Question about audio events in Pro 9

Sebaz wrote on 4/25/2009, 9:25 AM
I couldn't find this anywhere, but one feature I would like to see implemented in Vegas which is standard in FCP and PPro, is adding filters to audio events in the same way they work in video events, meaning that you don't have to render the event to a separate file when you apply it, but you can modify it as much as you want, just as you do with filters in video events. Was this implemented in Pro 9?

Comments

blink3times wrote on 4/25/2009, 9:35 AM
You mean real time audio filters and such?

You can already do this in Vegas 8.

Bring up your mixing console and hit "insert fx"

Note: As with other editors (including sound editors like audition), not all effects can be done in real time... but the ones that can will be listed as you hit "insert fx"
Sebaz wrote on 4/25/2009, 9:53 AM
No, I mean real time effects but at the event level, not applied to the whole track, or to the main output as you mention. While sometimes it makes sense to apply effects that way, some other times you might have to correct the audio in just an event or a few events.
IN1ACCORD Productions wrote on 4/25/2009, 10:20 AM
Look at the end of the clip on the timeline. Click on the icon and it will add the effect to just the clip.
Sebaz wrote on 4/25/2009, 11:55 AM
That's only available for video events, not audio ones.
IN1ACCORD Productions wrote on 4/25/2009, 12:37 PM
Sorry, was going on memory. Actually to do real time I have dragged a specific audio clip on the timeline to a new line then add the effects to the line and play looped the audio on the line as I treaked it.

You're right to do this with each clip would be more efficient especially when dealing with multiple clips. It wouldn't effect me as much because I find it safer to keep seperate video and audio events (with their clips) on different lines to avoid confusion when I'm editing to quickly identify rather than mixing good audio with bad.
TheHappyFriar wrote on 4/25/2009, 4:24 PM
Doubt 9 will do this. I remember being shocked it didn't work like Video back in version 3/4. Weird. Maybe I should put that as my #1 requested feature along with the old motion curves showing up in pan/crop like they did pre-5.
farss wrote on 4/25/2009, 4:25 PM
There's a technical reason why you cannot do this, even though you can do it in another SCS product, CD Architect.

Say you add reverb to a clip. That extends the audio beyond the current in/out points of the audio event. How would you expect Vegas to handle this?

Bob.
Chienworks wrote on 4/25/2009, 5:01 PM
Personally i would expect the reverb to continue until it's done, even if it's past the end of the clip. It seems the most sensible thing. However, the reverb should have an option to not do this on an event by event basis for the times when you don't want it.
Jøran Toresen wrote on 4/25/2009, 6:24 PM
Bob, I'm just curious. What is the principal difference: you (pre-) render the audio event and add it as a take, and you "render" it (real time) when you preview the event?

Jøran Toresen
farss wrote on 4/25/2009, 7:09 PM
By my understanding the audio event should not continue beyond the end of the event.
So if you prerender it with reverb it has to be longer than the original event to preserve the reverb at the end of the event. If not, you cut off the reverb.

Simple example. A couple of cymbal hits as individual events on the T/L.
1) Add reverb to each one.
2) Add reverb to the whole track.

The results are different.
In 1) each hit + reverb should be the length of the events.
In 2) each hit could decay into the next hit.

Bob.
Jøran Toresen wrote on 4/25/2009, 7:54 PM
Bob, and my question is: Why do you have to pre render (crate separate takes) to accomplish what you describe? Why is this not possible when Vegas "render" the audio events at the same time as you are previewing (several) events in real time?

Jøran Toresen
Rosebud wrote on 4/25/2009, 8:23 PM
A way to apply real time audio effect to an event, is to use nested project feature.
You have just to add a marker after the end of the audio in the nested project when using fx like reverb.
Ok it’s a poor workaround, not easy to apply to many audio file, but it works.

Gilles.
Sebaz wrote on 4/25/2009, 9:14 PM
There's a technical reason why you cannot do this, even though you can do it in another SCS product, CD Architect.

I guess it would handle it in the same way FCP and PPro do. There's nothing technical to impede it, in fact I remember SCS said it was a requested feature that perhaps would be implemented eventually, I was just hoping it would be rather sooner than later.
farss wrote on 4/26/2009, 4:24 AM
"Bob, and my question is: Why do you have to pre render (crate separate takes) to accomplish what you describe? Why is this not possible when Vegas "render" the audio events at the same time as you are previewing (several) events in real time?"

A fair question. Please keep in mind that I'm only working from a brief answer from SCS and one that was given a long time ago. I could be getting this wrong, this is only my understanding of the issue.

Consider a 1 second audio event. It should only exist for that 1 second, beyond that, nothing, no sound from that event.
I apply reverb to it and render it as a new event and bring that back into Vegas. I now have a say a 10 second event, created from my 1 second original event. I can trim it, add a fade to the end of it etc. All behaves consistently.

If I could simply add the same reverb to my original 1 second event on the T/L how do I control this event?
What should happen if I trimmed that 1 second event?
What if I added a fade to the end of it?

I *think* the issue is that what's on the T/L is what is sent to the track. The output from the track is sent to the FX. The output from the FX goes to the buss or alternatively the mix of one or more tracks is sent to a bus and that in turn has/can have an FX applied to it which in turn can go to another buss or the buss master. Keep in mind that those busses also appear (or can be revealed) on the T/L.

It's pretty much my understanding that to get what you want you have to change the functional design of Vegas. Vegas is a multitracker, not a DAW. It works the same as a traditional audio mixing console and multitrack recorder. It is non destructive. Other products from SCS and others do work differently and can do different things by virtue of their design, they're built from the ground up on a different paradigm. Sorry about my use of that "paradigm" word :)

Probably also worth a look at the signal processing flowcharts in the Vegas manual.

Why is this different to video??

How I see this is that video is totally different to audio. Audio has a temporal component. Sound can and does continue long after what created it, light doesn't behave this way. This is reflected in how we work with these two forms of media. Vegas includes only one temporal video effect, motion blur. It is a applied only to the video buss. Play around with that effect, especially accross a cut.

I'm probably not explaining all this very well but I think if you take the time to experiment and build a few mental pictures you'll get a better understanding of how Vegas works.

Bob.
TheHappyFriar wrote on 4/26/2009, 5:46 AM
Say you add reverb to a clip. That extends the audio beyond the current in/out points of the audio event. How would you expect Vegas to handle this?

Same way as if you added Gaussian blur to a video event: it stops when the event stops.

Audio and video events are exactly the same in how they would react & how they work, they're just treated differently. If you wanted the FX to effect an event longer then it's actual length, either add empty time to the event, have the standard "render as a take" or apply it to the track/buss, which is what adding things to the video tracks/buss is used for.

I'm sure there's logical reason for both to be NOT treated the same way, but why not? Samples, frames, it's all data.