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AudioSnap ► Algorithms and rendering

When you stretch an audio clip, AudioSnap uses a particular formula, or algorithm, to stretch the audio. The best algorithms take the most computing time and power to complete, so if AudioSnap always used the best available algorithms (the iZotope Radius algorithms), you would not be able to play back your clip in a reasonable amount of time to listen to the timing. That’s why you can choose a quick algorithm for “online” rendering (real-time playback), and a different algorithm for “offline” or non-real-time rendering. Offline rendering in an AudioSnap context usually means bouncing to track, but it also refers to other offline processes such as freezing tracks and applying effects. When you do any of these mixdown operations such as bouncing, exporting, or freezing, audio clips use the offline rendering algorithm you have chosen for them.
Note: The Online stretch method is for preview purposes only during playback. The final audio quality will be greatly improved after the Offline stretch method is applied during mixdown/export.
Until your project is mixed and finalized, it is recommended that you use the Freeze function instead of Bounce to Track(s) or Bounce to Clip(s) if you need to temporarily off-load CPU processing power. For details, see To freeze an AudioSnap-enabled clip.
This choice is similar to iZotope Radius Mix, but exposes two parameters:
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Pitch coherence. Pitch coherence preserves naturalness of timbre for pitched solo voices, such as human speech, saxophone or vocals. The default value for this control is 50%. Higher values of pitch coherence will increase phase accuracy but may sound more modulated.
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Phase coherence. When processing stereo or surround audio, Phase coherence helps to preserve the phase relationships between channels. The default value for this control is 50%. Higher values of phase coherence will preserve the phase between multiple audio channels at the expense of slight distortion.
The Pitch coherence and Phase coherence parameters can be adjusted in Edit > Preferences > Audio - Playback and Recording.
Tip: if a clip/track contains a mixture of polyphonic and monophonic parts, you may want to split the parts into separate clips and experiment with different algorithms for each clip.
You can specify the default global online and offline stretch methods in the Preferences dialog box, for both regular audio clips and VocalSync clips.
1.
Go to Edit > Preferences > Audio - Playback and Recording.
2.
Under Stretch Methods, select the desired default Online Render and Offline Render modes. The online render mode is used for real-time playback, and the offline render mode is used for export, freeze, and bounce.
Sonar uses the default stretch methods whenever the Online Render or Offline Render mode is set to Default in the Track Properties Inspector or Clip Properties Inspector (the inherited stretch method name is shown in parenthesis), but you can override the default render modes at the track and clip level.
2.
In the Applies To list, select Global.
3.
Under Stretch Methods, select the desired Online and Offline stretch methods.
3.
In the Applies To list, select Clips.
4.
Under Stretch Methods, select the desired Online and Offline stretch methods.
3.
In the Applies To list, select Tracks.
4.
Under Stretch Methods, select the desired Online and Offline stretch methods.
1.
*
Right-click an audio track, and select Freeze > Freeze Options from the pop-up menu.
2.
Make sure the Track FX check box is cleared.
3.
Click OK to close the Freeze Options dialog box.
*
Right-click the track and select Freeze > Freeze Track from the pop-up menu.
2.
Click the Track view Tracks menu and choose Bounce to Track(s) to open the Bounce to Track(s) dialog box.
3.
In the Destination field, choose the track where you want your new audio clip to go.
4.
In the Source Category field, choose Tracks.
5.
Choose the Channel Format and Dithering options you want.
6.
Enable all the options in the Mix Enables section.
7.
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