Multitracking Drums

Article Preview :: Steinberg Cubase Tips & Techniques


Technique : Cubase Notes


John Walden
Our starting point, the mutitrack drum comp. In this case, it’s a simple 12-bar drum part.
Our starting point, the mutitrack drum comp. In this case, it’s a simple 12-bar drum part.
Last month, I explained how to ‘comp’ a performance from multiple-take multitrack recordings, using Cubase 6’s Group Editing features. That’s great if the takes are perfect, but there are times when even a decent drum performance can benefit from slightly tightened timing. Fortunately, Cubase 6 offers the means to do this for multitrack audio recordings.
The audio-warp facility can be used to time-stretch and quantise audio events, but for quantising multitracked drums, slicing at hitpoints provides better results. Group Editing is the key to this slicing process, because it ensures that each track is sliced at exactly the same points, and that slices from different tracks stay locked together in time — thus avoiding the pitfall of tracks being moved out of phase alignment.
Consolidate
Let’s assume you’ve completed the comping process described last month: you’ve identified the best bit of each take and set the required sub-sections of each take to have playback priority. To apply some quantise options to the multitrack audio, you need to identify the hitpoints (in the case of drum tracks, the start of each drum hit) and then slice the audio. To perform these operations, it’s helpful to have each track rendered to a single, continuous audio event. Check that the Folder Track still has the Group Editing switch engaged (the button that looks like an ‘=’ symbol in the Group Track header), and then select all the audio events on the drum tracks and apply the Audio / Bounce Selection function. The sub-sections of the various takes will be combined into a single audio event for each track.
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