K403/K503 Assignment 5: Digital Performer Audio I
After this assignment, make sure these topics are famliar.
- Importing CD audio
- Soundbites window
- Sequence window
- Edge edit and fades
- Create volume and pan data by drawing
Ripping Audio From a CD
NOTE: Actually, you may want to skip to the
next section, because most of our sound effect CD's, um, left the building.
First, we'll capture some audio from a CD and import it into a Digital
Performer project. This capturing process, known as ripping, is
a digital transfer of samples from the CD to a sound file on the hard
disk.
NOTE:
Do not include copyrighted recordings in a piece of your own without written
permission from the copyright holder! Otherwise, you may be exposing yourself
to legal action in the future. Note that some of the sound effect CDs we
have do not seem to give such permission. (Then what good are they?!)
- Grab a few sound effect CDs from the closet in room 302.
Be sure to put these back when you're done!
- Insert an audio CD into the Mac's CD drive.
Drag a track icon from the CD onto the Desktop. This extracts
the audio for that track into a new interleaved stereo sound file
on the hard disk.
Remember that 1 minute of stereo CD-quality audio takes about
10 MB of storage space. If you want a smaller segment of a track,
trim it in Peak. (You can also extract CD audio using Peak, which lets
you extract only part of a track.)
Grabbing Audio From the Internet
There are tons of places online where you can find sound files of varying
quality. One of the better places is...
SoundSnap
Browse the sounds — you can play them to find out which ones you
like — and then download them as AIFF or WAV files. (Try to avoid
MP3 files, if possible.) These sounds are all free to use.
Here is a
list of other sound sites.
Of course, you can also play with any of the sounds you recorded in
Assignments 1 and 2.
Next we'll import our audio into a new Digital Performer sequence.
Placing a Sound File into a Track
After you import a sound file into Digital Performer, it becomes a
soundbite. (For more on soundbites, see below.) You drag soundbites
into audio tracks to build a sequence. You can drop a soundbite into
your sequence any number of times. Each instance of a soundbite
behaves somewhat like a MIDI note.
- Launch Digital Performer, and create a new project.
- A new sequence file already has some empty audio tracks. The tracks are
either stereo (for 2-channel audio) or mono. The number
of squiggles next to the track name tells you which (1 for mono, 2 for
stereo).
You can use stereo soundbites only in stereo audio tracks, and mono
soundbites only in mono audio tracks. Files ripped from CDs are stereo.
If you need more tracks, create them by choosing Mono Audio Track
or Stereo Audio Track from the Project > Add
Track menu.
- The easiest way to get a sound file into your project is to drag it from
the Desktop into an appropriate audio track.
When you see the light blue rectange, release the mouse button to drop
the file into that track. Digital Performer won't let you drag a stereo
sound file into a mono track, or vice versa, and it won't let you drag a
sound file into a MIDI track.
The imported audio file appears in the track as a new
soundbite; the soundbite refers
to the entire duration of the audio file you imported.
When you import sound files, Digital Performer automatically copies them
into the Audio Files folder inside of your project folder. If a
file is stereo, DP de-interleaves the file — making a pair
of "split stereo" files, one for each channel — and uses these
instead of the original interleaved file.
- Now you can drag the soundbite around in the track, as if it were a MIDI
note. You can create other instances of the same soundbite by
option-dragging it (i.e., holding down the option key while dragging).
- Once in your sequence, the soundbite appears in the SoundBites window,
which you can open by typing shift-B. As you edit soundbites, Digital
Performer will create more entries in the soundbites list. You can
place an instance of a soundbite into a track by dragging its
move handle (the squiggly shape in the MVE column of the
Soundbites window) into a track.
In the Soundbites window, you can click on a soundbite name to hear the
soundbite. (If this doesn't work, click on the speaker icon in the
window's title bar so that it turns yellow.)
CAUTION:
If you double-click on the soundbite name, instead of single-click, then
you'll open a destructive audio-editing window. You don't want to do
anything destructive now, do you? Close that window before it's too
late.
Project Folder Organization
It's important to keep your project folder organized, because otherwise you
will have problems with lost sound files later.
A project folder contains a sequence file, as well as folders for sound
files and other things. Sound files are much larger than MIDI files.
Because a project contains multiple files and folders, you need to be
especially careful about backing up. My recommendation is to keep everything
relevant to the project inside your project folder, and copy this folder to and
from the CECM Server for backup. Keep an extra copy on a USB flash drive or
portable hard drive.
NOTE NOTE NOTE
You should not run your project directly from the CECM Server. Even
though this may work some of the time, it's usually too slow to be reliable,
and you will certainly not be able to record reliably to the server.
You might hear audio drop-outs, or Digital Performer might complain about not
being able to run all the audio effects you want. Never try to run a project
directly from a CD or USB flash drive, which are too slow.
To reduce the chance that Digital Performer will use a sound file on the CECM
Server or your CD or USB drive instead of one on the hard disk, eject all
servers and other disks before opening your sequence file.
Soundbites — What are they?
In Digital Performer, you work with the audio in a sound file using
soundbites. A soundbite is a reference to a portion of a sound file on
the hard disk. For example, say you have a sound file called "locomotive.aif."
It's a 30-second recording of a steam engine, which blasts its whistle for 10
seconds during the middle of the recording. You could make a soundbite, called
"whistle," that refers just to the portion of "locomotive.aif" during which you
hear the whistle.
The soundbite stores the start time of the whistle, relative to the beginning
of the sound file, and the duration of the whistle. (You can see the duration
in the Soundbites window.) When Digital Performer plays this soundbite, it
looks up the timing information in the soundbite, and then uses it to read just
the specified portion of the sound file.
Here's the important part: the soundbite does not contain a copy of the
portion of the sound file. In other words, the soundbite does not
contain audio samples copied from the sound file. It just contains two
references — start time and end time — to the sample data in that
file. This means that the soundbite doesn't take up very much memory or disk
space — nowhere near the amount used by the audio data. It also means
that editing soundbites is very fast, because only the start-time and end-time
references must change, not the actual audio data in the sound file. Soundbites
are the cornerstone of Digital Performer's non-destructive editing
environment: they make it possible for you to cut and paste bits of audio
without ever altering the original sound file.
NOTE:
Soundbite is a Digital Performer term. The same thing is called a
region in Pro Tools and some other software.
Editing with Soundbites
Open the Sequence Editor window by double-clicking an audio track in the
Tracks window. The Sequence Editor shows all tracks, including MIDI tracks,
in one window. This is where you'll do most of your soundbite editing.
You can hide and show audio tracks in the Sequence Editor window in the
same way that you do this in the Mixing Board window: by clicking on
track names at the left of the window. When you first open the Sequence
Editor window, though, it won't show this list of track names. To see
them, click the box icon in the title bar.
There are many ways to edit with soundbites, copying and moving them
around, as well as creating new soundbites that have different
dimensions. (Remember the example of the locomotive whistle above.)
Here are some of the more common editing techniques.
- Drag a soundbite to move it to another place in the same track or
to move it to a different track, just as if it were a MIDI note.
Pay attention to the Edit Resolution controls in the upper right
part of the window.
- Option-drag a soundbite to place a copy of it in another track
or at another time in the same track.
CAUTION:
Click in the waveform part of the soundbite, not in the colored
title bar above the waveform, when you have the option key down.
If you option-click the title bar, you'll be asking to change the
name of the soundbite.
- Control-drag a soundbite to make it snap to the edge of another
soundbite.
- Option-control-drag a soundbite to copy it and snap the
copy to the edge of another soundbite. This is a way to make
repetitive patterns.
- Double-click a soundbite waveform, and then drag across the
waveform to select just a part of it. After you drag, you'll hear
the segment you selected (as long as the speaker icon in the
window title bar is lit up yellow — see the previous
graphic). Then you can cut or copy the selection and paste it
elsewhere, using commands in the Edit menu. Before
pasting, click with the cross-hair cursor somewhere in the empty
space of an audio track. Digital Performer generates new
soundbites as needed.
- Use the Split command (Edit menu) to break one
soundbite into three separate soundbites. Double-click a
soundbite, select part of it, then use the Split command.
- You can change the dimensions of a soundbite by
edge-editing. This means dragging the left or right
boundary of a soundbite to reveal or exclude some of the
underlying audio file. Move your mouse over the left (or right)
edge of a soundbite — over the waveform part of the
soundbite, not over its colored title bar. Your cursor changes
to the edge-edit cursor.
Now click and drag. This changes the start (or end) time of the
soundbite, relative to the start of its sound file.
NOTE:
When edge-editing, don't drag the edge near the top of the
soundbite, since that time-stretches the soundbite instead.
What happens after you edge-edit depends on the state of the
Edge Edit Copy item in the mini-menu. (That's the little
icon just to the right of the close icon in the window title
bar.)
- If it's checked, then dragging a soundbite boundary
creates a new soundbite with the new time range, leaving
the original soundbite definition alone. (Think:
edge-editing copies the soundbite.)
- If it's not checked, then the time range of the soundbite
is redefined. Since this affects all other instances of
the soundbite in all tracks, you need to be careful with
this setting, lest you redefine soundbites that you can't
see in the current view.
Both settings have their place, so you should become very
familiar with them. (You can toggle between them quickly by
holding down the option key while you edge-edit.)
The soundbites Digital Performer creates when you import a sound file
refer to the entire file, whereas the soundbites you make when editing usually
refer to just part of the file. When you edit soundbites, Digital
Performer often creates new soundbites without you knowing about it. This
is convenient, but sooner or later you'll want to manage your huge list of
automatically created soundbites. Choose Select Unused Soundbites from
the mini-menu in the Soundbites window, followed by Remove From List or
Delete (be careful with that one). Try using the View By pop-up
menu near the top of the window. Rename soundbites and sound files by
option-clicking their names in the Soundbites window.
Volume and Pan Automation
You can change the volume and panning of a soundbite while it plays. You do
this either with the Mixing Board window, just as you did for MIDI tracks, or
by manipulating "rubber band" lines in the Sequence Editor window. When using
the Mixing Board window, record-enable automation, play the sequence,
and adjust the fader and pan knob. Here's how to change volume using the
"rubber band" lines.
- Open the Sequence Editor. At the left of each track is a control panel.
A pop-up menu lets you select different editing modes. Normally you'll
see Soundbites here. This mode lets you drag your soundbites
around and edit them.
- Choose Volume from this pop-up menu. Now any soundbites in the
track are dimmed, and you can use the pencil tool to draw a volume line.
(If you don't see the Tool palette, choose Tools from the
Studio menu.) The volume line works by "connecting the dots."
You supply the dots, and the program draws lines between them to ramp
the volume from one setting to another. Digital Performer calls one of
these dots an audio volume event, which you can edit very
precisely, as if it were a MIDI volume controller event.
- The volume lines you've drawn may display as dotted lines. This means
that automation is not play-enabled for that track. If you play
the track, you won't hear any volume changes. You can play-enable
automation using the Mixing Board window, as we did for MIDI tracks. Or
you can use the handy Auto pop-up menu in the Sequence Editor
control panel.
- You can drag the dots around to change the shape of the volume line.
Click on a dot and press the delete key to delete it.
The audio volume event values are expressed in decibels (dB). A value of
0 dB means the audio plays from the disk with no amplitude scaling. If
you shape the line so that it goes above 0 dB, the audio samples will be
multiplied by a factor greater than one, and you could easily cause clipping
(digital distortion). If this happens, the track's meter in the Mixing Board
window will show it.
Panning works similarly to volume:
- Choose Pan from the same editing mode pop-up menu from which
you chose Volume.
- Shape the line just as you did for the volume line. To pan to the left
channel, drag a dot to the top of the graph. To pan to the right
channel, drag to the bottom. The vertical center of the graph
corresponds to the center of the stereo field.
Choose Soundbites from the editing mode pop-up in order to edit
soundbites again.
Shortcut: Hold the option key down while selecting an editing mode (e.g.,
Soundbites, Volume, Pan) from any audio track's popup menu: all
tracks will change to that mode.
Fortunately, audio volume and pan is easier to handle than MIDI volume and
pan, because you don't have to worry about inserting initial controller values,
as you do for MIDI.
Preventing Audio Clicks
If you're listening carefully, you'll probably hear clicks at the start or end
of some soundbites. This usually happens when there is a sharp discontinuity
in the waveform — a common occurrence when splicing bits of audio
together. Sometimes you also want to crossfade two adjacent soundbites;
this smooths the "joint" between them.
You get rid of clicks by applying a volume envelope to a soundbite. Even a
very quick, barely noticeable attack or release can suppress a click. There
are two ways to create these envelopes:
- Volume ramps, as described above — not really recommended for
click suppression.
- Fades, created using the Fade command (Audio menu).
To create a fade, select a brief time region overlapping the start or end
of a soundbite, then invoke the Fade command. Make your selection
in the Sequence Editor for precision. This method is preferable to the
volume ramps, partly because the fades move with the soundbite when you
drag it, but the volume events don't.
There is a graphical shortcut to using the Fade command: move the
mouse over the edge of a soundbite, in the area just between the waveform
display and the colored title bar. When you see the crossfade cursor,
click and drag toward the middle of the soundbite to create a fade (or
crossfade).
This may strike you as an obscure consideration, and you can safely ignore it
for this assignment. But to get professional results, you'll have to deal with
the problem of clicks sooner or later — like in your final project!
Combining MIDI and Audio
Once you get the hang of using soundbites, try combining several audio tracks
with some MIDI tracks to create an interesting hybrid texture. There's nothing
special to know about combining MIDI and audio — just work with each kind
of track using the appropriate methods.
Back up your project folder to the CECM server!
©2007, John Gibson, Christopher Cook