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Host Starts Time At 1<br />

This option is provided for sequencers such as Digital Performer, which start their<br />

time numbering at 1 instead of 0, which would lead to Grooves playing at the<br />

wrong time.<br />

Bleed To Primary Direct (BFD All only)<br />

BFD’s multiple-microphone technology enables control over the level of bleed<br />

present in the final mix. All bleed appears in the kick (in and out) and snare (top<br />

and bottom) channels. This is in order to capture the resonation of the snare and<br />

kick as each Kit-Piece is struck, as well as the sound of the Kit-Piece recorded<br />

through the kick and snare mics. When using the BFD All version (all outputs),<br />

this bleed is, by default, preserved in the original channel on which it was<br />

recorded.<br />

If you check this option, the bleed will be routed to the Kit-Piece’s own direct mic<br />

channel (in other words, the bleed from the snare and kick channels is summed<br />

and added to the drum’s primary direct mic channel).<br />

There are a couple of special cases:<br />

• For kicks, the bleed from the snare’s top mic is routed to the kick in channel,<br />

and the bleed from the snare bottom mic is routed to the kick out channel.<br />

• For snares, the bleed from the kick in mic is routed to the snare top channel,<br />

and the bleed from the kick out mic is routed to the snare bottom channel.<br />

A decision was made not to include bleed from the other mics, because the<br />

levels were just too low to be useful, and would have demanded too much extra<br />

bandwidth during the disk streaming process.<br />

Preview RAM Audio Only<br />

This option makes BFD play only the initial part of the sounds which are held in<br />

RAM before the disk streaming process begins (corresponds to RAM Cache Size).<br />

In this mode no data is accessed from the disk. It can be useful as a preview<br />

mode while composing, and turned off during mixdown.<br />

Maximum Stream Buffers<br />

BFD keeps recently played audio data in RAM, so that there is less strain on the<br />

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