrow at the top of the Rack and selecting an
FX Chain from the list. This loads the selected FX Chain in the Insert Device Rack.
Busing
Buses can be extremely useful when mixing. You can route Channels directly to buses to help organize a mix into common elements,
such as routing all Drum Tracks directly to a drum bus. Sends are often used to route a channel to multiple buses in order to layer a sig-
nal into various elements of a mix.
To create a new Bus, [Right]/[Ctrl]-click in blank space in the Console, or on any channel, and select Add Bus. You can also select any
number of Channels, then [Right]/[Ctrl]-click on one of the selected Channels and choose Add Bus for Selected Channels to quickly cre-
ate a new Bus and route the selected Channels to that new Bus.
Once you have a Bus with Tracks assigned to it, you can [Right]/[Ctrl]-click the Bus and choose Hide Sources to hide all Tracks assigned
to that Bus in the Console. [Right]/[Ctrl]-click the Bus again and choose Show Sources to make source Tracks visible again.
Solo Save
It is possible to place Console Channels in Solo Save mode. When any Channel in the Console is soloed, all Channels with Solo Save
engaged are also soloed, and all other Channels are muted. To engage Solo Save on any Channel, [Shift]-click on its Solo button in
Console. The Solo button is green when Solo Save is engaged.
Note that FX Channels have Solo Save engaged by default because effects may be critical to how soloed Channels sound in the mix.
Channel Editor
Click the Channel Editor button (which looks like this: ) on your chosen Channel in the Console.
Select a Channel, and click the Channel Editor button (which looks like this: ) in the Track Inspector.
Click the number of the corresponding Track in the Arrange view.
Click the Macro Controls or Routing button in an open effects window.
Macro Controls
A single Channel in the Console can host multiple plug-in effects, and you can control them all one-by-one simply by switching from one
plug-in window to another. However, in some cases, it is convenient to be able to access controls from multiple plug-ins in a central con-
trol panel. The Macro Controls feature in the Channel Editor gives you a blank canvas upon which to place crucial control parameters
from any of the present effects, giving you quick access to often-needed controls. This becomes even more useful when creating
FX Chain presets that are geared toward specific sounds.
For example, let's say you create an FX Chain called "Chorused Crunch Guitar Delay," that includes the Ampire XT, Chorus, and
Analog Delay plug-ins. You might assign Macros to the gain controls on Ampire XT, rate and depth controls on Chorus, and the delay
length and feedback on Analog Delay. In this way, as soon as you load up that FX Chain, the vital parts of its functionality become avail-
able in a central, single window, even though you're really controlling three plug-ins at once.
There are eight knobs, eight buttons, and two X/Y control pads available for each Channel. You can assign any available plug-in para-
meter (or multiple parameters) to each of these Macro Controls. Each control (and each axis of each X/Y pad) displays the name of the
associated parameter, and the current setting of that parameter. If multiple parameters are assigned to a Macro Control, the name of
the first parameter assigned is shown, with a "+" symbol next to it.
If things get complex, you can get more in-depth info about assigned parameters in the Macro Controls Mapping view.
When working with the built-in PreSonus plug-ins, assigning parameters to Macro Controls is especially easy—simply [Right]/[Ctrl]-click
the control of choice, select "Connect (name of control) to Channel Macro Control" from the pop-up menu, then choose the desired
Macro Control from the secondary pop-up list.
To clear all assignments for any Macro Control, [Right]/[Ctrl]-click the control and choose "Clear (control name) Connections"
Right-click a Macro Control knob or switch to get access to automation for that control.
You can bring up the Macro Controls Mapping view by clicking the small wrench-shaped button in the Macro Controls window. This
view gives you the ability to assign 3rd-party plug-in parameters to Macro Controls, and also provides some useful additional features
for working with Macros.
The Macro Controls Mapping view shows three columns of information. The left column lists all available Macro Controls, and their cur-
rent assignments (if any). The right column shows all effects plug-ins that are currently inserted into the Channel. Expand any plug-in in
the list to show all assignable parameters for that plug-in. The central "Target" column is a place where Macro assignments can be
made, configured, or broken.
The simplest way to map a parameter to a Macro is to simply drag the parameter from the right column onto the Macro Control of your
choice in the left column, or into the central Target column when a Macro Control is selected. You can also do this by selecting a Macro
Control and a parameter, and clicking the [Add Targets] button. Once assigned, the parameter of your choice is displayed in the Target
column.
To remove an assignment from a Macro Control, select the Macro in the left column, select the assignment you wish to remove in the
Target column, and click the [Remove Targets] button.
You can shape the relationship between the movement of a Macro Control and the settings of its assigned parameters quite extens-
ively. With a Macro Control selected in the left column of the Macro Controls Mapping view, the current mappings for that control are dis-
played in the Target column. Next to the name of each parameter is a button that gives you access to the control transition settings.
Routing View
Splitting Signals
The Splitter module lets you split signals, letting you process them through multiple parallel effects paths. These split signals are then
mixed back into a single signal. You can add a Splitter to your effects setup by clicking-and-dragging from the [Splitter] button to your
choice of location in the Routing view.
You can click on a Splitter to select it, and its options are shown in the inspector to the left. The following options are available:
Splits Lets you specify the number of independent paths to split the signal into.
Mute Output Click the boxes to mute and unmute individual split paths.
Levels Lets you set the output level of each split path, from fully off (-∞ dB) to +10 dB. To set the level of a split path, simply
move the corresponding slider, or click its numerical dB display to enter a value with your computer keyboard. Split path levels
can also be adjusted in the Routing view. Click-and-drag the small fader icon on your chosen path to set its output level, or click
in the corresponding numerical display to enter a value in dB.
Split Mode Select the Splitter mode that suits your needs, from the following choices:
Normal Splits the signal into two or more identical copies. This is useful for any sort of parallel processing, such as
"New York" compression or vocal multiprocessing.
Groups
As discussed in the Edit Groups section of the Editing chapter, it is possible to group multiple Tracks together so that any edits done
to an Event on one Track in the Group are automatically done to all Events for all Tracks in the Group. These same Edit Groups affect
how their related Channel faders behave in the Console.
As we touched on in Groups, sometimes it's helpful to tie the volume settings of multiple Channels together, so that they can be easily
controlled as a Group. However, when you create a Group, the volume faders for all included Channels move simultaneously when any
grouped fader is moved. This means that any inter-channel volume balancing involves either temporarily ungrouping the Channels, or
changing the relative gain of a Channel using the gain control on an inserted plug-in.
Also, it can be desirable to write automation that changes volumes for a whole set of Channels, which can be cumbersome when it must
be done on a per-channel basis. A similar effect can be accomplished by routing Channels to a Bus and writing volume automation for
that Bus. However, this means that the audio from all affected Channels must pass through that Bus, which may not be desirable,
depending on your needs.
VCA Channels give you a solution to all these issues. They are special assignable control faders in the Console that allow simultaneous
movement (and automation) of the volume of multiple Channels. The individual volume faders of affected Channels can still be moved
independently—all faders move as one only when you change or automate the setting of the linked VCA Fader.
Once you've written some automation moves for your VCA Channel, you may decide that you want those changes to be permanently
applied to the automation for the Tracks controlled by the VCA. To do so, [Right]/[Ctrl]-click the VCA Fader Track in the Edit view, and
choose "Merge VCA Automation" from the pop-up menu. This merges the VCA automation with the extant automation on each
affected Track, and returns the VCA automation lane to its default state, for easy manual control.
Much like you can assign a Folder Track (and its associated Tracks) to a Bus, you can also assign them to a VCA Channel. This gives
you simultaneous control over volumes for all tracks in the Folder Track without the need to route the audio from those tracks into a Bus.
To assign a Folder Track to a VCA Channel, click the Bus/VCA selector in the Folder Track's control panel in Edit View, and select the
VCA of your choice from the pop-up menu. This assigns all Tracks in the Folder to your chosen VCA Fader. This assignment can then
be defeated or changed on a per-track basis.
Metering
Metering is a critical part of the production process. Studio One’s meters visually display audio levels according to your choice of meter-
ing style, and you can meter these levels at various stages in the signal path. Peak meters can be found on every Channel in the Con-
sole except the Output Channels, which appropriately feature a more informative Peak/RMS meter with K-System Metering options.
Peak Meters
Peak meters measure the instantaneous audio level from moment to moment at a very fast resolution and display the highest output
level at any instant. These meters help ascertain the relationship between a given audio level and other audio levels in the mix. Many
effects plug-ins feature peak meters at the input and output so that any level attenuation the effect imparts on the audio signal can be
seen.
[Right]/[Ctrl]-click on a peak meter to adjust its VU Hold and Hold Length settings.
The peak meters in Studio One automatically display in mono or stereo depending on the audio source.
Peak/RMS Meters
The Main Out and Sub Out Channels feature Peak/RMS meters, which simultaneously show both peak and RMS levels. Whereas a
peak meter shows the highest output level at any instant, an RMS meter shows an average of the peaks and troughs of an audio signal
over time. An RMS meter is intended to indicate the perceived loudness of the audio being measured by functioning in a way similar to
the human ear and is therefore often used as a true measure of perceived loudness.
K-System Metering
The Peak/RMS meters in Studio One also feature K-System metering options. The K-System is an integrated metering system tied to
monitoring gain, and it is intended to standardize the levels at which sound is mixed and mastered. This metering system features three
different meter scales called K-20, K-14, and K-12. These three scales are meant to be used with different types of audio production
and have been described by K-System inventor Bob Katz in his Audio Engineering Society technical paper “An Integrated Approach
to Metering, Monitoring, and Leveling Practices.” Katz wrote:
“The K-20 meter is for use with wide-dynamic-range material, e.g., large theater mixes, ‘daring home theater’ mixes, audiophile music,
classical (symphonic) music, hopefully future ‘audiophile’ pop music mixed in 5.1, and so on. The K-14 meter is for the vast majority of
high-fidelity productions for the home, e.g., home theater and pop music (which includes the wide variety of moderately compressed
music, from folk music to hard rock). And the K-12 meter is for productions to be dedicated for broadcast.”
To switch to any K-System meter, [Right]/[Ctrl]-click on any Peak/RMS meter and choose an option from the menu.
When using any of the three K-System scales, the 0 VU mark should be calibrated to 85 dB SPL from your monitors, which you should
measure with an SPL meter. For instance, playing back a -14 dBFS sine wave in Studio One while using the K-14 scale causes the
meter to read 0 VU for both the peak and average levels, and your monitors should be adjusted so that the SPL meter at the listening
position reads 85 dB SPL.
You can open the Performance Monitor window by navigating to View/Performance monitor. This window displays the current total
CPU and disk usage, as well as specific usage data for Insert effects and Instruments. To open the editing window for an Insert or Instru-
ment, double-click its name. To deactivate an Insert or Instrument (to free up the associated RAM and CPU), click the check-box next to
its name. To activate a deactivated item, click the check-box again, or click the Activate button on the Insert or Instrument slot in the Con-
sole.
The Cache section shows you the amount of audio data currently in the Audio Cache, with options to show its contents or clean up
unused items in the cache.
Inserting Markers
To insert a new Marker into the Marker Track, with playback running or stopped, click on the Add Marker button or press [Y] on the key-
board. Each new marker is numbered sequentially by default (1, 2, 3…). To insert a named Marker, press [Shift]+[Y], enter a name in
the pop-up window, and click [OK], or press [Enter]. To rename a Marker, double-click on it in the Marker Track, type in a new name,
and then press [Enter] on the keyboard. Note that, for clarity, the Start and End markers cannot be renamed.
Navigating Markers
You can quickly jump the playback cursor between Markers in the Marker Track. Click on the Previous Marker button in the Transport,
or press [Shift]+[B] on the keyboard, to jump to the previous Marker. Click on the Next Marker button in the Transport, or press [Shift]+
[N] on the keyboard, to jump to the next Marker. Jumping to Markers during playback enables quick comparisons between sections of
your Song.
You can also jump to up to seven different Markers from the Transport/Goto Marker menu.
Mixing Down
In most cases, you’ll record multiple Tracks in a Song, but you'll need to mix these Tracks to a stereo format for distribution online, or on
CD or DVD. With a DAW such as Studio One, this simply means saving your mix to a stereo file.
To create a mix of your Song in Studio One, navigate to Song/Export Mixdown or press [Ctrl]/[Cmd]+[E] on the keyboard to open the
Export Mixdown menu.
Location
The top section of the Export Mixdown menu is where you can select a location and name for the mix file. Click on the [...] button to
choose a file location. Click on the file name, type in a new name, and press [Enter] to choose a name for the file. Location defaults to the
Mixdown folder in folder for your Song, but once you set a new mixdown location, Studio One uses that location for further mixdowns,
until the next time you close the Song. Mixdowns are titled "Mixdown" by default, but once you set a name, that name is used by default
for any further mixdowns of the current Song.
The Publishing menu lets you choose to send your mixdown to PreSonus Notion software (choose "Send to Notion") or upload it to a
connected SoundCloud account (choose "Upload to Soundcloud"), once the mixdown is completed. For more information on working
with Notion in combination with Studio One, see this section. For more information on working with SoundCloud, see SoundCloud
Support.
Format
Select the format for your mix file in the middle section of the Export Mixdown menu. Choose from Wave, AIFF, FLAC, CAF, Ogg Vor-
bis, or MP3 file, and then choose the desired resolution and sample rate.
If you want to put your mix on a standard audio CD, create a 16-bit, 44.1 kHz Wave file.
Export Range
Choose the Between Loop option to only export the range of your Song between the Left and Right Locators. Choose Between Song
Start/End Marker to export the range of your Song between the Song Start and End Markers, as seen in the Marker Track. Choosing
Between Each Marker exports separate audio files for the range between each marker in the Song for each Track, placing them in
folders named after the markers. Choosing Between Selected Markers lets you choose a pair of Markers to export the range between.
The duration of the range to be exported is displayed in the Duration field. Note that when Between Each Marker is selected, the Dur-
ation field still shows the full length of the Song, signifying the total length of audio to be exported, rather than the length of any one sec-
tion as dictated by the Markers.
Options
The bottom section of the Export Mixdown menu has several options that affect how the mix file is created.
Song Meta-Information
Certain file formats, such as MP3, can contain additional information about the audio which is referred to as "meta-information". In the
Song/Song Setup/Meta Information menu are many fields of data that can be filled in for each Song. These fields are used to tag audio
files, so that they are labeled correctly for playback in software and various media players. All audio files exported from a Song that can
contain meta-information are tagged with the meta-information supplied here.
At the bottom of the Meta Information menu, you can choose to display the Song’s meta-information when the Song is opened. The
information can also be viewed at any time by selecting Song Information from the Song menu. The Song Information window also con-
tains a Notes tab, in which you can type in any text information about the Song that may be useful later.
The meta-information displayed represents what listeners see in their media players when playing the Song. Displaying this info could
also be helpful in remembering aspects of the Song production later.
Meta-information filled in for any Song is automatically filled in for that Song when it is imported into a mastering Project. For more on
this, refer to the Meta-Information section in the Mastering chapter.
SoundCloud Support
When you're done mixing down, you can upload your sounds to SoundCloud, a web-based music sharing service, directly from Studio
One. You can also download sounds from SoundCloud (when available) directly into Studio One.
To upload a new mixdown to a connected SoundCloud account as soon as it is created, choose "Upload to SoundCloud" from the Pub-
lishing menu in the Export Mixdown window. The SoundCloud Client opens when the new mixdown is complete. In this dialog, you are
able to upload audio straight to SoundCloud, and set various SoundCloud-specific options as you do so. You can also access the
SoundCloud Client directly by navigating to Studio One/SoundCloud Client.
To export stems from your Song in Studio One, navigate to Song/Export Stems to open the Export Stems menu.
Once in this menu, you can see two tabs labeled Tracks and Channels. The list of Tracks reflects the Tracks in the Arrange view, while
the list of Channels reflects the list of Channels in the Console. Muted Tracks and Channels are unchecked by default, and can be iden-
tified by a (Muted) indicator. Select the Tracks and Channels you wish to export by checking each Track or Channel in the list.
You can easily select all Tracks, select only active Tracks, or deselect all Tracks, by pressing the Select All/Active/None buttons below
the Track list.
Note that the audio file created for any selected Track or Channel is the equivalent of soloing the Track or Channel in the Console and
listening to the result. The audio file includes the results of all Inserts and Sends on the Track or Channel. If you don’t want the Inserts or
Sends included in the exported audio, disable them before exporting.
Location
You can select a location and name for the exported files in the top section of the Export Stems menu. Click on the [...] button to choose
a file location. Click on the file name, type in a new name, and press [Enter] to choose a name for the file. The name of each Track in the
Song that is being exported is appended to the user-specified file name.
Export Range
Choose the Between Loop option to only export the range of your Song between the Left and Right Locators. Choose Between Song
Start/End Marker to export the range of your Song between the Song Start and End Markers, as seen in the Marker Track. Choosing
Between Each Marker exports separate audio files for the range between each marker in the Song for each Track, placing them in
folders named after the markers. Choosing Between Selected Markers lets you choose a pair of Markers to export the range between.
The duration of the range to be exported is displayed in the Duration field. Note that when Between Each Marker is selected, the Dur-
ation field still shows the full length of the Song, signifying the total length of audio to be exported, rather than the length of any one sec-
tion as dictated by the Markers.
Options
The bottom section of the Export Stems menu has several options that affect how the files are created:
Check Preserve Mono Tracks if you would like mono Tracks to render mono audio files. If you are using stereo effects with
mono Tracks, you may wish to disengage this option.
Check Import to Track if you would like the exported Tracks to be imported to new Tracks in your Song.
Check Realtime Processing if you wish to export your Tracks in real time. This option should be used if your Song requires
external MIDI instruments or external hardware processing, so that musical data and audio flows to and through those
external sources in real time during the export process.
Check Close After Export if you would like to close the Export Tracks as Audio Files menu after exporting your Tracks.
Check Overlap and specify a duration if you would like to add an overlap to the exported range so you can create crossfades
between them later on.
Mixing Suggestions
Before Mixing
The production work done before mixing has a great impact on the mixing process. Here are a few guidelines you may find helpful:
Finish the arrangement of your Song before attempting to mix. The addition, deletion, and rearrangement of parts can change
the relationships between all of the parts in your Song, which affects the mix.
If any part of your Song is problematic, it is unlikely to work well in a mix. The “fix it in the mix” approach usually leads to a lot of
wasted time, only to achieve poor results. Be sure you are pleased with the individual parts of your Song before attempting to
mix.
Some parts of your Song might rely on a certain amount of mixing and effects processing to achieve the desired sound and
character in the arrangement. It is very easy to let this type of “mixing” carry over into mixing the entire Song. If you find yourself
working on many Tracks at once, you are probably mixing the Song, rather than a particular part.
If your Song lacks personality, vibe, or feeling before you start mixing, it is unlikely to gain any of these subjective qualities during
mixdown. In this case, take the time to re-record certain parts, rearrange the Song, or even start over from scratch.
Mixing Workflow
While mixing requires an objective knowledge of many tools, the process is an art form. If you were to ask ten mix engineers to mix the
same Song, each mix would sound different. There are no step-by-step or “mix by numbers” instructions you can follow to achieve
good results. The following broad concepts may help guide you in the mixing process.
Balance
Mixing is largely about balance. The various elements in a mix are balanced with each other so that each element can be clearly heard
and contributes as desired to the overall mix. This entails using the faders to vary levels and equalizing sounds so that there is no “com-
petition” between elements with similar frequency content. There is a limited amount of space in the mix, based on individual energy
levels for each frequency in the audible spectrum and the relationships of the sounds within the stereo field.
Busing
Busing can make mixing much easier by creating submixes of certain elements. For instance, a live drum set may be recorded across
eight or more individual Channels. In this case, the drums can first be submixed to their own bus or stereo channel, and then the submix
can be blended into the overall mix. To accomplish this in Studio One, refer to both the Busing and Groups sections of this chapter.
Busing is also used to build on individual Tracks to create a “larger” sound. For instance, a vocal Track might be bused to an FX Chan-
nel with a chorus effect inserted, as well as to a bus where all of the vocals are mixed and sent to a reverb. These various elements are
all mixed using individual faders and add to the overall vocal sound in the mix.
Busing can be used creatively to achieve an endless variety of results. Experiment with this concept to help achieve a unique sound.
What is Automation?
Automation lets you record changes in parameter values; thereafter, Studio One can perform these value changes for you. For
instance, you can record level changes in a Track by capturing your fader movements during playback; from then on, Studio One can
perform the level changes.
Before the advent of automation, mixing was very much a performance. Sometimes it took many pairs of hands on the mixing console
to accomplish all of the fader, mute, solo, and other movements to achieve a mix. Automation makes it possible to record the mixing per-
formance in any way you desire and endlessly tweak every parameter until the desired mix is achieved.
In Studio One, automation is recorded in automation envelopes, which are a series of data points connected by lines that represent the
changing values of the parameter being automated.
Automation Types
Nearly every parameter in Studio One can be automated. Several ways to automate parameters are provided, including Track auto-
mation, Automation Tracks, and Part automation. The following sections describe these automation types.
Track Automation
Track automation allows you to automate any parameter related to an Audio or Instrument Track and the Events it contains. Auto-
mation can be viewed via the Show Automation button at the top of the Track Column in the Arrange view or by [Right]/[Ctrl]-clicking on
a Track and selecting Expand Envelopes. Note that for Instrument Tracks (which do not have automation enabled on any parameters
by default), Expand Envelopes does not show automation unless one or more parameters have been enabled for automation.
Note that automation envelopes on Instrument Tracks control the parameters of the virtual instrument to which the Instrument Track is
routed. All other aspects of Instrument Track automation envelopes work in the same way as with Audio Track automation.
To view automation envelopes one at a time, superimposed on top of Events on the Track, Press [A] on the keyboard or click on the
Show Automation button at the top of the Track column in the Arrange view. With this engaged, the Track column of the Arrange view
changes to reveal automation parameters, including an On/Off button, the parameter name for the currently shown Envelope, and
automation mode selection.
Click on the Automation Parameter display, which is labeled “Display: Off” by default, to reveal the available automation envelopes for a
Track (“Display: Off” indicates that the Events on the Track are displayed, instead of an automation envelope). Volume and Pan auto-
mation envelopes are available by default on every Audio Track. Select a parameter from the list to view and edit the automation envel-
ope, or click on Add/Remove to open the Automation dialog for the Track.
To view multiple automation envelopes at once, with each in a lane under the Track, [Right]/[Ctrl]-click on a Track and select Expand
Envelopes. Alternatively, you can click the drop-down arrows for a Track in the Track List to expose its automation envelopes in the
same way. To hide the automation envelopes, deselect Expand Envelopes in the Track contextual menu.
Automation Tracks
Studio One features a Track type dedicated to automation that only contains automation envelopes. An Automation Track can contain
automation envelopes related to any Track and any plug-ins. To add an Automation Track, press [T] on the keyboard to open the Add
Track dialog, and select Automation. Note that at least one envelope on Automation Tracks is always visible, and the envelopes can be
viewed on the Track itself or in lanes, just as with the other Track types.
Arrow Tool
Editing an automation envelope with the Arrow tool lets you add new points to the envelope, move existing points, and select and delete
existing points. Be sure to select the Arrow tool in the Arrange view before attempting the following processes.
Paint Tool
Editing an automation envelope with the Paint tool allows you to draw many automation points with a single move of the mouse, effect-
ively painting an envelope. However, a single click with the Paint tool adds a single point.
You can choose from several figures when using the Paint tool, or you can use the Transform editor, as described in the following sub-
sections. Be sure to Show Automation and select the Paint tool in the Arrange view before attempting the following processes.
When selecting the Paint tool, scroll the mouse wheel to reveal several figure-drawing tools, including a Line tool and Square, Saw, Tri-
angle, and Sine waveform tools. With any of these tools selected, click-and-drag on any automation envelope to draw the desired envel-
ope. When using the waveform tools, you can hold [Alt] to adjust the frequency of the waveform while dragging, or hold [Ctrl] to vary
waveform phase (amplitude and polarity). Hold [Ctrl]/[Cmd]+[Alt] while dragging, to move the currently defined automation shape left
or right along the timeline.
Transform Automation
You can choose the Transform tool from the Paint tool drop-down list to alter existing automation, or add new automation. With the
Transform tool selected, click-and-drag a selection box around any area of an automation envelope; then adjust the selection box by
clicking-and-dragging one of eight handles (four sides and four corners) to scale the selected automation points.
As a shortcut, you can select a range of automation with the Range tool, and press [Alt]+[T] on the keyboard to automatically create a
Transform selection over the chosen range.
Range Tool
You can use the Range tool to quickly trim select ranges of automation up or down in value. This can be done in two ways.
If you want to trim a certain range of automation data up or down, select a range of automation with the Range tool. Then, hover the
cursor in the upper half of the selected range, until the cursor changes into a bracket shape. Click-and-drag up or down to trim the selec-
ted automation.
[Screenshot] TrimAutoTwoPoints - The Range tool, in its trim mode, trimming a segment of automation up or down (no range selec-
ted).
If you want to trim a certain segment of automation (the span between two points) up or down, select the Range tool, and hover the
cursor in the upper half of the automation lane, above the segment of your choice, until the cursor changes into a bracket shape. Click-
and-drag up or down to trim your chosen automation segment.
Automation Modes
In Studio One, automation modes are specific to devices on each Track. A delay effect on an Audio Track might be in Touch mode,
while the volume, pan, and other effects on that Track are in different modes. This allows a great deal of flexibility.
With Show Automation selected, the current automation mode is visible. To select any mode, click on the Automation Mode window and
select from the list. The following describes the automation modes.
Auto: Off
When Auto: Off is selected in the Automation Mode window, all automation for the current parameter and for all related parameters are
turned off.
For instance, if you are currently viewing the Attack envelope for a compressor inserted on an Audio Track, and you select Auto:Off, all
parameter automation for the compressor is turned off. However, automation envelopes for parameters that do not belong to the com-
pressor can still use a different automation mode.
This is not the same as turning an individual automation envelope on and off, as described in the Turn Automation On/Off section of
this chapter, as that on/off button only affects the currently visible automation envelope.
Read
When you select Read in the Automation Mode window, any existing automation envelopes on the Track for the related device is read,
and these envelopes control their related parameters. Read mode is automatically engaged when you draw a new automation envel-
ope with the mouse.
Press [J] on the keyboard to switch to Read Automation Mode manually on the selected Tracks.
Touch
When Touch is selected in the Automation Mode window, automation envelopes can be affected by touch-sensitive, external hardware
controllers, so that new automation is written when a hardware control is touched, and automation is read when the hardware control is
not being touched. This allows the user to manipulate the control at any time in order to write new automation or overwrite existing auto-
mation. Studio One resumes reading automation when the control is released.
Press [K] on the keyboard to switch to Touch mode manually on the selected Tracks.
Touch mode can be used even if your hardware controller does not have touch sensitivity. In this case, automation is written when you
move the hardware controller, and existing automation is read when you are not moving the hardware controller.
Write
When Write is selected in the Automation Mode window, automation is continuously written based on the current position of external
hardware controllers. Existing automation is not read at any point and is instead overwritten with the new automation.
Control Linking
With a Keyboard set up, and its control map created, you are one click away from controlling almost any software parameter using Con-
trol Link. The following describes the various ways to use Control Link.
Parameter Windows
To the far left of the Arrange view toolbar in the Song window, you can see two windows separated by a button. The windows are
empty by default. The left window displays the name, value, and other related information regarding the last-changed software para-
meter; the right window displays the MIDI name and value of the last-changed, mapped hardware control.
You also can open Parameter windows in each plug-in window. To do this, click on the Edit Mapping button at the top of the plug-in win-
dow.
Global Mapping
With Global mapping, hardware and software controls maintain a one-to-one relationship, where a single hardware control is linked dir-
ectly to a single software control. Some controls, such as Track fader, pan, and mute, can only be mapped globally. To map a plug-in
control globally, be sure Focus is disengaged in the plug-in window by clicking on the Focus button for the Keyboard you are using, so
that it is no longer highlighted.
Focus Mapping
While only one software control can be manipulated at a time by a single hardware control, a hardware control can be linked to any num-
ber of software controls, based on context, using Focus mapping. For instance, a single hardware knob could control the release of a
Gate plug-in, or the Gain of a distortion plug-in, or any number of other parameters, depending on which plug-in is in Focus.
The process of Focus mapping is identical to Global mapping, with one critical difference. To see this difference, open the interface for
any virtual instrument or effect. By default, all virtual instruments and effects open in Focus mode, and the Focus button in the plug-in
window’s toolbar is highlighted. The Focus button displays the name of the related Keyboard.
Only one plug-in window can be in Focus at any time. Click on the Focus button to enable Focus in any open plug-in window.
When a parameter has been mapped in Focus, the link icon used in the parameter window is different from the icon used when a para-
meter is mapped globally.
Control maps only apply to the plug-in window that is in Focus. For instance, a hardware knob might be linked to a software knob in an
EQ plug-in that is in Focus. When another plug-in is brought into Focus, the hardware knob no longer affects the software knob in the
EQ, and it is possible to link this hardware knob to a different control for the plug-in that is in Focus.
In this way, Focus mapping allows different control maps to be made for each plug-in, using the same hardware controls for each. Each
Focus map is stored with the plug-in, making it usable in any Song. Thus, you can make Focus maps for each of your favorite plug-ins
and never worry about them again. In practice, this means that your external hardware always controls the plug-in that is currently in
Focus.
Certain parameters cannot be Focus-mapped, including Track controls such as fader, pan, and mute.
Touch Sensitivity
Various automation modes are discussed in the Automation Modes section of the Automation chapter. These modes directly relate
to the specific capability of your hardware controllers. Touch automation mode is most effective if the hardware control is touch-sens-
itive. However, you can use Touch automation with hardware controls that are not touch-sensitive.
Use the Surface Placement option to create a Group and define the placement of each unit. Put two or more devices in the same group
to create a connected mixer bank.
Function Overview
Mixer Layout
The channel order follows the Remote Bank in the Studio One Mixer Bank pane. Here you can show and hide channels for the remote
banks.
Channel Controls
V-Pot Changes the assigned parameter. Push to set the default value. For more infomation, see
Assignment Buttons.
Global View Shows all Studio One channels (Send, Console, and Outputs).
Inputs Unused.
Fader Flip Flip button flips the V-Pots with their corresponding faders.
Assignment Buttons
The assignment buttons are used to assign controls to the V-Pots.
Pan (Default) Shows the track names in the LCD strip and assigns V-Pots to Channel Pan.
Monitoring on/off.
Instruments Unused.
Automation
Toggle the automation mode for the selected Channel.
Transport
The Play, Rec, Stop, FF, and RW buttons control the transport.
With the Marker button enabled, FF and REW jump between markers, and the REC button inserts a marker at the cursor position.
Function Keys
Function keys are predefined but can be modified using the Mackie Control device editor.
F1 Show Inputs
F2 Show Track
F3 Console
F4 Open Channel
F5 Add Insert
F6 Add Send
Utility Functions
Option + Bank Select Selects previous and next device in an open plug-in editor.
Option + Channel Selects previous and next preset in an open plug-in editor.
Select
Project Setup
In the New Project dialog, you can specify a Project Title and save a location, as well as the Project sample rate. Click on OK to create
the New Project.
DDP Import
If you'd like to base your new Project on an existing DDP image, do the following:
1. Enable the "Import Tracks from DDP Image" option in the New Project window.
2. Click OK to create the new Project, and navigate to your DDP image in the file browser that appears.
3. Select the folder that contains your DDP image, then press [Open], and the image is imported, with all metadata and media
intact.
This ability to import, edit, and export DDP images, often reserved for high-end standalone CD mastering systems, helps to make Stu-
dio One a powerhouse mastering tool. For information on exporting DDP images, see DDP Export.
You can enter a title for the album in the Album field, and an artist name (if applicable) in the Artist field. A drop-down arrow below these
fields gives you access to a variety of additional metadata fields (such as EAN, songwriter, and genre) that you can fill out as needed.
Meta-information is used when publishing your Project to any medium. You should fill in this information so your production is accurately
labeled when published and distributed to your adoring fans. When selecting artwork, the image size is limited to 512 x 512 pixels, and
can be automatically scaled to fit.
Adding Tracks
The first step in the mastering process is to place the desired source material into a Project.
The Browser
Just as on the Song page, the Project page has an integrated Browser, allowing you to browse for audio effects and files to add to your
mastering Project, including files in the current Browser Pool. Press [F5] on the keyboard, or click on Browse in the lower right hand
corner of the Project page interface, to open the Browser.
Add a Song
Any Song created in Studio One Professional can be added directly to a Project by importing the Song file into the Project. There is no
need to create a mixdown of the Song first, as this process is automated.
By default, your Song files are contained in the Content/Songs folder of the File Browser, with each Song file contained in its own Song
folder. To add a Song to your Project, browse to the desired Song in the File Browser and then click-and-drag the Song file to the Track
column or Track Lane.
Adding the Song to your Project places it in the Track column. If no master file exists for the Song, you are asked if you would like to cre-
ate a mix of the current state of the Song, which can then be rendered and added to the Track Lane.
When Studio One renders a mix of the Song you added, the length the of the mix is determined by the Song Start and End markers, as
seen in the Marker Track of the Arrange view. Be sure these markers are set to the desired locations in the Song.
As you edit Songs within your Project, it is useful to be able to keep track of where you are in time within each Song, as well as the
entirety of your Project. When you place the cursor along the timeline, the Track Time display in the transport shows you the position of
the cursor within the current Song, and the main time display shows the cursor position within the whole Project.
Track Column
All Songs and audio files in your Project are listed vertically in the Track column, with the name of the Song or audio file clearly displayed.
Meta-information is used when publishing your Project to any medium. You should fill in this information so your production is accurately
labeled when published and distributed to your fans. When selecting artwork, the image size is limited to 1400x1400 pixels, and can be
automatically scaled to fit.
Meta-information that has been filled in for any Song is automatically imported to any mastering Project that includes the Song, Any
changes made to the meta-information of a Song after import into a Project are not automatically applied to Song meta-information
inside a Project, and must be updated manually.
Auto-Incrementing ISRC Codes
In most cases, ISRC codes are assigned sequentially to each track in an album, increasing by one with each subsequent track. Because
of this, if you enter an ISRC code in the meta-information of the first Track in your Project, a dialog pops up, asking if you'd like to auto-
matically assign incrementing ISRC codes to the rest of your Tracks. Press [Yes] if so, or [No] if you'd rather enter them manually. If
track order or selection changes later on, you can always re-assign the ISRC code for the first Track in your Project to be prompted
again to auto-assign the rest.
Pause
It is common for the tracks on audio CDs to be separated by a brief pause. By default, any Track added to the Project has a Pause set-
ting of two seconds, as per the Red Book standard. In practice, this means that two seconds of silence are appended to the beginning of
the Track, so that although the Track begins immediately after the end of the previous Track, there is a brief pause in playback in
between.
The Pause setting can be set to any amount of time up to 10 seconds, as per the Red Book Audio CD standard. The timing between
Tracks is an important creative part of the mastering process and often differs between Projects. To change the Pause setting, click in
the Pause field for a Track in the Track Column and type in a value or click-and-drag the audio Events in the Timeline.
Track Sequencing
To sequence the Tracks in your Projects, simply click on the file-type icon for any Track and drag the Track above or below the other
Tracks in the Track column.
Notice that the Tracks are automatically relocated in the Timeline of the Track Lane, with all other Track sequencing still intact, including
Track pauses.
Editing Tracks
Sizing Tracks
Tracks in the Track Lane can be sized with the Arrow tool, as described in the Size an Event section of the Editing chapter. The rel-
ative sequencing of all other Tracks in the Project is maintained when any Track is sized. Note that a Track cannot be sized to less than
four seconds in length, per the Red Book CD standard.
When a Track is manually moved across the Timeline so that it overlaps in time with another Track, it is possible to crossfade the two
Tracks so that one fades out as the other fades in. To crossfade overlapping Tracks, select the two Tracks and press [X] on the key-
board. A linear crossfade is drawn that can be edited by clicking-and-dragging on each Track’s fade handle.
Splitting Tracks
To split any Track, set the playback cursor where you want the split and press [Alt]+[X] on the keyboard. The resulting two Tracks can
now be edited like any other, including editing meta-information in the Track column. Splitting a Track for a Song does not adversely
affect the ability to automatically update that Song's mastering file, so it is possible, for instance, to split a long recording into many
Tracks in a Project and still edit the related Song normally.
Note it is not possible to split a Track where the resulting two Tracks would not be at least four seconds in length, per the Red Book CD
standard.
Track Markers
All Tracks in a Project automatically have a Track marker attached to the beginning of the Event in the Timeline. It is possible to manually
insert other Track Markers by positioning the playback cursor at the chosen spot in the timeline, then [Right]/[Ctrl]-clicking in the Track
Marker lane and choosing Split Track at Cursor from the drop-down menu.
Manually inserted Track Markers are green in color, while automatically placed markers are blue in color. Track Markers can be moved
across the Timeline by clicking-and-dragging left or right. Track Markers can be placed anywhere on the timeline, so long as they're in
numerical order, and are not tied to the limits of any single Event. This lets you create a single Track that encompasses multiple Events,
create hidden tracks, and a variety of other mastering magic tricks.
Note that Track Markers are only used when burning a CD, or exporting an image file or DDP file. When exporting a digital release,
manually placed Track Markers are ignored, and separate files are only rendered for actual Tracks, as listed in the Track column.
Click-and-Drag Features
Move Events Click and drag on the beginning or end of a Track Marker while holding [Alt]/[Option], to move all Events at or
after that Track Marker across the timeline as one. This allows for easier mass-editing of track position and spacing.
Move only Start/End Marker Click and drag on the beginning or end of a Track Marker while holding [Ctrl]/[Cmd], to set a
pause period between the two Tracks at that split point.
Note: Any audio that exists in the pause zone you create between two Tracks will still continue to play during the
pause. If you want silence during a pause, you'll want to accomplish that by editing your Track to suit.
Move Track Click and drag in the center portion of a track marker to move Track marker and its related Track to a new loc-
ation. This is analogous to dragging tracks up and down the Track List.
Duplicate Track Click and drag in the middle of a track marker while holding [Ctrl]/[Cmd] to duplicate that Track Marker and
its primary Track to a new location on the timeline
Add (Index) Marker Hold [Alt]/[Option] while hovering over the middle portion of a Track Marker to enable the Add Marker
tool, used for placing additional Index markers within the current Track Marker.
If you click and drag on the beginning or end of a Track Marker while holding [Alt]/[Option], all Events at or after that Track Marker can
be dragged across the timeline as one, for easier editing of track position and spacing. If you click and drag on the beginning or end of a
Track Marker while holding [Ctrl]/[Cmd], you can drag to set a pause between the two tracks at that split point. Note: Any audio that
exists in the pause zone you create between two Tracks will still continue to play during the pause. If you want silence during a pause,
you'll want to accomplish that by editing your Track to suit.
Loudness Detection
At the top of the Track Device Rack, a Loudness Information dropdown menu is available. When you first click this menu on a Track, a
Loudness Detection process runs on that Track. Once the detection process finishes, you're provided with readings for EBU-R128
Integrated Loudness (INT) and Loudness Range (LRA), as well as True-peak readings, RMS, and DC levels for the left and right chan-
nels. All measurements are shown both pre-FX and post-FX. This information can help when making level balance decisions from
Track to Track across the Project.
If you make changes to a Song and later wish to re-calculate its loudness, [Right]/[Ctrl]-click the song in the Track column or lane, and
choose Detect Loudness from the pop-up menu. To detect loudness for multiple Tracks at once, select the desired Tracks and [Right]/
[Ctrl]-click one of the selected Tracks, then choose Detect Loudness from the pop-up menu.
Track Editor
Each Track in your Project has a Track Editor, in which you can create a variety of advanced effect configurations, with assignable
Macro Controls. You can open the Track Editor for a Track by clicking the knob-shaped Editor button in its Track Device Rack. For
more information, see Channel Editor, which explains the equivalent function in the Console in Song view.
Bouncing Tracks
If you feel the need to free up computer resources or external processors (used through Pipeline), you can bounce a Track in place,
retaining the effects of any plug-ins or external gear in use. To do so, [Right]/[Ctrl]-click the Track in the Track Column, and choose
"Bounce Track" from the pop-up menu. If an external hardware effect is in use on the Track (via Pipeline), the bounce must occur in
real time.
Metering
High-quality metering is critical during the mastering process. The Project page offers three types of meters, each visible at all times, to
help you make creative and technical decisions while processing your material.
Spectrum Meter
The Spectrum Meter is a flexible audio-spectrum meter that offers octave, 1/3-octave, 12th-octave, FFT, Waterfall (WF), Sonogram
(Sono), and Segments display modes. The Spectrum Meter displays standard peak levels and can be adjusted to display Peak Hold
levels for Short, Medium, and Long time intervals, as well as average (RMS) levels within Fast, Medium, and Slow time intervals. As you
move the cursor around the frequency display, the note value of the current frequency is displayed.
The visible range of the meter can be changed in any mode, to help focus in on the range you're interested in. Do this by setting the
Range controls, or simply by clicking and dragging vertically within the meter.
When using the FFT display, a -3 dB/octave line is displayed in addition to the frequency and level crosshair. This line represents com-
pensation for the shrinking frequency-width of the FFT bands towards the higher end of the spectrum, which leads to a lower energy
content. A well-balanced mix should somewhat approximate the slope of this line.
To disable the Spectrum Meter, click the "power" button under the lower left corner. Click again to re-enable the meter. To temporarily
"freeze" the current state of the Spectrum Meter, click the snowflake button below the meter.
Level/Loudness Meter
The Level/Loudness Meter is located directly beneath the Spectrum Display and is capable of displaying high-resolution peak/RMS
levels, three K-System scales (as described in K-System Metering) as well as the more recent EBU R128 standard. To choose a
standard to view, click the selector below the Level Meter or [Right]/[Ctrl]-click within the meter and make your selection from the drop-
down menu.
Nowhere is it more important to accurately meter levels than at the mastering stage of production. It is critical to be sure that the levels
across all Tracks are as consistent as desired and that the signals are never clipped. When any amount of clipping occurs in your Pro-
ject, a red clip indicator illuminates at the bottom of the Level Meter display, which can only be cleared by clicking on the indicator.
When Peak/RMS mode is selected, you can [Right]/[Ctrl]-click on the meter display to show additional metering options, such as RMS
Length, VU Hold, and Hold Length.
To disable the Level Meter, click the "power" button under the lower left corner. Click again to re-enable the meter.
Loudness Display
Real-time numerical loudness information for the final output is displayed here, in LUFS (Loudness Units Full Scale, for absolute loud-
ness measurements), or LU (Loudness Units, for relative loudness measurements). In either mode, you can see the Integrated loud-
ness (INT), Loudness Range (LRA), and True-peak (inter-sample peak meter) reading. To reset the measurements, click [Reset].
Phase Meter
The Phase Meter, located to the right of the Level Meter, is helpful when checking stereo playback issues and mono compatibility.
There are two components to this meter: a Goniometer at the center of the plug-in window and a Correlation Meter at the very bottom.
The Goniometer displays left- versus right-channel amplitude on an X/Y oscilloscope. A vertical line in the Goniometer represents a
mono signal. The horizontal Correlation Meter compares the amount of in-phase and out-of-phase audio signal in the left and right
channels. The parameters of the Correlation Meter range from +1 (mono signal) to -1 (reversed-phase mono signal), with 0 indicating
the presence of totally independent signals (true stereo).
Burn an Audio CD
You can burn your mastered Project to a standard Red Book audio CD directly from the Project page. Red Book is the most widely
adopted technical standard for audio CDs, and it includes specifications for minimum and maximum track durations, maximum number
of tracks, and how audio is encoded to the CD. Because the Project page adheres to this standard, you can be sure your audio CDs are
compatible with almost any CD player.
To burn your Project to an audio CD, click on the [Burn] button at the top of the Project page. In the Burn Audio CD dialog, you can
select the device you wish to use to burn the CD, as well as the speed of the burning process. In general, using slower speeds in the
burning process reduces the chance for errors.
Burn Options
Several options in the Burn Audio CD dialog are intended to prevent common CD-burning errors: Test Write, Use Burnproof, and Use
Temporary Imagefile. These options usually increase the time it takes to burn a CD in the Project page but they help to prevent wasting
time and blank CDs on failed attempts.
The Test Write option runs tests before attempting to burn the CD in order to be sure the necessary computer resources are available.
Burnproof is a technology capable of preventing buffer under-run errors with some CD burners, in which the CD-writing process is
interrupted, and the CD writer is forced to stop burning the CD before it is finished.
The Use Temporary Imagefile option changes the burn process so that an image of the CD to be burned is created before attempting
to burn the CD. This helps to eliminate potential problems related to data not being made available fast enough while writing to the CD.
DDP Export
DDP images are quickly becoming the standard method of getting a disc image from mastering to disc manufacturing. The DDP image
contains all the contents of your master disc, plus formatting information that ensures your replicas exactly match your master. To cre-
ate a DDP image of your Project, click on the [DDP] button at the top of the Project page.
All of the DDP image data is exported to a single folder with the name of the Project appended with "DDP." This folder can be delivered
to a duplicator.
Digital Release
It is possible to publish your Project to a single folder containing all Tracks in your Project, properly tagged with the appropriate meta-
information. A common use for this would be to quickly create an MP3 album in one folder and then upload it to a Web site or online
retailer for distribution. This process is similar to creating a mix on the Song page, as described in the Create a Mixdown section.
Click on the [Digital Release] button at the top of the Project page to open the Digital Release dialog. In this dialog, you can choose
whether you want to create WAV, AIFF, FLAC, CAF, Ogg Vorbis, or MP3 files (or, at 384 kHz sample rate, just WAV, AIFF, or FLAC),
and where you wish to store the files. You can also choose a sample rate and a resolution (bit rate), depending on the format. You also
have the option to simultaneously upload your Project to a linked SoundCloud account.
SoundCloud Integration
PreSonus has partnered with the popular SoundCloud Web service to make it possible for you to upload your music to SoundCloud
from within Studio One. This integration is the first of its kind.
Upload to SoundCloud
Once Studio One is connected to SoundCloud, you can upload music from your Project to SoundCloud directly from Studio One. To do
this, create a digital release from any Project and choose Upload to SoundCloud in the options, or open the Studio One/SoundCloud Cli-
ent dialog.
If creating a digital release, the Tracks from the digital release are added to the SoundCloud Client window automatically, with the
appropriate meta-information already filled in. If accessing the client directly, click on Add Tracks to add any audio file to the list.
SoundCloud supports the upload of any audio file from Studio One, at any resolution, and at any file size. Any number of Tracks can be
uploaded at once, added from a digital release or manually.
To expand the Micro View for any built-in effect, open the Console and click once on the effect in the Insert Device Rack. The Micro
View expands downward, revealing certain parameters of the effect. Not all parameters of each effect are available in the Micro View,
only those you are likely to change frequently.
In the large Console view, notice the arrows at the very top and bottom of the Insert Device Rack. Click on these arrows to scroll up and
down in the Insert Device Rack to view any number of open Micro Views. To collapse any Micro View, click once on the effect name at
the top of the Micro View.
Phase Meter
The Phase meter is helpful when checking stereo-playback issues and mono compatibility. There are two components to this meter: a
large goniometer at the center of the plug-in window and a correlation meter at the very bottom.
The goniometer displays left versus right channel amplitude on several axes. A line in the following directions of the Goniometer display
would mean:
M-Axis Mono signal
+/-S Axis Mono with one channel totally out-of-phase
L/R Axes Mono on one channel (left or right)
M/S Axes Channels in a Mid-Side (MS) encoded or recorded signal
The correlation meter shows the average amount of in-phase and out-of-phase audio signal. Correlation meter parameters are:
+1 Mono signal
-1 Reversed-phase mono signal
0 Independent signals (true stereo or dual mono)
Spectrum Meter is helpful when determining the frequency content of an audio signal. For instance, you might know that a drum loop
needs some EQ, but you might not be sure what frequencies to bring up or down. Or there might be an annoying ring in a guitar part
that you want to get rid of but you do not know the frequency of the ring. Spectrum Meter can help diagnose these problems, and many
others.
Spectrum Meter is fully adjustable using the following parameters at the bottom of the plug-in window:
Channels
When Spectrum Meter is inserted on a stereo Track, you can choose from the following channels to be analyzed in the meter:
L Left channel only
R Right channel only
L+R Sum of left and right channels
L-R Difference between left and right channels
Analysis
Oct-Band Octave Band displays frequency content divided into octaves, useful for determining broad balance across the fre-
quency spectrum.
3rd-Oct-Band Third-Octave Band displays frequency content divided into 1/3 of an octave, useful for determining balance
with good precision across the frequency spectrum.
12th-Oct-Band The bands in the 12th-octave meter correspond to the 12 musical tones in an octave, each in its appropriate
place on a piano-like keyboard. This allows for easy reading of the pitch or note value of a given signal.
FFT A Fast Fourier Transform, or FFT, displays frequency content divided into many bands. It’s useful for accurate metering
of a specific range of the frequency spectrum.
When FFT is selected, you can select the FFT window size (FFT size = time vs. frequency resolution). You can
choose from 16,384; 8,192; 4,096; and 2,048. The default setting is 16,384.
As FFT measurements are divided into bands, exact frequencies across the entire spectrum are not measured.
When using the FFT display, a -3 dB/octave line is displayed in addition to the frequency and level crosshair. This line
represents compensation for the shrinking frequency-width of the FFT bands toward the higher end of the spectrum,
which leads to a lower energy content. A well-balanced mix should somewhat approximate the slope of this line.
Waterfall & Sonogram Two modes that graph changes in frequency content and dynamics over time.
Segments Closely resembles the output of an FFT display. However, the X/Y grid is split up in uniform segments, rather than
varying in resolution depending on frequency. Switchable amplitude segment sizes of 0.5, 1, and 2 dB.
Level Range
Tuner
The Tuner proves invaluable when inserted on guitar, bass, and other instruments that require frequent tuning. The Tuner features a
switchable standard/strobe display, with exact Frequency and Difference readouts in the upper left and right-hand corners. A Cal-
ibration knob enables calibrating the Tuner to a center frequency from 415 Hz to 465 Hz. Click on the [Strobe Mode] button to enable
the strobe display, in which the rotation speed is a measure of the amount you need to tune.
There is a center-note indicator with an arrow to either side. When the left arrow is displayed, the signal is tuned below the closest note;
when the right arrow is displayed, the signal is tuned above the closest note. When both arrows are displayed, the signal is perfectly
tuned.
Level Meter
The Level Meter plug-in is a level meter that can be sized as a horizontal or vertical display type. The following parameters are available
in the Level Meter:
Conf Choose from Peak/RMS, K-20, K-14, and K-12 modes, and set RMS and Hold Lengths
Corr Engage to display phase correlation.
TP Enable to display True Peak metering.
The Scope provides the functions an engineer would expect from a digital oscilloscope and is useful for debugging problems in the stu-
dio, such as analyzing crosstalk and noise levels.
There are three signal channels and one math channel. Each channel can either show the left or right signal of the Insert Channel, or
sidechain input, while the math channel can show the difference between two of the signal channels. (B and C can be inverted to sum
instead, or to do a polarity flip.)
Each of the channels can be scaled and offset in the Y axis, and scaling is shown as percent of full scale per division. (Full scale is 1.f,
equivalent to 0 dB.) All channels can be activated/deactivated by clicking on the colored channel letter.
The time (x axis) can also be scaled and offset. This setting is for all channels. The units follow the samples/seconds switch on the left,
and offset is shown with a green vertical line.
The scope is triggered from one of the following sources:
Slope Triggers when the signal level on a selected signal channel (not the math channel) crosses a threshold level (which is
adjusted by the Level control) in the right direction.
Transients This uses the same audio channel, and the Slope and Level controls still apply, but the transient level is usually
much more narrow: somewhere above 0% and typically around 1.5%.
External Signals Notes sent to the scope MIDI input or not sent at all (free).
Engaging Oneshot turns triggering off after the first received trigger. Retrig waits for one new trigger in case you get the wrong signal or
change the signal.
The Scope display is latching, meaning that a signal is shown only on the second trigger. Note that the scope does not clear its buffer on
stop, so there may be unwanted signal shown until another display trigger occurs.
The Hold control adjusts the length of time shown for a trigger signal, and during this period, no new signal triggers the scope. This is
adjusted in percent of the display width and is also shown in the selected time unit and as a green vertical line. The display is clipped on a
new trigger.
Finally, there is a crosshair for measuring the signals. It has a tool-tip readout using the units displayed in relation to the selected chan-
nel. Use this for measuring distances/differences for the selection, where dB levels are rectified signal levels, so you can compare pos-
itive and negative peak levels.
Tone Generator is capable of generating noise, frequency sweeps, and other signal types commonly used for signal-path testing and
calibration. The Scope would commonly be used in conjunction with Tone Generator to analyze return signals at the end of the signal
path being tested or calibrated.
The following parameters are available in Tone Generator:
Waveform Choose from sine, saw, rectangle, pink noise, and white noise.
Anti-Alias The saw and rectangle waveforms have Anti-Aliasing engaged by default in order to prevent aliasing arti-
facts from appearing.
Frequency Set the tone frequency from 1 Hz to 22 kHz.
Modulation
Wobble Engage this to make the tone frequency move from the set frequency to the modulation Target Frequency,
according to the Modulation settings.
Log Sweep Engage to make the frequency sweep logarithmic instead of linear.
Length Set the length in time of the sweep from Frequency to Target Frequency; range is from 10 ms to 59.9 s.
Phase Shift Set the phase shift that occurs over the chosen Length of time, from 0 to 180.
Target Frequency The end frequency to which the tone is swept during modulation.
Off/Gated/On Default is Off. Gated allows the output to be turned on via a note played on a Keyboard (set the output of an
Instrument Track to Tone Generator), and On simply turns on the output.
Level The output level of Tone Generator, from -144 dB to +24 dB. (Use caution!)
IR Maker
IR Maker is a utility plug-in that allows you to capture your own impulse responses for use with OpenAIR and with the cabinet section of
Ampire XT. The following describes general guidelines on how to use IR Maker to create impulses:
Delay
Analog Delay
Analog Delay emulates a one-head tape delay with optional tempo sync, LFO, filtered feedback, and other features. It can be used to
create deteriorating echoes, echoes with changing delay and pitch, and flanging/chorus effects. These types of sounds are often used
in Dub Music or ’70s rock.
The following parameters are available in the Analog Delay:
Time The base delay time.
Sync Optional Sync mode for Time.
Sync disengaged results in speed expressed as time from 1 ms to 3 s.
Sync engaged results in time expressed as beats from 4/1 to 1/64, with triplets.
Speed
Beat Delay
The Beat Delay is a tempo-synced delay with optional cross-delay and filtered feedback. Use this effect for adding/changing the feel of
rhythmic parts (e.g., adding off-beats) or “spatially doubling” parts (for instance, slap-back echo). Beat Delay has the following para-
meters:
Cross Delay When not set to Off (center), the input is sent, in mono, to the left or right channel, with a delayed signal sent to
the other channel. Variable from L 50 ms (right channel dry, left channel delayed 50 ms) to R 50 ms (left channel dry, right chan-
nel delayed 50 ms). Extreme left or right settings create a pronounced stereo effect.
Beats Delay time expressed as beats. Variable from 4/1 to 1/64, with triplet and dotted-time variants.
Offset Adjusts a time offset from -30 to +30% of the specified Beats value.
Pingfactor Applies a multiplier to delay time, in line with a variety of rhythmic subdivisions.
Feedback Percentage of delayed signal added back into the delay input. Variable from 0 to 99.99%.
Width Regulates the stereo width of the delay feedback. Variable from inverted stereo (ping-pong) to full stereo width.
Groove Delay
The Groove Delay is a four-tap, tempo-synced delay with variable filters and a variable beat grid. Use the Groove Delay to create
tempo-synced delay patterns ranging from simple subdivision taps to intricate evolving grooves or granular effects.
The Groove Delay has the following parameters:
Grid Display This display shows the current value for each tap for either Level, Pan, Cutoff, or Swing, based on the selected
view mode across a grid of beats. The current value for each tap is color-coded and can be edited with the mouse directly
within the display.
Tap 1, 2, 3, 4 Click on these buttons to select the respective Tap parameters in the Tap Edit menu in the bottom left of the inter-
face.
Level, Pan, Cutoff, Swing Click on these buttons to display and edit the respective parameter for each tap in the Grid dis-
play.
Level Adjusts the output level and timing for each tap.
Pan Adjusts the pan and timing for each tap.
Cutoff Adjusts the filter cutoff frequency for each tap.
Swing Adjusts the Groove parameter for all taps that fall on off-beat positions between straight and dotted values,
while simultaneously adjusting Tap 4 and possibly Tap 2 levels (for all on- or off-beat positions). Helps achieve “swing”
grooves.
Tap Parameters
Beats Adjusts the delay length for the currently select tap, in beats. Variable from one beat to two bars.
Groove Adjusts the delay time relative to the Beat setting as a percentage. Variable from Triolic (= 66.67%, the last note of the
previous triplet) to Dotted (= 150%).
Filter Click on the [Filter] button to engage the filter for the currently selected tap.
X/Y Grids
Cut/Reso Adjust the cutoff frequency and resonance of the filter by dragging the point around the X/Y
grid.
Distortion
Distortion effects focus on the creation of a range of audio clipping artifacts that can add character and attitude to sounds—or destroy
them completely. Studio One includes the following distortion-oriented processors:
Ampire XT
Stomp Boxes
Ampire XT features the following effects, which are each bypassed by default. The Pre/Post switch sets the effect for pre- or post-amp-
lifier processing. All effects are pre-cabinet processing, except for the Delay and Reverb which can be switched to pre- or post-pro-
cessing. Note that all effects can be disabled at once with the Disable button.
Wah-Wah
Type Selection Box Selects the type of wah-wah desired.
Amount Adjusts the amount of the wah-wah effect from 0 to 100%, equivalent to rocking a traditional wah-wah pedal
forward and backward.
Equalizer
Guitar/Bass Selects the appropriate style, which adjusts the frequency values for each band of the graphic EQ.
Band Faders Adjusts each band fader up or down to achieve the desired EQ setting.
Tube Driver
Amount Adjusts the amount of drive from 0 to 11.
Bitcrusher
Perfect for audio abuse, Bitcrusher combines overdrive, bit-depth reduction, downsampling and clipping into a single plug-in. Bit depth
reduction and downsampling are both digital resolution-reduction techniques, but each has its own sonic effect. When used in com-
bination, they create a wide variety of tonal options.
The following parameters are available in Bitcrusher:
Overdrive Lets you apply a warm distortion effect, ranging from clean to fuzzy.
Bit Depth Lets you specify the level of Bit Depth reduction to apply, from 24-bit to 1-bit.
Dirt Enable this to introduce a high-frequency instability in the Bit Depth reduction effect, good for creating aggressive
sounds.
Downsample Lets you specify the level of downsampling to apply.
Zero Enable this to emphasize the high-frequency ringing effects added by the downsampling process. When dis-
abled, a smoothing interpolation process is applied to the signal, lessening audible artifacts.
Clip Lets you set the threshold for the signal clipping effect. At 0, the signal is unaffected, and settings below 0, the signal is
clipped in your choice of the following ways:
Digital Standard digital clipping. Squarely clips the peaks of the waveform at the chosen threshold.
Foldback Introduces harmonics by inverting waveform peaks at the chosen threshold (and at zero).
Overflow Inverts and offsets peaks at a faster interval
Gain Lets you raise or lower the overall level of your signal (-24 to +24 dB). Enable the Auto option to set Gain automatically, to
match the gain changes created by other Bitcrusher processors.
Mix Lets you blend between the dry (0%) and effected (100%) signals.
The central waveform display shows a rough representation of the wave-shaping effects currently being applied.
Red Light Distortion is an analog-distortion emulator with several selectable distortion models.
The following parameters are available in Red Light Distortion:
In Input gain to the distortion. Variable from -12 dB to 24 dB.
Distortion Only for Hard and Bad Tube types, this is the tube working-point adjustment (bias). Variable from 0 to 10.00.
Low Freq Filters frequencies below this value from the distorted signal. Variable from 20 Hz to 5 kHz, depending on the High
Freq setting.
High Freq Filters frequencies above this value from the distorted signal. Variable from 800 Hz to 16 kHz.
Drive Amplification during overdrive. Variable from 0 to 11; drive increases a lot between 10 and 11 for really distorted sounds.
Stages Number of overdrive stages used serially in the signal path (including filters). Select from 1, 2, or 3 with the horizontal
fader.
Model Select the type of distortion emulation by clicking on the display and selecting Soft Tube, Hard Tube, Bad Tube, Tran-
sistor, Fuzz, or OpAmp from the list.
Bypass Click to Engage/Disengage bypass of the entire Red Light Distortion signal path.
Out Adjust the output gain of Red Light Distortion. Variable from -12 dB to 24 dB.
Mix This parameter lets you set a mix between the wet (effected) and dry (unaffected) signals running through the plug-in,
allowing for parallel processing effects.
Compressor
The Compressor is a full-featured, RMS-based mono/stereo compression processor with internal and external sidechains. Use this
effect to reduce the dynamic range (signal peaks) of any signal.
The following parameters are available in the Compressor:
Ratio Adjusts compression range. Variable from 1:1 (no compression) to 20:1.
Threshold Adjusts the lower limit for compression. Variable from -48 dB to 0 dB.
Knee Adjusts the soft-knee width. (Width refers to the distance from the threshold to the end of the soft knee.) Variable from
0.1 dB to 20 dB.
Look Ahead Click to engage/disengage 2 ms Look Ahead function.
Stereo Link Click to engage/disengage Stereo Link. Stereo Link sums a stereo input signal to mono for signal-power detec-
tion.
Display
Input Level Displays input level + RMS.
Reduction Displays level of compressor attenuation (-60 dB to +3 dB) and the maximum reduction amount. The
highest peak is held until surpassed by another peak or until parameters are adjusted or clicked on.
Compression Curve Click in the display to control curve settings.
Ratio Click the top right handle to adjust when Auto-Gain is not engaged.
Threshold Click the middle handle to adjust when Auto-Gain is not engaged.
Knee Use the mouse wheel while floating the cursor over the middle handle to adjust when Auto-Gain is not
engaged. If you don’t have a mouse wheel, type in a value or use the Knee knob.
Gain Click the bottom left handle to adjust when Auto-Gain is not engaged.
Auto-Gain Engaged Click on the middle handle to adjust all parameters.
Output Level Displays output level + RMS.
Input Gain Attenuates or amplifies the compressor input. Variable from -12 dB to 24 dB.
Auto-Gain. Engage to automatically fix the 0 dB input level to the 0 dB output level (guarantees that a 0 dB input level
results in a 0 dB output level). When Auto is not engaged, Gain (output gain) is variable from 0 dB to 48 dB.
Attack Adjusts attack time for dynamics processing. Variable from 0.1 ms to 400 ms.
Release Adjusts release time for dynamics processing. Variable from 1 ms to 2s.
Expander
Expander is a fully variable downward expander with range control. It features sidechain capability, including an internal sidechain filter
with variable low-cut and high-cut. Expanders increase the dynamic range of a signal such that low-level signals are attenuated while
the louder portions are neither attenuated nor amplified. This is effectively the opposite of compression. Use Expander to decrease the
levels of unwanted noise or bleed from other sources in the desired signal or to restore dynamic range to a compressed signal.
The following parameters are available for the Expander:
Threshold Adjusts the maximum amplitude at which processing occurs. Variable from -60 dB to 0 dB.
Range Adjust the maximum amount of attenuation applied to the signal. Variable from -72 dB to 0 dB.
Ratio Adjust the ratio of the Expander. Variable from 1:1 to 1:20.
Look Ahead Click to engage/disengage 2 ms Look Ahead function.
Attack Adjusts attack time for dynamics processing, reaction speed to falling signal. Variable from 0.1 ms to 500 ms.
Release Adjusts release time for dynamics processing, reaction speed to rising signal. Variable from 50 ms to 2 s.
Sidechain Engage by clicking the [Sidechain] button at the top of the effect window to allow other sources control the
Expander.
Sidechain Channel Display Displays the current sidechain channel source.
Filter Click to activate internal sidechain filtering (for frequency-dependent expansion). Uses 48 dB/octave filters.
Listen Filter Click to listen to the filtered control signal of the internal sidechain. This helps find a specific tar-
get frequency for the control signal when de-essing, transient damping, etc.
Gate
Gate is a noise-gate processor with range control. It features sidechain capability with an internal sidechain filter that includes variable
low cut and high cut. Gating is an extreme form of expansion that severely attenuates the processed signal or silences it entirely. Use
Gate to eliminate unwanted noise or low levels in any Track or to creatively control the level of a given Track using another Track via the
sidechain.
The following parameters are available for the Gate:
Threshold
Open Adjust the signal level threshold at which the Gate switches between closed and open. Variable from -60 dB to 0
dB.
Close Set the level at which the gate closes, relative to the threshold. Variable from -24 dB to 24 dB from the
Threshold value.
Range Adjusts the maximum amount of reduction. Variable from -72 dB to 0 dB.
Reduction Display Displays the amount of reduction, ranging from -72 dB to 0 dB.
Attack Adjust the amount of time it takes for the gate to open and let signal through. Variable from 0.05 ms to 500 ms.
Hold Adjust the amount of time the gate is held open once the signal has dropped below the Threshold setting. Variable from 1
ms to 1 s.
Release Adjust the amount of time it takes for the gate to close after the Hold period. Variable from 50 ms to 2 s.
LkA (Look Ahead) Click to engage/disengage the 2 ms Look Ahead function.
Trigger - Active Click to engage sending a trigger when the gate opens. Adjusts the note and velocity to send. Select the gate
as an input on any Instrument Track.
Sidechain Engage by clicking [Sidechain] button at the top of the effect window to allow other sources control the gate.
Sidechain Channel Display Displays the current sidechain channel source.
Filter Click to activate internal sidechain filtering (for frequency-dependent gating). Uses 48 dB/octave filters.
Listen Filter Click to listen to the filtered control signal of the internal sidechain. Helps find specific target frequency
for control signal when removing narrow-band noise.
LC/HC Freq Frequency selection for internal sidechain filters. LC variable from Off to 20 Hz to 16 kHz; HC variable
from 20 Hz to 16 kHz to Off.
Swap Click to swap the frequencies used for LC and HC.
Duck (for external sidechain) Engage to invert the external sidechain source signal.
The Limiter is a brickwall limiting processor with optional K-System Metering. Use it to prevent your output signal from clipping or to
maximize signals with very dynamic peaks.
The following parameters are available for Limiter:
Input Adjusts the input level into the limiter. Variable from 0 dB to 18 dB.
Ceiling Adjusts the ceiling—that is, the maximum output—of the limiter. Variable from -12 dB to 0 dB.
Threshold Allows Limiter to be used as a leveling amp. When Threshold is below Ceiling, a soft knee and 1:20 ratio between
Threshold and Ceiling values is used. Threshold setting is relative to Ceiling. The numerical display is an absolute value. Vari-
able from Ceiling value to 12 dB below Ceiling value.
Release Adjust the amount of time it takes for the limiter to stop processing once the input level has fallen below the Ceiling set-
ting. Variable from 2 ms to 1 s.
True Peak (TP) Often the sample that represents the "peak" of a waveform is not truly at the peak, but rather just near it. This
can create inter-sample peaks, in which the true outputted amplitude can surge past the limiter threshold. Enable TP to detect
and protect from these inter-sample peaks.
Softclip Reduces square wave clipping characteristics when the limiter is clipped. Click to engage Softclip.
Metering
PkRMS Click to engage Peak/RMS metering.
K-14, K-20, K-12 Click to engage a K-System metering option.
Reduction Displays the amount of limiting reduction, ranging from -24 dB to 0 dB.
Max Displays the maximum reduction level reached in dB.
Console Shaper
Insert Console Shaper into the special Mix FX slot on your Master Bus, or on any Bus you wish to process separately (such as a drum
bus). All Channels flowing to that Bus are processed individually at their source, and tone shaping parameters for all affected tracks are
set simultaneously with the controls on the central Console Shaper plug-in window or Console controls.
Multiband Dynamics
Multiband Dynamics is a compressor/expander with five completely independent compression/expansion bands, optional simultaneous
adjustment over all bands, and multiband metering. Use it to reduce unwanted signals or banded noise and to emphasize or limit instru-
ments. In practice, this effect can function as a dynamic equalizer or can be used for mastering compression on a complete mix.
This type of compression is regarded by many as an art form, and can be difficult for beginners to use. We recommend you load the fact-
ory presets as a starting point and learn how Multiband Dynamics works by using it.
The following parameters are available for Multiband Dynamics:
Global Display Float mouse in display to view parameter-editing Tooltips above the display.
Input Horizontal lines represent Low and High Threshold for dynamics processing.
Output Horizontal lines represent transformation of the High and Low Thresholds using Gain and Ratio. A signal at the Low
Threshold on the input would be at the low level on the output.
Color Coded Output Gain Red means attenuation, green means amplification.
Mix This control lets you set the mix between effected and non-effected (dry) signals, allowing for parallel processing.
Dynamic changes occur only between Low/High Threshold and Low/High Gain. If the signal is above or below these settings, only lin-
ear gain is applied.
Bands
L, LM, M, HM, H Low, Low Mid, Mid, High Mid, High.
Frequency Knob Adjust crossover frequency between bands. You must have at least one octave between
adjacent bands.
M, S, Bypass Mute, Solo, and Bypass engage buttons for each band.
Editing the crossover frequencies in the display moves other bands when the bandwidth is below one octave. Editing using automation
is limited to a one octave bandwidth. Moving the crossover to limit frequencies disables bands.
Metering
Range Low This is the lowest amplitude to be displayed in band meters. Click to select from -120 dB, -80 dB, -48 dB,
-24 dB, or -12 dB.
Range High This is the highest amplitude to be displayed in band meters. Click to select from +12 dB, 0 dB, -12 dB, -
24 dB, or -48 dB.
Metering On/Off Click to engage/disengage metering for all bands.
Tricomp™
Tricomp is a three-band compressor. It provides automatic threshold and ratio settings for all three bands and relative control for the
low and high bands, as well as switchable automatic attack and release controls. Tricomp can be used to finalize your mix or to add bril-
liance or punch to frequency-rich signals.
The following parameters are available for Tricomp:
In Gain Set overall Input Gain to the compressor
Input Meter Displays Tricomp’s input level.
Low Adjusts the relative amount of compression to be applied to the Low compression band. Variable from -5 to 5 depending
on the Compress setting.
Low Freq Adjusts the upper corner frequency of the Low compression band. Variable from 80 Hz to 480 Hz.
High Adjusts the relative amount of compression to be applied to the High compression band. Variable from -0.50 to 0.50,
depending on the Compress setting.
High Freq Adjusts the lower corner frequency of the High compression band. Variable from 800 Hz to 12 kHz.
Compression Amount The relative amount of compression to be applied to all three compression bands. Variable from 0 to
10.
Speed When Auto Speed is not engaged, this adjusts the compressor attack and release times simultaneously. Attack is vari-
able from 0.1 ms to 10 ms; Release is variable from 3 ms to 300 ms.
Autospeed Click to engage adaptive settings for the compressor attack and release times, based on signal content.
Knee Adjusts the distance/curve of the compressor knee. Variable from 0 dB (hard knee) to 6 dB (soft knee).
Gain Set overall output Gain.
Mixing
Many tools can help to achieve proper balance and create space for the various parts of your mix. The following effects can help you
craft your mix with precision and excellent sound quality.
Binaural Pan
The Binaural Pan is a panning effect that employs mid/side processing to manipulate the perceived width of stereo signals, from mono
to double the normal width. Use the Binaural Pan on any stereo Track to tightly control its stereo width and pan, as well as to check for
mono compatibility using the Mono switch.
The following parameters are available for the Binaural Pan:
Width Adjusts the stereo width of the stereo Track. Variable from 0 (mono) to 200% (double stereo width).
Mono Switch to mono playback of the stereo Track.
Pan Adjusts the balance in the left and right channels for the stereo Track. Variable from 100% L to 100% R.
The Binaural Pan can only be used on stereo Tracks. If loaded onto a mono Track, the plug-in display shows “MONO CHANNEL.”
Channel Strip
Channel Strip features three processors in one, including a low-cut filter, dynamics processor, and three-band parametric EQ. Channel
Strip optionally applies automatic gain correction to the EQ so that the input-signal power matches the output signal power. Use Chan-
nel Strip on any mono or stereo Track that needs basic channel processing.
The following parameters are available for Channel Strip:
LC and Freq Click on the [LC] button to engage/disengage the Low Cut filter. Adjust frequency to change the filter cutoff fre-
quency.
Compress Adjusts the compression amount. Variable from Off to 100%. Simultaneously adjusts threshold (0 dB to -20 dB)
and ratio (2:1 to 10:1).
Expand Adjusts the expansion amount. Variable from Off to 100%. Simultaneously adjusts threshold (-64 dB to -24 dB) and
ratio (1.5:1 to 2.5:1).
Active gain reduction is indicated by a red “LED"-like indicator.
Fast, Medium, Slow Adjusts the RMS averaging speed, slower speed may reduce artifacts with some audio material. Default
is Medium, and Studio One version 1 presets open set to Fast.
Adaptive Q Enable to change band Q depending on the level of boost or cut applied.
Dual Pan
Dual Pan is a fully variable stereo panner with input balance control, selectable pan law, and independent left/right panning. The fol-
lowing parameters are available for Dual Pan:
Input Balance Adjusts the balance of the stereo input signal from full left to full right.
Pan Law Select a pan law, choose from -6 dB Linear, -3 dB Constant Power Sin/Cos, -3 dB Constant Power Sqrt, 0 dB Bal-
ance Sin/Cos, and 0 dB Linear.
Pan
Left Adjusts the pan of the left input signal from full left to full right.
Right Adjusts the pan of the right input signal from full left to full right.
Link Link the Left and Right panning.
Fat Channel XT
Header
Stacked Mode Click this option to toggle the display state of Fat Channel XT. When disabled, only the currently selected
processor (such as Gate or Compressor) is displayed. When enabled, all four processors are displayed at once, in a stacked
arrangement.
Processor Select Buttons (Gate, Compressor, Equalizer, Limiter) When Fat Channel XT is not in Stacked Mode, click
these buttons to display the processor block of your choice. When in Stacked Mode, click these buttons to enable or disable
each processor.
Processor Enable/Disable When Fat Channel is not in stacked mode, click the round button next to the processor
name of your choice to toggle the on/off state for that block of processing. Each processor also has its own enable/dis-
able switch within the module interface.
Compressor and Equalizer Model Selectors Click the menu next to the name of the Compressor or Equalizer processors
to choose the desired Compressor or EQ model.
Compressor offers the following choices:
Standard A flexible, modern compressor, with a clean, hi-fi sound.
Tube A model of one of the best-loved vintage tube-based opto-compressors. Excels at vocal smoothing
and at making bass instruments sound larger-than-life.
FET A model of one of the most-used vintage FET-based compressors. Great for adding an aggressive
edge and accentuating room sound for drums, guitars, and other highly transient signals.
Equalizer offers the following choices:
Standard A flexible, full-featured modern EQ, with a clean, hi-fi sound.
Passive A model of the "rolls-royce" of vintage tube-based passive EQs. Deceptively simple controls and a
rich, thick sound make it perfect for gentle tone shaping or adding vintage character.
Vintage A model of what some call the "final word" in vintage solid-state EQs. Combines an "everything
sounds better through it" quality with musically-chosen EQ frequencies for quick, reliable tonal magic.
Swap Compressor/EQ Order Click this button to swap the places of the Compressor and Equalizer processors in the signal
chain.
Enable/Disable Click the "HPF" legend to enable or disable the high-pass filter module.
High PassSets the frequency of the high-pass filter. Turn all the way left to disengage the filter.
Gate
Enable/Disable Click the "Gate" legend to enable or disable the Gate module.
Threshold This knob sets the level at which the gate opens. Essentially, all signals above the threshold setting are passed
through unaffected, whereas signals below the threshold setting are reduced in level by the amount set by the range control. If
the threshold is set all the way to the left, the gate is turned off (always open), allowing all signals to pass through unaffected.
You can set the threshold from 0 to -84 dB.
Range This adjusts the amount of gain reduction the gate produces. The range can be set from 0 to -84 dB. The Range con-
trol is not available when using the expander.
Key Filter This knob adjusts the frequency at which the gate opens. Setting a specific frequency, in addition to a specific
decibel level, provides more sonic shaping. The key filter can be triggered by the selected channel or bus’s signal or by side-
chaining a channel and using its signal as the source.
Attack (Att) This adjusts the rate at which the gate opens on the selected channel or output. You can set the attack time from
0.02 to 500 ms.
Release (Rel) Adjusts and displays the rate at which the gate closes on the selected channel. The release time can be set
from 0.05 to 2 seconds.
Key Listen This button engages and disengages the Key Listen function, which lets you hear how the gate Key Filter is set.
Expander Switch the gate into expander mode.
Interactive Graph This graph provides a visual representation of the settings and current activity of the gate. You can also
adjust the setting by moving the blue dots to adjust Threshold and Range.
Enable/Disable Click the power switch to enable or disable the Tube Compressor module.
Comp/Limit Toggles the Tube Compressor between its compressor and limiter modes. When in compressor mode, it acts
with a variable ratio of 1:1-10:1. When in limiter mode, it acts with a variable ratio of 10:1-20:1, more aggressively limiting
peaks.
Gain Sets input gain to the compressor. Because this type of compressor operates in a different way than a standard com-
pressor, much of the way that it affects signals is based on the input level. Try different settings to see what suits your needs.
Peak Reduction Sets the amount of peak reduction to apply to the signal. Higher settings result in more gain reduction and
more pronounced compression effect.
Key Filter Sets the frequency of a high-pass filter that sits in the compressor sidechain. The higher the setting, the more fre-
quencies are excluded from reaching the compressor's detector, with a variety of useful dynamic results. Ranges from "Off" to
16 kHz.
Enable/Disable Click the power switch to enable or disable the FET Compressor module.
Input Sets input gain to the compressor. This setting affects the action of the compressor, so feel free to try various settings to
find the optimal effect for your needs.
Output Sets the amount of "makeup gain" to apply to a signal. Once a signal is compressed, its overall level is often reduced.
This gain control lets you bring it back up to the proper level after compression occurs.
Attack This adjusts the speed at which the compressor acts on the input signal. A slow attack time (moving the slider to the
right) allows the beginning component of a signal (commonly referred to as the initial transient) to pass through, uncom-
pressed, whereas a fast attack time (fully to the left) triggers compression immediately when a signal exceeds the threshold.
Attack ranges between 0.8 to 0.02 milliseconds.
Release This determines the length of time the compressor takes to return the gain reduction back to zero (no gain reduction)
after crossing below the compression threshold. Release ranges between 1.1 second to 50milliseconds.
Ratio Selector Buttons These buttons let you choose a compression ratio: 4:1, 8:1, 12:1, 20:1, or "All."The ratio is a function
of the output level versus the input level. For example, if you have the ratio set at 4:1, any signal levels above the threshold set-
ting are compressed at a ratio of 4:1. This means that for every 4 dB of level increase above the threshold, the compressor’s
output only increases by 1 dB. The "All" setting recreates the "all buttons pushed in" setting that helped make this compressor
type a legend, providing massive punch and crunch when driven hard.
Key Filter Sets the frequency of a high-pass filter that sits in the compressor sidechain. The higher the setting, the more fre-
quencies are excluded from reaching the compressor's detector, with a variety of useful dynamic results. Ranges from "Off" to
16 kHz.
Key Listen This button engages and disengages the Key Listen function, which lets you listen to the signal that is being fed to
the compressor's detector, after it has passed through the Key Filter.
VU Meter (Gain Reduction) This vintage-style VU meter shows a smoothed representation of gain reduction applied by the
compressor over time.
Enable/Disable Click this On/Off switch to enable or disable the Passive Equalizer module.
(Low) Boost Sets the level of boost applied around the chosen low frequency. This control interacts nicely with the Low Atten-
uation control, allowing for boosts in apparent bass energy while keeping overall bass energy within optimal limits.
(Low) Attenuation Sets the level of attenuation applied around the chosen low frequency. This control interacts nicely with
the Low Boost control, allowing for boosts in apparent bass energy while keeping overall bass energy within optimal limits.
Low Frequency Sets the center frequency of the band covered by the Low Boost and Low Attenuation controls.
(Hi-Mid) Boost Sets the level of boost applied around the chosen high-mid frequency.
(Hi-Mid) Bandwidth Sets the Q (or width) of the effect of the high-mid EQ band.
Enable/Disable Click the power button to enable or disable the Vintage Equalizer module.
Low Frequency Sets the corner frequency of the low-frequency shelving band of this EQ. Choose from 35, 60, 110, or 220
Hz.
Low Gain (LF) Sets the amount of boost or cut to apply the to low-frequency band of this EQ. Range of plus or minus 16 dB.
Low-Mid Frequency Sets the center frequency of the low-mid-frequency band of this EQ. Choose from 360 Hz, 700 Hz, or
1.6 kHz.
Low-Mid Gain (LMF) Sets the amount of boost or cut to apply to the low-mid-frequency band of this EQ. Range of plus or
minus 16 dB.
High-Mid Frequency Sets the center frequency of the low-mid-frequency band of this EQ. Choose from 3.2, 4.8, or 7.1 kHz.
High-Mid Gain (HMF) Sets the amount of boost or cut to apply to the high-mid-frequency band of this EQ. Range of plus or
minus 16 dB.
High Gain (HF) Sets the amount of boost or cut to apply the high-frequency shelving band of this EQ. Range of plus or minus
16 dB.
Limiter Module
Mixtool provides common track utilities, including independent left- and right-channel inversion, left- and right-channel swap, and MS
transformation of stereo signals. Use Mixtool when inverting channels to correct for phase cancellation and correlation issues, as well
as to provide MS transformation to decode signals recorded with Mid-Side stereo configurations.
The following parameters are available for Mixtool when used on a stereo Track:
Gain Set overall output Gain.
Block DC Offset Re-centers the incoming waveform, to remove any DC Offset in the audio signal.
Invert Left Click to invert the phase of the left playback channel for a stereo Track.
Invert Right Click to invert the phase of the right playback channel for a stereo Track.
Swap Channels Click to swap left and right Mixtool input channels. Stereo Tracks only.
MS Transform Click to perform a Mid-Side transform on the Mixtool input channels. Stereo Tracks only. Generally used to
decode MS-recorded signals or to create MS signals for stereo image processing.
When used on a mono Track, the Mixtool plug-in has one control to invert the phase of the signal.
Pro EQ
Modulation
Modulation processors are great tools for creating interesting and innovative sounds. Studio One features the following modulation pro-
cessors:
Auto Filter features two resonant filters with six selectable filter models. The filter cutoff frequency and resonance can be modulated by
an LFO using standard waveforms, a 16-step sequencer, and an envelope. Use Auto Filter to create filtered effects from basic filter
sweeps to complex tempo-synced rhythmic filter patterns.
The following parameters are available for Auto Filter:
Filter 1 and Filter 2 Select from 6 filter emulation types, including Ladder LP 12 dB, 18 dB, and 24 dB; Analog SVF 12 dB and
24 dB, Digital SVF 12 dB, Comb, and Zero Delay LP 24 dB (as found in the included Mai Tai and Presence XT instruments).
SVFs State Variable Filters can blend between low-pass, bandpass, and high-pass. Click-and-drag the Filter Mix hori-
zontal fader (below the filter-model selection) to blend filter types.
FLT Spread Adjust the spread between Filter 1 and Filter 2 Cutoff Frequencies. Variable from -2 octaves to 2
octaves. (Filter 2 Cutoff is the result of the Cutoff setting and FLT Spread amount.)
Chained/Parallel Switch the two filters between chained in series (Filter 1 followed by Filter 2; good for adding
peaks, creating band-reject filters, etc.) and parallel (Filter 1 and Filter 2 process and output the same signal sim-
ultaneously; good for creating wide bandpass filters).
Drive Adjust the filter’s feedback overdrive. Variable from 0 to 100%.
Cutoff Set filter cutoff frequency. Variable from 30 Hz to 16 kHz.
Can be modulated by the envelope and LFO.
Adjust the modulation amount from each using the Env and LFO vertical faders. Variable from -100% to
100%. Negative values are phase-inverted. LFO modulates around the value.
Reso Adjust the resonance of the filters. Variable from 0 to 100%.
Can be modulated by the envelope or LFO.
Adjust the modulation amount from each using the Env and LFO vertical faders. Variable from -100% to
100%. Negative values are phase-inverted. LFO modulates around the value.
Envelope Length Adjust the attack and release times of the volume envelope (Env), affecting cutoff and resonance.
Auto Click to engage/disengage automatic envelope-length selection
Sidechain Click the Sidechain button at the top of the effect window to engage sidechain for envelope detection.
(Use another Track to control the envelope.)
LFO Click on waveform buttons to select from 16-step, triangle, sine, sawtooth, and square waveforms.
LFO Speed Can be synced to tempo or run free.
Sync Click to engage/disengage LFO tempo sync. When tempo is synced, the speed is variable from 4/1 to
1/64, with various triplet and duple time variants.
16-step When 16-step is engaged, click in the display to edit values for each step. It divides current Speed/Beats time
into 16 steps, each step variable from -1 to +1.
Gain Adjusts Auto Filter output gain. Variable from -6 dB to 6 dB.
Auto Click to enage Auto-Gain, to keep input and output signals at equivalent levels.
Mix Adjusts the mix of the Auto Filter-processed signal with the original dry signal. Variable from 0 to 100%.
The Chorus is a 1-3-voice chorus processor with optional LFO delay time modulation and stereo width control. Chorus processing is
often used on vocal tracks to help create a more full vocal sound so the track fits better in the overall mix. Guitar and synth parts some-
times feature chorus processing for similar reasons.
The following parameters are available for the Chorus:
Mode Choose between Doubler mode (equivalent to the Chorus effect in Studio One 2.5 and earlier) and Chorus mode,
which employs inverse all-pass movement, for truer chorus effect.
Delay Adjusts the delay of the Chorus voices. The value you set is the delay time between voices.
Voices Adjusts the number of added voices in the Chorus; select from 1, 2, or 3.
LFO The LFO modulates the Spacing parameter.
LFO Speed Adjusts the speed of the LFO.
LFO Shape Choose between the following waveforms for the LFO: Triangle, Sine, Sawtooth, or Square.
LFO Width Adjusts the range of the LFO modulation of Spacing. Variable from 0 to 100%. A value of 100% would
modulate the Spacing parameter from 0 to 2x Spacing.
Depth Adjusts the mix of the processed Chorus output with the dry input signal. Variable from 0 to 100%.
Stereo Width Adjusts the spreading of the Chorus voices in the stereo field.
Low Freq Sets the corner frequency of the low-cut filter
High Freq Sets the corner frequency of the high-cut filter
Flanger
Flanger creates spatial depths, swirls, timbre shifts, and percussive effects. Flanging is often used on guitar tracks to create interesting
shifts in timbre and tone, and it can help create lush synth sounds, as well. It works by splitting an audio signal into two identical signals;
applying a varying, short delay to one signal; feeding its output back to its input by varying amounts; and mixing the processed and
unprocessed signals. You can modulate Flanger’s delay time with an LFO, which can be tempo-synced.
The following parameters are available for Flanger:
LFO The LFO modulates the Speed/Beats parameter.
LFO Width Adjusts the range of the LFO modulation on delay time (speed). Variable from 0 to 100%. A value of
100% would modulate the Speed parameter from 0 to 2x Speed.
Speed/Beats Adjust the speed of the LFO.
Phaser
Phaser applies a variable number of allpass filters in series (one fed into the other), along with one overall feedback loop, to the input sig-
nal. Phaser features an LFO to modulate the center frequencies for each all-pass filter.
The allpass filters function as frequency-dependent delays, so that when the filtered output is added to the original input signal, certain
frequencies can be attenuated or amplified as the result of phase shifting. Phasers are commonly used on many types of signals, includ-
ing synths, guitars, and even vocals, to create a distinctive frequency-shifting effect.
The following parameters are available for Phaser:
LFO Modulates the center frequency for the allpass filters between the range set by Range Low and Range High.
Range Low Adjusts the lowest center frequency for the allpass filters. Variable from 10 Hz to either 8 kHz or the
Range High value.
Range High Adjusts the highest center frequency for the allpass filters. Variable from either 10 Hz or the Range Low
value to 8 kHz.
Speed/Beats Adjusts the speed of the LFO.
Sync Click to engage LFO tempo sync. Time is expressed as Beats.
Speed Variable from 0.01 Hz to 10 Hz.
Beats Select from 4/1 to 1/64, with triplet and dotted-time variants.
Feedback Adjusts the amount of the filtered output signal to be fed back into the input. Variable from 0 to 95%.
Stages Adjusts the number of allpass filter stages in the Phaser. Variable from 2 to 20.
Spread Adjusts the spread of each allpass filter from 0 to 100%
Depth Adjusts the mix of the processed Phaser output with the original dry input signal. Variable from 0 to 100%.
Rotor is a rotary speaker effect that simulates the sound of a tube-powered amplifier with independently rotating high-mid horn and
bass woofer, as you might find attached to a classic electric organ. Rotor excels at adding a sense of motion and unique tonal character
to organ sounds, guitars, or anything you want to try. Each speaker's rotation can be set to a range of speeds, with realistic braking and
acceleration effects when changing speeds.
The following parameters are available for Rotor:
Drive Lets you add the desired amount of amp drive to your tone. Lower settings are cleaner, higher settings are more over-
driven.
Horn Q Lets you blend in a midrange peak that emulates the resonance of rotating horn speakers. Lower settings are more
flat, higher settings have a more pronounced resonance.
Off/On Toggles the rotating action of the virtual speakers on and off, with a smooth speed transition between states.
Slow/Fast Toggles between the two preset speeds for the woofer and horn, with a smooth transition between speeds.
Distance Lets you choose the position of the virtual microphone that picks up the rotating speaker. At low settings, the mic is
close to the speaker, and the stereo sweeping effects are more pronounced. At higher settings, the mic is further away from
the speaker, and the effect is subtler and more diffuse.
Balance Lets you blend between the woofer and horn, to achieve the desired tonal balance. Fully down, you mainly hear the
woofer. Fully up, you mainly hear the horn.
Spread Lets you control the stereo width of the rotating speaker elements. At low settings, the part of the signal signifying the
front of each rotating element moves in a tight, distinct band across the stereo spectrum. At higher settings, the rotating ele-
ment appears wider and more diffuse.
Woofer Speed and Horn Speed These dual-slider controls let you set the speed at which the woofer and horn spin at slow
and fast speed settings. You can set them to identical values for more coordinated rotation between woofer and horn, or to dif-
fering values that set up contrasting rotations.
X-Trem
X-Trem is a tremolo effect that applies amplitude modulation at a varying amount and rate over time. The X-Trem features tempo sync
and a variable LFO with selectable 16-step and 16-gate sequencers, as well as auto-pan capability. Use X-Trem on any Track to create
Reverb
Reverb effects are used in almost all music productions and for a variety of purposes. In everyday life, reverberation is the result of the
many reflections of sound that occur in a given room or other space. In an ambient space, sound may travel directly to your ear and also
be reflected many times off the walls and ceiling of a room before again reaching your ear. With each reflection, the sound is attenuated
as sound energy is absorbed by the reflecting surfaces and dissipated by traveling through a medium (usually air). This collection of
reflected and attenuated sounds is what we know as reverb.
Reverb provides essential aural cues about the nature of any given space. As such, reverb is commonly used in music production to cre-
ate virtual spaces in which the various parts of a mix can interact.
Studio One features two built-in reverbs: Mixverb and Room Reverb. three built-in reverbs: Mixverb, Room Reverb, and OpenAIR.
The following describes these reverb effects.
Mixverb™
Mixverb is a simple and efficient reverb that is meant to be used as an Insert on mono or stereo Tracks. Mixverb features adjustable
size, predelay, and damping, as well as an adjustable gate and stereo width control.
Mixverb offers the following parameters:
Predelay Adjust the predelay time. Variable from 0 ms to 500 ms. Predelay is the amount of time before the first reverberated
signals are heard.
Size Adjust the relative size of the reverberating space. Variable from 0 to 100%.
Damp Adjust the relative amount of damping (attenuation of the upper frequencies) of the reverberated signal. Variable from
0 to 100%.
Gate The gate is applied to the reverb output signal.
Gate. Click to engage/disengage the gate.
Gate Thresh Adjust the threshold of the gate. Variable from -36 dB to 12 dB.
Gate Release Adjust the release time of the gate. Variable from 10 ms to 250 ms.
OpenAIR
Room Reverb
Room Reverb is a room simulator reverb that adjusts its internal reverb parameters based on virtual-room models. It is meant for use
as a send effect or as a Main Output Channel effect. Room Reverb features variable room parameters and geometry, selectable room
models, and population, damping, and surface-smoothness controls.
Room Reverb provides the following parameters:
Display Displays the overall reverb characteristics across a self-adjusting time scale. Early reflections are represented by ver-
tical lines, and the reverb tail is represented by a colored envelope.
Pre Adjusts the offset for room-derived natural predelay amount. Variable from 0 ms to a higher value determined by current
Room settings.
Length Adjusts the offset for room-derived natural reverb tail length. Value range is variable based on current Room settings.
Pipeline XT
As mentioned in the Removing Inserts section, Pipeline XT allows hardware processors to be inserted on Audio Channels in much
the same way that virtual effects are inserted. This feature is commonly called a “hardware insert.”
Pipeline XT Controls
Setup Mode Shows or hides the "Ping" signal overlay.
Auto Automatically "pings" your external processor send/return chain and compensates for any latency induced by AD/DA
converters and hardware processors.
Offset Set an offset value in samples to account for the latency induced directly by AD/DA converters and hardware pro-
cessors.
Label Click in the empty space to type in a label. This is used to clearly identify the inserted hardware.
Send Selection Select the output Channel that is used to route audio from Studio One to your hardware processor.
Return Selection Selects the input Channel that is used to route audio from your hardware processor into Studio One.
SampleOne XT
A sampler is a bit like a synthesizer. However, instead of generating sounds using oscillators or operators, samplers start with an audio
clip, or “sample,” and then play and process that sample based on how the instrument is configured.
SampleOne XT is a full-featured sampler that builds on the strengths of our original SampleOne instrument. It features triggered
sampling, automatic time-stretching, a full range of tone-shaping tools, and flexible onboard effects. The following section describes
how to use SampleOne XT.
Interface Overview
The main display features four "tabs" along the top, each of which gives you access to a distinct set of tools and parameters:
Wave is where you do the bulk of your sample and loop editing.
Mapping is where you map the loaded samples across the span of the MIDI range.
Envelopes gives you access to graphical representations of the Pitch, Filter, and Amp envelopes, for easy shaping.
Wave View
Wave view is where you do the bulk of your sample and loop editing. To select the range of the sample that plays when you trigger it,
click-and-drag the blue triangles below the waveform. To fine-tune the start-and-end points, you can click-and-drag or click and type a
value into the Start and End fields.
Trigger
Open the Trigger menu to choose the method by which to play the currently selected sample, from the following choices:
Normal In this mode, the sample starts playing when you trigger it, and stops when you let go of the key (or when the recorded
note that triggers it ends).
One Shot In this mode, the sample plays through in its entirety when triggered. This is often used for drum sounds.
Toggle In this mode, the sample begins playing when triggered, and stops playing when triggered a second time. This is most
useful for loops and continuous, droning sounds.
Reverse Enable this option to reverse the current sample.
Normalize Enable this option to boost the amplitude of the current sample until its highest peak reaches a point just below full scale.
Load Next/Previous Sample in Folder These buttons let you quickly swap the current sample for its neighbor in the enclosing
folder. This allows for quick auditioning of a range of samples, to find just the right candidate.
Root, Low, and High These selectors let you set the root note and note mapping for the current sample. You can also set these para-
meters in the dedicated Mapping view.
Loop a Sample
To loop playback of a sample, open the Loop selector and choose a looping mode:
Sustain In this mode, when a note ends, playback continues beyond the selected loop range until the end of the release
phase of the Amp envelope.
Release In this mode, when a note ends, playback continues to loop until the end of the release phase of the Amp envelope.
Ping-Pong In this mode, loop playback proceeds to the end of the loop range, then the sample is played in reverse until it
reaches the beginning of the loop range, and so on.
When a looping mode is selected, the Loop Range bracket appears above the sample waveform, indicating the section of the sample to
be looped. If the loop range begins after the initial playback range begins, the sample plays from the beginning of the playback-range
position to the end of the loop-range position; then it plays from the start of the loop range to the end of the loop range and back for as
long as the sample is triggered.
Mapping View
Mapping view shows each currently loaded sample as a Keymap Range selector that occupies a certain range of MIDI notes. The
bright mark within each selector shows the current root note of the sample.
To change the root note of a sample, click-and-drag the sample's root-note handle left or right across the keyboard display. The notes
on your keyboard that trigger the sample are indicated in the Keymap Range selector, which is the blue bar extending to the right and
left of the note handle. To restrict the range of notes that can trigger the sample, click-and-drag the left or right edge of the Keymap
Range selector.
Envelopes View
Envelopes view gives you graphical representations of the Pitch, Filter, and Amplitude envelopes that you can freely shape using the
mouse. Click-and-drag the handles on each envelope to change the shape. The Attack, Decay, Sustain, and Release values are
shown as numeric selectors below each envelope. These can also be changed by click-and-drag or click-and-type. Below them are the
curve controls for each applicable envelope value ("AC" for "Attack Curve," "DC" for "Decay Curve," and so on), which let you precisely
set the curve of each envelope segment.
Record view lets you record audio directly into SampleOne XT, for immediate use as new samples. To do this, first select the Input to
record, which can be any hardware audio input, send, output, or Instrument output. The Monitor selector lets you choose which bus
should receive the cue signal for monitoring as you record.
There are two main ways you can record:
Record Press Record to begin recording immediately. Press the button again to conclude recording. The resulting audio is
shown in the Samples list, and is then available for use.
Gate Record Press Gate Record to enable amplitude-based recording, in which each distinct region of audio (as specified by
the Gate Threshold controls) is recorded as a separate sample. This is a great way to record a set of drum samples, for
example.
Gate Threshold The Open setting specifies the signal level at which recording begins while in Gate Record mode. The Close setting
specifies the signal level at which recording ends. You can also set these ranges by clicking-and-dragging the triangle-shaped markers
in the signal level display.
Name This field lets you specify the name of the next recorded sample. If more than one sample is recorded before the name is
changed, the samples will share the specified name, followed by a numeric identifier.
Resolution This selector lets you set the bitrate of the recorded samples.
Insertion Key This selector lets you choose the initial root note of the recorded samples. If more than one sample is recorded before
the Insertion Key is changed, the samples are assigned to the next-higher note each time.
Samples List
Replace a Sample
To replace a sample in SampleOne XT, select the sample that you wish to replace in the Samples list. Then drag any audio clip from the
Browser, or any Audio Event from the Arrange view, into the main display. The sample replaces the previous one in the sample list, and
the previously displayed sample waveform updates to reflect the new sample.
Edit Sample This button lets you specify individual envelope settings for the currently selected sample, rather than changing those
parameters for all samples, as done by default. If after you've made custom alterations to one sample, you wish to reunify all samples
under the same settings, press Reset.
Pitch
The Pitch controls modify the pitch characteristics of the audio output. Click the button in the upper left corner of the module to activ-
ate/deactivate the effects of the Pitch controls.
Transpose Transposes the pitch of the sample in semitones. Variable from -48 to +48 semitones.
Tune Adjusts the tuning of the sample. Variable from -100 cents to 100 cents.
LFO Adjusts the range within which the LFO affects pitch. Variable from -4 octaves to +4 octaves.
Env Adjusts the range within which the envelope affects pitch. Variable from -4 octaves to +4 octaves.
Attack (A) Adjusts the amount of time it takes to reach the Env value from the original pitch of the sample once a sample has
been triggered. Variable from 0 to 20 seconds.
Decay (D) Adjusts the amount of time it takes to reach the sustain level after reaching full volume. Variable from 0 to 20
seconds.
Sustain (S) Adjusts the Sustain level. Variable from -∞ dB to 0 dB. The sustain period continues until the sample trigger stops.
Filter
The Filter parameters modify the frequency characteristics of the audio output. Click the button in the upper left corner of the module to
activate/deactivate the effects of the filter.
Cutoff Adjusts the filter cutoff frequency. Variable from 20 Hz to 20 KHz.
Vel Adjusts the maximum range, in octaves, within which note velocity can affect the maximum filter range (the value
used when velocity equals 127).
Mod Adjusts the range, expressed as distance in octaves, within which the modulation wheel on your Keyboard can
adjust the instantaneous filter cutoff frequency (the value used when the mod wheel value equals 127).
LFO Adjusts the range within which the LFO affects the cutoff frequenecy. Variable from -8 octaves to +8 octaves.
Env Adjusts the range within which the envelope affects the cutoff frequency. Variable from -8 octaves to +8 octaves.
Res Adjusts the relative resonance of the filter. Variable from 0 % to 100 %.
Type Selects the filter type. Choose from LP24 Ladder, LP24 Zero-Latency, LP12 Ladder, BP12 Ladder, HP12 Ladder, LP12
State, BP12 State, HP12 State, and Eco Filter (lowest CPU use).
Attack (A) Adjusts the amount of time it takes for the filter cutoff frequency to move from the frequency value to the envelope
value once a sample has been triggered. Variable from Variable from 0 to 20 seconds.
Decay (D) Adjusts the amount of time it takes to reach the sustain level after reaching the envelope value. Variable from Vari-
able from 0 to 20 seconds.
Sustain (S) Adjusts the sustain level, which is the mix of the signal filtered at the envelope value with the signal filtered at the
frequency value. Variable from -∞ dB to 0 dB. The sustain period continues until the sample trigger stops.
Release (R) Adjusts the amount of time it takes the filter to reach the frequency value after the sample trigger has stopped.
Variable from Variable from 0 to 30 seconds.
Drive This lets you specify an amount of filter overdrive, to add fullness and saturation artifacts to your sound.
Punch This control lets you add a range of percussive attack to the start of each note. At the lowest setting, dynamics are
unchanged. At higher settings, the sound becomes more aggressive and more readily pops through the mix.
Key This control sets the relationship between incoming note Pitch and filter Cutoff. In physical instruments, higher notes tend
to produce higher harmonics, brightening slightly as you go up the scale. On a synthesized instrument, if the filter stays static,
setting the proper tone in the lower note ranges may cause inappropriate dullness in the higher notes. So, with the Key para-
meter, we can compensate for this, and create a more natural-sounding range of timbres up and down the keyboard.
Soft This control lets you switch between two differing analog-modeled processing circuits within the filter. Engage Soft for a
mellower, darker tone. Disengage it for a brighter, more aggressive sound.
The Amp controls modify the amplitude characteristics of the audio output. Click the button in the upper left corner of the module to activ-
ate/deactivate the effects of the Amp controls.
Gain Adjusts the maximum volume of the audio output. Variable from -144 to +20 dB.
Vel Adjusts the relative amount that note velocity affects the maximum amplitude. Variable from 0 to 1.
Mod Adjusts the relative amount that the modulation wheel on your Keyboard can adjust the instantaneous amplitude
at any time. Variable from -1 to 1.
LFO Adjusts the range with which the LFO affects playback volume.
Pan Adjusts the stereo pan of the audio output. Variable from full L to full R.
Attack (A) Adjusts the amount of time it takes to reach full volume once a sample has been triggered. Variable from 0 to 20
seconds.
Decay (D) Adjusts the amount of time it takes to reach the sustain level after reaching full volume. Variable from 0 to 20
seconds.
Sustain (S) Adjusts the sustain level. The sustain period continues until the sample trigger stops.
Release (R) Adjusts the amount of time it takes to reach a level of -∞ after the sample trigger has stopped. Variable from 0 to
30 seconds.
LFO
Various parameters of SampleOne can be modulated, or varied over time, with the LFO. The following describes how to use the LFO to
modulate parameters.
LFO Click the Activate button to activate/deactivate.
Sync/Free Choose to sync the modulation speed to tempo (variable from 1/64T to 4 bars), adjust the speed freely as fre-
quency (variable from 0.01 Hz to 500 Hz), or sync to note-on by selecting neither Sync nor Free (variable from 0.01 Hz to8
KHz).
Rate Set the modulation speed of the LFO, in either rhythmic subdivisions of the Song tempo (Beats), or milliseconds (Speed),
depending on Sync/Free status.
Type Click to select, from top to bottom, the sine, saw, triangle, square, or sample and hold LFO waveform.
Delay Adjusts the amount of time before the LFO affects anything once a sample is triggered. Variable from 0 to 2 seconds.
Mod Adjusts the peak amplitude amount with which the modulation wheel controls the LFO signal strength (LFO strength
when mod wheel value equals 127). Variable from -1 to 1.
The Master controls act on a global level, affecting all samples in the current patch.
Master Sets master volume for the entire patch. Variable between -∞ and +10 dB.
Mono Turn on this option to enable monophonic playing (one voice at a time only).
Glide Enable this option to introduce Glide, and adjust the relative amount of Glide using the Glide Time knob below. Glide creates
gradual shifting over time between consecutive notes, as opposed to the usual immediate switch from one note to the next.
Polyphony By default, up to 32 voices can play simultaneously, meaning you can play 32 separate notes before the first note you
played are cut off to allow more voices to play. Click and drag on the blue number to add or subtract total voices. 64 voices is the max-
imum.
FX A
Modulation
This processor creates time-based modulation effects. Choose from the following modes by clicking the [Chorus], [Flanger], or
[Phaser] button:
Chorus This processor creates effects similar to that of multiple identical instruments playing the same part simultaneously.
The synth signal is fed through a short, modulated delay, which is then mixed with the dry signal. Chorus offers the following
controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Delay This control lets you set the length of the modulated delay. Higher settings create full-bodied chorusing effects,
while lower settings create more pronounced harmonics, akin to the effects of a Flanger.
Speed This control lets you set the speed at which the delay line is modulated. Lower settings create slow, sweeping
effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the delay line is modulated. Lower settings produce subtler chor-
using effects, while higher settings produce more pronounced changes in timbre over time.
Depth This control lets you blend between the dry signal (all the way left) and the chorused signal (all the way right).
Delay
This processor creates an echo effect, either as a single delayed repeat of the input signal, or a trailing series of echoes. The Delay
effect offers the following controls:
Low and High These controls let you set the cutoff frequencies of the provided high-pass and low-pass filters, which effect
only the delayed signal.
Delay Time This control lets you specify the length of the delay effect, in rhythmic values (such as 1/8th-note or 16th-note) rel-
ative to the tempo of the Song.
Feedback (FB) This control lets you set the amount of effected signal that is fed back into the Delay effect. At zero, there is just
one repeat. As you increase the value, the trail of repeats grows.
Mix This control lets you blend between the dry signal (all the way left) and the delayed signal (all the way right).
Ping-Pong Mode This menu lets you enable and configure the stereo Ping-Pong delay mode. You can choose from the fol-
lowing modes:
Off The delay works as normal, without ping-pong functions.
Panned Using a multi-tap delay structure, this mode pans each delay repeat to the right or left, in sequence.
Dotted and Double These modes work similarly to Panned mode, but employ staggered spacing of the delay taps
to produce a dotted-note or syncopated straight rhythm in the delay repeats.
Reverb
This effect places the synth signal within a synthesized reverberant physical space, ranging from short reverbs that emulate smaller
rooms, to long reverbs that evoke the sounds of large spaces, such as halls and cathedrals. Reverb offers the following controls:
Pre-Delay (Pre) This parameter lets you specify an amount of delay applied to the reverb-processed signal, in a range
between zero and 500 ms. This emulates the delay inherent in large spaces between the impact of a sound and its audible
reverberation. Lower settings are best suited to shorter reverb times, and longer settings with longer reverb times, but let your
own taste be the judge.
Damping (Damp) This control lets you set an amount of high-frequency attenuation to apply to the reverb signal. Spaces with
soft surfaces tend to lose treble quickly as the sound reverberates, resulting in a short bright reverb followed by a progressively
darker tail. Spaces with harder surfaces retain high-end more efficiently over time. Set Damp to its lower range to emulate
hard surfaces, and to the higher ranges to enable further damping, to emulate softer surfaces.
Size This control lets you set the length of reverberation from the moment a sound starts, in a range between 100 ms and 10
seconds. The larger the size, the longer the tail of the reverb, and the larger the emulated space sounds.
Low and High These controls let you set the cutoff frequencies of the provided high-pass and low-pass filters, which effect
only the reverb signal.
Mix This control lets you blend between the dry signal (all the way left) and the reverb signal (all the way right).
FX B
Gater
This is a rhythmic gating effect, able to create a series of syncopated breaks in the synth signal. A variety of presets are provided, each
with a different rhythmic gating pattern. However, the fun really begins when you create your own. Gater offers the following controls:
Beats This control lets you set the length of the gating cycle, in rhythmic values (such as 1 bar or 1/2-note) relative to Song
tempo. For example, at a setting of 1 bar, the 16 steps in the cycle repeat every bar, effectively representing 16th-notes. At a
1/2-note setting, the 16 steps repeat each half-bar, representing 32nd-note values.
Beat Steps This grid lets you specify which steps in the cycle let signal pass through, and which gate the signal to silence. Click
on a step to enable or disable gating for that step.
Stereo Engaging this option creates a separate beat grid for each side of the stereo field. When engaged, you'll see two rows
of beat steps, the top row specifying gate steps for the left channel, and the bottom row gating the right channel.
Depth This control lets you blend between the gated and dry signals, allowing for rhythmic gating effects while retaining the
continuity of the synth sound.
EQ
This is a graphic equalizer effect, perfect for quick tonal shaping. Set the EQ bands to emphasize or attenuate bands of frequencies to
suit your needs. When a band is in the center of its range, it neither adds nor subtracts. When moved above the center, it emphasizes
the chosen frequency. Moved below the center, it attenuates that frequency.
Choose between Lead mode, with frequencies chosen to suit aggressive, up-front sounds, or Bass mode, with wider-ranging fre-
quencies that work better for basses and mellower chordal parts.
Distortion
This is a variable distortion effect, which adds grit and character to your sounds. Choose from a variety of distortion types, from fizzy
transistor fuzzes to thick, warm tube overdrives. Set the amount of distortion with the Drive knob.
This is an auto-pan effect, which pans the synth signal left and right over time. Pan offers the following controls:
Speed This control lets you set the speed at which the signal is panned left and right.
Sync Enable this option to set pan speed to a rhythmic value (such as 1/4-note or 16th-note) relative to Song tempo. Disable
this option to set pan speed along a continuous range.
Depth This control lets you set the degree to which the signal is panned. Lower settings give a subtly panned effect, while
higher settings pan the signal more radically, all the way to fully left and right in each cycle.
Virtual Keyboard
The virtual keyboard lets you easily click to play notes or manipulate the Pitch and Mod wheels, while auditioning or editing patches
when you're away from a MIDI keyboard. The keyboard display also shows you which notes are currently being played, as well as the
root note and pitch mapping span of the currently selected sample. You can show or hide the virtual keyboard at any time by pressing
the [Keys] button.
Note that for a more playable keyboard experience when away from your MIDI controller, you can also use Studio One's QWERTY
Keyboard Device to play notes using your computer's keyboard.
Next to the virtual keyboard is the Bend parameter, which lets you set the pitch bend range of the Pitch wheel, in semitones.
Export to Impact XT
Once you've created some samples you love, you can always import them to Impact XT using drag-and-drop. To do this, click and drag
your chosen sample from the sample list in SampleOne XT, and hover your cursor over an Impact XT tab at the top of the Instruments
window. Impact XT is then shown, and you can drop your sample onto any pad. You can also select multiple samples in SampleOne XT,
then click and drag the group into Impact XT as described above.
By default, when multiple samples are dropped onto a pad, they are all assigned to that pad and are played interchangably, according
to the current Layer Mode. To distribute multiple samples across multiple pads, press and hold [Shift] before dropping them. The first
sample is assigned to the selected pad, and each subsequent sample is assigned to subsequent pads in ascending note order.
Color Themes
Looking for a little personalization? Try clicking the PreSonus logo at the top right corner of the SampleOne XT window for a selection of
new color themes.
Presence XT is a virtual sample-player instrument that enables you to play an endless variety of sounds. Presence XT uses a generic
multisample format (also supported by Bitwig Studio) packaged into Sound Sets, and can also load and play presets in EXS, Giga, Kon-
takt (version 4 and below), and SoundFont formats. The bundled Sound Sets include a variety of high-quality instruments. You can
shape your sounds with the provided filter, LFOs, envelopes, mod matrix, and effects.
While Presence XT is, by default, limited to playing sounds from existing libraries, by purchasing the Presence XT Editor Option, you can
upgrade it to a full-featured sampler. With this option installed, you can create your own sample-based instruments, with powerful lay-
ering and scripting features. For more information, see Presence XT Editor.
Presence XT employs a high-performance disk-streaming sample playback system, enabling the use of presets that use very long
samples. Up to 128 sample voices can play simultaneously. One voice is often equivalent to one note. However, some sounds have ele-
ments (such as layers and articulations) that can consume more than one voice per note played.
The central preset display shows the number of sample voices being used at any moment, as well as the name and size of the loaded
preset. The Voice Limit parameter lets you set the level of polyphony you want (1-128, 64 by default).
You can locate and load presets from Studio One Sound Sets in the following ways:
Click the Preset menu in Presence XT, browse to your preset of choice, and click the preset to load.
With the Presence XT window open, choose a Presence XT preset in the Instruments section of the Browser, and double-click
the preset to load.
Drag a preset from the Sounds section of the Browser onto the Presence XT plug-in window or the Track on which Presence
XT resides.
Create a new Instrument Track with Presence XT and your choice of preset already loaded, by dragging the preset between
two Tracks (or next to the top or bottom Track) in the Arrange view.
Once loaded, the preset is immediately playable with your MIDI controller, or by clicking the virtual keyboard at the bottom of the plug-in
window.
Presence XT takes the place of the Presence sample playback instrument, featured in previous versions of Studio One. Songs that use
the Presence instrument open as expected in Studio One 4.1, with Presence XT replacing any instances of Presence.
However, Presence XT features an improved Reverb effect algorithm, so songs created using Presence (and its built-in reverb) show
a difference in sound when played with Presence XT in place. This difference can be minimized by adjusting the settings of the new
Reverb effect.
You may still notice some slight sound differences between presets played through Presence and the same presets played through
Presence XT. You can always open affected songs in a previous version of Studio One and transform the affected tracks to audio.
Songs saved in this state sound exactly the same when opened in Studio One 4.1.
Script Controls
Some sounds offer additional controls that interact with a control script built into the sound. When Script Controls are available in a
loaded sound, they appear in the central display. You can tweak and automate these special controls just as you would the built-in con-
trols in Presence XT.
In some cases, Script Controls can replace the functionality of one or more of the standard controls (such as envelope settings). When
working with sounds such as these, use the provided Script Controls to affect those parameters.
Controls Overview
The main control panel lets you control the Filter, LFOs, Envelope Generators, and sample playback parameters. These are the
primary controls you'll use to sculpt your sound. To the right of these controls are the Global parameters: Volume, Velocity, and key
mode (Poly, Mono & Glide).
tual keyboard. You can hide or show each of these elements by pressing the [MOD/FX] and buttons.
LFO stands for Low Frequency Oscillator, and Presence XT has two of them. LFOs create slow-moving regular cycles of control signal
that are useful for modulating other parameters over time. One common example is the way many keyboard patches respond when
you move the Mod Wheel up from zero; the pitch of the oscillators wavers up and down in an expressive manner, much like the sound of
vocal vibrato. This is simply an LFO modulating oscillator pitch to a degree set by the position of the mod wheel.
LFO 1 and 2 have identical controls, so the following explanations apply to both:
Bypass Click the [LFO 1] or [LFO 2] button to turn the selected LFO on or off.
LFO Type Choose between Sine, Triangle, Sawtooth, Square, and Random shapes for the oscillation of the LFO.
Rate Sets the rate at which the LFO oscillates, from inaudibly low (0.01 Hz) for long, sweeping changes, all the way to higher
ranges (up to 8 kHz) useful for FM and AM techniques. When the LFO's [Sync] button is engaged, Rate can be set in terms of
rhythmic values relative to Song tempo, such 1/8th-note and 1/4-note.
Sync Engage this option to enable setting LFO Rate to a rhythmic value (such as 1/8th-note or 1/4-note) relative to Song
tempo. Disengage to set Rate by Hz.
Key Engage this option to bind LFO speed to incoming note pitch. Higher notes result in higher LFO speeds, while lower notes
result in lower LFO speeds.
Free Engage this option to let the LFO run continuously, resulting in a differing LFO start point for each note played. Dis-
engage to restart the LFO waveform at the start of each note.
Delay This control lets you specify an amount of time (in milliseconds) for the LFO to wait before becoming active after a note is
played. This lets you do things like adding a bit of expression to held notes, or creating layers of modulation that start at different
points in each note by setting distinct Delay values for each LFO.
This set of controls lets you manipulate the way that Presence XT plays the samples in the currently loaded preset.
Sample Start Mod Lets you specify an amount of negative or positive velocity-controlled offset, applied to the point in the
sample at which playback begins. At settings above and below the default of 0, lower-velocity notes trigger a smaller amount of
Filter
Presence XT offers a versatile multi-mode Filter, which lets you shape and enhance your sounds. The filter is often one of the most
important defining elements to the sound of an analog synthesizer, and likewise, this filter's unique characteristics have much to do with
the sound of Presence XT. The Filter offers the following controls:
Bypass Click the [Filter] button to turn the filter on or off.
Filter Mode Choose from the following filter modes, each with its own sound-shaping characteristics.
LP 24 dB Ladder This mode emulates a classic 24-dB-per-octave low-pass filter based on a transistor-ladder con-
figuration, as found in many classic synthesizers. This type of filter allows frequencies below the chosen Cutoff fre-
quency to pass through, which cutting frequencies above Cutoff at a rate of 24 decibels per octave—a fairly
aggressive slope.
LP 24 dB Zero This is a 24-dB-per-octave low-pass filter, based on a zero-delay-feedback architecture that closely
models the tone and modulation behavior of analog filters.
LP 12 dB Ladder This is a low-pass filter with a 12-dB-per-octave curve, which cuts frequencies less aggressively
than the 24 dB filters.
BP 12 dB Ladder This is a high-pass and low-pass filter in series, known collectively as a band-pass filter. It allows a
selected band of frequencies to pass through, then cuts frequencies above and below that band at a rate of 12
decibels per octave.
HP 12 dB Ladder This is a high-pass filter with a 12-dB-per-octave slope. This lets frequencies above the chosen
Cutoff frequency pass through, while cutting frequencies below Cutoff at a rate of 12 decibels per octave.
LP 12 State, BP 12 State, HP 12 State, Eco Filter These are a set of simple, clean digital filter models, in low-
pass, band-pass, high-pass, and eco (low-CPU low-pass) modes. You can access these filter types in the drop-down
menu at the end of the row of Filter Mode switches.
Cutoff This lets you set the corner frequency of the filter—the point in the slope of the filter at which the filter cuts incoming
audio by 3 dB. In the case of the Band-Pass filter, this sets the center frequency of the passed frequency band.
Soft This control lets you switch between two differing analog-modeled processing circuits within the filter. Engage Soft for a
mellower, darker tone. Disengage it for a brighter, more aggressive sound.
Drive This lets you specify an amount of filter overdrive, to add fullness and saturation artifacts to your sound.
Punch This control lets you add a range of percussive attack to the start of each note. At the lowest setting, dynamics are
unchanged. At higher settings, the sound becomes more aggressive and more readily pops through the mix.
Resonance (Res)This lets you set the amount of resonance in the filter, which is an emphasis centered on the chosen cutoff
frequency. At lower settings, the filter cuts frequencies smoothly. As you increase Res, the emphasis at the cutoff frequency
Envelopes
Envelope generators are a vital part of sound synthesis, giving us the ability to shape the amplitude and timbre of our sounds within the
time-scale of each note. Presence XT has two envelope generators, labeled Amp Env (so named because it is hard-wired to amp-
litude), and Env 2 (which is often routed to filter cutoff, for timbral shaping).
Both Env modules are triggered when a note is played. Each Env then outputs a control signal that follows the shape set by the following
controls:
Attack (A) This control lets you set the time required for the envelope to go from zero (silence) to full amplitude, in a range
from 0 ms to 20 seconds.
Decay (D) This control lets you set the time required to drop from full amplitude to the sustain level, in a range from 0 ms to 20
seconds.
Each envelope has a corresponding graphical display that represents the shape created by the settings of its parameters. There are
handles on the corners and slopes of each envelope that you can click and drag, letting you shape the ADSR envelope and the curve
between its points visually. If you wish to lengthen any phase of the envelope beyond the time limits of the current display, simply drag
the point toward the right of the graph, and the time scale adjusts to properly display the new setting.
Global Settings
The following Global parameters let you configure Presence XT's overall behavior and capabilities, to meet your needs.
Volume This control lets you set the total output volume, in a range from -∞ dB (silence) to +10.0 dB (ten decibels above unity
gain).
Velocity This control lets you set the degree to which Presence XT's volume is affected by note velocity, from zero (no velocity
sensitivity) to 1.0 (full velocity sensitivity).
Poly, Mono, and Glide Enable Poly mode to allow polyphonic playing (more than one note at a time). Enable Mono mode to
play just one note at a time. When in Mono mode, you can enable Glide to cause the pitch to sweep smoothly from that of the
currently held note to that of the next note, when played legato (one note played while the previous note is held). The Glide
knob lets you set the rate of pitch change over time, from 1 ms to 1 second.
Effects
Presence XT offers seven built-in effects processors to add dimension to your sounds. They are arranged in two banks: FX A (Mod-
ulation, Delay, and Reverb) and FX B (Gater, EQ, Distortion, and Pan). You can enable or disable each effect by clicking its name. You
can show or hide the Mod/FX section of the plug-in window by clicking the [Mod/FX] button.
This processor creates time-based modulation effects. Choose from the following modes by clicking the [Chorus], [Flanger], or
[Phaser] button:
Chorus This processor creates effects similar to that of multiple identical instruments playing the same part simultaneously.
The synth signal is fed through a short, modulated delay, which is then mixed with the dry signal. Chorus offers the following
controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Delay This control lets you set the length of the modulated delay. Higher settings create full-bodied chorusing effects,
while lower settings create more pronounced harmonics, akin to the effects of a Flanger.
Speed This control lets you set the speed at which the delay line is modulated. Lower settings create slow, sweeping
effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the delay line is modulated. Lower settings produce subtler chor-
using effects, while higher settings produce more pronounced changes in timbre over time.
Depth This control lets you blend between the dry signal (all the way left) and the chorused signal (all the way right).
Flanger This processor creates resonant, hollow-sounding sweeping effects. The synth signal is fed through a short, mod-
ulated delay, which is mixed with the dry signal. While similar to the workings of a Chorus effect, Flangers get their signature
sound by employing smaller delay times than those used in chorusing, combined with a feedback system that can add extra res-
onance to the sweep. Flanger offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Delay This control lets you set the length of the modulated delay (in ms), which changes the pitch of the resultant res-
onance. Higher settings create lower-pitched resonance, while lower settings create resonances at a higher pitch.
Speed This control lets you set the speed at which the delay line is modulated. Lower settings create slow, sweeping
effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the delay line is modulated. Lower settings produce subtler
flanging effects, while higher settings produce more pronounced changes in timbre over time.
Feedback (FB) This control lets you set the amount of output signal to feed back into the Flanger. Higher amounts of
Feedback add to the resonance of the sweeping effect.
Sync Engage this option to enable setting Flanger modulation speed to a rhythmic value (such as 1/8th-note or 1/4-
note) relative to Song tempo. Disengage to set Rate on a continuous scale.
Depth This control lets you blend between the dry signal (all the way left) and the flanged signal (all the way right).
Phaser This processor creates dreamy, otherworldly sweeping effects. The synth signal is fed through a series of all-pass fil-
ters that alter its phase. When mixed with the dry signal, this creates a series of peaks and valleys in the frequency response
that changes depending on the degree of phase shift applied. Phaser offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Shift This control lets you specify the amount of phase shift to apply. Lower settings focus the phasing effect in the
lower frequencies, while higher settings focus the effect in higher frequencies.
Speed This control lets you set the speed of modulation applied to the phase shift amount. Lower settings create
slow, sweeping effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the phase shift amount is modulated. Lower settings produce
subtler effects, while higher settings produce more pronounced changes in timbre over time.
Feedback (FB) This control lets you set the amount of output signal to feed back into the Phaser. Higher amounts of
Feedback add to the resonance of the sweeping effect.
Sync Engage this option to enable setting Phaser modulation speed to a rhythmic value (such as 1/8th-note or 1/4-
note) relative to Song tempo. Disengage to set Rate on a continuous scale.
Delay
This processor creates an echo effect, either as a single delayed repeat of the input signal, or a trailing series of echoes. The Delay
effect offers the following controls:
Low and High These controls let you set the cutoff frequencies of the provided high-pass and low-pass filters, which effect
only the delayed signal.
Delay Time This control lets you specify the length of the delay effect, in rhythmic values (such as 1/8th-note or 16th-note) rel-
ative to the tempo of the Song.
Feedback (FB) This control lets you set the amount of effected signal that is fed back into the Delay effect. At zero, there is just
one repeat. As you increase the value, the trail of repeats grows.
Mix This control lets you blend between the dry signal (all the way left) and the delayed signal (all the way right).
Ping-Pong Mode This menu lets you enable and configure the stereo Ping-Pong delay mode. You can choose from the fol-
lowing modes:
Off The delay works as normal, without ping-pong functions.
Panned Using a multi-tap delay structure, this mode pans each delay repeat to the right or left, in sequence.
Dotted and Double These modes work similarly to Panned mode, but employ staggered spacing of the delay taps
to produce a dotted-note or syncopated straight rhythm in the delay repeats.
Reverb Enable this option to route the output of the Delay effect to the Reverb effect, enabling further diffusion and abstrac-
tion of the delay signal.
Reverb
This effect places the synth signal within a synthesized reverberant physical space, ranging from short reverbs that emulate smaller
rooms, to long reverbs that evoke the sounds of large spaces, such as halls and cathedrals. Reverb offers the following controls:
Pre-Delay (Pre) This parameter lets you specify an amount of delay applied to the reverb-processed signal, in a range
between zero and 500 ms. This emulates the delay inherent in large spaces between the impact of a sound and its audible
reverberation. Lower settings are best suited to shorter reverb times, and longer settings with longer reverb times, but let your
own taste be the judge.
Damping (Damp) This control lets you set an amount of high-frequency attenuation to apply to the reverb signal. Spaces with
soft surfaces tend to lose treble quickly as the sound reverberates, resulting in a short bright reverb followed by a progressively
darker tail. Spaces with harder surfaces retain high-end more efficiently over time. Set Damp to its lower range to emulate
hard surfaces, and to the higher ranges to enable further damping, to emulate softer surfaces.
Size This control lets you set the length of reverberation from the moment a sound starts, in a range between 100 ms and 10
seconds. The larger the size, the longer the tail of the reverb, and the larger the emulated space sounds.
Low and High These controls let you set the cutoff frequencies of the provided high-pass and low-pass filters, which effect
only the reverb signal.
Mix This control lets you blend between the dry signal (all the way left) and the reverb signal (all the way right).
This is a rhythmic gating effect, able to create a series of syncopated breaks in the synth signal. A variety of presets are provided, each
with a different rhythmic gating pattern. However, the fun really begins when you create your own. Gater offers the following controls:
Beats This control lets you set the length of the gating cycle, in rhythmic values (such as 1 bar or 1/2-note) relative to Song
tempo. For example, at a setting of 1 bar, the 16 steps in the cycle repeat every bar, effectively representing 16th-notes. At a
1/2-note setting, the 16 steps repeat each half-bar, representing 32nd-note values.
Beat Steps This grid lets you specify which steps in the cycle let signal pass through, and which gate the signal to silence. Click
on a step to enable or disable gating for that step.
Stereo Engaging this option creates a separate beat grid for each side of the stereo field. When engaged, you'll see two rows
of beat steps, the top row specifying gate steps for the left channel, and the bottom row gating the right channel.
Depth This control lets you blend between the gated and dry signals, allowing for rhythmic gating effects while retaining the
continuity of the synth sound.
EQ
This is a graphic equalizer effect, perfect for quick tonal shaping. Set the EQ bands to emphasize or attenuate bands of frequencies to
suit your needs. When a band is in the center of its range, it neither adds nor subtracts. When moved above the center, it emphasizes
the chosen frequency. Moved below the center, it attenuates that frequency.
Choose between Lead mode, with frequencies chosen to suit aggressive, up-front sounds, or Bass mode, with wider-ranging fre-
quencies that work better for basses and mellower chordal parts.
Distortion
This is a variable distortion effect, which adds grit and character to your sounds. Choose from a variety of distortion types, from fizzy
transistor fuzzes to thick, warm tube overdrives. Set the amount of distortion with the Drive knob.
Pan
This is an auto-pan effect, which pans the synth signal left and right over time. Pan offers the following controls:
Modulation Matrix
Presence XT provides 16 configurable modulation routings, in two banks of eight (Mod A and Mod B). Modulation signals can be routed
from a selection of incoming MIDI controller signals (such as Pitch Bend, Mod Wheel, and Aftertouch), modulation generators (such as
the LFOs and envelopes), or the pitch or velocity of played notes.
These modulation signals can be used to vary most of the parameters throughout Presence XT, including modulation sources them-
selves (such as LFO 2 modulating the rate of LFO 1, or the Decay of Env 2).
Each modulation slot has a bypass button at the top, which lets you enable or disable the flow of modulation signal. Below that are the
input selector and modifier selector. If you assign a modulation source to the input selector only, that signal is routed directly to the
chosen destination. In some cases, you’ll want to govern the flow of one mod source before it reaches its destination, using the signal
from another mod source. For example, you may want to control the output level of LFO 1 (routed to a parameter such as oscillator
pitch) with the Mod Wheel. In this case, you'd choose Mod Wheel with the input selector, and LFO 1 with the modifier selector below.
Below that is a slider that controls the amplitude and polarity of the modulation signal. Set at its center, no modulation occurs. Move the
handle right of center to send an increasing amount of the modulation signal, at its normal (positive) polarity, to the chosen destination.
Move it left of center to send the signal to its destination with a negative value.
If the parameter you wish to modulate is set to a high value, you may want to send a negative modulation signal to it, driving the setting
downward and causing more audible effects. Positive-going modulation signals are more efficient when modulating parameters set to
low values.
A selector at the bottom of each modulation slot lets you choose the destination of the chosen modulation signals.
Virtual Keyboard
The virtual keyboard lets you easily click to play notes or manipulate the Pitch and Mod wheels, while auditioning or editing patches
when you're away from a MIDI keyboard. The keyboard display also shows you which notes are currently being played.
Note that for a more playable keyboard experience when away from your MIDI controller, you can also use Studio One's QWERTY
Keyboard Device to play notes using your computer's keyboard.
Next to the virtual keyboard is the Bend parameter, which lets you set the pitch bend range of the Pitch wheel, in semitones. The upper
value sets up-bend range, and the lower value sets down-bend range.
Presence XT Editor
By default, Presence XT is a sample player, which lets you play (and tweak) sounds from existing libraries. If you want to create your
own sample-based instruments, you can purchase and install the Presence XT Editor Add-on, available from the PreSonus Shop.
This option upgrades Presence XT to full sampler functionality, with powerful scripting and layering features.
This editing function can also be used to deeply change and further optimize programs from imported sound libraries (such as those in
EXS or Giga format), or Presence XT libraries created by other users. Commercial Presence XT libraries (such as those included with
Studio One or bought separately) are protected, and cannot be edited.
To install this option from within Studio One, ensure that your Studio One machine is connected to the internet, then navigate to Studio
One/Studio One Installation... Click the box next to the option in your "My Purchased Items" list to select it, then click [Install] to complete
the installation.
To install this option using our web site, download the installer from your my.presonus.com account (in the Add-ons section of the My
Products page). If you wish to install the option on a different computer than the one you used to download the file, move the installer file
to the desired computer. Then, double-click the installer file and follow the instructions as prompted to complete the installation.
Editor Overview
Once you've installed the Presence XT Editor Add-on, when you open a Presence XT window, you'll see a new button, marked
"Editor." Press this button to open the editing interface. To return to the normal view, click the [Player] button. You'll notice there are
four main sections in the editing interface:
Program
This area shows you the saved name and disk size of the program you're editing. If you click the menu button next to the [Program] but-
ton, a pop-up menu appears. Choose from the following functions:
New Program Resets Presence XT to a default state, with a blank program loaded. If you've begun to create a program and
have not yet saved it, you'll receive a warning, telling you that your samples and parameter settings will be lost if you go through
with creating a new program.
Pack Program Lets you package your program, with all its samples and settings, into a single file, for easy storage and shar-
ing. Packed programs are created with a ".soundx" file extension.
Set Program Password Lets you set a password that Presence XT prompts for if a person attempts to edit this program. This
lets you keep a program from being edited, even when sharing it with others.
To the right of the program area, you'll see three buttons that control the editor display. They look like this:
Layer
This area deals with Layers, which are entire sample sets, arranged in Zones (as discussed below) across the range of MIDI key and
velocity values. These layers can be combined to create fuller sounds and textures, or to set up one or more MIDI-switchable
variations for a given sound.
For example, a layer could be a single variation, such as "Pizzicato," in a string sound (made up of many layers), with multiple sample
zones spread across the keyboard, horizontally. Or, a layer could be a single drum instrument, such as a snare drum, containing mul-
tiple velocity zones, stacked vertically on a single MIDI note. For more information on working with the layer functions, see Layers.
Zones
This area deals with Zones, which are areas in which a single sample is placed across the range of MIDI key and velocity values. These
sample zones are the pieces that make up a layer (as discussed above), letting you decide exactly how your samples are placed,
played, and processed.
For example, a high-quality piano sound may have a group of separate samples for every note on the piano, arranged to be played at
low, mid, or high velocity. In the Zones area, you can make decisions like this with your own samples, setting up the range of the key-
board and key velocity in which each sample plays, along with many other options. For more information on working with zones, see
Zones.
Parameters
This area gives you access to a wide variety of modulation, tonal, and behavioral options for each layer and the zones within them. The
parameters available in this area can pertain to the program as a whole, to the currently selected layer, or the currently selected zone.
Clicking the [Program], [Layer], or [Zones] button changes the focus of the Parameters area to address each of those categories, as
needed. You can also switch the mode of the parameters area between these three settings by clicking the [Parameters] button. You
can easily keep track of which mode you're in, because the Parameters area is color-coded: Program mode is blue, Layers is red, and
Zones is turquoise.
For more information, see Parameters.
Layers
The Layers area of the Presence XT editor window is used to establish sound layering in your program. Layers are entire sound sets,
with samples placed in zones, and most of the necessary sample-by-sample decisions already made (such as key and velocity ranges,
processing details, and so on). You can add multiple layers to your program, to create hybrid sounds that play together, or provide
MIDI-selectable variations on a given sound, such as different bowing and plucking styles in a violin sound.
If you're just getting started creating a new program and you want to import samples and get them placed and configured, you'll be
doing most of that work in the Zones area of the Presence XT window. See Zones for more info to get you started.
Once you've added and configured your first set of samples in the Zones area, you've put together your first layer. If you look at the
Layer area in the Presence XT editor window, you'll see "Layer 1" listed, along with a set of editable parameters for that layer. For more
info on parameters available when editing layers, see Layer Parameters.
Managing Layers
To add a new layer, [Right]/[Ctrl]-click in the layers list or click the menu button next to the [Layers] button. Choose "Add Layer" from the
pop-up menu. A new layer is created and added to the layers list. This pop-up menu also offers the following options:
Remove Layer Removes the currently selected layer from the program. This also removes all samples placed in zones within
that layer.
Duplicate Layer Creates a duplicate of the currently selected layer, with all sample placements and parameters the same.
Merge Layers Combines the sample placements and related parameter settings for all selected layers, into one new layer.
Copy Page Parameters Copies the parameter settings shown on the current visible page for the currently selected layer, so
that they can be pasted to a different layer.
Paste Page Parameters Pastes the copied parameter settings to the currently selected layer.
If you select more than one layer at a time, you'll see all of the zones in all selected layers shown in the Zones area below, whether in list
or grid mode.
Layer Parameters
Each layer in your program has several pages of parameters available for editing, to help you shape the sound to your liking. By default,
the Main page of parameters is shown. When navigating through a layer's parameters, you can use the cursor keys on your keyboard
to move between them, as well as up or down from layer to layer. To edit a selected parameter, press [Enter] on your keyboard, then
edit the parameter, and press [Enter] again to lock in the new value.
The Main page contains the following parameters for each layer:
Title Lets you set the title for the layer.
Variation Lets you designate a layer as a key-switched variation of the sampled sound set (such as different styles of picking
or strumming on a guitar sound). If enabled, this layer becomes active when the MIDI note specified in the Trigger parameter
(described below) is played. When another variation is activated by its own MIDI key trigger, this layer stops playing. To des-
ignate one variation as the default, leave its Variation box unchecked, but still provide a note for the variation in the Trigger
column.
Trigger Lets you specify the MIDI note that activates this layer, if it has been enabled as a Variation.
Note Off Trigger Enable this to trigger sounds within this layer only when a MIDI note ends. This is most useful for adding
release sounds to a sample program, such as piano hammers falling back into place after a note is played.
Gain Sets overall gain for an entire layer.
Zones
The Zones area is where you do most of the work when sound designing with Presence XT. You drag samples here from the Browser
for inclusion in your program, and then you set the parameters for each sample zone. This lets you place the sample in the desired area
of the MIDI key and velocity range and make all the necessary decisions about sample behavior, modulation, and processing.
By default, the sample zones you create by adding samples are shown in a list. This shows the name and parameters for each sample.
You can search for a zone by name within the currently selected layer by typing into the Search bar above the Zones display.
Managing Zones
You add zones to a layer by selecting that layer and dragging samples into the Zones area. If you click the menu button next to the
[Zones] button, a pop-up menu appears with the following functions:
Apply Parameters from File Updates zone parameters to match those found in source file (such as root note, tuning, and
loop mode).
Remove Zone Removes the currently selected zone from the program.
Copy Page Parameters Copies the parameter settings shown on the current visible page for the currently selected zone, so
that they can be pasted to a different layer.
Paste Page Parameters Pastes the copied parameter settings to the currently selected zone.
Refresh Selected Zone(s) Lets you re-import samples in the selected zones, if the original samples have been changed or
edited since you originally imported them.
Show in Finder/Explorer Opens an Explorer (Windows) or Finder (Mac OS) window, showing you the location of the cur-
rently selected sample.
There are a set of buttons at the top of the Zones area that change how you see and interact with it.
Zone Parameters
Looking at zones in list view, you see the list of samples in the currently selected layer, and several columns of parameters with values
for each zone. By default, the Main page of parameters is shown.
When navigating through the parameters for a zone, you can use the cursor keys on your keyboard to move between them, as well as
up and down, from zone to zone. To edit a selected parameter, press [Enter] on your keyboard, then edit the parameter, and press
[Enter] again to lock in the new value.
The following parameters are available in the Main parameter page:
Root Sets the root note for the current sample zone. Generally, it's best to set this to the actual note at which the sample plays,
ensuring that it plays at the proper pitch when triggered by MIDI notes.
Tune Fine-tunes the pitch of the sample, in cents.
Fix Lets you set a defined pitch at which the sample plays, regardless of what MIDI note triggers it. This can be helpful for per-
cussion kits or other non-pitched sample sets, where MIDI notes should not transpose a sample from its intended pitch.
Key Low & Key High Lets you set the low and high limits of the MIDI note range in which a sample zone should play.
Fade K-Low & Fade K-High Lets you specify the degree to which a zone fades down in volume as you play notes closer to
the top or bottom of its note range. This can be helpful when you want a smooth transition between two zones, each blending
into the other.
Velo Low & Velo High Lets you set the low and high limits of the MIDI velocity range in which a sample zone should play.
Fade V-Low & Fade V-HighLets you specify the degree to which a zone fades down in volume as you play notes closer to
the top or bottom of its velocity range.
Start & End Lets you specify the point within a sample that playback begins and ends.
Loop Mode Lets you choose the loop mode for a zone. Off disables looping, Sustain enables looping while a MIDI note is held,
and Release enables looping when a MIDI note is released, and the release portion of the sound is playing.
Loop Start & Loop End Lets you specify the start and end of the looping range of the sample (if applicable).
Loop XFade Lets you specify a length of fade to apply at the transition point between the end of a loop and its subsequent
beginning. This is often helpful when working with sustained sounds, which may need some smoothing.
Gain Lets you set gain for an individual zone.
Pan Lets you pan a zone across the stereo field.
Round Robin By default, samples that are placed in overlapping zones play concurrently when a note in the proper range
and velocity is played. When you select Round Robin values for overlapping zones, they switch places with successive plays of
a note, according to the order of the numbers you specify. This can help to introduce natural-sounding variations from note to
note, especially in sounds made from samples of live instruments. Type "random" into this field for any set of overlapping key
zones, and those samples will play in random order as keys are struck, rather than numerical.
Play Lets you specify the play mode for a zone. Normal is the default mode, with zones playing and stopping according to the
length of incoming MIDI notes. One-Shot plays the whole specified range of a sample when a note is played. Toggle mode lets
long or looped samples play indefinitely, until the same note is played again.
Path Shows the disk path in your file system where the sample for each zone is stored.
When you look at zones in grid view, you see them as labeled regions, filling a certain space within the range of MIDI notes (horizontally)
and velocity values (vertically). You can click and drag the top, bottom, and side edges of each zone to select the desired range in which
that zone will play. If you select multiple zones (by holding [Shift] or [Cmd]/[Ctrl] and clicking the desired zones), you can edit their ranges
or move them as a group.
If you click one of the "keys" in the keyboard display at the bottom of the grid, all zones triggered by that note are selected.
Parameters
When the Parameters area is in Zones mode, a [Wave] button appears. Clicking this brings up a waveform display for the sample in the
selected zone. Click and drag along the top edge to set the loop range for the displayed sample. Click and drag at the beginning or end
of the sample to move the play start or end point for the displayed sample.
Scripting
Presence XT offers powerful scripting functions, based on JavaScript. We chose this language because it is well supported and doc-
umented, and known by many. Scripting can be used to affect many functions in a program, most notably to assign macro knobs and
buttons to your choice of parameters. Once script controls are assigned here, these controls appear in the central display in the Player
mode of the Presence XT window.
You may have seen these sorts of controls in some of the included Presence XT programs. Scripting is the way to make this happen.
To access scripting for a program, click the [Script] button in the editor view. This brings up a window in which you can enter your
JavaScript code, with some helpful structure added by default. To return to the editor view, press the [Edit] button. There are two but-
tons at the top of the Script view, that look like this:
The first button shows or hides a drawer that displays the eight scriptable control knobs and buttons for the program. By default, it looks
blank. To enable a control, click the dot-shaped button in its lower left corner. To rename a control, click the pencil-shaped button that
appears when you hover the mouse cursor over the control. The functions that these controls relate to are set in the script that you cre-
ate.
The second button opens our documentation for the JavaScript structure you can use to script within Presence XT. It goes through the
various entry points, objects, and parameters that you can use to interface with Presence XT's engine.
Between this information and the wide range of info resources available on the internet, you can soon dig into scripting for your pro-
grams, unlocking many useful functions.
You can click the [Reset] button to return the code window to its default (blank) state, or press [Apply] to apply your script and try out its
functions.
Impact XT features a grid of pads into which samples are loaded and played back independently, as with many popular hardware
drum-sample players. Each pad has its own pitch, amplifier, and filter controls with accompanying envelopes. There are multiple stereo
and mono outputs for each pad, making sophisticated output busing simple.
Interface Overview
Impact XT is arranged as a 4x4 grid of pads, with controls for each pad. There are eight selectable banks of 16 pads, labeled A through
H. Below each pad are Solo and Mute controls, as well as an Output Channel assignment. Click on any pad to select it and view its para-
meters, located on the right side of the interface. At the top of the window is the waveform display, which shows the currently selected
sample along with controls for setting start and end points. To the right of the waveform display are the sample controls, which let you
set playback behavior for the samples on each pad.
Waveform Display
When you select a pad, its currently loaded sample is shown in this display. Here, you can set sample start and end by moving the tri-
angle-shaped markers. If more than one sample is loaded in the pad, you can switch between them by clicking the numbered buttons
above the waveform display. You can click-and-drag the demarcations between the sample selector buttons to set the velocity-switch-
ing values (for use with the Velocity Layer Mode).
Add Sample (+) Choose this option to add an additional sample to this pad.
Reverse Enable this option to reverse the current sample.
Normalize Enable this option to boost the amplitude of the current sample until its highest peak reaches a point just below full scale.
Load Next/Previous Sample in Folder These buttons let you quickly swap the current sample for its neighbor in the enclosing
folder. This allows for quick auditioning of a range of samples, to find just the right candidate.
Start and End Sets the sample start and end, in samples.
These controls let you fine-tune sample behavior for each pad:
Color Choose a color with which to mark the pad.
1st and 2nd Note Assignment Choose two MIDI note values to trigger this pad.
Trigger Choose One Shot to play the loaded sample once when a pad is struck, no matter how long it is held. Chose Loop to con-
tinuously loop the sample as long as the pad is held. Choose Toggle to begin playing the sample when the pad is struck, and continue
playing it (even if looped) until the pad is struck a second time. Select Normal to begin playing the sample when the pad is struck and
held down, and continue playing it until the pad is released.
Layer Mode This parameter lets you choose how multiple samples are treated if loaded onto a single pad. Choose Velocity to switch
between the samples depending on pad velocity. Choose Round Robin to step through the samples one by one each time the pad is
struck. Choose Random to choose a sample at random each time the pad is struck. Choose Stack to play all loaded samples sim-
ultaneously.
Choke This parameter lets you specify the relationship between different pads, such as those set up to play closed and open hi-hat
cymbals. Choose Self to allow a pad's playback to be stopped when the pad is played a second time (rather than continue to ring out).
Choose a Choke group (1-32) to tie the playback of this pad to all other pads also assigned to that choke group.
Quantize This parameter lets you limit your ability to play a pad to a preset rhythmic value. Choose from Off (no rhythmic limits), Bars
(once at the start of each bar), Beats (once per quarter note), 1/2-Beats (once per eighth-note), and 1/4-Beats (once per 16th note).
Follow Tempo Enable this option to automatically timestretch the current sample to fit the tempo of the Song. This is most effective
when using rhythmic loops, such as drum samples.
Offsets Introduce a playback offset of up to 2.5 seconds at the start or end of the loaded sample.
All Notes Off Press this button to end playback for all currently playing samples.
Edit Sample This button lets you specify individual settings for the currently selected sample, rather than changing those parameters
for all samples, as done by default. If after you've made custom alterations to one sample, you wish to reunify all samples under the
same settings, press Reset.
Pitch Controls
You can modify the pitch for each pad’s sample using the Pitch controls.
Filter Controls
Each pad features a variable filter to allow anything from subtle tonal shaping to heavily processed filter sweeps.
Cutoff Adjusts the cutoff frequency of the filter. Variable from 20 Hz to 20 kHz.
Res Adjusts the resonance of the filter. Variable from 0 to 100.
Filter Env (One-Shot Trigger Mode Only)
Attack Adjusts the amount of time it takes for the filter cutoff frequency to move from the frequency value to the envel-
ope value once a sample has been triggered. Variable from 0 s to 20 s.
Hold Adjusts the amount of time the envelope value is held after the attack period and before decay begins. Variable
from 0 s to 20 s.
Decay Adjusts the amount of time it takes to return to the cutoff level after reaching the envelope value. Variable from
0 s to 20 s.
Filter Env (Loop and Normal Trigger Modes Only)
Attack Adjusts the amount of time it takes for the filter cutoff frequency to move from the frequency value to the envel-
ope value once a sample has been triggered. Variable from 0 to 20 seconds.
Amplifier Controls
To adjust the amplitude for each pad, use the following parameters:
Gain Attenuates or boosts the amplitude, in dB, of the sample assigned to the selected pad. Variable from -144 to 20 dB.
Pan Adjusts the sample’s stereo pan for the selected pad. Variable from fully left to fully right.
Amp Env (One-Shot Trigger Mode Only)
Attack Adjusts the amount of time from when the pad is triggered to when maximum amplitude is reached. Variable
from 0 s (no attack, sample starts at maximum amplitude) to 20 s.
Hold Adjusts the amount of time the maximum velocity is held after the attack period, before decay begins. Variable
from 0 s to 20 s.
Decay Adjusts the amount of time it takes after the hold period to reach an amplitude of -∞ from the maximum amp-
litude. Variable from 0 s to 20 s.
Amp Env (Loop and Normal Trigger Modes Only)
Attack Adjusts the amount of time it takes to reach full volume once a sample has been triggered. Variable from 0 to
20 seconds.
Decay Adjusts the amount of time it takes to reach the sustain level after reaching full volume. Variable from 0 to 20
seconds.
Sustain Adjusts the sustain level. Variable from -∞ to 0 dB. The sustain period continues until the sample trigger
stops.
Release Adjusts the amount of time it takes to reach a level of -∞ after the sample trigger has stopped. Variable from
0 to 30 seconds.
Vel Adjusts the maximum amplitude value, in dB, affected by velocity (the maximum amplitude value when triggered note velo-
city equals 127). Variable from 0 to 1.
Color Themes
Looking for a little personalization? Try clicking the PreSonus logo at the top right corner of the Impact XT window for a selection of new
color themes.
Mai Tai is a polyphonic analog modeling synthesizer with a simple and straightforward interface. It excels at pad sounds, leads, rhythmic
chords, and many other synth duties. Mai Tai includes the following features:
32 synth voices with up to 8x oversampling
2 oscillators (sine, triangle, saw, square) with sub osc
Osc spread, sync, PWM & Random Phase
Noise generator
Character processor (for creative tonal effects)
Multi-Mode Filter
24 dB Ladder Filter
24 dB Zero Delay Feedback Filter
12 dB Low-Pass, Band-Pass, and High-Pass Filters
2 LFOs (with sync, free run, and sample & hold)
3 ADSR Envelopes (two with pre-attack delay)
16-slot modulation matrix
Effects: Chorus, Flanger, Phaser, Delay, Reverb, Gater, EQ, Distortion, Pan
Interface
The central control panel contains controls for the Oscillators (Osc 1 and 2) and Noise generator, the Character processor and Filter,
and the LFOs and Envelope Generators. These are the primary controls you'll use to sculpt your sound. You can enable or disable each
of these modules by clicking the module's name. To the right of these controls are the Global parameters, which let you tune the overall
behavior and capabilities of the synth to your needs.
Along the bottom of the window, you'll see the Mod/FX section (which gives you access to Mai Tai's modulation matrix and effects) and
the virtual keyboard. You can hide or show each of these elements by pressing the [MOD/FX] and buttons.
Two oscillators are available, per voice, allowing for rich sounds with a wide tonal palette. Each Osc has its own set of parameters,
which differ in small but significant ways. In both Osc 1 and Osc 2, you'll see the following controls:
Bypass Click the [Osc 1] or [Osc 2] button to disable or enable each oscillator. This can be helpful when you want to create a
one-oscillator sound, or to temporarily disable an oscillator, so that you can focus on shaping the sound of the other.
Oscillator Waveform Choose between Sine, Triangle, Sawtooth, or Square.
PWM Only available when Square Wave is selected, this control lets you vary the pulse width of the square wave, changing the
distribution of harmonics, and thus, the tone of the oscillator.
Octave Lets you set the frequency range, in octaves, for the current oscillator. Range is set in number of feet (like a pipe in a
pipe organ), so the lower the number, the higher the pitch.
Random Phase (RP) Enable this option to set the oscillator to Random Phase mode, in which, when a note is played, the oscil-
lator starts its waveform at a random start point. This establishes a varying phase relationship between both oscillators
whenever a note is played (if both oscs are enabled), which creates pleasing shifts in tone over time. Disable this option to
restart the waveform at the beginning when a note is played, which can be preferable when creating percussive sounds,
because it allows a uniformity of attack, from note to note.
Semi and Fine These controls let you set the center pitch of the oscillator, in semitones (Semi) and cents (Fine).
Spread (Osc 1 only) This control lets you layer in additional oscillators that follow Osc 1 pitch, with increasing amounts of
detuning as more oscillators are blended in. This creates a richer, fuller sound. With Spread all the way to the left, you hear a
single oscillator. As you turn Spread to the right, more oscillators are added, with greater detuning and stereo spread.
Sync (Osc 2 only) Enable this option to restart Osc 2's waveform each time Osc 1's waveform repeats. This is a classic ana-
log synthesis technique, creating rich harmonics and a sharp and strident sound. This is further expanded when pitch mod-
ulation is applied to one or both of the oscillators with an LFO or envelope.
Sub Each of Mai Tai's oscillators has an attached sine wave sub-oscillator, which plays the same relative pitch as the main osc,
but an octave down. This control lets you blend in the signal from the sub-oscillator, which is a nice way to add additional thick-
ness and fullness to your sound, without having to dedicate the second main oscillator to the task.
Noise Generator
The Noise section is a noise generator that can add texture and character to your sounds. The Noise module offers the following con-
trols:
Bypass Click the [Noise] button to turn Noise on or off.
Level Lets you set the volume level for the noise generator.
Pan This control lets you position each oscillator separately in the stereo field, from left to right.
Color Lets you set the timbre of the noise from dark to bright.
Character
The Character processor is one of the unique features of Mai Tai, offering a range of waveshaping effects that broaden its tonal range.
The Character module offers the following controls:
Bypass Click the [Character] button to turn the Character processor on or off.
Mode Menu Choose from a range of different spectral and formant processing modes.
Analog Color These character modes emulate a variety of characterful analog audio circuits. In the following
modes, the Sound knob blends between two different circuits, with distinct effects on sound.
Ardency
Bassmoderator
GrandClass
Formant These character modes effect the sound using formant-shifting techniques. In the following modes, the
Sound knob sweeps through the range of formants.
CharacterSaw
Subvox
Talky
Voxil
Harmonics These character modes generate harmonics and spectral effects. In the following modes, the Sound
knob sweeps through the range of harmonics.
Ampog
Fuzzarmonics
Filter
Mai Tai offers a versatile Filter, which lets you shape and enhance your sounds. The filter is often one of the most important defining ele-
ments to the sound of a subtractive synthesizer, and likewise, this filter's unique characteristics have much to do with the sound of Mai
Tai. The Filter offers the following controls:
Bypass Click the [Filter] button to turn the filter on or off.
Filter Mode Choose from the following filter modes, each with its own sound-shaping characteristics.
LP 24dB Ladder This mode emulates a classic 24dB-per-octave low-pass filter based on a transistor-ladder con-
figuration, as found in many classic synthesizers. This type of filter allows frequencies below the chosen Cutoff fre-
quency to pass through, which cutting frequencies above Cutoff at a rate of 24 decibels per octave—a fairly
aggressive slope.
LP 24dB Zero This is a 24dB-per-octave low-pass filter, based on a zero-delay-feedback architecture that closely
models the tone and modulation behavior of analog filters.
LP 12dB Ladder This is a low-pass filter with a 12dB-per-octave curve, which cuts frequencies less aggressively
than the 24dB filters.
BP 12db Ladder This is a high-pass and low-pass filter in series, known collectively as a band-pass filter. It allows a
selected band of frequencies to pass through, then cuts frequencies above and below that band at a rate of 12
decibels per octave.
HP 12dB Ladder This is a high-pass filter with a 12db-per-octave slope. This lets frequencies above the chosen
Cutoff frequency pass through, while cutting frequencies below Cutoff at a rate of 12 decibels per octave.
Cutoff This lets you set the corner frequency of the filter—the point in the slope of the filter at which the filter cuts incoming
audio by 3dB. In the case of the Band-Pass filter, this sets the center frequency of the passed frequency band.
Soft This control lets you switch between two differing analog-modeled processing circuits within the filter. Engage Soft for a
mellower, darker tone. Disengage it for a brighter, more aggressive sound.
Drive This lets you specify an amount of filter overdrive, to add fullness and saturation artifacts to your sound.
Punch This control lets you add a range of percussive attack to the start of each note. At the lowest setting, dynamics are
unchanged. At higher settings, the sound becomes more aggressive and more readily pops through the mix.
Resonance (Res) This lets you set the amount of resonance in the filter, which is an emphasis centered on the chosen cutoff
frequency. At lower settings, the filter cuts frequencies smoothly. As you increase Res, the emphasis at the cutoff frequency
becomes more pronounced, able to mimic resonances such as those in voices or acoustic instruments, as well as many classic
LFO stands for Low Frequency Oscillator, and they work very much like Osc 1 and 2 in Mai Tai, only slower. Standard oscillators are
used mainly to create audible pitched tones, LFOs create slow-moving regular cycles of control signal that are useful for modulating
other parameters over time. One common example is the way many synth patches respond when you move the Mod Wheel up from
zero; the pitch of the oscillators wavers up and down in an expressive manner, much like the sound of vocal vibrato. This is simply an
LFO modulating oscillator pitch to a degree set by the position of the mod wheel.
LFO 1 and 2 have identical controls, so the following explanations apply to both:
Bypass Click the [LFO 1] or [LFO 2] button to turn the LFO on or off.
LFO Type Choose between Sine, Triangle, Sawtooth, Square, and Sample & Hold shapes, for the oscillation of the LFO.
Rate This control lets you set the rate at which the LFO oscillates, from inaudibly low (0.01 hz) for long, sweeping changes, all
the way to higher ranges (up to 8 kHz) useful for FM techniques. When the [Sync] button is engaged, Rate can be set in terms
of rhythmic values relative to Song tempo, such 1/8th-note and 1/4-note.
Sync Engage this option to enable setting LFO Rate to a rhythmic value (such as 1/8th-note or 1/4-note) relative to Song
tempo. Disengage to set Rate by Hz.
Key Engage this option to bind LFO speed to incoming note pitch. Higher notes result in higher LFO speeds, while lower notes
result in lower LFO speeds.
Free Engage this option to let the LFO run continuously, resulting in a differing LFO start point for each note played. Dis-
engage to restart the LFO waveform at the start of each note.
Delay This control lets you specify an amount of time (in milliseconds) for the LFO to wait before becoming active after a note is
played. This lets you do things like adding a bit of expression to held notes, or creating layers of modulation that start at different
points in each note by setting distinct Delay values for each LFO.
Envelope generators are a vital part of sound synthesis, giving us the ability to shape the amplitude and timbre of our sounds within the
time-scale of each note. Mai Tai has three envelope generators, labeled Amp Env (so named because it is hard-wired to amplitude),
Env 2 (which is often routed to filter cutoff, for timbral shaping), and Env 3.
All three Env modules are triggered when a note is played. Each Env then outputs a control signal that follows the shape set by the fol-
lowing controls:
Attack (A) This control lets you set the time required for the envelope to go from zero (silence) to full amplitude, in a range
from 0 ms to 20 seconds.
Decay (D) This control lets you set the time required to drop from full amplitude to the sustain level, in a range from 0 ms to 20
seconds.
Sustain (S) This control lets you set the signal level that is maintained from the end of the decay period, until the key is
released, in a range from -∞ dB (silence) to 0.0 dB (full amplitude).
Release (R) This control lets you set the time required to fall back to silence after the key is released, in a range from 0 ms to
30 seconds.
Delay (△ - Env 2 and 3 only) This control lets you specify a length of time (in ms) for the Env to pause before starting its
attack phase after a note is played. This can assist in creating evolving sounds, where cycles of modulation occur at differing
times over the length of a note.
Global Settings
The following Global parameters let you configure Mai Tai's overall behavior and capabilities, to meet your needs:
Volume This control lets you set the total output volume, in a range from -∞ dB (silence) to +6.0 dB (six decibels above unity
gain).
Velocity This control lets you set the degree to which Mai Tai's volume is affected by note velocity, from zero (no velocity sens-
itivity) to 100% (full velocity sensitivity).
Poly, Mono, and Glide Enable Poly mode to allow polyphonic playing (more than one note at a time). Enable Mono mode to
play just one note at a time. When in Mono mode, you can enable Glide to cause the pitch to sweep smoothly from that of the
currently held note to that of the next note, when played legato (one note played while the previous note is held). The Glide
knob lets you set the rate of pitch change over time, from 1 ms to 1 second.
Voices This parameter lets you set the level of polyphony (number of available simultaneous voices) for Mai Tai, in a range
from 1 to 32. Note that this control has no effect when in Mono mode (in which there is only one voice available, by default).
Quality Choose from a variety of sound quality modes to suit the power of your CPU and your taste in synth timbres. The fol-
lowing modes are available:
80s The simplest and most CPU-efficient of the modes. High-frequency modulation can create harsher, more typ-
ically "digital" artifacts in this mode, much like some early digital synths of the 1980s.
Effects
Mai Tai offers seven effects processors to add dimension to your sounds. They are arranged in two banks: FX A (Modulation, Delay,
and Reverb) and FX B (Gater, EQ, Distortion, and Pan). You can enable or disable each effect by clicking its name. You can show or
hide the Mod/FX section of the plug-in window by clicking the [Mod/FX] button.
Modulation
This processor creates time-based modulation effects. Choose from the following modes by clicking the [Chorus], [Flanger], or
[Phaser] button:
Chorus This processor creates effects similar to that of multiple identical instruments playing the same part simultaneously.
The synth signal is fed through a short, modulated delay, which is then mixed with the dry signal. Chorus offers the following
controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Delay This control lets you set the length of the modulated delay. Higher settings create full-bodied chorusing effects,
while lower settings create more pronounced harmonics, akin to the effects of a Flanger.
Speed This control lets you set the speed at which the delay line is modulated. Lower settings create slow, sweeping
effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the delay line is modulated. Lower settings produce subtler chor-
using effects, while higher settings produce more pronounced changes in timbre over time.
Depth This control lets you blend between the dry signal (all the way left) and the chorused signal (all the way right).
Flanger This processor creates resonant, hollow-sounding sweeping effects. The synth signal is fed through a short, mod-
ulated delay, which is mixed with the dry signal. While similar to the workings of a Chorus effect, Flangers get their signature
sound by employing smaller delay times than those used in chorusing, combined with a feedback system that can add extra res-
onance to the sweep. Flanger offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Delay This control lets you set the length of the modulated delay (in ms), which changes the pitch of the resultant res-
onance. Higher settings create lower-pitched resonance, while lower settings create resonances at a higher pitch.
Speed This control lets you set the speed at which the delay line is modulated. Lower settings create slow, sweeping
effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the delay line is modulated. Lower settings produce subtler
flanging effects, while higher settings produce more pronounced changes in timbre over time.
Feedback (FB) This control lets you set the amount of output signal to feed back into the Flanger. Higher amounts of
Feedback add to the resonance of the sweeping effect.
Sync Engage this option to enable setting Flanger modulation speed to a rhythmic value (such as 1/8th-note or 1/4-
note) relative to Song tempo. Disengage to set Rate on a continuous scale.
Depth This control lets you blend between the dry signal (all the way left) and the flanged signal (all the way right).
Phaser This processor creates dreamy, otherworldly sweeping effects. The synth signal is fed through a series of all-pass fil-
ters that alter its phase. When mixed with the dry signal, this creates a series of peaks and valleys in the frequency response
that changes depending on the degree of phase shift applied. Phaser offers the following controls:
Delay
This processor creates an echo effect, either as a single delayed repeat of the input signal, or a trailing series of echoes. The Delay
effect offers the following controls:
Low and High These controls let you set the cutoff frequencies of the provided high-pass and low-pass filters, which effect
only the delayed signal.
Delay Time This control lets you specify the length of the delay effect, in rhythmic values (such as 1/8th-note or 16th-note) rel-
ative to the tempo of the Song.
Feedback (FB) This control lets you set the amount of effected signal that is fed back into the Delay effect. At zero, there is just
one repeat. As you increase the value, the trail of repeats grows.
Mix This control lets you blend between the dry signal (all the way left) and the delayed signal (all the way right).
Ping-Pong Mode This menu lets you enable and configure the stereo Ping-Pong delay mode. You can choose from the fol-
lowing modes:
Off The delay works as normal, without ping-pong functions.
Panned Using a multi-tap delay structure, this mode pans each delay repeat to the right or left, in sequence.
Dotted and Double These modes work similarly to Panned mode, but employ staggered spacing of the delay taps
to produce a dotted-note or syncopated straight rhythm in the delay repeats.
Reverb Enable this option to route the output of the Delay effect to the Reverb effect, enabling further diffusion and abstrac-
tion of the delay signal.
Reverb
This effect places the synth signal within a synthesized reverberant physical space, ranging from short reverbs that emulate smaller
rooms, to long reverbs that evoke the sounds of large spaces, such as halls and cathedrals. Reverb offers the following controls:
Pre-Delay (Pre) This parameter lets you specify an amount of delay applied to the reverb-processed signal, in a range
between zero and 500 ms. This emulates the delay inherent in large spaces between the impact of a sound and its audible
Gater
This is a rhythmic gating effect, able to create a series of syncopated breaks in the synth signal. A variety of presets are provided, each
with a different rhythmic gating pattern. However, the fun really begins when you create your own. Gater offers the following controls:
Beats This control lets you set the length of the gating cycle, in rhythmic values (such as 1 bar or 1/2-note) relative to Song
tempo. For example, at a setting of 1 bar, the 16 steps in the cycle repeat every bar, effectively representing 16th-notes. At a
1/2-note setting, the 16 steps repeat each half-bar, representing 32nd-note values.
Beat Steps This grid lets you specify which steps in the cycle lets signal pass through, and which gates the signal to silence.
Click on a step to enable or disable gating for that step.
Stereo Engaging this option creates a separate beat grid for each side of the stereo field. When engaged, you'll see two rows
of beat steps, the top row specifying gate steps for the left channel, and the bottom row gating the right channel.
Depth This control lets you blend between the gated and dry signals, allowing for rhythmic gating effects while retaining the
continuity of the synth sound.
EQ
This is a graphic equalizer effect, perfect for quick tonal shaping. Set the EQ bands to emphasize or attenuate bands of frequencies to
suit your needs. When a band is in the center of its range, it neither adds nor subtracts. When moved above the center, it emphasizes
the chosen frequency. Moved below the center, it attenuates that frequency.
Choose between Lead mode, with frequencies chosen to suit aggressive, up-front sounds, or Bass mode, with wider-ranging fre-
quencies that work better for basses and mellower chordal parts.
Distortion
Pan
This is an auto-pan effect, which pans the synth signal left and right over time. Pan offers the following controls:
Speed This control lets you set the speed at which the signal is panned left and right.
Sync Enable this option to set pan speed to a rhythmic value (such as 1/4-note or 16th-note) relative to Song tempo. Disable
this option to set pan speed along a continuous range.
Depth This control lets you set the degree to which the signal is panned. Lower settings give a subtly panned effect, while
higher settings pan the signal more radically, all the way to fully left and right in each cycle.
Modulation Matrix
Mai Tai provides 16 configurable modulation routings, in two banks of eight (Mod A and Mod B). Modulation signals can be routed from
a selection of incoming MIDI controller signals (such as Pitch Bend, Mod Wheel, and Aftertouch), modulation generators (such as the
LFOs and envelopes), or the pitch or velocity of played notes.
These modulation signals can be used to vary most of the parameters throughout Mai Tai, including modulation sources themselves
(such as LFO 2 modulating the rate of LFO 1, or the Decay of Env 2)
Each modulation slot has a bypass button at the top, which lets you enable or disable the flow of modulation signal. Below that are the
input selector and modifier selector. If you assign a modulation source to the input selector only, that signal is routed directly to the
chosen destination. In some cases, you’ll want to govern the flow of one mod source before it reaches its destination, using the signal
from another mod source. For example, you may want to control the output level of LFO 1 (routed to a parameter such as oscillator
pitch) with the Mod Wheel. In this case, you'd choose Mod Wheel with the input selector, and LFO 1 with the modifier selector below.
Below that is a slider that controls the amplitude and polarity of the modulation signal. Set at its center, no modulation occurs. Move the
handle right of center to send an increasing amount of the modulation signal, at its normal (positive) polarity, to the chosen destination.
Move it left of center to send the signal to its destination with a negative value.
If the parameter you wish to modulate is set to a high value, you may want to send a negative modulation signal to it, driving the setting
downward and causing more audible effects. Positive-going modulation signals are more efficient when modulating parameters set to
low values.
A selector at the bottom of each modulation slot lets you choose the destination of the chosen modulation signals.
Virtual Keyboard
The virtual keyboard lets you easily click to play notes or manipulate the Pitch and Mod wheels, while auditioning or editing patches
when you're away from a MIDI keyboard. The keyboard display also shows you which notes are currently being played.
Note that for a more playable keyboard experience when away from your MIDI controller, you can also use Studio One's Use Your
Computer Keyboard as a MIDI Keyboard to play notes using your computer's keyboard.
Next to the virtual keyboard is the Bend parameter, which lets you set the pitch bend range of the Pitch wheel, in semitones.
Mojito is a simple, monophonic, subtractive synthesizer with effects that is capable of generating a wide range of sounds. It models a
classic analog synthesizer and features a low-aliasing oscillator and a 24 dB filter emulation. Mojito can generate killer bass sounds,
lead sounds, and special effects.
Interface
Mojito is organized into Oscillator (OSC), Amplifier (AMP), Filter (FLT), and FX sections, with easy-to-use, yet powerful controls.
Oscillator
Mojito’s Oscillator section is on the upper left of the plug-in window. Here you can set up the harmonic content of the sound source. The
basic controls are the three large knobs on top: Pitch, Wave, and Width.
Pitch Adjusts the frequency from one octave below to one octave above the played note. Note that this affects the cutoff fre-
quency only via key tracking. Pitch is modified by the pitch-bend wheel (± 2 semitones).
Wave Selects between a sawtooth wave and a pulse wave. These two waveforms have a rich and regular harmonic content,
making them classic sources for subtractive synthesis. Sawtooth waves contain the fundamental and all harmonics whereas
pulse waves have only the fundamental and odd harmonics. Mixed settings effectively adjust the level of the even harmonics.
Width Adjusts the pulse width of the pulse wave from almost zero to square. This adjusts the balance between the fun-
damental and the higher and lower harmonics.
Below the three main OSC controls is a smaller row of knobs that adjust how much the oscillator settings are modulated. The speed of
the modulation is adjusted using the LFO Speed controls, located to the right of these knobs. The LFO can be synced to tempo or it can
oscillate with a freely adjustable period. Use the modulators to create chorus-like or string-like sounds, vibrato, and other familiar mod-
ulated sounds.
There is also a Sub Oscillator knob, which can be adjusted from 0 to 100% to add more low frequency content to the sound.
The Portamento section lets you control pitch slewing between notes. Using the mode selector, you can choose between three modes:
Off A note that is played while another note is playing silences the previous note and trigger the new one.
Legato An overlapped note does not trigger a new envelope but the pitch slowly changes to the pitch of the new note.
Retrigger An overlapped note retriggers the current envelope, starting at its volume at the moment it is retriggered. This also
slowly changes the note’s pitch. Note velocity is not applied or updated for overlapped notes.
The Time knob adjusts the glide speed (that is, the duration of the pitch change) when using portamento. The range is from 5 ms to 1 s.
Amplifier
Below the Oscillator section is the Amplifier section. This consists of a Gain control, which responds to MIDI Volume messages, and a
Velocity-to-Volume control, which modulates the volume of a note in response to key velocity.
The most important part of this section is the ADSR envelope. (“ADSR” stands for “Attack, Decay, Sustain, Release.”) With these four
sliders, you can adjust the amplitude characteristics over time. These characteristics play a huge role in defining the overall sound. The
ADSR envelope can control the volume of a played note and can also control the filter cutoff.
Filter
The section on top of the right side of Mojito only affects the resonant 24 dB low-pass filter.
Reso Controls the resonance of the filter, which is an amplification, or emphasis, of the signal at the cutoff frequency.
Note: If the amount of resonance of a filter is raised high enough, the filter begins oscillating at the cutoff frequency,
thus generating its own waveform. Be careful: this can be loud!
Drive Controls the amount of filter drive from 0 to 100%.
Cutoff Knob Controls the corner, or cutoff, frequency, which is the point above which frequencies are attenuated. The range
is from 20 Hz to 16 kHz.
The other controls affect the modulation of the cutoff frequency.
Key Controls how much the played note scales the cutoff frequency.
Velo Controls how much the velocity of the played note shifts the cutoff frequency up or down.
Envelope Controls how much the ADSR envelope shifts the cutoff frequency up or down.
LFO Controls the amount of shifting that the filter LFO applies to the cutoff frequency. The LFO can either be synced to tempo
or it can oscillate with an adjustable period.
FX
On the bottom right is a small effects section where you can apply a modulation effect to enliven or broaden the sound. Mod Depth con-
trols the amount of this effect. Using Mod Color, you can adjust the timbre from a flanger-like to a chorus-like effect. The modulation util-
izes an LFO that has the same speed as the filter LFO.
Finally, there is an Overdrive, the amount of which is controlled by the Drive control.
Multi Instruments
Sometimes, just one instrument isn't enough to get the sound or functionality you're looking for. You might want each half of the key-
board to trigger a different instrument, or to create powerful layered sounds with multiple instruments responding to your touch sim-
ultaneously. Creating flexible, playable instrument configurations with multiple plug-ins, keyboard splits, layers, and real-time Note FX
processing is easy using the Multi Instrument function in Studio One.
To simplify the process of controlling multiple instruments and effects at once, we've included a page of Macro Controls you can assign
to parameters in any plug-in hosted in the Multi Instrument, giving easy access to vital parameters without the need to open multiple
plug-in windows.
Each instance of Multi Instrument can host multiple plug-in instruments and Note FX processors. Before any devices are added, the
routing matrix in the center of the main control window is empty. To add an instrument, click the [Add Instrument] button and select the
instrument of your choice from the menu. Once the instrument is loaded, its editor window is displayed. You can also simply drag instru-
ments from the Instruments tab of the Browser directly into the routing matrix.
The chosen instrument appears as a module in the routing matrix, with a line leading to it, signifying the flow of note and control data to
that instrument. If you add additional instruments, the line splits, to show the flow of data to each instrument.
To bypass or enable an instrument or Note FX module, press its Activate button.
To open the editing interface for an instrument, double-click on its name, or click the small triangle on the right of the module and choose
Edit... from the pop-up menu. To rename an instrument or Note FX module, choose Rename... from its pop-up menu. To remove an
module, choose Remove from its pop-up menu.
Note FX Splitters
To affect two instruments in tandem with one Note FX module, you'll want to use a Splitter. To add a Splitter to the matrix, click-and-
drag the Drag Splitter button, and place your Splitter between the two chosen instruments. Any Note FX placed above the Splitter
affects all note data running to the two instruments, for simultaneous chord generation, arpeggiation, and so on.
By default, each instrument in a Multi Instrument receives note data from the full range of the keyboard. If you want to split the keyboard
into distinct ranges (such as synth bass on the left side, and piano for the right hand), or simply specify an instrument's playable range,
you can use the range sliders, just above the virtual keyboard display.
Each instrument in a Multi Instrument has a range slider that specifies the range of keys in which that instrument is allowed to play. Click-
and-drag the ends of each range slider until the desired range of keys is selected for each instrument.
If two or more instruments overlap in their ranges, those sounds are layered when keys in overlapping ranges are played. Layering can
be useful for building rich, complex tones from multiple sources.
Given that a Multi Instrument may contain several instruments and a selection of Note FX and audio effects, we've included a set of
assignable Macro Controls in each Multi Instrument (much like the Channel Editor and Macro Controls controls you'll find in the
Console). This lets you assign often-used parameters throughout all devices in your Multi Instrument to a single page of knobs, buttons,
and X/Y pads.
To show the Macro controls, click the Instrument Macro button in the Multi Instrument editor window. To assign an instrument or effect
parameter in your Multi Instrument to an Instrument Macro control, [Right]/[Ctrl]-click the control element in the plug-in, and choose
Connect [parameter name] to Instrument Macro Control [control of choice]. Your choice of assignments is displayed next to each
Macro control.
[Right]/[Ctrl]-clicking a control that is already assigned to a Macro gives you the option to break that connection.
For more on the use of Macro Controls, see Channel Macro Controls.
Note FX
Note FX are real-time effects processors that change and reinterpret incoming note data before it reaches your choice of plug-in instru-
ment or external MIDI device. Arpeggiator, Chorder, and Repeater are most useful for creative expansion and adaptation of note data.
Input Filter is a utility processor that limits note output to a selected range of note and velocity values. You assign Note FX to Instrument
Tracks in the Note FX section of the Track Inspector. For more information, see Track Inspector.
Once you've loaded one or more Note FX processors onto an Instrument Track, you can quickly access the related settings by clicking
the Note FX Editor button on the control area for that Track in Arrange view. You can also access these settings by double-click-
ing one of the processors in the Note FX section of the Track Inspector.
You can save and load Note FX settings as presets, just as you can with other instruments and effects. For more information on saving
and loading presets, see the Signal Routing chapter.
Rendering Note FX
If you wish to make the effects of Note FX processing permanent (part of the note data, rather than a real-time process), select the
Track and navigate to Event/Render Instrument Tracks, or [Right]/[Ctrl]-click the desired Part in Arrange view and choose Instrument
Parts/Render Instrument Tracks from the pop-up menu.
This also makes permanent any transposition or velocity changes you've made within the Inspector view for the track.
Arpeggiator
Arpeggiator turns chords (as well as single notes) into arpeggios—rhythmic cycles of single notes, derived from the notes currently
held. Like the arpeggiator functions found in many synthesizers, Arpeggiator creates repeating patterns of notes that can travel
upwards in pitch, downwards, up-and-down, down-and-up, or in a randomized pattern. You can also use Arpeggiator to play repeated
patterns of whole chords, or note patterns that follow the order in which notes are played.
Going beyond the basics, you can use the Pattern function to create rhythmic patterns of velocity and note length that the arpeggio fol-
lows as it plays, opening many creative options for repeating musical articulations.
The following parameters and functions are available in Arpeggiator:
Chorder
Repeater
Input Filter
Input Filter lets you filter out unwanted notes before they reach your instrument or MIDI device. You can specify a range of note pitches
to allow, and a range of note velocities to allow, and all notes that fall outside of either of those ranges are stopped. The following para-
meters are available in Input Filter:
Import Video
The simplest way to import a video file is to drag-and-drop it from the File Browser into the arrangement. Supported video files appear
in the browser with a Film Strip icon. You can also use the Import Video menu in the Video Player to import any supported video file.
Drag a video file from the File Browser to the arrangement to import the video file to the Video Player. When doing this, note that the
position to which you drag the video is used to set the offset for video playback. For instance, if you drag-and-drop a video to 10 seconds
in on the timeline, the offset is set at 10 seconds, and video playback does not begin until that position is reached.
Sync to Video
Once the video has been imported, as long as the Online button in the Video Player is engaged, Song and video playback will be in sync.
When you locate the timeline cursor while stopped or during playback, the video adjusts to the correct frame.
When video playback starts, a small amount of data needs to be pre-loaded. Should there be a resulting timing offset between the video
and Song playback, Studio One syncs the video during playback. This may cause the picture to jump a little after start, which is normal.
For a smooth start of video playback we recommend that you stop, locate, and then start.
In common practice, it is good for you to know the frame rate of the video you are working with, and to set that frame rate in the
Song/Song Setup/General menu. You may choose from 24 fps, 25 fps, 29.97 fps, 29.97 dfps, 30 fps, and 30 dfps. Ideally, you should
have a reference timecode burned into the video itself so that you can compare the Song frame position with the video timecode pos-
ition and ensure accurate frame sync.
There are many situations in which importing data from one Song to another can be useful. Whether you want to create an alternate
version, re-use musical content in a new composition, or bring in useful non-musical content, you can make that happen with the Import
Song Data function. Apart from Audio and Instrument tracks, you can also import the Tempo Track, Marker Track, and Chord Track
from one Song to another.
To begin, navigate to Song/Import Song Data and choose a .song file from your file system to open the Import Song Data window. You
can also reach this function by navigating to the song of your choice in the Files tab of the Browser, [Right]/[Ctrl]-clicking a .song file and
choosing Import Song Data from the pop-up menu.
The Tracks column on the left lists the available tracks in the Song. Click the check boxes next to the Tracks of your choice to mark them
for importing.
The Track Options section lets you choose whether or not to import the Events, Layers, or Automation from the selected tracks. This
lets you do things like reusing the track structure of a Song as a template for a new Song without bringing in any musical data, or for strip-
ping extensive automation data when starting an alternate mix.
In the Media Options section, you can choose whether or not to copy the related media files from the original Song to the new one.
In the Console Options section, you can choose whether to bring over Volume & Pan settings, Inserts, Sends, and Instruments to the
new song. Feel free to exclude any of these elements if you want to start fresh.
Once you've selected your desired Tracks and selected your chosen options, click [OK] to import the Tracks to the current Song.
Exporting AAF
To export a Song in AAF format, navigate to File/Save As... and choose "AAF File (*.aaf)" from the [Save as type:] selector. Select a tar-
get location and choose a name for your new AAF file, then press Save. Then, you have a few useful options to choose from:
Embed audio Store WAV and AIFF files from your Song within the exported AAF file. If disabled, references to files are used
instead.
Split stereo tracks Convert stereo tracks to mono pairs. This ensures compatibility with applications which do not support
import of stereo tracks.
Convert audio files Create copies of all audio data in a different format for export.
Trim audio files Discard silent regions in audio files to reduce the file size of your AAF project.
Export pan Include pan automation in your AAF export. Some DAWs do not accept pan automation in AAFs, so if you have
trouble importing your AAF, try re-exporting it with this option disabled.
Legacy mode Enable to improve compatibility with older applications.
Note that AAF only recognizes standard audio files, so you may want to render your Audio and Instrument Tracks as continuous audio
files before exporting the AAF. One easy way to do this is to save a copy of your song to use for export, then select all of your Song con-
tent and navigate to Event/Bounce Selection (or [Right]/[Ctrl]-click one of the selected Parts and choose Bounce Selection from the
pop-up menu). Then, just remove any Instrument Parts that were bounced, and your Song is ready to export.
Importing AAF
To import an AAF into Studio One, open or create a Song, then simply drag-and-drop the AAF file onto the timeline. You can also
import an AAF by navigating to File/Open and choosing the AAF file, or by double-clicking the AAF file in your file system. Any available
audio tracks and one video track referenced in the AAF are added to your Song.
Note that only one video file can be imported, so if the source project contains multiple video clips, they should be consolidated in the ori-
ginal NLE or DAW before the AAF is exported. Only the raw video is imported, without any filters or VFX.
6
64-bit mix engine 25
A
Advanced Options 22
Audio Effects
Ampire XT 226
Analog Delay 223
Auto Filter 248
Beat Delay 224
Binaural Pan 238
Bitcrusher 229
Channel Strip 238
Chorus 249
Compressor 231
Console Shaper 234
Dual Pan 239
Expander 232
Fat Channel 239
Flanger 249
Gate 233
Groove Delay 225
IR Maker 222
Level Meter 220
Limiter 234
Mixtool 246
MixVerb 252
Multiband Dynamics 236
OpenAIR 253
Phase Meter 218
Phaser 250
Pipeline 255
Pro EQ 246
Red Light Distortion 230
Room Reverb 254
B
Bend Panel 80
Bouncing 143
File Management 145
Browser 111
Audio Effects 114
Importing Files 118
Pool 125
Virtual Instruments 112
Burn an Audio CD 212
C
Control Link 191
Focus Mapping 194
Global Mapping 194
Cue Mix 55
E
Editing 61
Arranger Track 132
Audio Editor 87
Bend Markers 79
Comping 76
Detect Transients 79
Edit Groups 73
Event Volume Envelopes 63
Events 61
Explode Pitches to Tracks 69
Music Editor 88
Nudge 68
Scratch Pad 134
Slip 67
Snapping 62
Strip Silence 69
Tab to Transient 79
Timestretching 74
Tools 62
Transient Detection and Editing 78
Transpose 67
Export
Export a MIDI File 121, 318
Export Stems 178
F
FaderPort 17
Folder Tracks 145
FX Chain 161
I
Inserts 156
Inspector 84
Event Inspector 86
Track Inspector 84
Instrument Track
Configuring an Instrument Track 44
Creating an Instrument Track 43
Monitoring 46
Record Enabling 46
K
K-System Metering 172
Key Commands 26
Mapping 27
M
Macro Controls 164
Marker Track 174
Mastering 203
Automatic Update of Mastering Files 214
Splitting Tracks 208
Track Markers 208
Track Sequencing 207
Meta-Information 177
Mixing
Automation Modes 150
Bus 150
Channel Types 150
Console 149
Faders 149
FX Channel 150
Mix Engine 25
Mute/Solo 150
N
Note FX 310
Arpeggiator 310
Chorder 311
Input Filter 313
Repeater 312
P
Pages
Project 36
Quick Switch 37
Song 35
Start 33
Peak Meter 171
Performance Monitor 11
Pitch Correction 100
Presets
Use and Create Presets 40
Project 203
Q
Quantize 81
Swing 66
Quantize Panel 66
R
Recording
Activating Recording 47
Audio Tracks 39
Auto Punch 48
Input Quantize 52
Loop Recording 50
Loop Record Takes and Mix 52
Metronome 48
Note Erase 53
S
Setup 7
Audio Device 7
Audio IO 12
Control Surfaces 16
MIDI Devices 13
System Requirements 7
Sidechain 160
Song
Creating a New Song 19
Sound Sets 18, 116
SoundCloud 177, 213
Studio One Artist 7
Studio One Professional 7
T
Tempo Track 130
Time Signature 131
Track Layers 54
Track List 147
Track Transform 82
V
VCA Channels 169
Video
Import Video 315
Sync to Video 316
Video Playback and Sync 315
Z
Zoom 102
© 2019 PreSonus. All Rights Reserved. The following are trademarks or registered trademarks of PreSonus Audio Electronics, Inc., all
rights reserved: AudioBox, Capture, FireStudio, MixVerb, TriComp, PreSonus, SampleOne, StudioLive, Studio One, and XMAX. Mac,
Mac OS, and Macintosh are registered trademarks of Apple, Inc., in the U.S. and other countries. Windows is a registered trademark of
Microsoft, Inc., in the U.S. and other countries. Other product names mentioned herein may be trademarks of their respective com-
panies. All specifications subject to change without notice.