no such thing as punch in/out in Vegas as they use a whole different approach with events that is much better. use the help section in the application, it's very well written and will help you figure these basics out. or read the manual and it will explain these basic concepts (such as quantizing the time frame).
Thanks for the reply
Can you tell me the name for punch-in punch-out function in Vegas?
I have the manuel, but I don't know where to look at
It would be easier if I know the name
I'm sick of this "read the manual" crap. Just answer his question. Jesus.
You go thumb through this poorly "arranged" babble wading through the video elements throughout.
I love the "steps" they take you through as well.
I can't remember a specific example without thumbing through it now but it's the equivalant of "To punch in, just place the cursor and punch in".
Personally, I'm not too much a fan of the way vegas handles this within the same track..but it's ok.
I want to hear from MANY of you why you like it.
One way in answer to your question:
Say you recorded a bass track. Then say the bass has a major f-up in the middle..so you want it to record at that spot.
- record enable the bass track again
- for the Bass track, select a region of time to record, for example through only the f-up part (setting in point and out point)
- hit the loop button (annoying way but it's quick in case you want multiple takes in a hurry.)
- then you can drop your cursor for preroll anywhere before and it will keep the selection it will only record through.
- choose the take you want
I wish for more punch in options as well, I wouldnt say its better always, just innovative and different, but traditional methods would be a nice option as well.
For me I usually arm the track, hit " s " to split the event right before and right after the problem area, then click on the area to select it, then hold control and click in front for my preroll, then hit record.
yeah, but the PROBLEM with looped punching is (hello SF?...getting this??)....
As for your preroll, as it comes back around for the 2nd take and up...you don't get your set pre-roll as you did in the first. It just loops back to the beginning of the selection...NOT back to your preroll point.
Unless I'm missing something (hope I am, cause this really blows), there needs to be a quick pre-roll set (button perhaps?) for looped punch-in.
If not, then this should have been addressed a loooooooong time ago.
These are basic recording needs folks.
"yeah, but the PROBLEM with looped punching is (hello SF?...getting this??)....
As for your preroll, as it comes back around for the 2nd take and up...you don't get your set pre-roll as you did in the first. It just loops back to the beginning of the selection...NOT back to your preroll point."
That's exactly what I thought when I tried it out yesterday
It's better to have preroll so I can prepare and have the feeling before the punch in point
But starting from the second take, it becomes awkward 'cause the recording starts right away
It would be good to have better punch in methods.
The way I handle it is by deleting out the "f***ed up bit", inserting and arming a fresh track underneath, setting the cursor to a good preroll point, loop if desired.
As most of the time there is at least two or three punches, I'll use this second track for all of the repairs, then edit breaths etc., and then render both tracks to a new one. If I'm recording vocals line by line (Not my first choice for recording cohesive vocals, but what the client wants...) I'll open up as many as four or five tracks and record 1st line 1st track, 2nd line 2nd track etc. I find this also makes it easier for the client to see what's going on.
Steve
Yeah, I use that method too, but on a dense track this method get's painful (eg -bass track 1...bass fixs later ending up on track 18...scroll city).
I'd much rather have them put in a feature to allow pre-roll on looped punchins.
It's gotta be possible.
As for the split and record looped...
it still loops back only to the selected in point after the first pass.
How are you avoiding that Pipe?
Plus, anybody hearing any pops at the split points - I have before. Gotta take the time to make sure your at flatline at the splitpoints or it's fuc*ed.
No - the answer is really to fix this (SF). Provide a more robust punch-in method, especially for looped punching. This is why most use a DAW...and most every other app has an easy way of handling it.
Yes I've heard pops as well, for the most part I leave the fade in/out option on and adust the length of the fade to taste. Its a little bit of a pain when doing heavy edditting but still better than leaving a waveform hanging out into space.
Steve
I split an event at the front and end of the area to be punched, then above the timeline I select a chunk of time, hit the loop switch, then hit record. It follows the loop for me and keeps recording
Yeah, ok...but it's easy to de-select the split section (it won't record there unless selected).
Really though splitting isn't my first choice in routes in doing this for reasons mentioned.
yeah it sucks how easy it is to deselect the split sections. ESPECIALLY if you are recording more than one track at once, it becomes a pain! I wish there were a way to record select parts, so they would stay selected even when you click around. Holding control while clicking the cursor around works ok, but you cant do that and hold down the talkback button AND roll the mouse at the same time
If the loop region being small is a problem for multiple-take recording, why not just set a wider loop region? You can then simply drag either end of the take you want to keep to fit the area to be corrected after you're done. You don't even need to pre-roll this way....DE