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Create at least three tracks (New Track in the File menu), and
drag the regions to the given start times:
The Campfire track (the only track that you should be able to
hear since you have muted the other two tracks) is a noise-based
sound, consisting mainly of higher frequencies. Although there is a
sense of variation in the sound (the crackles and pops), on the
whole, it has a fairly uniform dynamic range.
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Play the session again, this time clicking and dragging on the
first slider (which should contain the Campfire region).
You are now controlling the amplitude of that track in real time.
Try setting the level to zero (all the way down), and then play
the session. After one or two seconds of silence, slowly raise
the slider to fade in the signal. After it has reached full
strength, lower it quickly, all the way to zero. Wait a second,
then raise it quickly. Hold the level for about three seconds,
then slowly lower it to fade the signal out.
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Select volume from this menu, and then the track will display
volume automation data.
The track should look like this:
You are not able to move regions when you are displaying volume
automation data.
Make sure that the current selection tool is the Grabber. When
you move the cursor into the track window, the cursor should
change to a pointing finger.
Click on the small white box (1) at the left end of the black
line, and drag it down. While you are dragging, a dotted line
(2) will be displayed to show you the current level setting.
There will also be a relative amplitude display in the top left
corner (3). It displays the signals level change relative to its
original amplitude, in decibels, given the current level setting.
Creating automation.
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Drag the level all the way down so that the relative display
reads - (completely off).
Although you have changed the signal level for this track and
the level of the volume slider in the Mix window, no actual
automation has been specified. To create automation, you
need to make the slider move during playback.
Return to the Mix window and play the session. Notice that
the tracks volume level slider moves in relation to the
automation data that you created in the Edit window.
Unity Gain
When you set the volume automation level, you may have noticed
that the relative display ranges from - dB near the bottom of the
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track, to +6 dB at the top. This is the potential range that the signal
can be either amplified (raised by up to 6 dB) or attenuated (shut
completely off).
You can also set the level to be 0 dB. This is known as unity
gain or the level at which the track is playing at its original level.
When a signal is sent through a mixer, including the virtual mixer
in ProTools, a level can either be amplified (made larger) or
attenuated (made smaller).
Unity gain represents the point at which no change is made to the
signal level.
When your cursor enters a track set to volume (or pan) view, it
is displayed as a pencil.
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With the Pencil tool still selected, click and hold on the Pencil
tool icon. It will display the various drawing modes.
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Choose the Selector tool. While the first tracks volume data is
still being displayed, drag over the automation datas break
points, and press Delete.
This action will erase the volume automation data, but it will
have no effect on the underlying region. You can only change the
data (waveform, volume automation, panning automation) that is
currently displayed for a track.
Bring the Campfire track into focus by raising its level while
the other two tracks are set at lower levels.
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From the Soundscapes and Sound Materials CD, import Track 41,
Axe, as a mono file, into ProTools. This audio file is twentythree seconds long and consists of seven different versions of
an axe chopping a block of wood.
Create at least three tracks (New Track in the File menu), and
drag the region Axe into the first track so that it begins at time
zero.
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Repeat this for the other six sounds, giving them similar
names (a2, a3, a4, etc.).
Once all seven sounds have separate regions, you dont need
the original region anymore. Select it in the track, and delete it.
Still in the same track, space them out at exact intervals of one
second.
Look at the region info area of the Edit window to figure out
the start times. Try to achieve as even a rhythm as possible. Simply
starting them at equal time divisions, such as one second, will not
ensure perfect timing, since your region edits might not fall
precisely on the beginning of the sound.
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Add more regions. Bunch some of them up, then leave some
longer pauses. Think of a conversation between two people
using only short phrases, and try to get the same sort of
timing/rhythm. Always reorder the material, using repetition
of regions.
Does this make the result more interesting? (It should.) Can
you now make the conversation go on even longer?
These types of details are the essential elements in creating
gestures in electroacoustic music.
From the Soundscapes and Sound Materials CD, import Track 53,
Ahhh, as a mono file, into ProTools.
Create at least four tracks (New Track in the File menu), and
drag the region Ahhh into the first track so that it begins at
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time zero. Zoom in so that you can see the first ten seconds of
the session. Play the region.
Ahhh is a short (less than one second) sustained vocal
recording. It is actually a portion of a longer phrase, and it has
already been edited with a quick fade in and fade out in order to
avoid clicks. By itself, it is a rather limited sound object because it is
of such short duration.
You will often need to create longer, sustained gestures from
shorter sound objects. Project Two is a good exercise because the
limit of ten seconds might force you to use shorter sounds than you
would normally use.
In the analogue tape studio, longer gestures were created
through looping: physically splicing together a length of magnetic
tape so that it would form a loop. Circling repeatedly through the
tape player, the loop would continuously play the material
recorded on the tape.
Creating a Loop
We can emulate this process very simply by duplicating a region
and placing it in the track immediately following the first one.
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Select the first region, and drag it to the second track while
holding the Option key. Move it so that it is offset slightly
from the first region in track one.
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Copy the first two regions of tracks one and two into tracks
three and four, and duplicate these regions. The session
should look something like this when you are done:
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Using the above session, move each region so that a very short
silence occurs between regions (about fifty to 200
milliseconds). Try to vary this amount somewhat
spontaneously and unpredictably.
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Here is one version of this task. The lower three tracks are
displayed as small.
Using the session from the previous task, select the first region
in track one, using the Grabber tool in waveform view. Hold
the shift key down, and then select the last region in the same
track.
This method will select all the regions in the track. Another
way of doing this would be to select the first region and then click
on Select All from the Edit menu.
Click OK, and give the new audio file a descriptive name,
such as Ahh bounce.
Drag one of these regions (it doesnt matter which one, since
they are both the same) into the first track, and place it after
the previous material.
Option drag this region into the other tracks, making copies of
it. Place it at uneven intervals.
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left and a right channel, are identical at the moment; however, they
are still two separate signals.
Asking ProTools to bounce the selection as multiple mono will
create two identical files, a left and a right version. Asking for a
stereo interleave will create a single file with two tracks (both of
which would be identical in this case). Although ProTools can deal
with stereo files, these must be placed within special stereo tracks.
Since we are still dealing with mono tracks, we need to create mono
files.
Why dont we simply create a mono (summed) bounce? In
this case, ProTools will simply add all audio, without regard for the
number of active tracks: this straight addition will most likely
result in distortion.
Remember that the limit to a single sample is sixteen bits, or
plus/minus 32,767. During a mono summation, ProTools simply
adds together all the individual samples that occur at a given point.
If the resulting sample is above 32,767 (a good possibility if you
normalized all your audio files), that number cannot be stored;
instead, ProTools will use the maximum number that it can store:
32,767. If this continues for a number of samples, the resulting
waveform will accurately represent the mixed waveforms.
So why doesnt ProTools distort when it plays more than one
track at a time? Playing two tracks at the same time is exactly the
same process as mixing, isnt it? Yes, it is. Like most multitrack
digital audio editors, ProTools takes into account the number of
tracks playing and divides the resulting addition by the number of
tracks. Therefore, if adding two tracks results in a sample of 50,000,
that number is divided by the number of tracks playing (2) and
results in a sample of 25,000. Because all samples will be divided by
the same number, there will be no distortion of the signal.
Delete all the regions in your sessions tracks, and drag Key
Jingle into the first track.
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Select Pitch Shift from the AudioSuite menu, and move the
coarse semitones slider to -12.
Bring the processed file into the second track, making sure it
has the same start time as the original.
Making sure that both regions begin at the same time, zoom in
to an obvious event, such as the attack between time .4 and .5.
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Delete all the regions in your sessions tracks, and drag Key
Jingle into the first track.
Change the ratio (1) to 1.5:1 by dragging the slider to the left.
It is also possible to click on the ratio display button and enter
the amount directly.
Try it again, moving the accuracy slider all the way to the
right (favouring rhythmic and timing accuracy). Is there a
noticeable difference?
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TASK: DELAY
Setting Up the Session
Change the Mix to sixty-five per cent, the Delay to 350 ms,
and the Feedback to twenty-five per cent. Click on the display
buttons to enter these values directly, rather than using the
sliders.
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Process the file, and place the processed region beside the
original region.
Phasing
Set the Mix to fifty per cent, the Delay to 10 ms, and the
Feedback to fifty per cent. Preview the result.
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Notice that the boost frequencies get higher as the delay time
gets lower. By 1 ms, multiples of 1000 Hz will be boosted. The
apparent intensity of the effect can be controlled by adjusting the
amount of feedback.
Flanging
Change the Depth to thirty per cent and the Rate to .50 Hz.
Preview the result.
TASK: REVERB
With Briefcase open within your audio editor and the Dverb Audiosuite window open, set the reverb time (Decay) to
about 2.5 seconds. Set the Mix it to about sixty per cent. This is
the relationship between the original (dry) and processed
(wet) signal.
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You will need to add silence to the end of a file when using
reverb, just as you did with the echo/delay process.
Bounce the process, or process the effect, so that you can save
the file.
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Process the file, and then select the D-verb plug-in. Set the
reverb time to about two seconds.
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