Hi)
When in 4 decks mode for example, activating the loop in the nick of time is kinda difficult via mouse..
(I prefer mouse over kb for this task strangely - also, my controller also isnt equipped properly for this)
It would be easier if the easily accessible hot cue buttons were used for the loop section...
Activating the loop and not pressing left or right would be simplified...
Or, just a much bigger activate loop button:p
Cheers)
When in 4 decks mode for example, activating the loop in the nick of time is kinda difficult via mouse..
(I prefer mouse over kb for this task strangely - also, my controller also isnt equipped properly for this)
It would be easier if the easily accessible hot cue buttons were used for the loop section...
Activating the loop and not pressing left or right would be simplified...
Or, just a much bigger activate loop button:p
Cheers)
geposted Mon 27 Oct 14 @ 6:44 pm
Also,
Everytime i activate the loop with "auto Snap Loops" activated, it does not snap to closest beat and i find myself adjusting loop position by 10-30ms nearly everytime..
Everytime i activate the loop with "auto Snap Loops" activated, it does not snap to closest beat and i find myself adjusting loop position by 10-30ms nearly everytime..
geposted Mon 27 Oct 14 @ 7:18 pm
The feature of snapping relies on the beat grid being accurately lined up.
geposted Mon 27 Oct 14 @ 7:20 pm
It should either rely on transients, or the waveform display markers.
Basically, when activated, it should set the start point to the closest marker
(beat grid display squares in waveform)
-> the track plays on and loops at the snapped endpoint
The way it is now, with snap activated, it sets the loop start anywhere i activate it.. Snap to grid totally deactivated so to speak..
Basically, when activated, it should set the start point to the closest marker
(beat grid display squares in waveform)
-> the track plays on and loops at the snapped endpoint
The way it is now, with snap activated, it sets the loop start anywhere i activate it.. Snap to grid totally deactivated so to speak..
geposted Mon 27 Oct 14 @ 7:48 pm
GGCOM wrote :
Everytime i activate the loop with "auto Snap Loops" activated, it does not snap to closest beat
Where are you activating 'auto Snap Loops' ?
geposted Mon 27 Oct 14 @ 8:10 pm
The little blue (when activated) "auto" button in the loop section
(Next to roll)
(Next to roll)
geposted Mon 27 Oct 14 @ 8:33 pm
That's not an auto loop snap, the tooltip will tell you its smart loop and what smart loop does :)
geposted Mon 27 Oct 14 @ 9:56 pm
Ohhh.. Lol... Mmkay.. Thx for clarifiying that :p
In this case, we need auto mini crossfades for start/end of the loop, creating a nullpoint crossing( or get crackles sometimes ) ?
So i would like to suggest said "snap" mode for your consideration:p
Thx again for the insight:p
In this case, we need auto mini crossfades for start/end of the loop, creating a nullpoint crossing( or get crackles sometimes ) ?
So i would like to suggest said "snap" mode for your consideration:p
Thx again for the insight:p
geposted Mon 27 Oct 14 @ 10:10 pm
P.s. -> in 4 deck mode, the tooltip for the auto button says: "Snaps to closest beat"
;)
;)
geposted Tue 28 Oct 14 @ 1:15 am
Thats a typo and will be fixed soon. Snap to beat is something that may be added in a future version. For now, Smart Loop (AUTO indicator in the skins) simply moves the Loop Out point of your manual loop automatically in order a seamless loop to be provided (snaps to the nearest beat length actually).
geposted Tue 28 Oct 14 @ 6:28 am
djdad wrote :
Snap to beat is something that may be added in a future version.
that would be purty kewl... :P
geposted Tue 28 Oct 14 @ 6:36 am