I am an enginner who came from using large mixers, reel-to-reels and punching in on the fly, but am now exculsively a computer-based engineer, using most of SF's products to track, mix, edit and master. My question is: why is there so much talk about a need to punch on the fly in these programs? I'll be the first to admit that I loved being able to punch-in on the fly with reel-to-reel and adat, using my sense of rhythm and musicality, but the medium I use now is a new architecture; a new way of thinking about multi-track recording. I see people asking for "punch on the fly" as though it would somehow be a more accurate or flexible to solution to what we have now. But I say, have you actually learned to punch in with Vegas? Punching in with Vegas offers, among other things, one very powerful feature. The pre-roll of your punch-in point always gets recorded. You are not stuck with the pre-defined split point you created to punch into. Vegas records into the events selected from the point you start recording at, even if that's 10 seconds or a minute BEFORE the start point of that event. So, if you want to use the 3rd or 4th count of the pre-roll that the performer was playing along with, you can, just by pulling out the start point of those events. It will "uncover" the part recorded. You can then create a slight crossfade which you can then slip around to find the best mix between the 1st take and the second (alt-ctrl drag on the crossfade). How much more flexibility could you ask for. On top of that, you can select a time selection to punch into and loop it, thus creating as many takes of that event as you want until you think you've got it right. Then you can simply toggle between the takes (hit "T" while selected on the event). You can even split the event on a word or note and use part of one take and part of another. Same goes for the post-roll. That will record as well to give you more options for a smoother out.
One qualm I have with recording in Vegas is visual. I do with that the event would continue to draw if you record beyond the out point of an event and that brings me to the only reason I can see why punching in Vegas might be problematic for those working in a live studio environment. If you select events to record into, say the chorus of a song, and you're recording and really think the vibe is good, you can't record past the out points of that punch without hearing what proceeds it unless you happen to have those tracks bussed out different outputs and think to quickly mute them so you can keep recording the Live punch. Not sure what can be done about that Sonic?
Anyway, I'd love to heard people's thoughts about this because I see the argument for punching on the fly - especially with the unpredictabililty of when the hard-drive will actually start recording on the fly - as a waste of time and resources for Sonic Foundry and would much prefer that they concentrate on better stability, more plugin support, hardware support, better sync, etc.
Charles
CDM Studios, Inc.
NYC
www.cdmstudios.com
One qualm I have with recording in Vegas is visual. I do with that the event would continue to draw if you record beyond the out point of an event and that brings me to the only reason I can see why punching in Vegas might be problematic for those working in a live studio environment. If you select events to record into, say the chorus of a song, and you're recording and really think the vibe is good, you can't record past the out points of that punch without hearing what proceeds it unless you happen to have those tracks bussed out different outputs and think to quickly mute them so you can keep recording the Live punch. Not sure what can be done about that Sonic?
Anyway, I'd love to heard people's thoughts about this because I see the argument for punching on the fly - especially with the unpredictabililty of when the hard-drive will actually start recording on the fly - as a waste of time and resources for Sonic Foundry and would much prefer that they concentrate on better stability, more plugin support, hardware support, better sync, etc.
Charles
CDM Studios, Inc.
NYC
www.cdmstudios.com