Thanks for the reply but the threshold is irrelevant here. If you look at the 10.5 pic, the hitpoint is detected BEFORE the actual audio event while in 9.5 it’s bang on.
Oh yeah you’re right, I see what you mean, I didn’t look at the horizontal lines for the threshold to see where they were at.
What version of Cubase 9.5 are you on? There shouldn’t be an intensity slider on 9.5. It might be something they added in Cubase 9.5.5 since I am on Cubase 9.5.3 on this computer or it might be a Windows only thing.
I just updated to Cubase 9.5.5 the latest version and it is not there on a Mac in that version. Maybe it only shows up on certain types of files or transients but I thought they added that in version 10.
Interesting I guess they only added that to the Windows version of 9.5. I knew Steinberg gave first love to Windows, I’m grateful they give love to Mac as well.
I see what you mean but in my opinion there may be a bigger picture to this. It depends upon what you mean by ‘bang on’ and depends upon what you expect from the result. For example, if that was a kick instead of a snare you may have wanted to include the first tiny detail at the beginning since it might have been part of the ‘click’ of the kick. In other words, sometimes it might ‘look’ off but… does it sound off? This is not to diminish the issues you are experiencing. Clearly, there seems to be something amiss. Would it be worth supplying the problem material to steinberg so they can analyse what’s going on?
In my opinion, Steve’s screenshot in the first post of this thread seems more worrying since the onset of the third sound seems to not be detected properly at all. I wonder if there was a solution to that particular issue or if that is still ongoing. As reported by others here it’s a pity that this aspect of the program still seems not as reliable as some of the other DAWs (I’ve not recently tested HPD in other DAWs myself).
Guess if for some reason you wanted to grab that tiny little bit of information at the beginning, but it seems to me that you would never want that, or if you did it could be made a preference. The usual application for this is to replace drum sounds with other drum sounds.
What I don’t like about it is, if you are trying to detect hit points on something very long. I was trying to add a kick drum trigger to a live performance show that was to be synced to video. It was about 2 hours long. Cubase locked up, I think it was version 8.5. It wants to start detecting them BEFORE you can set the threshold and if you move it, it doesn’t want to stop detecting. I used an earlier version of Cubase and it wouldn’t lockup and worked fine. Then I exported the midi to the new version of Cubase. I can’t remember the old version. Maybe 6.5 or 6 or 5. It didn’t have the same problem. It would calculate when you moved the threshold. It shouldn’t automatically start calculating all hit-points including spill and stuff you don’t want before the threshold is set/moved. It should make you select a threshold first or at minimum, cease processing hit point detection when you grab the threshold to set a new level otherwise, for long audio, it will spend forever detecting hit points at the minimum level like spill and all types of craziness before it will allow you to move it again.
It should also be able to work in reverse, ignore the high volume hits and detect only the low volume hits. The other day I had to create a tom trigger when the kit had no tom mics. I had to use the spill from the snare mic and do it manually otherwise it would detect all the snares which are louder.
For what it’s worth there is a preference Editing>Audio>Enable Automatic Hitpoint Detection. From the manual, this enables the automatic hitpoint detection for imported or newly recorded audio files.
This would be pretty useful, great idea! It would be great if Detect Silence could invert for this function. I read Waves C1 could do this so maybe you could offline process it but a better tool would be “Detect Silence” so you could see everything beforehand.
I typically work with electronic, quantised loops. I’d like to use hit point detection to slice sounds from the loops, but it is so inaccurate it’s quicker to do it manually. There should be an option to slice to quantise grid.
Sorry, I mean’t shouldn’t. I’ll edit the post. At the moment, as soon as you start to set the threshold, it stars calculating hit points and puts a million hit points in places where it’s not needed. They start to disappear when you move the threshold up. This is fine for 3 minutes of audio. If you have 2 hours of audio for a live performance, it won’t let you move the threshold up as it starts calculating all the hit points from the bottom/lowest level which makes Cubase lockup as it has too many hit points to calculate due to spill etc… If anything the slider should go the other way, from 0db/max to minimum rather than from minimum to maximum as it starts un-nesscessarily calculating hit points you most likely don’t want or need. It’s not a too much of problem for a regular song but wait until it has lots of spill and millions of little hit points over a large amount of audio and you’ll see what I mean. It won’t stop processing hit points while you move the slider. In older versions of Cubase, it would. Newer Cubase will spend the entire day calculating hit points if the audio track is huge before you can move the threshold to the next point but I’ve found it just crashes before it even gets to that point. Seems to be a flaw or oversight.
That would be cool. One workaround might be to make a selection that is to the grid “Audio - Bounce Selection” and then with the split tool hold down option/alt and cut to the grid value with snap enabled. If your audio already starts on the grid no need to bounce selection.
So there’s been no solution so far to the issues you are experiencing? (as reported in your first post). Would you be able to upload the audio file in question? or perhaps send it to steinberg.