Logic Pro X - User Guide - Apple Inc
Logic Pro X - User Guide - Apple Inc
Logic Pro X - User Guide - Apple Inc
Logic Pro X includes major new features and enhancements, briefly described below:
User interface
Modern interface: The Logic Pro X interface is redesigned for increased functionality. The transport controls are now at the top of the
window for better visibility and access, the Library is relocated next to the track headers, and multiple tracks can now be selected and moved in
one operation. Menus are reorganized and streamlined, and there are a host of other ergonomic improvements. Groups of features can be
turned on or off in the Advanced preferences pane, letting you optimize the interface to suit your way of working.
Quick Help: View brief descriptions of windows, controls, and other elements of the Logic Pro interface without leaving the application or
interrupting your workflow. You can view Quick Help either in the inspector, or in a movable floating window.
Projects
New project structure: In Logic Pro X, project assets can be saved directly in the project or in a project folder, and can also be referenced
from a location outside the project. For information about handling project assets, see Manage project assets. You can also save project
alternatives in different states, including different cuts or mixes, and go back to earlier, automatically saved versions of a project using backups.
New sharing options: You can share Logic Pro X projects to SoundCloud, and share them to the Media Browser, to distribute and use with
other applications on your Mac. For more information, see Sharing overview .
Auto Save: Logic Pro regularly saves your work in the background. In the event of an unplanned interruption, you can reopen your project
with the latest changes and continue working.
Tracks area
Drummer: Select from a variety of virtual drummers, each with its own drum kit and playing style, to add to your projects. Adjust performance
parameters including loudness, complexity, and kit piece focus for each Drummer region. Drummer can respond interactively to other tracks and
regions in a project. For more information about Drummer, see Drummer overview .
Smart Controls: Quickly adjust the sound of a track using a set of visual screen controls. You can customize Smart Controls by mapping their
screen controls to channel strip or plug-in parameters, then manipulate them using external MIDI hardware. For more information about using
Smart Controls, see Smart Controls overview .
Track Stacks: Easily organize complex arrangements by collapsing multiple tracks into one. Create layered instruments with multiple software
instruments. Create submixes to manage complex Mixer setups. For more information about working with Track Stacks, see Track Stacks
overview .
Patches: Save and recall complex, multiple channel strip configurations along with their Smart Controls. Patches contain the instrument,
effects, and routing settings that control the sound of a track. For information about patches, see Patches overview .
Arrangement track: Organize a project into sections, then move or copy the sections to build an arrangement. For information about using
the arrangement track, see Add arrangement markers.
Groove tracks: Set one track in the project as the groove track, then select other tracks you want to follow the timing of the groove track.
For more information, see Control timing with the groove track.
Editing
Flex Pitch: Manipulate pitch and other parameters of vocal and monophonic instrument recordings. You can make quick pitch corrections in
the Tracks area, or use the full Flex Pitch functionality to quantize and edit pitch and adjust other parameters in the Audio Track Editor. For more
information about using Flex Pitch with audio tracks, see Flex Time and Pitch overview .
Audio Track Editor: Edit audio regions nondestructively in a close-up view of a single track, including making Flex Time and Flex Pitch edits. For
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information about the Audio Track Editor, see Audio Track Editor overview .
The Piano Roll Editor and Score Editor have been redesigned and improved. For more information, see Piano Roll Editor overview and Notation
overview .
Mixing
New Mixer options: The redesigned Mixer now includes gain reduction meters. The new multi-functional Effect slot design simplifies choosing,
opening, and bypassing plug-ins. For information about the Mixer, see Mixing overview .
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Get started with Logic Pro X
The first time you open Logic Pro, it downloads basic content, including software instrument presets and Apple Loops, that you can use in
your projects. After the download is complete, the Project Chooser opens so you can create a new project or open an existing one.
To learn more about creating and opening projects, see Get started with projects.
Tip: If you're using Logic Pro on a portable computer or with a smaller display, you can hide the Dock to maximize available screen space. To
hide the Dock, Control-click the area in the Dock between the last application icon and the Downloads icon, then choose Turn Hiding On from
the shortcut menu.
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The central part of the main window is the Tracks area. You record and arrange the musical material in your project on the tracks in the
Tracks area. There are several different track types, including audio, software instrument, and Drummer tracks. When you make a recording, or
add an Apple Loop or other media file, it appears as a rectangular region on the selected track.
Across the top of the main window is the control bar, which includes buttons that let you access different parts of Logic Pro, transport
controls for controlling project playback, a Master Volume slider to adjust the overall project volume, and other controls. In the center of the
control bar is the LCD, where you can view the current playhead position, move the playhead, and set the project tempo, key, and time
signature.
To start working with audio tracks, see Get started with audio tracks. To start working with software instrument tracks, see Get started with
software instrument tracks. To start working with your recordings and other material in the Tracks area, see Get started arranging regions in the
Tracks area.
You can open the following working areas of Logic Pro by clicking their buttons in the control bar:
Library: You can audition patches and choose a patch for the selected track in the Library. A patch contains the instrument, effects,
and routing settings that control the sound of a track. When you choose a patch, those settings are applied to the currently selected track.
The Library shows available patches for the selected track. You can choose a category on the left to see available patches or subcategories
on the right.
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In addition to patches, you can view and select plug-in presets and other settings in the Library, when the corresponding item is selected.
For information about choosing patches and other items in the Library, see Patches overview .
Inspector: You can view and edit parameters for the selected region, the selected track, and other items in the inspector. The
available inspectors and parameters change, depending on which working area has focus, and what is selected. The channel strips for the
selected track and its output appear in the lower part of the inspector, so you can view and quickly edit channel strip parameters and plug-
ins.
The Quick Help area at the top of the inspector shows a brief description of whatever part of the Logic Pro interface you move the
pointer over. Some Quick Help descriptions contain links to more detailed information.
For information about editing region and track parameters, see Region inspector and Edit track parameters.
Smart Controls: Smart Controls let you quickly adjust the sound of the selected track using a set of onscreen controls. When you open
the Smart Controls pane, you see the screen controls for the the selected track. Screen controls can control both channel strip and plug-in
parameters, including software instruments and effects. Move the knobs and other screen controls, and hear how sound changes.
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To start working with Smart Controls, see Get started with Smart Controls. For more information, see Smart Controls overview .
Mixer: The Mixer is where you adjust volume, pan, and other channel strip settings, mute and solo channel strips, add and edit plug-ins
assigned to a channel strip, and control the signal flow of your project.
The Mixer shows the channel strips for every track in your project, including auxiliary and output channel strips, and the master channel
strip. This makes it easy to see and adjust relative levels and other track settings. You can adjust the level and pan position of each channel
strip, insert instrument and effect plug-ins and edit their parameters, mute and solo tracks, and send the output to auxiliary or output
channel strips.
To start working in the Mixer, see Get started with mixing . For more information, see Mixing overview .
Editors: Logic Pro includes a set of a set of editors you can use to edit individual tracks and regions, and manipulate their contents
precisely. The available editors depend on the type of track or region selected.
The Piano Roll Editor shows notes in selected MIDI regions on software instrument (or external MIDI instrument) tracks. Each note
appears as a bar that indicates the point in time where it starts playing, how long the note plays, and the note's pitch.
To start working in the Piano Roll Editor, see Get started with the Piano Roll Editor. For more information, see Piano Roll Editor
overview .
The Audio Track Editor displays the audio waveform of the regions on an audio track. In the Audio Track Editor, you can copy, paste,
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move, trim, split, and join audio regions. You can also quantize and edit the timing and pitch of audio material using Flex Time and Flex
Pitch.
To start working in the Audio Track Editor, see Get started with the Audio Track Editor. For more information, see Audio Track Editor
overview and Flex Time and Pitch overview .
The Score Editor displays MIDI regions in a project as music notation, including notes, rests, and other MIDI events such as sustain
pedal markings. You can add and edit notes and other musical symbols.
For more information about the Score Editor, see Score Editor overview .
Loop Browser: Logic Pro includes an extensive collection of prerecorded Apple Loops that you can add to your projects. You browse
or search for loops in the Loop Browser, where you can preview them to choose the ones you want to use.
To start working with Apple Loops, see Get started with Apple Loops. For more information, see What are Apple Loops?.
Media Browser: Browse your computer and connected storage devices for audio files and movies.
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For more information about working with media files, see Prerecorded media overview .
When Show Advanced Tools is selected in the Advanced preferences pane, additional features, browsers, and editors are available.
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Create a project from a template
1. Choose File > New from Template to open the Project Chooser.
2. In the Project Chooser, click New Project on the left, then double-click a template on the right.
The project opens. If you choose Empty Project, the New Tracks dialog appears so you can add a track.
2. Browse to the location of the project, select it, then click Open.
For more information about working with projects, see Projects overview . For information about creating projects, see Create projects.
The control bar contains a group of buttons called transport buttons that you can use to control playback, move the playhead, and start
recording. The transport buttons include the following:
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You can use the cycle area to define part of a project to play back repeatedly. The cycle area can be used for composing, practicing a part
before recording, recording multiple takes, and other purposes. When you turn on the cycle area, it appears as a yellow strip in the upper part of
the ruler.
To stop playback: Click the Stop button (or press the Space bar again).
To start playback from the clicked position: Double-click the lower part of the ruler. Double-click again to stop playback.
Click the lower part of the ruler to move the playhead to the clicked position. If the project is playing, playback continues from the clicked
position.
In the LCD, click-hold one of the numbers in the Position display and drag vertically.
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The cycle area appears in the ruler.
2. Hold the pointer over either the left or right edge of the cycle area, then drag to resize it.
The left and right edges of the cycle area are called locators.
For iPad users, a separate application is available that you can use to navigate Logic Pro projects, and perform mixing, editing, and other
functions, on your iPad. The Logic Remote app is available on the App Store.
For more information about playback and navigation, see Play a project and Control playback with the transport buttons. For information
about using the cycle area, see Use the cycle area.
Tempo
The project tempo defines the musical speed of the project, expressed as the number of beats per minute (bpm). Changing the tempo can
affect the playback speed of audio and software instrument recordings, Drummer regions, and Apple Loops, in the project.
Key
The project key defines the central note (called the tonic), and whether the project uses the major or minor scale. Changing the key affects
the playback of Apple Loops in the project, and the display of MIDI notes in the Score Editor.
Time signature
The project time signature defines how musical time is divided into measures and beats. The time signature contains two numbers separated
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by a slash (/), which looks similar to a fraction. The first number controls the number of beats in each bar, and the second number controls the
beat value (the note that counts as one beat). Changing the time signature does not affect playback, but does affect the units displayed in the
ruler and the bars in the Score Editor.
For more information about working with project properties, see Project properties overview .
When Show Advanced Tools is selected in the Advanced preferences pane, you can add tempo, key, and time signature changes in a
project.
Tracks
Get started with audio tracks
You can record sound from a microphone, or from an electric instrument (such as an electric guitar) connected to your computer, on an
audio track in the Tracks area. The recording appears as an audio region on the selected audio track, showing an audio waveform. You can
arrange and edit audio regions in the Tracks area, and edit them in a close-up view in the Audio Track Editor.
When you add a track, you can choose a patch for the track in the Library. You can quickly audition patches to find the one you want to
use, and change the effects for an audio track by choosing a different patch. Each audio patch contains one or more audio effects, and can
include sends and other routing settings.
Logic Pro includes a metronome, which plays a steady beat to help you play in time while recording. You can have the metronome play as
you record, or only play a one-bar count-in before recording starts.
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Add an audio track
1. Click the Add Tracks button in the toolbar.
2. Click one of the two Audio icons at the top of the New Tracks dialog.
To create an audio track for recording from a microphone: Click the Microphone icon.
To create an audio track for recording a guitar or bass connected to your computer: Click the Guitar icon.
3. If necessary, click the Details triangle to open the bottom of the dialog.
4. Choose the audio device and input channel (or stereo pair) from the Input pop-up menu on the left.
5. Make sure that "Output 1-2" appears on the Output pop-up menu on the right.
6. Click Create.
You can audition audio patches by clicking them, then playing your instrument, singing, or making sound, to find the one you want to use.
For more information about choosing patches, see Patches overview .
2. Move the playhead to the point where you want to start recording.
3. Click the Record button in the control bar (or press R) to start recording.
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4. Start singing or play your instrument.
After a one-bar count-in, recording starts. The recording appears as a new audio region on the track as you record.
5. Click the Stop button in the control bar (or press the Space bar) to stop recording.
You can record multiple takes simultaneously, and quickly create comps (composite takes) of the best moments from each take. For more
information about recording on an audio track, see Recording overview and Record sound from a microphone or an electric instrument . For
information about connecting microphones and other audio devices, see Audio devices overview .
If your music keyboard has pitch bend and modulation wheels, move them as you play, to see how the sound changes. If your music
keyboard has other controls, such as faders, knobs, or drum pads, try using them as well.
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Add a software instrument track
1. Click the Add Tracks button in the toolbar.
2. Click the Software Instrument & MIDI icon (the keyboard) at the top of the New Tracks dialog.
3. If necessary, click the Details triangle to open the bottom of the dialog.
4. Make sure that "A Software Instrument" appears on the pop-up menu on the left, and "Output 1-2" appears on the Output pop-up
menu on the right.
6. Click Create.
The new track appears in the Tracks area, and the Library opens on the left.
You can audition software instrument patches by clicking them in the Library, then playing your music keyboard, to find the one you want to
use. For more information about choosing patches, see Patches overview .
2. Move the playhead to the point where you want to start recording.
3. Click the Record button in the control bar (or press R) to start recording.
4. After a one-bar count-in, recording starts. The recording appears as a new software instrument region on the track as you record.
5. Click the Stop button in the control bar (or press the Space bar) to stop recording.
For more information about recording software instruments, see Recording overview and Record software instruments. For information about
connecting a music keyboard, see MIDI devices overview .
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Mute a track
Click the track's Mute button in the track header.
Solo a track
Click the track's Solo button in the track header.
The Solo button turns yellow, and the Mute buttons of all unsoloed tracks flash blue. Click the button a second time to restore the track
to its previous state.
For more information about working with tracks, see Tracks overview . For information about using the track controls, see Track header
overview .
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You can arrange regions in a variety of ways in the Tracks area, by moving, looping, resizing, splitting, joining, and deleting them. Try
following the tasks below, using regions in the project.
Move a region
Do any of the following:
Drag a region left or right to move it to a new time position.
Drag an audio region up or down to another audio track.
Drag a MIDI region up or down to another software instrument track.
Resize a region
1. Move the pointer over the lower-right edge of the region.
The pointer becomes a Resize pointer.
Loop a region
1. Place the pointer over the upper-right edge of the region.
The pointer becomes a Loop pointer.
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2. Drag the right edge of the region several bars to the right.
When you drag the edge of the region out by its full length, rounded corners indicate the beginning and end of each complete repetition of
the region.
2. Move the playhead over the point in the region where you want to split it, then choose Edit > Split.
Only the selected region is split, even if an unselected region on another track is under the playhead as well. If multiple regions are selected
and are under the playhead, they are all split.
When selecting a cut point with the Scissors tool, you can move backward and forward in steps of one division. The grid is based on the
Snap pop-up menu setting. For information about using Snap, see Snap items to the grid .
Delete a region
Select the region, then choose Edit > Delete (or press the Delete key).
For more information about arranging a project, see Arranging overview . For information about working in the tracks area, see Tracks area
overview .
Editing regions
Get started with the Piano Roll Editor
The Piano Roll Editor shows the notes in MIDI regions on a software instrument track as colored bars in a time grid. On the grid, a note's
horizontal position indicates where the note starts playing, while its vertical position indicates its pitch. A keyboard graphic along the left edge of
the Piano Roll Editor provides an easy guide to the pitches of notes.
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On the left are controls for quantizing the timing and pitch of MIDI notes, and editing their velocity. Along the top of the Piano Roll Editor, a
ruler shows time divisions, based on the time format chosen in the LCD. The header shows the name of the selected region, or the number of
regions (if more than one is selected), as well as the pitch and position of the pointer in the region.
Add a note
Select the Pencil tool from the Tool menu, then click a position in the Piano Roll Editor background.
Note: You can change the note length as you add a note, by holding down the mouse button and dragging left or right.
Move notes
Select one or more notes, then drag left or right.
Copy notes
Hold down Option while dragging notes to a new position.
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Resize notes
Position the pointer over the left or right edge of a note, then drag when the pointer changes to a length change icon.
While you drag, a help tag shows the precise end point and length of the note.
Tip: It might sometimes be difficult to grab the corner of very short notes. You can use the Finger tool, which allows you to grab notes
anywhere to alter their length, or zoom in for a closer view.
A help tag indicates the velocity value of the note you clicked, with the value changing as you drag. The color of the note event changes
and the horizontal line inside the event either lengthens or shortens.
For more information about working in the Piano Roll Editor, see Piano Roll Editor overview .
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Open the Audio Track Editor
Do one of the following:
Select an audio track, then click the Editors button .
Double-click an audio region to open it in the Audio Track Editor.
The Audio Track Editor opens below the Tracks area. Along the top of the Audio Track Editor is a ruler showing time divisions, based on the
time format chosen in the LCD, and a menu bar with local menus. The main area of the Audio Track Editor shows the audio waveform of the
regions in the selected audio track.
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Split an audio region
Do one of the following:
Select the Scissors tool, then click the point where you want to split the region.
You can scrub regions to find the point where you want to cut by dragging across the regions with the Scissors tool.
Select the region, move the playhead over the time position where you want to split the region, then choose Edit > Split.
Before moving or deleting a segment of a split audio region, click to select it.
Join regions
1. Select the split regions.
2. Click the Flex button in the Audio Track Editor menu bar.
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Note: Click the Audio Track Editor's workspace before using the key command, to make sure that the Audio Track Editor has key focus.
A Flex pop-up menu appears to the right of the Flex button in the Audio Track Editor menu bar.
3. Choose Flex Pitch or one of the Flex Time algorithms from the Flex pop-up menu.
For more information about working in the Audio Track Editor, see Audio Track Editor overview .
When Show Advanced Tools is selected in the Advanced preferences pane, you can also edit the timing of individual notes, chords, or
sounds in the Audio Track Editor using Flex Time. For more information about Flex Time and Flex Pitch, see Flex Time and Pitch overview . You
can also open the Audio File Editor to make permanent (destructive) edits to the source audio file for a region.
When you open the Smart Controls pane, you see the screen controls for the selected track. Each screen control is labeled to make its
function easy to understand.
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Manipulate screen controls
Turn the knobs, click the switches, and move the other screen controls to see how they affect the sound of the patch.
Each screen control has a text label indicating what aspect of the sound it controls.
You can also change the layout for a Smart Control, save your own Smart Controls, map screen controls to channel strip and plug-in
parameters, and assign controllers on your MIDI devices to screen controls. For more information about using Smart Controls, see Smart Controls
overview .
The channel strip for the currently selected track also appears in the lower-left part of the inspector, along with the channel strip for its
output. You can try out the following tasks using either the inspector channel strips or the channel strips in the Mixer.
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Open the Mixer
Click the Mixer button in the control bar (or press X).
The Mixer opens below the Tracks area.
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Click the channel strip's Mute button (with an "M").
Click the button again to unmute the channel strip.
Place the pointer above or below an existing slot, click the blue line that appears, then choose a plug-in from the pop-up menu.
For detailed information about mixing a project, see Mixing overview . For more information about channel strip controls, see Channel strip
controls.
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Get started with Apple Loops
Apple Loops are prerecorded musical patterns that you can use to quickly add drum beats, rhythm parts, and other musical phrases to a
project. Apple Loops contain musical patterns that can be repeated over and over, seamlessly. After you add a loop to the Tracks area, you can
extend it to fill any amount of time. When you add an Apple Loop to a project, it automatically matches the project tempo and key.
Apple Loops are available in a variety of instruments, genres, and moods in the Loop Browser.
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Preview loops
Click a loop in the results list.
You can adjust the preview volume, and choose a different key for the loop.
To stop preview playback, click the loop again.
Drag the loop to an empty part of the Tracks area to create a new track with the loop.
After you add the loop to the Tracks area, you can drag it left or right to adjust the point where it starts playing.
You can also search for loops by name, key, or time signature. For more information about using Apple Loops in your projects, see What are
Apple Loops?.
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Add a Drummer track
1. Click the Add Tracks button in the toolbar.
2. Click the Drummer icon (the drum kit) at the top of the New Tracks dialog.
3. Click Create.
A Drummer Track Stack is added, along with two 8-bar regions on the main track. The Library opens, and a default patch is loaded to the
track.
2. Click a genre.
The available drummers for the selected genre appear below the genre name.
3. Select a drummer.
A drummer card appears, showing the drummer's name, a description of the drummer's style, and the drum kit for that drummer.
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Choose a different drummer preset
Each drummer includes a variety of presets, which appear to the right of the drummer card.
Click a preset.
A preset consists of a number of region settings, visible to the right of the presets area.
The farther right you place the puck, the more complex the sound becomes; the higher you place the puck, the louder the sound plays.
For Cymbals, Toms, and Hi-Hat: Click a kit piece, then drag the kit piece slider or choose an increment.
For Kick and Snare: Drag the Kick & Snare slider or choose an increment.
Exchange a drum
1. Click the plug-in button at the bottom of the drummer's card to open Drum Kit Designer.
2. Click a drum.
The Exchange panel opens to the left if exchange pieces are available for that kit piece.
3. Click the Info button of a selected kit piece to view its description.
4. Click the kit piece that you want to exchange in the Exchange panel. You may need to scroll in order to find the one you want to use.
The piece is exchanged and the respective drum sound is loaded.
Note: The toms and crash cymbals can only be exchanged as a group.
You can click the lock to prevent any changes to the fills setting when switching presets or drummers.
Drag the Swing knob vertically to adjust the shuffle feel of the currently playing pattern.
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You can click the lock to prevent any changes to the swing setting when switching presets or drummers.
Click the Details button to reveal the following knobs:
Drag the Feel knob to the right to have the drummer play ahead of the beat (Push), or to the left to play behind the beat (Pull).
Drag the Ghost Notes knob to adjust the level of ghost notes--syncopated snare and kick hits--in the beat.
Note: The presence of ghost notes depends on the chosen drummer and the complexity setting.
Drag the Hi-Hat knob to adjust the degree to which the Hi-Hat is opened and closed during the drum performance.
Note: This is only relevant if the hi-hat is selected in the drum kit representation.
Any changes or selections you make in the Drummer Editor affect only the selected region, not the entire track. For more information about
using Drummer in your projects, see Drummer overview .
Both types have a main track and one or more subtracks. The track header for the main track features a disclosure triangle that lets you
show or hide the subtracks. When you close the stack, only the main track appears in the Tracks area.
In the demo project, the Backing Vocals, Synthesizers, and Song FX tracks are folder stacks, and the Outro Vocal Stack is a summing stack.
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Create a Track Stack
1. Select the tracks you want to include in the Track Stack. The selected tracks can be adjacent or nonadjacent.
Note: When you add a track to a summing stack, its routing changes to the aux assigned to the main track.
Reorder subtracks
Drag a subtrack by its header up or down inside the Track Stack.
When you remove a subtrack from a summing stack, the track's output routing changes from the aux used by the main track to the main
outputs.
For more information about using Track Stacks in your projects, see Track Stacks overview .
2. To rename the shared file, select the name in the Title field, then enter a new name.
3. Type artist, composer, and album information for the shared file in the respective text fields.
4. Choose the quality level for the shared file from the Quality pop-up menu.
5. Click Share.
When you share a project to iTunes, the entire project, from the beginning to the end of the last region, is exported. Any silence at the
beginning or end of the project is trimmed. If Cycle mode is on when you share the project, the part of the project between the start and end
of the cycle region is exported.
The shared project appears in the iTunes library, where you can add it to playlists, convert it, or burn it to a CD. The format of the shared
project is determined by the iTunes import settings.
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2. To rename the shared file, select the name in the File name field, then enter a new name.
3. Choose the quality setting for the shared file from the Quality pop-up menu.
4. Click Share.
The entire project, from the beginning to the end of the last region, is exported. Any silence at the beginning or end of the project is
trimmed. If Cycle mode is on when you share the project, the part of the project between the start and end of the cycle region is exported.
2. If you aren't currently logged in to your SoundCloud account, enter your email address and password, then click Connect.
Alternatively, you can log in to your Facebook account.
To sign in to a different SoundCloud account, click Change, then enter the login information for the account.
To share the current project, select Bounce as the Source.
To share an audio file, select File as the Source, click Browse, then browse to the location of the file.
Type title, artist, composer, and album information for the project in the respective text fields.
Projects must have a title in the Title field. The remaining information is optional.
Choose the quality level for the project from the Quality pop-up menu.
Choose the visibility level for the project from the Visibility pop-up menu.
Set download and streaming permissions for the project in the Permissions section.
4. Click Share.
To return to Logic Pro without sharing the project, click Close.
You can also burn a project to a CD or DVD and share projects in other ways. For full details about sharing your projects, see Sharing
overview .
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If you are upgrading
Overview
Welcome to Logic Pro X. The latest version of Apple's award-winning music and audio creation software has a refreshed interface, the power
and flexibility of earlier versions, and many new and updated features to help make creating music and audio productions easier and more
rewarding than ever.
The following topics may be of particular interest to users upgrading from previous versions of Logic Pro:
Advanced tools and additional options, and how to make use of these advanced features in your projects.
New concepts in Logic Pro X
New and changed terms in Logic Pro X
New features included in Logic Pro X, with links to Help topics covering the features in detail
How to get help using the new Quick Help system, the included Help documents, online Help documents, and the Logic Remote iOS app
User interface
Access the Event, Marker, Tempo, and Signature Lists.
Access the Project Audio Browser and All Files Browser.
Access the Step Editor (formerly Hyper Editor) to graphically edit MIDI events.
Customize the control bar and toolbar with additional buttons and controls.
Access the Marker, Signature, and Beat Mapping global tracks.
Customize key commands in the Key Commands window.
Access additional preferences and project settings.
Access additional track header controls in the Tracks area: On/Off switches, Hide and Protect buttons, track numbers, and color bars.
Editing
Use MIDI Draw (formerly Hyper Draw) to graphically edit MIDI notes and controller information.
Use step input recording to manually enter MIDI events rather than recording them in real time.
Export MIDI regions as standard MIDI files.
Use additional recording functionality: Quick Punch-In, advanced recording commands, automatic coloring of takes when recording).
Use drum replacement and doubling.
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Mixing
Choose between different views in the Mixer.
Access additional channel strip controls: Gain Reduction meter, EQ display, Group slot, and Automation Mode button.
Score
View and edit multiple tracks.
Access additional score view options.
Add notes and symbols from the Part box.
Add lyrics and other text.
Customize staff styles and score sets.
Edit the score layout.
Projects
Open and work on multiple projects.
Manage different versions of projects called alternatives.
Revert to automatically saved versions of a project called backups.
Save assets either inside the project or in a project folder with subfolders for different asset types.
When Show Advanced Tools is selected, additional options providing further expert capabilities become available, and can be selected
individually depending on the type of tasks you want to perform.
Additional options include:
Audio: Audio File Editor for destructive editing of audio files and advanced configuration options
Surround: Surround mixing and processing capabilities, including a collection of surround plug-ins
MIDI: Environment window that allows for MIDI signal flow control and real-time processing of MIDI data
Score: Additional features in the Score Editor, including the ability to assign staff styles to individual regions and customize the chord grid
library
Control Surface: Create and edit control surface assignments
Advanced edit: Advanced editing capabilities including the Tempo Interpreter and the ability to create aliases
While you're working, if you find that any advanced features you need are not available, open the Advanced preferences pane and select the
Show Advanced Tools checkbox, then select any additional options to turn them on.
In Logic Pro Help, features that require Show Advanced Tools to be selected have this icon . Features that require Additional Options to
be selected have this icon . For more information, see Advanced tools and additional options.
Projects
Logic Pro X projects are organized in a new way. Project assets can be saved directly in the project, or in a separate project folder. As in
earlier Logic Pro versions, assets can also be referenced from a location outside the project, allowing you to access media files without copying or
moving them into the project. For detailed information about managing project assets, see Manage project assets.
You can have Logic Pro create a project folder to organize the project file and project assets, and also specify a recording path for audio files
outside the project, in File > Project Settings > Record > Audio Recording Path. For more information about Recording project settings, see
Recording settings.
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Alternatives and backups
There are two new ways to manage Logic Pro X projects:
Project alternatives let you save "snapshots" of a project in different states, including different cuts or mixes. Each project alternative has a
unique name, and can have different settings. Alternatives are saved as part of the project, and share the same assets.
Backups let you go back to earlier saved versions of a project. Each time you save a project, a backup of the current project alternative is
saved, and can be accessed from the File menu.
Autosave saves your work so that you don't lose important changes if the application quits unexpectedly. The next time you reopen Logic
Pro, a dialog appears from which you can choose to open the auto-saved version, or the last manually saved version of the project.
For information about managing projects using alternatives and backups, see Use project alternatives and backups. For information about
saving projects, see Save projects.
Patches
Patches contain the instrument, effects, Smart Controls, and routing settings that control the sound of a track. You can choose a patch for a
track in the Library when you create the track, and choose a different patch at any time while you're working. The patches available in the
Library depend on the selected track type.
Patches can include one or more channel strip settings, and can also contain routing information (auxes) and metadata (for Smart Controls
and controller mapping). Patches for audio tracks can include default effects settings. Patches for software instrument tracks include an
instrument plug-in as well as effects settings.
You can edit patches by changing channel strip settings, adding plug-ins, or editing plug-in parameters, and save your own custom patches in
the Library.
Channel strip settings also appear in the Library. If you have saved channel strip settings from a previous version of Logic Pro, they appear
along with patches when the corresponding track type is selected.
For information about working with patches, see Patches overview .
Smart Controls
With Smart Controls, you can quickly view and adjust the sound of a track using a set of visual screen controls. Each patch contains a Smart
Control. You can customize Smart Controls by mapping their screen controls to channel strip or plug-in parameters, then manipulate them using
external MIDI hardware.
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For more information about using Smart Controls, see Smart Controls overview .
Track Stacks
In the Tracks area, Logic Pro X features a new way to organize tracks and create audio subgroups using Track Stacks. You can create a Track
Stack from a group of existing tracks, and use the controls on the master track to control all the subtracks in the Track Stack.
There are two types of Track Stacks: folder stacks and summing stacks. Both types have a main track and one or more subtracks. The track
header for the main track features a disclosure triangle that lets you show or hide the subtracks. When you close the stack, only the main track
appears in the Tracks area.
Subtracks can include any track type: audio, software instrument (including layered and multi-output software instruments), external MIDI
instrument, or aux tracks. Folder stacks can also include summing stacks as subtracks.
For Track Stacks, the patches available in the Library vary, depending on the Track Stack type, and which track in the Track Stack is selected.
For more information, see Track Stacks and the Library. For information about using Track Stacks, see Track Stacks overview .
Audio editing
You can now edit audio regions nondestructively in a dedicated Audio Track Editor, as well as edit the underlying audio files destructively in
the Audio File Editor. The Audio Track Editor lets you move, trim, split, and join audio regions and make other edits, without having to zoom the
Tracks area, or change your view of the larger arrangement.
In addition to editing the timing of audio material using Flex Time, you can quantize and edit the pitch of audio material using Flex Pitch. You
edit the pitch of audio material by choosing a Flex Pitch algorithm. The contents of the audio track are analyzed using a pitch detection process,
and the results are displayed as a pitch curve.
You can use Flex Pitch in both the Tracks area and the Audio Track Editor. In the Tracks area, the deviation of notes from their perfect
semitone pitch is shown using bars overlaying the audio waveform. In the Audio Track Editor, sections of the audio material identified as notes
are displayed like notes in the Piano Roll Editor. You can edit the pitch, time position, and length of notes in much the same way as you would in
the Piano Roll Editor. You can also split notes and join multiple notes together. Each individual note in the Audio Track Editor contains
"hotspots," which you can use to edit pitch, vibrato, gain, and other parameters.
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For information about editing audio regions in the Audio Track Editor, see Audio Track Editor overview . For information about editing audio
files in the Audio File Editor, see Audio File Editor overview .
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window.
Media area Browsers The Browsers area includes
the Project Audio, Media, and All
Files Browsers.
project folder project file or project folder Project assets can now be
saved in the project, or in a
project folder. You can also
reference assets stored in
another location.
Sample Editor Audio File Editor The Audio File Editor can be
opened in the main window or as
a separate window.
Caps Lock keyboard Musical Typing keyboard The Musical Typing window
can also show the onscreen
keyboard.
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EVP88 Vintage Electric Piano Includes new plug-in settings;
can also open existing user-
created settings.
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Logic Pro basics
Logic Pro is a powerful, full-featured music application with all the tools you need to create professional-quality music productions. You can
record, arrange, and edit audio and MIDI regions, add high-quality effects, mix your music in stereo or surround, and export the final mix in a
variety of formats for distribution.
With Logic Pro you can create many different kinds of projects, from simple songs to complex ensemble arrangements. Logic Pro gives you
the flexibility to customize the application to suit your way of working.
Some of the things you can do in Logic Pro include:
Record instruments, vocals, or any sound that can be captured by a microphone, including recording takes and comps.
Play and record the included Logic Pro software instruments, using a USB keyboard or other MIDI controller. You can also play and record
third-party Audio Units software instruments.
Add virtual drummers to your projects to create detailed, realistic virtual drum performances that adjust dynamically to the genre, the
content of the project, and other parameters.
Add Apple Loops and other prerecorded media files to your projects.
Arrange regions containing your musical material in the Tracks area. You can also define sections of the project and quickly rearrange them
using arrangement markers.
Edit audio and MIDI regions using a set of editors optimized for different tasks and region types.
Edit the timing and pitch of audio regions, and of individual notes, chords, and sounds.
Mix your project in the Mixer, where you can view and edit channel strip controls, customize routing options, and add and edit plug-ins.
Automate changes over time for mix, effects, and plug-in settings using total recall mix automation. You can record automation changes
in real time and edit them later.
View MIDI regions in a project as music notation, add and edit notes and other musical symbols, and print the finished score as well as
individual parts.
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every step, and you might perform some steps in a different order. You could, for example, go all the way through mixing and adding effects,
then add more recordings or media files to your project before finalizing the mix and sharing the finished project.
Create a project
You start working in Logic Pro by creating a new project to hold your musical material and all the changes you make. You can save media files
and other assets in the project, or reference them in their current location.
Edit regions
Logic Pro offers a set of editors you can use to edit both audio and MIDI regions in a variety of ways. For audio regions, you can also precisely
edit the timing of individual notes and other events using Flex Time, and adjust the pitch of notes using Flex Pitch.
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Logic Pro interface overview
Logic Pro main window
You create and play projects in the Logic Pro main window. The main window is organized into different areas to help you focus on different
aspects of your project, such as recording, arranging, and mixing. Buttons in the control bar show or hide different areas of the application.
Editors: Logic Pro features a set of editors, including the Audio Track Editor, Piano Roll Editor, Score Editor, Step Editor, and Audio File
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Editors: Logic Pro features a set of editors, including the Audio Track Editor, Piano Roll Editor, Score Editor, Step Editor, and Audio File
Editor, which you use to make precise changes to individual regions and their contents.
List Editors: An area where you can view and edit MIDI events, markers, tempo, and time signature events numerically.
Note Pad: Features text areas where you can create, view, and edit project and track notes.
Loop Browser: Gives you access to the included Apple Loops library so you can search for loops and preview them, then add them to your
project.
Browsers: You can view the audio files in your project in the Project Audio Browser, add audio and movie files from the Media Browser,
and browse your computer and connected storage devices using the All Files Browser.
You can show or hide different areas as part of the main window. Some can also be opened as separate, movable windows. You can also
open multiple instances of the main window, and configure each one differently.
Tracks area
The Tracks area is the primary workspace of Logic Pro, where you record and arrange audio and MIDI regions to create your project. The
main elements of the Tracks area include:
Tracks area menu bar: Contains local Tracks area menus as well as tool menus, controls for showing track automation and Flex edits, a
Catch Playhead button, Snap and Drag pop-up menus, a Waveform Zoom button, and scroll and zoom sliders.
Ruler: Shows divisions of time, either in bars and beats or in hours, minutes, and seconds. The ruler lets you align items in the Tracks area
and mark project sections, and has additional uses for various playback and recording tasks.
Track headers: Each track has a header that shows the track name and icon, and includes controls for muting and soloing the track,
arming the track for recording, and other functions.
Workspace: All audio and MIDI regions appear on horizontal lanes called tracks, aligned to time positions in a grid. The workspace is the
primary area for recording and arranging audio and MIDI regions.
Playhead: The thin vertical line extending from the top to bottom of the Tracks area, the playhead shows the part of the project
currently playing or where playback starts. You can use the playhead to help align regions and other items, and for editing tasks, such as
splitting regions.
For information about working in the Tracks area, see Tracks area overview .
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Library
You can view available patches for the currently selected track, and choose a new patch, in the Library. Categories appear on the left, and
patches for the selected category are displayed on the right. You can search for patches, create, save, and delete patches, and choose routing
options.
Track icon: The icon for the selected track is displayed in the upper part of the Library.
Search field: Quickly search for patches by name.
Category and Patch lists: Select a category on the left, then select a patch on the right.
Options pop-up menu: Define the default patch and merge patches.
Revert button: Revert to the saved settings for a patch, erasing any changes you have made.
Delete button: Delete a saved patch.
Save button: Save the patch with its current settings as a new custom patch.
You can also access the following file types in the Library, when the corresponding item is selected:
Channel strip settings (.cst)
Plug-in presets (.pst)
EXS instruments (.exs)
Environment instruments, and programs or banks of MIDI instruments created in the Audio MIDI Setup utility
ReWire MIDI instruments, and active ReWire hosts
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For information about using the Library, see Patches overview .
Inspector
You can view and edit parameters for regions, tracks, and other items in the various inspectors. The parameters displayed depend on the
type of item selected, and which working area has key focus. When you're working in the Tracks area, the inspector displays region and track
parameters and the inspector channel strips, as shown below:
Region inspector: View and edit playback parameters, including transposition and quantization, for selected regions. Region parameters
affect the playback of regions, but don't alter the data in the region itself. If you change region parameters while the project is playing, you
hear the changes immediately.
Track inspector: View and edit various track parameters, including transposition, velocity, and delay. All regions on the track are affected
by the track parameters.
Inspector channel strips: The left channel strip is the channel strip for the selected track. The right channel strip shows the output for
the left channel strip by default, but can also show an aux used by the left channel strip (if one exists). You can adjust the level, pan, sends,
and inserts, change effects, and control audio routing for these channel strips without opening the Mixer.
Inspectors for other working areas, such as the Event inspector, Display Parameters inspector, and Score inspector are described in their
respective chapters.
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Open an inspector as a separate window
Drag an individual inspector by its title bar out of the main window.
Mixer
The Mixer shows the channel strips for every track in your project, including auxiliary and output channel strips, and the master channel strip.
This makes it easy to see and adjust relative levels and pan (balance) positions. You can also add effects, mute and solo tracks, use busses and
sends to control the signal flow, and use groups to control multiple channel strips.
Channel strips: Use to process audio or MIDI information that is routed from tracks.
Channel strip controls: Adjust the level and other aspects of the audio signal played through the channel strip.
View buttons: Use to switch between Single, Tracks, and All views, limiting the Mixer view to channel strips required for the task at hand.
Filter buttons: Use to limit the channel strips displayed in the Mixer to specific types.
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For more information about the Mixer, see Mixing overview . For information about using channel strip controls, see Channel strip controls.
Smart Controls
Smart Controls let you quickly view and adjust the most important parameters of the selected track, without opening the Mixer or individual
plug-in windows. Each Smart Control features a set of screen controls. Adjusting a single screen control can modify one or more channel strip or
plug-in parameters for the track.
Smart Control inspector: Choose a different layout, view existing mappings, map screen controls to parameters, and assign hardware
controllers to screen controls.
Screen controls: Visual controls that modify aspects of the sound of the track. Each Smart Control has a set of screen controls optimized
for the type of track or instrument. Screen controls are labeled to make their functions easier to understand.
For information about working with Smart Controls, see Smart Controls overview .
Editors
Audio Track Editor
The Audio Track Editor displays the audio waveform of the regions on an audio track. In the Audio Track Editor, you can copy, paste, move,
trim, split, and join audio regions. Using the Audio Track Editor grid, you can precisely align edits with specific points in time.
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Audio Track Editor menu bar: Contains menus with region editing commands and functions, as well as buttons for Flex editing, selecting
editing tools, and zooming the editor.
Audio Track Editor inspector: When Flex Pitch is turned on, contains controls for quantizing time and pitch, correcting pitch, and adjusting
gain.
Waveform display: Shows the audio waveform for the region on a time grid.
Ruler: Shows time divisions so you can align regions and make edits at precise time positions.
Playhead: Reflects the current playback position.
When Flex Pitch is turned on, you can quantize the timing and pitch of audio regions, and adjust their pitch and gain in the Audio Track
Editor inspector. All edits in the Audio Track Editor are nondestructive, so you can always return to your original recordings.
Select an audio track, then click the Editors button in the control bar.
For more information about using the Audio Track Editor, see Audio Track Editor overview . For information about making Flex Time and Flex
Pitch edits, see Flex Time and Pitch overview .
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Piano Roll Editor menu bar: Contains menus with region editing commands and functions, as well as buttons for selecting editing tools and
zooming the editor.
Piano Roll Editor inspector: Contains controls for quantizing note timing and adjusting note pitch and velocity.
Display area: Shows the notes in the MIDI region or regions as bars on a time grid.
Ruler: Shows time divisions so you can align and edit notes at precise time positions.
Playhead: Reflects the current playback position.
Select a software instrument or external instrument track, then click the Editors button in the control bar.
Select a software instrument or external instrument track, then choose View > Show Editors.
For more information about using the Piano Roll Editor, see Piano Roll Editor overview .
Drummer Editor
If you add a Drummer track to a project, you can view and edit Drummer track and region parameters in the Drummer Editor.
The left side of the Drummer Editor shows settings for the Drummer track, including genres and drummers. On the right side are parameters
for the selected Drummer region, including presets, an XY pad for adjusting the complexity and loudness of the region performance, and controls
for editing performance parameters, including kit piece pattern variations and fill settings.
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Genres and drummers: Select a genre to view the drummers for that genre, then select the drummer for the track.
Drummer presets: Choose a preset for the selected Drummer region. A preset consists of all region settings, visible to the right of the
presets area. You can use the default settings, or you can edit them and save your own presets.
XY pad: Adjust the complexity and loudness of the region performance.
Drum kit controls: Turn on different instruments, and choose between different variations for the drum and percussion pieces. You also
have the option to play half time or double time for kick and snare.
Performance controls: Adjust the number and length of fills using the Fills knob. Adjust the shuffle feel of the region performance using
the Swing knob. Click the Details button to reveal additional performance controls.
Select one or more Drummer regions on a Drummer track, then click the Editors button in the control bar.
Score Editor
The Score Editor displays MIDI regions as music notation, including notes, rests, and other MIDI events such as sustain pedal markings. You
can add and edit notes and other musical symbols. Lyrics, titles, and other text can also be included in the score. You can control the display of
individual staffs, extract parts from the score, modify the overall score layout, and print or export complete scores, partial scores, and parts.
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Score working area: Displays music notation for selected MIDI regions, tracks, or the entire project.
Region inspector: Choose visual quantization and other display settings for selected regions.
Event inspector: Control appearance and position settings for individual notes and other items in the score.
Part box: Displays available musical symbols, organized in groups. Select musical symbols to add to the score, and customize the order of
symbols in the Part box.
Drag the Score Editor by its title bar out from below the Tracks area.
For more information about using the Score Editor, see Notation overview .
Step Editor
The Step Editor displays notes or controller events for selected MIDI regions as beams in a user-defined time grid. You can easily add or edit
note velocities or other controller data (making some editing tasks, such as data scaling, much faster), or quickly create and edit MIDI drum parts.
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Lane parameters: Determine the type of event displayed or modified. When you select a row in the name column, its event definition is
shown in the Lane inspector.
MIDI events: Represented by vertical beams in a time grid. Controller values, note velocity, and other values are indicated by the height of
each beam (taller beams indicate higher values).
Drag the Step Editor by its title bar out from below the Tracks area.
For more information about using the Step Editor, see Step Editor overview .
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The Audio File Editor has its own ruler, playhead, and zoom slider.
Ruler: Indicates the position and length of the region selected in the Tracks area, or in the Project Audio Browser.
Info display: Displays the start point and length of the selected area.
Waveform overview: Displays a miniature view of the entire audio waveform.
Waveform display: Provides a detailed view of the area selected in the waveform overview.
Playhead: Reflects the current playback position.
Anchor: Displays the absolute start point of the audio file.
Region area: Edit this beam to adjust the region length.
For more information about using the Audio File Editor, see Audio File Editor overview .
Note Pads
Project notes
You can create, view, and edit notes for a project in the Project Notes pane. Each project can contain one set of project notes.
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Project Text area: View and edit project notes in the Project Text area.
Project Text Edit button: Use to add or edit project-specific text in the Project Text area. You can also double-click the Project Text
area.
Track notes
You can create, view, and edit notes for each track in the Track Notes pane.
Track Text area: View and edit notes for the selected track in the Track Text area.
Track Text Edit button: Use to add or edit track-specific text in the Track Text area. You can also double-click the Track Text area.
For more information about track notes, see Add track notes
List Editors
Event List
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The Event List shows all the events in your project, such as MIDI note events or region start events, in a vertical list format. You can use it to
make precise edits, and for other tasks better suited to numeric rather than graphic edits. You can display all events or limit them by category.
Display Level button: Click to move up one display level in the Event List. This view lets you see all regions in the current project.
Add Event button and Type pop-up menu: Add an event, and choose the type of event to add.
Event Type buttons: Click to show or hide specific event types.
List area: Shows the list of events or regions, organized in columns.
Marker List
The Marker List displays all the markers in the project. You can create, select, and edit markers in the Marker List, and click a marker name to
move the playhead to that marker position.
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Create button: Creates a marker at the playhead position.
Marker List area: Lists all the markers in your project, showing the name, bar position, and length of each marker. Drag vertically in the
Position column to edit a marker's position, or double-click and enter a new value.
Marker Text Area button: Shows or hides the Marker Text area. Use this area to enter or edit text for the selected marker.
Marker Text area: Enter text for the selected marker by double-clicking the area or clicking the Marker Text Area button.
Marker Set pop-up menu: Choose the marker set to view and edit.
Tempo List
The Tempo List displays all the tempo events in the project, and lets you create and edit tempo events.
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Create button: Click to create a new tempo event.
Tempo List area: Displays all tempo changes, and their position in a project.
Tempo Set pop-up menu: Choose the tempo set to view and edit.
Signature List
The Signature List shows all the time and key signature changes in your project, as well as any score symbols in the project score. You can
create, copy, move, and delete time and key signature events in the Signature List.
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Create button: Click to create a new signature event.
Signature List area: Displays all time and key signature changes, and their position in a project.
Signature Set pop-up menu: Choose the signature set to view and edit.
Loop Browser
The Loop Browser makes it easy to find Apple Loops and add them to your project. You can browse for loops or search using various criteria,
preview matching loops, and add them to your project by dragging them into the Tracks area.
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View buttons: Switch between column view, button view, and sound effects view.
View pop-up menu: Choose which loops to display. You can display all available loops, or filter loops by Jam Pack or the user's loop library.
Search field: Type text to search for loops by name.
Keyword buttons: Filter loops by clicking keyword buttons. Matching loops appear in the results list below.
Category columns: Filter loops by choosing categories and subcategories from left to right. Matching loops appear in the results list below.
Results list: Displays all loops that match the search criteria. Click a loop to preview it, and drag a loop from the results list into the Tracks
area to add it to your project.
Volume slider: Adjusts the volume of loops you are previewing.
For more information about using the Loop Browser, see What are Apple Loops?
Browsers
Project Audio Browser
The Project Audio Browser shows the audio files used in the project, and displays an overview of the regions derived from each audio file.
You can add, edit, delete, and rename audio files and regions in the Project Audio Browser.
The Project Audio Browser is available when Show Advanced Tools is selected in the Advanced preferences pane.
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File path: Shows the location of the audio file.
Name column: Displays audio files by name. Click the disclosure triangle to the left of an audio file to reveal regions associated with the file.
Icon column: Displays icons to indicate missing or timestamped files, files that follow the project tempo, or files that contain tempo
information.
Info column: Shows sample rate, bit depth, input format, and file size details. Also indicates file length using horizontal bars. Colored
sections indicate the location and size of regions within the audio file. The Info column can also display waveform overviews.
BPM column: Shows the original tempo of audio files.
Play button: Plays the selected audio file or region. Click again to stop playback.
Cycle button: Loops playback of the selected audio file or region. Use in combination with the Play button.
Volume slider: Sets the playback volume.
For more information about using the Project Audio Browser, see Project Audio Browser overview .
Media Browser
Using the Media Browser, you can find and import songs from your iTunes library and movies from your Movies folder into a Logic Pro project.
You can also import GarageBand projects into the current project.
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View buttons: Switch between Audio and Movies view.
Audio view: Shows the audio files in your iTunes library and Music folder.
Movies view: Shows the movie files in your Movies folder and iPhoto library. If you have Final Cut Pro X installed on your computer, your
Final Cut Pro projects also appear in Movies view.
For more information about using the Media Browser, see Import media files.
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The All Files Browser displays the following file types found on your computer or any connected storage device:
Logic Pro project files (including projects created with previous versions of Logic Pro)
GarageBand projects
Audio files
QuickTime movies
All file formats that can be imported into a Logic Pro project
The All Files Browser includes the following features and controls:
Back and Forward buttons: Move back and forward through previously viewed levels of the folder hierarchy.
Computer, Home, and Project buttons: Choose the location to browse for files.
View buttons: Switch the file list between List view and Column view.
Search field: Search for files by name. Click the plus button to display additional search filters that allow you to narrow your search further.
Results are displayed in the File list below.
Search filters: Narrow your search according to specific file types, file formats, length, date, size, and other criteria.
File list: Shows folders and files at the current location, or folders and files that match the search criteria.
Action pop-up menu: Use to add a selected audio file to the Project Audio Browser, show the file location in the Finder, use Quick Look,
create a new folder, or convert ReCycle files to Apple Loops.
Play button: Plays the selected file. Click again to stop playback.
For more information about using the Media Browser, see Search for media files.
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Logic Pro project basics
You start working in Logic Pro by creating a new project, or opening an existing one. A project is the document that contains all your
recordings, the location of media files you add, and all the changes you make. You can have multiple projects open at the same time, and
transfer media and other data between them.
Each project has a set of properties, including a tempo, time signature, and key signature, which you can define when you create the
project, and change later while you're working. Projects can also contain assets, including audio files, a movie file, instruments, and other files.
You can save assets with the project or reference them in another location. For information about managing project assets, see Manage project
assets.
When Show Advanced Tools is selected in the Advanced preferences pane, you can save a project as either a single file (package), or as a
project folder containing the project file and subfolders for project assets. For information about saving projects, see Save projects.
For more information about working with projects, see Projects overview . For information about creating Logic Pro projects, see Create
projects.
The basic elements of a Logic Pro project include the following:
Tracks
The horizontal rows in the Tracks area are called tracks. Tracks help you organize and control the sound of the recordings, loops, and other
material in a project. You record your performances on tracks, and arrange the regions representing the recordings, loops, and other material in a
project on tracks. There are several types of tracks you can use in a Logic Pro project:
Audio tracks: Can contain audio recordings, audio Apple Loops, and imported audio files.
Software instrument tracks: Can contain software instrument recordings, software instrument Apple Loops, and imported MIDI files.
Drummer tracks: Can contain Drummer regions. Used in conjunction with the Drum Kit Designer plug-in and Drummer Editor.
External MIDI tracks: Can contain MIDI recordings that send MIDI data to external MIDI devices, such as synthesizers and sound modules.
Track Stacks: Track Stacks let you organize and control multiple tracks, and create audio subgroups.
Folder tracks: Can contain folders, which are containers for other tracks. Folder tracks are not assigned to a channel strip in the Mixer.
There are additional track types that do not contain regions, including auxiliary (aux) and output tracks, used for routing the output of other
tracks; global tracks, used to control aspects of the overall project; and the master track, which you can use to control the overall volume level
of the project.
For more information about working with tracks, see Tracks overview . For information about working in the Tracks area, see Tracks area
overview . For information about working with global tracks, see Global tracks overview .
Regions
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Regions are the building blocks of a project. Each time you make a recording, drag an Apple Loop to the Tracks area, or add a media file to
your project, a region representing the recording or file appears in the Tracks area.
Regions appear as rounded rectangles in the Tracks area. Different types of regions correspond to different track types and types of material.
Audio regions refer to (point to) an underlying audio file (a recording made in Logic Pro, an audio Apple Loop, or an imported audio file).
An audio region can represent the entire audio file or only a portion of one. When you edit the region in the Tracks area or the Audio Track
Editor, the original audio file is not changed.
MIDI regions contain MIDI data for notes and other MIDI events, such as controller and program change information. They are stored as
part of the project, but can also be saved as individual files.
In the Tracks area, you can move, copy, and work with both audio and MIDI regions in a variety of ways to build your arrangement. You can
also edit audio regions in the Audio Track Editor, and edit MIDI regions in the Piano Roll Editor (and the Score Editor). When Show Advanced
Tools is selected in the Advanced preferences pane, you can edit the source audio files for audio regions in the Audio File Editor.
For more information about arranging regions in the Tracks area, see Arranging overview . For information about editing audio regions in the
Audio Track Editor, see Audio Track Editor overview . For information about editing MIDI regions in the Piano Roll Editor, see Piano Roll Editor
overview .
For more information about working with regions, see Regions overview
Patches
You can control the sound of the tracks in your project using patches. A patch can contain one or more channel strips, each with its own
settings and plug-ins, as well as a set of Smart Controls. Patches can also contain auxiliary channel strips for more complex routing. You can
choose a patch for a track in the Library when you create the track, and choose a different patch later while you're working. Custom patches
can be saved in the Library.
For more information about working with patches, see Patches overview .
Channel strips
Each track in a project is represented and controlled by a channel strip corresponding to the track type. Channel strips contain controls to
adjust the volume level and pan position of the track, mute and solo the track, insert plug-ins, route the output signal, and control the track in
other ways.
You can view and edit the channel strips for a project in the Mixer. The inspector displays channel strips for the selected track, and also for
the primary destination (output) for the selected track's channel strip.
In addition to track channel strips, projects contain output channel strips and a master channel strip (which controls the overall volume of the
project). They can also contain auxiliary channel strips, which are used to route the output from multiple tracks to a single destination.
For more information about working with channel strips in the Mixer, see Mixing overview .
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Plug-ins
Logic Pro includes a collection of professional-quality plug-ins you can use to shape the sound of your recordings and other material. There are
several types of plug-ins used in Logic Pro channel strips: MIDI plug-ins, effects plug-ins, and instrument plug-ins.
MIDI plug-ins are inserted in software or external instrument channel strips and process or generate MIDI data--played from a MIDI region
or a MIDI keyboard--in real time.
Effects plug-ins can be used in audio, instrument, auxiliary, and output channel strips. In general, they modify the sound (the input signal)
of the channel strip.
Instrument plug-ins can be used on software instrument channel strips. They respond to MIDI note messages and so can be played using
a USB music keyboard or another MIDI controller.
For more information about working with instrument and effects plug-ins, see Plug-ins overview . For complete information about individual
plug-ins, see the Logic Pro Instruments and Logic Pro Effects manuals.
Additional Options
The Additional Options preference gives you access to extra capabilities for special tasks beyond the needs of usual music productions. When
Show Advanced Tools is selected in the Advanced preferences pane, the following additional options are available:
Audio: Use the Audio File Editor, for destructive editing of audio files and advanced configuration options.
Surround: Use surround capabilities (in the Mixer) with a surround speaker setup.
MIDI: Use the Environment for MIDI signal flow control and real-time processing of MIDI data.
Score: Use additional features in the Score Editor, including the ability to assign staff styles to individual regions and create chord grids.
Control Surface: Create and edit control surface assignments.
Advanced edit: Use advanced editing functions including the Tempo Interpreter, and create aliases.
For users upgrading to Logic Pro X, any additional options used by an existing project are turned on by default when you open the project.
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2. Select any of the specific additional options you want to use.
Some features are only available when Show Advanced Tools is turned on, or when the corresponding Additional Options checkbox is
selected. If a project makes use of features (for example, Track Stacks) that can only be created or edited when the Show Advanced Tools
checkbox is selected, items using the feature will still play when Show Advanced Tools is turned off.
Open a window
Choose the window you want to open from the Window menu.
If the window is open, but in the background, comes to the foreground. If it's already in the foreground, another window of the same
type opens.
Tip: The key commands for opening different working areas as separate windows are shown beside the window name in the Window
menu.
Close a window
Do one of the following:
Click the close button at the top-left corner of the window.
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The window with key focus closes.
The size relationship of the Tracks area and editors in the Logic Pro main window can also be adjusted, by clicking between them and
dragging vertically. The pointer changes to a Resize pointer. The vertical height of the Mixer is independent of the height you set for the
editors.
Move a window
Drag the window to a new position.
2. When the pointer turns into the Resize pointer, drag the window element.
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Zoom windows
You can also zoom in to see regions or events in closer detail, or zoom out to see more of the project. Most Logic Pro windows zoom sliders.
When you zoom in or out, the top-left (and selected) event or region remains in the visible area of the screen. If no selected region or event
is visible, zooming is centered around the playhead. If the playhead isn't visible, the current center of the window is retained.
You can store three different zoom settings for each window using the Save as Zoom 1-3 key commands. Use the Recall Zoom 1-3 key
commands to recall your zoomed settings. These commands only apply to the active window or window area.
2. Drag to select the area you want to zoom with the Zoom tool.
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The selected area fills the window. You can repeat the process to zoom in further.
3. To recall a saved zoom setting, use the corresponding Recall Zoom key command (1-3).
Choose the window size in the plug-in window's View pop-up menu.
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In the Piano Roll and Step Editors, a step up the display hierarchy shows the events of all regions in the Tracks area.
In the Event List, clicking the Display Level button moves you up one level in the display hierarchy. The display remains much the same but
shows a list of regions, rather than a list of individual events, along with region positions, names, track numbers, and lengths. The MIDI region
that you were just editing is selected within the list of region names.
In the Score Editor, clicking the Display Level button takes you to the higher display level. Double-clicking a staff (at an empty point), reverts
to a lower display level.
You also have the option of using Catch mode together with the Scroll in Play setting. The View menus of all windows that display time
horizontally (Tracks area, Score Editor, Piano Roll Editor, and Step Editor) offer the View > Scroll in Play setting. If the Catch function of the
window is also activated, the playhead remains in the middle of the window, while the background scrolls smoothly from right to left.
3. Turn on the Logic Pro > Preferences > General > Catch > "Catch content by position if Catch and Link are enabled" preference.
The Link mode options--Off, Same Level, and Content--allow you to control how information is displayed when working with related editor
windows.
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Set the Link mode
Choose View > Link, then choose one of the following:
Off: Unlinks the window from other windows.
Same Level: When selected, the editor window always displays the same contents as the window with key focus, and updates
whenever the window with key focus changes. For example, if the Score Editor has key focus, in Same Level Link mode, the Event List
displays the same data as the Score Editor (numerically, of course).
Content: When selected, the editor window always shows the contents of the region selected in the window with key focus. In this
case, the display level is always one level lower that of the top window. For example, if the Tracks area is the active window, any open
MIDI editor shows the events of the selected MIDI region. You can also use Content Link mode in one Tracks area, to display the folder
contents of another Tracks area.
The Piano Roll Editor and Score Editor also include a Link button that you can use to set the Link mode, and view the current Link mode.
Piano Roll Editor: The Link button is yellow when set to Content. Same Level is not available.
Score Editor: The Link button is purple when the Link mode is set to Same Level, and yellow when set to Content.
Create a screenset
1. Press any numerical key except 0; for example, 7.
For two-digit screensets, hold down Control while entering the first digit.
2. Arrange your windows, including changes to zoom settings, the relationship of the Tracks area and editor, open or closed inspector and
Browsers or List Editors areas, and so on.
Note: When you choose a screenset number that has not been saved, a maximized main window opens.
Note: Screensets 1 to 9 can be recalled by freely defined key commands, not only the number keys on your computer keyboard. This allows
you to use the number keys for other purposes, such as opening or closing windows. The 1 to 9 key commands are called Recall Screenset 1-9
in the Key Commands window.
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2. Set the playhead to the point where you want the screenset to change.
3. Click the Create button in the Event List, then click the Meta Events button.
The inserted meta event has a default value of 50 (Project Select).
You can stop screenset switching by muting the MIDI region that contains the meta 49 event.
Important: The File > New command unlocks all screenset locks.
Copy screensets
1. Switch to the screenset you want to copy, then choose Screensets > Duplicate (or use the Duplicate Screenset key command).
2. In the Duplicate Screenset dialog, enter the target screenset number (the screenset number that you want to copy to), and give it a
name.
3. Click OK.
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2. In the Rename Screenset dialog, do one of the following:
3. Click OK.
2. Navigate to and select the project file that you want to import screensets from, then click the Import button.
Note: If accessing this feature via the All Files Browser, you also need to click the Import Settings button, which appears after clicking the
Import button.
You can assign separate tools to the Left-click and Command-click Tool menus. If you have a suitable mouse, you can also assign the right
mouse button. For information about assigning tools, see Assign tools.
Assign tools
You can assign tools to the Left-click and Command-click Tool menus. The pointer adopts the shape of the active tool, allowing you to
identify it by looking at the pointer graphic.
The Command-click Tool menu is located on the right, by default, but is located in the middle when a third (Right-click) tool is assigned. You
can assign the Right-click tool in the Logic Pro General > Editing preferences pane. See Editing preferences.
If you have a suitable mouse, you can also assign the right mouse button to any of the following:
A third tool (Right-click tool)
Tool menu
Shortcut menu (default setting)
You can set two different behaviors for the Pointer tool when using it in the Tracks area.
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Click the Left-click Tool menu to open it, then choose a tool.
Press the "T" key twice to return to the default Pointer tool.
2. Click Editing, then choose a setting from the Right Mouse Button pop-up menu.
Is Assignable to a Tool: When this option is chosen, a third Tool menu (Right-click Tool menu) appears to the right of the Left-click
and Command-click Tool menus. Choose the appropriate menu item to assign the tool, which is available when the right mouse button is
pressed while editing.
Opens Tool Menu: Right-clicking in the working area of the active window opens the Tool menu with the Pointer tool (and not the
currently selected tool) located under the pointer position. Choose a tool by clicking it. When the Tool menu is open, you can also use
the key shown next to a tool to select it.
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Note: When you choose a tool from the Tool menu by right-clicking, the tool is assigned to the left mouse button. Right-double-
clicking in the working area of the active window resets the assigned tool to the Pointer tool.
Opens Shortcut Menu: Right-clicking in the working area of the active window displays a menu that contains a number of area-specific
selection and editing commands.
2. Click Editing, then select the behavior you want for the Pointer tool.
Fade Tool Click Zones: When selected, placing the pointer over the upper-left and upper-right edges of a region activates the Fade
pointer and behavior. The Loop pointer and behavior can still be accessed in these click zones by holding down Option.
Marquee Tool Click Zones: When selected, placing the pointer over the lower half of a region (with the exception of the lower-left and
lower-right edges) activates the Marquee pointer and behavior.
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Common tools
The most common tools are briefly described in the following section. Tools for specific working areas or editors are covered in the respective
chapters.
Pointer tool
The Pointer is the default tool when you open Logic Pro. You can use the Pointer tool to:
Select events, regions, or other items by clicking them. You can select multiple items by holding down Shift and dragging around the
items.
Move items (by grabbing and dragging).
Copy items (by Option-dragging).
Change the length of items (by grabbing the bottom-right or bottom-left corner and dragging).
Loop regions (by grabbing the upper-right corner and dragging).
The pointer also takes the shape of this tool when outside the working area, when making a menu selection, or entering a value.
Pencil tool
The Pencil tool is used to add new regions or events. You can also select, drag, loop, and alter the length of regions or events using the
Pencil tool.
Eraser tool
The Eraser tool is used to delete selected regions or events. When you click a region or event with the Eraser tool, all of the currently
selected regions or events are deleted (similar to pressing the Delete key). The Eraser tool can also delete an unselected region or event by
clicking it.
Text tool
The Text tool is used to name regions and other items, or add text to a musical score.
Scissors tool
The Scissors tool is used to split regions and events, allowing individual sections to be copied, moved, or deleted.
Glue tool
The Glue tool joins selected regions or events into a single region or event.
Solo tool
Click-holding a region with the Solo tool lets you listen to the selected region or event apart from the rest of the project. Moving the mouse
horizontally also scrubs any events the pointer touches.
Mute tool
Clicking an event or region with the Mute tool prevents it from playing. You can unmute the region or event by clicking it a second time with
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the Mute tool. If multiple regions or events are selected, the mute state of the clicked region or event applies to all selected regions or events.
Zoom tool
The Zoom tool allows you to zoom (up to the full window size) by dragging to select a specific region. You can revert to the normal zoom
level by clicking the window background with this tool. You can also access the Zoom function--even when other tools are active--by pressing
and holding Control-Option. When the pointer is over an empty part of the Tracks area, Piano Roll Editor, Score Editor, or Step Editor, you can
access the Zoom function by pressing and holding Option.
Flex tool
The Flex tool provides you with quick access to fundamental Flex editing functionality, without having to turn on Flex view in the Tracks area.
Virtually all edits, including moves, deletions, renaming, and parameter changes; and the creation of new events, regions, channel strips, and
more, can be undone.
The Undo History window displays a list of all actions that can be undone. The most recent step (editing operation), which will be the first to
be undone, is selected.
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Undo or redo an isolated step
Command-click the step.
This will undo or redo an isolated step without influencing all steps between the clicked and highlighted entries.
WARNING: Take care with this command. No undos or redos are possible for the deleted steps, once the Undo History has been erased.
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Select and download additional content
1. Do one of the following:
In the Additional Content window, select the checkbox for each content package you want to download.
To download all installed content, click the Select All Uninstalled button.
2. Click Install.
Quick Help
You can view a brief description of windows, controls, and other elements of the Logic Pro interface without leaving the application or
interrupting your workflow. You can view Quick Help either in the inspector, or in a movable floating window.
To view Quick Help in the inspector, open the inspector, then choose Help > Quick Help.
To view Quick Help in a floating window, close the inspector, then choose Help > Quick Help.
Logic Remote
For iPad users, a separate application is available that lets you view detailed Help information on your iPad while you work in Logic Pro. The
Logic Remote app is available on the App Store, and can be downloaded directly from within Logic Pro by choosing Logic Pro > Download Logic
Remote.
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Connect external devices
Connecting overview
You can use Logic Pro with a wide variety of audio and MIDI devices, including microphones, keyboards and other musical instruments, mixers,
and other audio equipment.
To connect audio devices to your computer, you can use an audio interface. Keyboards and other MIDI devices can be connected directly, or
using a MIDI interface. Some audio and MIDI interfaces require that you install a device driver before opening Logic Pro, so the application can
find and use the device at startup.
For information about connecting audio devices, see Audio devices overview .
For information about connecting MIDI devices, see MIDI devices overview .
Connect a microphone
You can connect a microphone to your computer to record your voice, an instrument, or any other sound to an audio track. You can
connect a microphone to your computer's audio input port, a USB port, or to an audio interface connected to your computer. You can also use
your computer's built-in microphone to record sound.
Connect a USB microphone to your computer's USB port on your computer. Choose the USB microphone as the track's input source.
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Connect an audio interface to your computer's USB or FireWire port, then connect a microphone to the audio interface for recording.
Connect an audio mixer or console to an audio interface, then connect the interface to your computer.
If your computer has an audio input port, connect the microphone to the audio input, then choose Built-in Input as the track's input
source.
If you're using your computer's built-in microphone, choose Built-in Microphone as the input source in Logic Pro > Preferences > Audio >
Devices.
After you connect a microphone, you choose the input source for the track you want to record to; you can also turn on monitoring to hear
sound from your microphone as you play. You can choose the input source in the New Tracks dialog when you create a new track, or choose it
from the Input slot on the track's channel strip in the Mixer or the inspector.
Connect the electric instrument to a channel on the audio interface or the adapter cable, using a standard 1/4-inch tip-sleeve instrument
cable.
If your computer has an audio input port, connect an electric instrument to the audio input port using an adapter cable. Choose Built-in
Input as the track's input source.
After you connect an electric instrument, you choose the input source for the track you want to record to; you can also turn on monitoring
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to hear your instrument as you play. You can choose the input source in the New Tracks dialog when you create a new track, or choose it from
the Input slot on the track's channel strip in the Mixer or the inspector.
If you connect your electric instrument to an audio interface, check the manufacturer's specifications to make sure the interface is compatible
with Mac OS X and Core Audio. Also make sure the audio interface uses a format supported by your computer. Follow the manufacturer's
instructions, which might include installing the correct driver on your computer.
Connecting some electric instruments, such as electric guitars, to your computer's audio input port may result in a low-level input signal. To
increase the input signal, you can connect the guitar to a preamplifier, and connect the preamplifier to your computer.
Connect an audio interface to a PCIe (Peripheral Component Interconnect Express) card installed in your computer. PCIe provides
extremely high bandwidth and fast data transfer rates, allowing you to record and play back large numbers of files at the highest possible
sample rates and bit depths.
Connect an audio interface to an ExpressCard/34 slot installed in your computer. ExpressCard/34 supports both PCIe and USB 2.0
connectivity. ExpressCards available include audio interfaces, hard disk controller (eSATA) cards, networking, wireless adapters, and more.
After connecting an audio interface to your computer, be sure to set the audio interface as your audio input. You can then set the individual
inputs on the audio interface as the input source for the audio tracks you want to record to. For details on choosing the audio input, see
Devices preferences.
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Configure a connected audio device
Many Core Audio-compliant devices don't require a driver to work with Logic Pro. For other audio devices, you may need to install, select,
activate, and configure the driver for the device. Check the instructions that came with the device, and the manufacturer's website, for more
information.
For devices that do require an audio driver, you configure the driver in Audio Devices preferences.
Logic Pro automatically recognizes any installed Core Audio hardware, and uses the default settings as defined in the Audio MIDI Setup utility
(Applications/Utilities/Audio MIDI Setup). In most cases, however, you may want to optimize the settings for your individual hardware setup,
particularly if you use several audio interfaces or a multiple input/output device. If possible, you should avoid using different audio devices for
input and output.
For details about setting up your Core Audio device preferences, see Devices preferences.
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Connect a USB music keyboard to your computer
Connect the USB cable from the keyboard to your computer.
If the keyboard has MIDI ports instead of a USB port, see Connect MIDI keyboards and modules.
Be sure to follow the instructions that came with the keyboard, which may include installing the correct driver on your computer. Check the
manufacturer's website for the latest driver software. If you're using a MIDI interface, be sure to follow the instructions that came with the
interface.
For keyboard controllers without tone generators: You only need to connect the MIDI Out port of the keyboard to a MIDI In port on
your MIDI interface, using a MIDI cable.
For keyboards with tone generators: You should also connect the MIDI Out port of the MIDI interface to the keyboard MIDI In port. If
your MIDI interface offers more than one MIDI output, connect any other tone generators (or other MIDI devices, such as control surfaces
that require bidirectional MIDI communication) to these.
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If your MIDI interface has only one MIDI output: You need to connect the MIDI In of the second tone generator to the keyboard MIDI
Thru port. A third device can be connected to the MIDI Thru of the second unit, and so on.
The MIDI Thru port replicates the signals coming into the MIDI In port of the device. It's better to use a direct connection from the
computer MIDI Out port to a device, rather than chaining too many units, one after the other. Doing so can cause timing problems in the
chain if numerous MIDI commands are sent quickly, due to the slight delays introduced by each MIDI In to MIDI Thru transaction. As such, a
multi input/output MIDI interface is recommended in studios with several MIDI tone generators and controllers.
Logic Pro is capable of channelizing MIDI data (routing it to MIDI channels 1 to 16) and sending the channelized data to specific MIDI Out
ports. However, in the scenario above, there is only one MIDI Out port available.
In this situation, all data sent on MIDI channel 1 is sent to all four of the daisy-chained MIDI devices. Each device plays the incoming data with
the sound assigned to channel 1.
As this example illustrates, MIDI can be separated onto different channels, but cannot be separated between devices, unless you use a multi-
output MIDI interface. If you use a multi-output MIDI interface rather than a single-output one, you can specify the MIDI ports on each device.
There are no MIDI Thru connections, so Logic Pro can assign and send:
A recording/performance on MIDI channel 1 to port A/module 1
A separate recording/performance--also on MIDI channel 1--to port B/module 2
A further recording/performance on MIDI channel 1 to port C/module 3, and so on with subsequent channels and modules
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In effect, having a multi-output MIDI interface is something like having more MIDI channels. In this scenario, it would be like having 64
independent MIDI channels, with 16 channels per port (A, B, C, and D).
Not only does this allow you to play up to 64 different sounds simultaneously through your tone generators, it also allows full MIDI control for
each channel of each device. This becomes increasingly important when arranging and orchestrating such a large number of instrument parts.
If your computer offers several MIDI inputs, you can connect the MIDI outputs of other MIDI expanders and controllers to it.
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Work with projects
Projects overview
A project is a Logic Pro document that contains all of your recordings, the location of media files you add, and all the changes you make. You
start working in Logic Pro by creating a project , or opening an existing project . You can have multiple projects open at the same time, and
transfer media and other data between them.
Each project has project properties including tempo, key and time signature, and more. You can set project properties when you create a
project, or later while you're working. You can preview projects in the Finder using Quick Look, clean up and rename projects, and share data
and settings between projects.
A project can include assets, such as audio and video files, sampler instruments and samples for the EXS24 or Ultrabeat, and Space Designer
reverb impulse response files. You can manage project assets in a variety of ways.
When Show Advanced Tools is selected in the Advanced preferences pane, you can save a project as either a single file (package), or as a
project folder containing the project file and subfolders for project assets. You can also create and save project alternatives, each with a unique
name and different settings, and access saved backups of a project.
Create projects
You start working in Logic Pro by creating a new project. In the Project Chooser, you can choose a template to use as the starting point for
a new project.
Each project has project properties including the project tempo, time and key signature, and more. You can edit some project properties in
the Project Chooser when you create a project, and change them later while you're working. For full details about project properties, see
Project properties overview .
When Show Advanced Tools is selected in the Advanced preferences pane, you can choose to have Logic Pro create a project folder that
contains the project file, along with subfolders for assets and other files used in the project (including audio files, impulse responses, sample
instruments, samples, and Ultrabeat samples).
When you create a project folder for a new project, the project file is saved in the project folder, and the file types selected in the Save
dialog are saved to the corresponding subfolder in the project folder.
Create a project
1. Choose File > New (or press Command-N).
2. In the Project Chooser, select an option from the list on the left:
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To see all available project templates: Click New Project.
To see recently open projects: Click Recent.
To see user-created templates: Click My Templates.
4. To edit project settings for the project, click the Details triangle in the lower-left part of the Project Chooser and do any of the following:
To set the project tempo: Drag the Tempo slider, enter a tempo in the Tempo field, or click the Tap Tempo button several times.
To have regions in the project use the musical grid: Select the "Use musical grid" checkbox.
To set the key signature: Choose a key from the Key Signature pop-up menu, then click Major or Minor.
To set the time signature: Click the arrows to change the number of beats, or double-click the time signature and enter a new time
signature.
To set the audio input: Choose an input source from the Audio Input pop-up menu (for audio tracks only).
To set the audio output: Choose an output (device) from the Audio Output pop-up menu.
To set the project sample rate: Choose a sample rate from the Sample Rate pop-up menu.
To set the project frame rate: Choose a frame rate from the Frame Rate pop-up menu.
To set the surround format for surround projects: Choose a surround format from the Surround Format pop-up menu.
5. Click Choose.
The new project opens.
When you create a project, the project is automatically saved. The first time you close the project, close Logic Pro, or create a project
alternative, the Save dialog appears, so you can set the project name and location. When Show Advanced Tools is selected in the Advanced
preferences pane, you can also choose whether to save the project as a single file (package) or folder, and select which assets are saved in the
project. For more information about saving projects, see Save projects.
You can also set Logic Pro to create a project automatically on startup by choosing a startup action in the Logic Pro > Preferences > General
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> Project Handling pane. For more information, see Project Handling preferences.
Open projects
You can open an existing project to continue working. You can also open several projects simultaneously, allowing you to copy or move data
between them, or to compare different versions of a project.
Important: After a project is saved as a Logic Pro X project, it can no longer be opened in earlier versions of Logic Pro.
You can configure Logic Pro to open a project automatically on startup by choosing a startup action in the Logic Pro > Preferences > General
> Project Handling pane. For more information, see Project Handling preferences.
If another project is open, a dialog appears, asking whether you want to close the open project. You can turn off this prompt in the
Logic Pro > Preferences > General > Project Handling pane.
2. To limit your view to a specific file type, choose the file type in the File Type pop-up menu:
All Logic Document Types: View all document types supported by Logic Pro.
Logic Projects: View projects created with the current version of Logic Pro or earlier versions.
GarageBand Projects: View projects created in GarageBand.
MIDI Files: View Standard MIDI files in either format 0 or 1.
AAF Files: View Advanced Authoring Format files used by other DAW applications such as Pro Tools.
XML (Final Cut Pro): View XML files supported by Final Cut Pro X.
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You can also open a Logic Pro project (or a MIDI file) by dragging it onto the Logic Pro icon in the Dock.
You can clear all items in the Open Recent submenu by choosing Clear Menu.
Tip: If you set the Startup Action in Logic Pro > Preferences > General > Project Handling to Open Most Recent Project, Logic Pro reopens
the last open project automatically.
Save projects
When you save a project in Logic Pro, your recordings and all the changes you make are saved with the project.
Logic Pro auto-saves your work so that you don't lose important changes if the application quits unexpectedly. Logic Pro shows a dialog when
you reopen the project, asking if you want to use the auto-saved version. If you choose not to, Logic Pro opens the last manually saved version
of the project.
When Show Advanced Tools is selected in the Advanced preferences pane, you can save a project as a package, or save it as a project
folder that contains the project file, along with subfolders for assets and other files used in the project (including audio files, impulse responses,
sample instruments, samples, and Ultrabeat samples).
When you save a project as a project folder, the project (package) is saved in the project folder, and the asset types selected in the Save or
Save As dialog are saved to the corresponding subfolders in the project folder.
When you save a project, you can choose whether to copy audio files and other assets in the project or reference them in another location.
Saving assets in the project makes it safer to move or copy the project without losing the connection to these files. You can change these
settings later by choosing File > Project Settings > Assets. For more information, see Manage project assets.
You can also save a project as a template, and use the template to create new projects. Saving templates makes it easier to create projects
with frequently used instruments or Mixer configurations, or video or surround projects, for example. Screensets can be customized for each
template, or you can copy them between templates using the various Import Settings commands. For more information, see Import data and
settings from other projects.
The first time you save a new project, the Save dialog appears. In the Save dialog, you can type a name choose the location to save the
project.
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2. In the Save As dialog, enter a new name for the project.
4. Select the type of assets to copy to the project, the click Save.
For more information about managing project assets, see Manage project assets.
3. Select the type of assets to copy to the project, the click Save.
For more information about managing project assets, see Manage project assets.
When you choose Save a Copy as, copies of all your recordings are saved in the project copy. You can use the Save a Copy As option for
archiving and moving data.
In the Project Chooser, click My Templates to view and access templates you have created.
You can organize your templates in folders with the Create Folder button in the Save As Template dialog. When all your user templates are
placed in subfolders, the subfolder names are shown below the factory collections.
Tip: You can add descriptive text to your templates by adding a comment to the project file in the Finder. The Templates dialog displays the
icon assigned to a template file, making it easy to change if you wish. For more information on how to add a comment to a file, or change the
icon of a file, see Mac Help.
Delete projects
If you no longer want to keep a project, you can delete it from your computer.
Important: If audio files and other assets are stored in a project, they are deleted with the project.
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Delete a project
1. Locate the project in the Finder.
By default, projects are saved in the Logic subfolder in the Music folder on your computer.
Start playback
Click the Play button in the control bar (or press the Space bar).
While the project is playing, the Go to Beginning button in the control bar becomes a Stop button.
Stop playback
Click the Stop button in the control bar (or Press the Space bar).
For more information about project playback, see Control playback with the transport buttons.
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The LCD can display the playhead position in Beats or Time format, or both, depending on which display mode you choose. Beats displays the
playhead position in bars, beats, beat divisions, and ticks, while Time displays the playhead position in hours, minutes, seconds, and fractions of a
second.
You can edit the individual divisions of the Position display by dragging, or edit the position as a whole by double-clicking and typing.
Forward/Fast Forward button: Moves the playhead one bar to the right. Click-hold to fast forward, or drag to scrub playback. Command-
clicking moves the playhead to the next marker.
Stop button: Stops playback or recording. Click a second time to move the playhead to the start of the project, or to the left locator
position when in Cycle mode. Right-click for more stop options. Default key command assignment: Return.
Play button: Starts playback at the playhead position, or from the left locator position when in Cycle mode. Right-click for more play
options. Default key command assignment: Return.
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Record button: Starts or stops recording on record-enabled tracks. Default key command assignment: Asterisk (*).
Go to Position button: Moves the playhead to a target bar or time position that you specify in the Go to Position dialog.
Go to Left Locator button: Moves the playhead to the left locator position shown in the ruler. The left locator defines the cycle area start
point. Use the cycle area to repeatedly play, or record over, a section.
Go to Right Locator button: Moves the playhead to the right locator position shown in the ruler. The right locator defines the cycle area
end point. Use the cycle area to repeatedly play, or record over, a section.
Go to Selection Start button: Moves the playhead to the start point of the first selected region or event. Default key command
assignment: Shift-Return.
Play from Beginning button: Plays from the start of the project.
Play from Left Window Edge button: Plays from the leftmost visible point in the active workspace.
Play from Left Locator button: Plays from the left locator position shown in the ruler. The left locator defines the cycle area start point.
Use the cycle area to repeatedly play, or record over, a section.
Play from Right Locator button: Plays from the right locator position shown in the ruler. The right locator defines the cycle area end point.
Use the cycle area to repeatedly play, or record over, a section.
Play from Selection button: Plays from the start point of the first selected region or event. Default key command assignment: Shift-
Return.
Pause button: Pauses playback or recording, until you click either the Pause or Play button.
Capture Recording button: Captures the most recent performance, even if Logic Pro was not in record mode while you were playing.
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Use the Stop button transport functions
1. Control-click the Stop/Go to Beginning button in the control bar.
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slow down the shuttle speed, and eventually change the winding direction. Shuttle disables Cycle mode. Shuttling is halted by the Stop
command.
Go to Selection End: Moves the playhead to the end of the first selected region or event in the active window.
Note: There are also Go To key commands for navigating with markers. For more information, see Navigate using markers.
To open a giant time display: Click the icon on the left side of the LCD, then choose Open Giant Time Display.
You can open multiple giant beats and time display windows, and resize and reposition each one independently.
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2. Choose one of the following settings in the Display Time as pop-up menu:
With Bits: Subframes (SMPTE bits 0 to 79) are shown.
Without Bits: Subframes are not shown.
With Quarter Frames: Quarter frames are shown.
As Feet Frames, 35 mm film: The display is displayed in feet and frames, for 35mm film.
As Feet Frames, 16 mm film: The display is displayed in feet and frames, for 16mm film.
With Milliseconds: The frame fractions are displayed in milliseconds instead of SMPTE bits (also called subframes). Remember that this
value is dependent on the frame rate: at 25 fps, a frame is 40 milliseconds long, at 30 fps, approximately 33 ms.
With Samples: Frame fractions are shown as sample values.
With Frames and Samples: Both fractional frame and sample values are shown.
3. Select the "Zeros as spaces" checkbox if you want zero values to appear as blank spaces, rather than the number 0 in SMPTE time
displays.
4. Choose one of the following settings in the Display Tempo as pop-up menu:
Beats Per Minute (BPM, Maelzel): Beats per minute, to four individually adjustable decimal places.
BPM without Decimals: Beats per minute, with no decimal places.
Frames Per Click with Eights: Frames per beat with eighths. After the value, you will see fpc.
Frames Per Click with Decimals: Frames per beat, to four decimal places. Take care, as this display can easily be confused with the bpm
display.
When Cycle mode is on, the cycle area is displayed as a yellow strip in the upper part of the ruler (or in the center, when the secondary ruler
is visible).
The left and right locators are the start and end points of the cycle area. When Cycle mode is turned off, the cycle area (and the locators)
are no longer visible.
You can also create a skip cycle to skip a passage during playback; for example, to try out different transitions from one project section to
another without moving regions. Skip cycle is also useful when editing, to leave out parts of the project that you don't want to be affected by
the edit.
You can add buttons to the control bar to set, go to, or start playback from the left or right locator position, and to swap locators (for a skip
cycle). For information, see Customize the control bar.
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Click the top part of the ruler.
The cycle area appears as a yellow strip in the ruler, and Cycle mode is automatically turned on.
When Auto Set Locators is selected, the Cycle button changes to indicate that the cycle area is set automatically.
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nearest to the beginning and end points of the selected regions or events, and starts playback or recording.
Set Rounded Locators and Cycle Play and Set Rounded Locators and Cycle Record: Rounds the position of the locators to the barline
that is nearest to the beginning and end points of the selected regions or events, and switches to cycle play or record mode.
You can add the Swap Left and Right Locators button by customizing the control bar. For information, see Customize the control bar.
2. Select the checkboxes of all events you want to include in project playback.
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For more information, see Chase settings.
2. Deselect the In 'No Transpose' Instrument Channel Strips option in the Logic Pro > Project Settings > MIDI > Chase pane.
These settings prevent your sampler's drum loops from playing until they reach the next trigger note, whenever the project jumps to a new
position.
The No Transpose parameter actually prevents transposition by the region playback parameters, which is also not desirable for drum sounds or
loops.
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Note: Apple Remote is compatible with Apple products that have a built-in Infrared (IR) receiver. Front Row is not available while Logic Pro is
open.
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Open the Tempo track, then drag the tempo line up or down with the Pointer tool.
For information about the Tempo List, see Tempo List overview . For information about the Tempo track, see Tempo track overview .
In the Score Editor, double-click a staff between the clef and time signature, then choose a key in the Key Signature dialog. You can also
drag the key signature from the Part box to the beginning of the project.
Click the Create Key Signature button in the Signature List.
When you change the project's scale type from major to minor or vice versa, in some cases the key may change enharmonically (for example,
from Db major to C# minor). These changes follow common practice for printed music, and affect only the key as shown in the menu, not the
pitch of regions in your project.
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Set the project time signature
Each project has a time signature, which defines how musical time is divided into measures and beats. The time signature contains two
numbers separated by a slash (/), which looks similar to a fraction. The first number controls the number of beats in each measure, and the
second number controls the beat value (the length of the note that gets one beat).
You can set the time signature of the project in the LCD, the Signature List, or the Signature track. Changing the time signature does not
affect project playback, but does determine the time grid in the Tracks area and MIDI editors.
The division value defines the division in all position displays (such as in the editors), and forms the grid for various length and placement
operations. The division value is normally set to 1/16 notes, but can range in value from 1/4 to 1/192 notes. If the note value of the division is
equal to or greater than the bar denominator, the third value of the position display is removed.
Tip: You can use the Set Next Higher/Lower Division key command to switch to the next highest or lowest division.
The tempo indicator in the LCD always relates to quarter notes, even if eighth notes are chosen as the denominator for the time signature.
When Show Advanced Tools is selected in the Advanced preferences pane, you can also add time signature changes using the Signature
List or the Signature track.
Open the Signature track, then double-click the value shown. Set the Numerator and Denominator values (and other settings, if you like).
For more information about time signatures, see Time and key signatures overview .
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Set the project sample rate
Do one of the following:
Choose File > Project Settings > Audio (or use the Open Audio Project Settings key command), then choose a sample rate from the
Sample Rate pop-up menu.
Click the Sample Rate display in the LCD, then choose a sample rate from the pop-up menu.
Note: If the LCD does not show the Sample Rate display, Control-click the LCD and choose Customize Control Bar from the shortcut menu.
Select the Sample Rate checkbox in the Customize Control Bar dialog.
Logic Pro performs a real-time, native sample rate conversion. Any sample rate available in Logic Pro (via Audio > Sample Rate) can be used
for the conversion--even if your audio hardware doesn't support the selected sample rate.
The native software sample rate conversion function matches the sample rate of any audio hardware, thereby allowing the playback of
projects on virtually any audio system, even if the hardware is--in sample rate terms--not compatible. Nothing is lost in the process. Any internal
processing and bouncing is always performed at the original sample rate, and at the highest quality, even in cases where the hardware doesn't
support a particular sample rate. This feature allows you to work on projects originally created on high-end audio systems, with lower-end setups.
For example, imagine a project was created with audio hardware set to operate at 96 kHz. Moving this project to another computer (for
example, a notebook computer) that doesn't support the original project's sample rate will result in the wrong playback speed. The native real-
time sample rate conversion function will counteract this effect, allowing correct playback of the project on the portable computer, at any
sample rate.
Note: Higher sample rates not only use up more disk space, but also require more processing.
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Set the project end point
Do one of the following:
Drag the end-of-project marker in the ruler to the left or right.
Set the value in the LCD's numerical Project End display (by click-dragging or double-clicking the value).
Note: If the Project End display doesn't appear in the LCD, Control-click the LCD and choose Customize Control Bar in the shortcut menu.
Select the Tempo/Project End checkbox in the Customize Control Bar dialog.
During playback, a project stops when it reaches the end-of-project marker. When recording, the end-of-project marker moves to
accommodate the end of the recording (if recording extends past the current position of the marker).
You can also control project volume using the Master track or using the master channel strip in the Mixer.
Manage projects
Project management overview
You can manage Logic Pro projects to control where files used in the project are saved, how projects are organized, and perform other
management functions.
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A project can include various assets, which are media files and other files used in the project. By default, project assets are saved in the
project. Assets can also be referenced from an external location. When you save a project, you can determine whether assets are saved in the
project, or are referenced.
When Show Advanced Tools is selected in the Advanced preferences pane, you can manage projects in the following ways.
Have Logic Pro create a project folder with subfolders for different asset types when you save a project
Create and edit project alternatives for the current project
Access different backups, which are manually saved versions of a project
Clean up project files to reduce the project size by removing unneeded files
Consolidate assets in a project
Rename projects from within Logic Pro
When Additional Options: Audio is selected in the Advanced preferences pane, additional options for managing projects are available,
including:
Set an external audio recording path outside the project or project folder
Move files out of project
2. In the Edit Alternatives window, select an alternative from the list, then do either of the following:
To rename the alternative: Click Rename, then enter a new name.
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To delete the alternative: Click Remove.
You cannot remove the Main alternative.
3. Click Done.
If you have made changes after you last saved the current alternative, a Save dialog appears, so that you can save your changes in the
current alternative before switching to a different alternative.
Clean up projects
When Show Advanced Tools is selected in the Advanced preferences pane, you can clean up a project by deleting unused or unneeded
media files using the Clean Up command.
2. In the dialog that appears, select the checkboxes for the cleanup options you want to apply to the current project.
Delete Unused Files: Files not used in any project alternative are deleted from the project, and removed from the Project Audio
Browser.
Note: Selecting Delete Unused Files will also select Delete Backups.
Delete Backups: Backups for all project alternatives are deleted from the project.
Delete Media Browser Files: Files shared to the Media Browser are deleted from the project.
3. Click OK.
4. A dialog appears, showing all of the files to be deleted from the project. To keep any individual files from being deleted from the project,
deselect the Delete checkbox for those files.
5. Click OK.
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Open the Assets project settings
Choose File > Project Settings > Assets (or use the Open Assets Project Settings key command).
To copy the respective file types to the project: Select any of the copy checkboxes.
To automatically convert the sample rate of all imported files (with a different sample rate) to match the project sample rate: Select
the "Convert audio file sample rate when importing" checkbox.
If you deselect the "Copy EXS samples to project folder" option, only EXS instrument files are copied to the project when saving, not
the samples associated with the EXS instrument files.
Files are copied into the project when the project is saved.
Once the project is saved, you can move or copy the project without losing any references to files in the project.
You can also create your own folder structure to save the project and different assets in categorized folders, or reference media files
anywhere on your system. You can also specify a recording path for audio files outside the project, in File > Project Settings > Record > Audio
Recording Path. For more information about Recording project settings, see Recording settings.
2. Select the checkboxes for the file types you want to copy into the consolidate project, then click OK.
Rename projects
You can rename the currently open project without leaving Logic Pro.
If the project contains only one alternative, and both have the same name, both are renamed.
If a project contains multiple alternatives, and all alternatives have their default names (project name #1, project name #2, and so on), then
the project and all alternatives are renamed.
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Rename the current project
1. Choose File > Project Management > Rename Project.
2. In the dialog that appears, enter a new name for the project.
2. Locate and select the project from which you want to import data.
If using the Import dialog, the Import button becomes active.
If using the Browser pane, an Import button appears at the bottom-right corner of the pane.
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If using the Browser pane, an Import button appears at the bottom-right corner of the pane.
4. Select the data that you want to import by selecting the relevant checkboxes. You can filter which tracks or channel strip types are
displayed using the buttons above the Track Import table.
Num(ber): Shows the track number. No number is displayed for channel strips that do not appear in the Tracks area. Folder tracks are
also displayed with an entry such as 3-1, where 3 is the track number and 1 is the folder number. You can double-click a folder track to
reveal its contents at the next level. Note that take folder tracks are imported with all takes and comps.
Name: Shows the track or channel strip name as it appears in the source project.
Type: Shows the track or channel strip type.
Content: Use to import the region or folder contents of a track. In the case of folder tracks, you can double-click a folder to access its
individual tracks.
Plug-ins: Use to import any plug-ins and their settings, inserted in a channel strip. The plug-ins are listed in their insertion order, from
the top down. For software instrument channel strips, instrument plug-ins are also imported.
Sends: Use to import any sends inserted in a channel strip, including level, routing, and all destination channel strips.
I/O: Use to import the I/O settings of a channel strip.
Note: In the case of software instrument channel strips, importing I/O settings does not include the instrument plug-in. See the Plug-
ins entry above.
Auto: Use to import track automation data.
Notes: Use to import track-specific notes.
Tip: You can customize the Column view by Control-clicking the table header, then showing or hiding the columns. You can also change
the column order by dragging the column headers. These settings are automatically stored with the preferences when Logic Pro is closed,
and apply to all projects.
Tip: Press the Right Arrow key to select all checkboxes of the selected line, or the Left Arrow key to deselect them.
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To add the selected data to the current project: Click the Add button (or hold down Command while pressing the Down Arrow key).
The tracks are added below the selected track in the Tracks area.
To replace the data of the currently selected track with the selected data from the other project: Click the Replace button.
Note: The Replace function only works when data on a single row is selected--not with multiple row selections.
2. Locate and select the project from which you want to import settings, then click Import.
Note: If accessing the settings from the Browser pane, you also need to click the Import Project Settings button, which appears after
you click the Import button.
3. In the Import Settings window, select the settings you want to import by selecting the relevant checkboxes, then click Import.
A thumbnail image of the selected project file is displayed in Quick Look, together with a list of project alternatives.
If you have made any changes since the last Save operation, Logic Pro prompts you to save the project before closing.
Important: The Close Project without Saving key command closes the currently active project without saving it--and you will not be asked
to do so. This command was included at the request of many experienced Logic Pro users. Only use it if you're sure that this is what you want
to do.
The Project Information key command has no default assignment. For details about assigning a key command, see Assign key commands.
When you reorganize memory, the current project is checked for any signs of damage, structural problems, and unused blocks. If any unused
blocks are found, you will be able to remove these, and repair the project.
Note: Project memory is also reorganized automatically after saving or opening a project. A common (and good) use of this feature is to free
up memory after closing a project, if two or more projects were open prior to the Close operation.
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Work with tracks
Tracks overview
Tracks help you organize and control the sound of the recordings and other material in a project. You record and arrange audio and MIDI
regions on tracks in the Tracks area. Each track is assigned to a channel strip in the Mixer.
Software instrument tracks: Contain MIDI regions from software instrument recordings, software instrument Apple Loops, and imported
MIDI files.
Drummer tracks: Behave like software instrument tracks, but with no MIDI input. Drummer tracks support the Drum Kit Designer plug-in so
you can add virtual drummers to your projects. For more information, see Drummer overview .
External MIDI tracks: Contain MIDI regions that send MIDI data to an external MIDI device.
Folder tracks: Contain folders, which are containers for multiple tracks and regions. Unlike other tracks, folder tracks are not assigned to a
channel strip in the Mixer.
Each track has a track header located to the left of the track, which shows the track's name and icon. Track headers also contain controls
that you can use to mute, solo, and adjust the volume level and pan position of the track, and control the track in other ways.
When you create a track, you choose the track type, format, and output. You can also choose a patch, which controls the sound of the
track.
You can use Track Stacks to organize projects with high track counts, and simplify the creation of audio subgroups for related tracks. There
are several different types of Track Stacks, designed for different situations.
You can edit track parameters for the selected track in the Track inspector.
Additionally, there are two other track types with specific functions: global tracks, and the master track.
Global tracks: These tracks, which appear below the ruler in the Tracks area and in linear editors, are used to view and edit different
aspects of the overall project, such as tempo, which affect all tracks in the project. For information about global tracks, see Global tracks
overview .
Master track: When you show the master track, it appears below all other tracks in the Tracks area. For information about the master
track, see Work with the master track.
Track basics
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Create tracks
You add tracks to a project to hold your recordings, loops, and other material. When you add a track, you can choose the track type, format,
input source (for audio tracks), and output, and create multiple tracks. The options in the New Tracks dialog vary, depending on the type of
track you are creating.
When you create a new track, a corresponding new channel strip is also created. The new track appears in the Tracks area, and the new
channel strip appears in the Mixer.
2. Select the track type in the upper part of the New Tracks dialog.
3. If the Details area at the bottom is closed, click the Details disclosure triangle to open it.
Tip: Below the Input pop-up menu, a line of text shows the current input device. To change the input device, click the arrow next to
the text, then change the device in the Audio preferences pane.
5. Choose the audio output and output channel (or channels) from the Output pop-up menus.
Tip: Below the Output pop-up menu, a line of text shows the current output device. To change the output device, click the arrow next
to the text, then change the device in the Audio preferences pane.
7. Click Create.
The new track appears in the Tracks area. If the Open Library checkbox is selected, the Library opens so you can choose a patch for the
track.
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For information about choosing patches, see Choose a patch.
A new track of the chosen type, with default settings, is created below the selected track.
When you create a Drummer track, the track contains two 8-bar regions. The Drum Kit Designer plug-in with a default drum kit is inserted
into the track's channel strip. For more information about working with Drummer tracks, see Drummer overview .
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2. Do one of the following:
Choose Track > Other > New Track With Same Channel (or use the corresponding key command).
Option-click the Duplicate Track button above the track headers.
This command creates a new track below the selected track, and assigns the next channel strip to it. If no next channel strip exists, one is
created automatically.
If the selected track is a part or sub-channel track of a multi-timbral software instrument or external instrument, the command is New Track
with Next MIDI Channel. A new track is created, with the next MIDI channel assigned to the same multi-timbral software instrument or external
MIDI device.
The selected regions are moved from the source track to the new track, which uses the same channel strip as the source track. In other
words, only one channel strip is used for all tracks.
If you use this command with regions selected across several tracks, a new track is created for each source track. For example, if you select
regions on three source tracks, three new tracks will be created for the regions.
New tracks are created for wholly or partly overlapped regions, which are redistributed across the newly created tracks. A new track is
created for each overlap. All tracks use the same channel strip as the original track. In other words, only one channel strip is used for all tracks.
All selected regions and any automation data on the original track are copied to the new track. The new track has the same channel strip as
the original track.
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2. Choose Reassign Track from the shortcut menu, then choose a channel strip from the submenu.
Globally reassign multiple tracks that share the same channel strip
Hold down Option when reassigning a track channel strip, then confirm the action by clicking the Reassign All Tracks button.
The new channel strip will be used for every track that shared the original channel strip in the current project (including tracks in folders).
In addition to reassigning tracks to channel strips, you can reassign them to either of the following destinations:
No Output: Tracks assigned as No Output send no data. This can be useful in situations in which you want to store data (such as SysEx)
that you don't want to send from Logic Pro.
Folder: This setting is used when you want the track to play a folder region. (See Folders overview .) Normal regions will not play on a
track set up for folder playback.
Select tracks
Some track operations, such as duplicating tracks or assigning tracks to a different channel strip, require that you first select the track or
tracks.
You can select multiple tracks. When multiple tracks are selected, the first selected track is the focused track. Some operations, such as
choosing a patch in the Library, only affect the focused track when multiple tracks are selected.
When multiple tracks are selected, the track number of the focused track also appears selected (lighter gray color) on the left edge of the
track header, unlike the other selected tracks.
Select a track
Click any empty part of the track header.
When you select a track, all regions on the track (or those that fall within the cycle, if Cycle mode is on) are selected. To select a track
without changing the current region selection, Option-click the track.
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Changing the focused track in a multiple selection
When multiple tracks are selected, only one can have focus. You can change the focused track while keeping the multiple selection using the
track numbers.
With multiple tracks selected, click the track number (to the left of the track header) for the track you want to have focus.
Duplicate tracks
You can duplicate a track, creating a new track below the original track with the same instrument and effects settings. The duplicate track is
empty, and does not contain any regions.
Duplicate a track
Select the track, then do one of the following:
Click the Duplicate Track button , located above the track headers.
Choose Track > Other > New Track With Duplicate Settings.
To copy regions from the original to the duplicate track, Option-drag them.
Rename tracks
When you choose a patch for a track, the track takes the name of the patch. You can rename a track at any time.
Rename a track
Do one of the following:
Double-click the name in the track header, then enter a new name for the track.
Control-click the track header, choose Rename Track from the shortcut menu, then enter a new name for the track.
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Change the icon for a track
Do one of the following:
Control-click the icon in the track header, then choose a new icon from the shortcut menu.
Select the track, click the track icon in the Track inspector, then choose a new icon from the Icon pop-up menu.
Control-click the track header, choose Assign Track Color from the shortcut menu, then select a color from the Color palette.
Reorder tracks
Hold down an empty part of the track header, then drag the track up or down.
Sort tracks
Choose Track > Sort Tracks By, then choose an item from the submenu:
MIDI Channel
Audio Channel
Output Channel
Instrument Name
Track Name
Used or Unused
Zoom tracks
In the Tracks area, tracks can be zoomed using the Tracks area zoom controls (and Waveform Zoom slider) and also zoomed independently.
When a window is first opened, there is a default zoom setting that provides a compromise between optimal visibility and working space in the
Tracks area.
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Zoom a track
1. Move the pointer to the bottom-left corner of a track.
The pointer changes to a pair of up- and down-pointing arrows.
2. Drag vertically.
The individual track zoom factor, compared to the overall window zoom level, is shown in the help tag while the mouse button is held
down.
2. Choose Track > Replace or Double Drum Track (or use the corresponding key command).
The following changes take place in the Tracks area:
All files on the selected audio track are analyzed for transients (if they have not been previously analyzed). The selected track is
vertically zoomed.
A software instrument track is created below the audio track, and the EXS24 is inserted into the Instrument slot.
The Library opens with the EXS24 selected, so that you can choose the sound that best matches the project.
A MIDI region containing trigger notes based on the detected transients is created on the software instrument track.
The Drum Replacement/Doubling dialog opens.
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Instrument pop-up menu: Choose the drum sound you want to replace or double (Kick, Snare, Tom, or other).
Mode buttons: Choose one of the following modes:
Replacement: The new sound replaces the original, and all regions on the original track are muted.
Doubling: The new sound is added to the original (the original sound is not muted).
Relative Threshold slider: Set the threshold value for transients, above which trigger notes are generated.
Prelisten button: Click to start playback of both the original (audio) and replacement (software instrument) track from the current
playhead position. The two tracks are soloed, so all other tracks in the project are silent.
You may want to set the playhead or activate the cycle area to prelisten to a part of the project requiring special attention for drum
replacement. Click Prelisten again to stop playback, return the playhead to the previous play position, and unsolo the two tracks.
Trigger Note pop-up menu: Set the pitch of the trigger notes created on the software instrument track. Choosing AUTO (the default
setting) sets the trigger note as follows:
Kick = C1 (36)
Snare = D1 (38)
Tom = A1 (45)
other = C3 (60) and AUTO menu not available, as there is no automatic choice for this setting.
Note: Any changes to the trigger note do not change the instrument setting. However, any changes to the instrument setting
change the trigger note, either to Auto or C3 (60).
Timing Offset slider: Shift the position of trigger notes earlier (negative values) or later (positive values). The offset should normally be
set to 0.0 ms (which places the MIDI trigger notes exactly at transient timing positions), but may need to be adjusted when using your
own, or third-party, instruments.
"Set average attack time" button: Set the average offset of all regions on the source audio track.
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When Show Advanced Tools is selected in the Advanced preferences pane, additional track header controls are available, including an
On/Off switch, Hide buttons, and Track Number and Color Bars options.
You can customize the track header by showing or hiding different track header controls, to optimize your workflow. You can also resize the
track headers to give yourself more room to work in the Tracks area.
2. Choose Track Header Components from the shortcut menu, then choose individual items from the submenu.
Configure the track header using the Track Header Configuration popover
1. Open the Track Header Configuration popover by doing one of the following:
Choose Track > Configure Track Header (or use the corresponding key command).
Control-click any track header, then choose Configure Track Header from the shortcut menu.
2. Modify the track header elements in the Track Header Configuration popover.
Control Surface Bars checkbox: When selected, control surface bars appear, indicating which tracks are accessed by control surfaces
connected to your system. Each control surface can be assigned a different color in the Device inspector. For more information, see the
Logic Pro Control Surfaces Support manual.
Track Numbers checkbox: Select to display track numbers on the left side of the track headers. Tracks are numbered automatically in
descending order.
During playback, each track number is replaced with a small level meter showing the output level (for audio tracks) or velocity value
(for software instrument tracks).
Color Bars checkbox: Select to show a color bar on the left edge of each track header.
Groove Track checkbox: When selected, the groove on the left edge of each track header.
Track Icons checkbox: Select to show track icons in the track header.
Names section: Use the pop-up menus in this section to determine what is displayed in the additional name column.
Buttons section: Select the checkboxes of the buttons you want to display in the track header.
Volume button: Select to show the volume slider/level meter in the track header.
Pan/Sends pop-up menu: Choose whether the Pan knob controls the pan/balance setting, or the level of one of the available sends,
from the pop-up menu.
3. Click Done.
Mute tracks
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You can silence, or mute, a track so that you don't hear it when you play the project. Muting tracks is useful when you want to hear how
the project sounds without the track, compare alternative versions of a track, or try different loops in a project.
When you mute a track using the Mute button, the channel strip to which the track is assigned is muted; all tracks in the project that use
the same channel strip are also silenced. Plug-ins on the muted channel strip are still processed, however, so the system responds very quickly
when tracks are muted or unmuted.
You can silence individual tracks assigned to the same channel strip by turning them off.
Mute a track
Click the track's Mute button in the track header.
You can also use the Toggle Track Mute of all Tracks of Folder key command.
Muted tracks and regions appear slightly differently in the Tracks area, depending on how they are muted:
When a track is muted using its Mute button, the regions on the track are gray, but the region names are in color.
When a track is turned off using its On/Off button, both the regions on the track and the region names are gray.
When an individual region is muted, the region and its name are gray, and a small colored dot precedes the name.
When a track is muted because another track is soloed, the regions on the track are gray, but the region names are in color.
Solo tracks
You can solo a track, silencing all tracks that are not also soloed. Soloing tracks is useful when you want to work on a track individually, or
work on a few tracks, without hearing the other tracks in the project.
Solo a track
Click the track's Solo button in the track header.
The Solo button turns yellow, and the Mute buttons of all unsoloed tracks flash blue. Click the button a second time to restore the track
to its previous state.
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Solo multiple tracks
Do one of the following:
Click-hold a Solo button in a track header, then drag the pointer up or down.
The Solo buttons of all swiped tracks switch to the same state.
Hold down Shift while the Solo button in the control bar is active, then click the names of the tracks you want to solo.
Note: You might have to resize the track header in order to see the Volume slider.
The level meter in a track's Volume slider shows the output volume for the track as the project plays. You can watch the level meter as you
record to the track to see if clipping occurs on the track.
Note: You might have to resize the track header in order to see the Pan/Balance knob.
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Control a track's send level
1. Do one of the following:
In the track header, Control-click the Pan/Balance knob, then choose a send.
Control-click the track header, choose Track Header Components, then choose the send from the submenu.
When a channel strip output is set to Surround, the Pan or Balance knob is replaced by a Surround Panner. For information about using
surround channel strips, effects, and the surround panner, see Logic Pro X surround overview .
You can also select one or more tracks with different inputs in the Tracks area, and use the Record Enable Track key command (default:
Control-R) to enable them for recording.
Note: Input monitoring always involves some latency. The amount of latency depends on the audio hardware and the driver settings. In
certain configurations, it may be best not to turn on input monitoring, to obtain the best possible timing. Route the signal you want to record
directly to headphones or a monitoring amplifier--and to the audio interface inputs, for recording. You won't accidentally overdrive your A/D
converters, because the input level meters display a clipping warning if an overload occurs.
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Turn off a track
Click the On/Off switch in the track header.
To turn the track on, click the On/Off switch again.
Protect tracks
You can protect a track to prevent accidental changes. While a track is protected, you can't record on the track, edit regions on the track,
or create new regions on the track. If you want to edit the track, you can unprotect it, make the changes, and then protect the track again.
Protect a track
1. Click the Protect button in the track header.
If the Protect button isn't visible in the track header, you can display it using the Track Header Configuration popover.
The lock turns green to indicate that the track is protected.
2. To unprotect all tracks, Command-click the Protect button on any track header.
If you try to make changes to a protected track, a dialog tells you that the track is locked.
Freeze tracks
When Show Advanced Tools is selected in the Advanced preferences pane, you can freeze a track, reducing the processing power
needed to play the track. Freezing a track reduces its processor usage to that of a high-resolution audio track with no effects plug-ins, regardless
of the number or complexity of the plug-ins actually used on the track. Freezing is particularly useful for software instrument tracks and for audio
tracks that use complex effects. Freezing is not available for multi-output software instruments.
When you freeze a track, the track is bounced to an audio file. The freeze file includes the output of any plug-ins on the track and any track
automation. While the track is frozen, the freeze file plays back in place of the original track, which is temporarily deactivated (including any plug-
ins). Channel strip controls (such as track mute and solo) are available, but no track content can be edited (including region mute and solo, for
example).
While a track is frozen, it cannot be edited. If you want to edit the track, you can unfreeze it, make the changes, and then freeze the track
again.
Freeze is designed to circumvent very CPU-intensive processes, such as software instruments with a complex voice architecture, and complex
plug-ins (such as reverbs, filter banks, or FFT-based effects). If your computer can calculate all active processes in real time, freezing tracks is
unnecessary. Freezing tracks is recommended when tracks with CPU-intensive software instrument or effects plug-ins are in a finalized state, or
require no further changes.
By freezing tracks, you can:
Use extra effects plug-ins or software instruments in additional audio or software instrument tracks, which would normally be impossible as
it would exceed the CPU-processing limits of your computer.
Play back projects created on computers with greater CPU power.
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Freeze a track
1. Click the Freeze button in the track header.
The lock turns blue to indicate that the track is ready to freeze.
To change the freeze state of multiple tracks, click-hold the Freeze button of one track, then drag the pointer up or down. The Freeze
buttons of all swiped tracks switch to the same state.
If you try to make changes to a frozen track, a dialog tells you that the track is frozen.
Hide tracks
When Show Advanced Tools is selected in the Advanced preferences pane, you can hide tracks in the Tracks area. This is useful when
you're working on projects using a large number of tracks, for example. Hiding a track has no effect on playback, only the appearance of the
Tracks area.
You can hide and unhide tracks using the menu commands in the Track menu (Hide Track, Unhide All Tracks, and Show Hidden Tracks), or
using key commands. The first time you hide a track, you use the key command, after which the Hide button appears above the track headers.
3. Choose Track > Hide Hidden Tracks, or click the Hide button above the track headers again.
The tracks with active Hide buttons are hidden.
4. To unhide the hidden tracks, choose Track > Unhide All Tracks, or click the Hide button above the track headers again.
2. Press H.
To unhide the hidden track, press H again.
The following menu functions and key commands also affect the Hide Tracks feature:
Even when the toolbar Hide button is deactivated, you can still hide an individual track with the Track > Hide Track and Select Next Track
command (or press Control-H).
The Track > Unhide All Tracks command (or the corresponding key command) will reset the Hide buttons of each track, making them all
visible.
Note: You can also link the Hide functions of all tracks belonging to a group by selecting Hide in the Group Settings window. (For more
information on groups, see Groups overview .) Keep in mind that there is no Unhide Selected Track key command because there is no way that
you can select a hidden track.
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Delete tracks
You can delete a track to remove it from the project. When you delete a track, all regions on the track are deleted.
Delete a track
Control-click the track header, then choose Delete Track from the shortcut menu.
Choose a patch
You can view available patches for the selected track in the Library. When you create a new track, you can choose a patch from the Library,
and choose a different patch for the selected track at any time.
A track can have only one patch for the length of a project, and you can only choose patches that match the track type of the selected
track.
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Choose a patch for the selected track
1. Click the Library button in the control bar (or double-click the track header) to open the Library.
2. Choose a patch category from the list on the left, then choose a patch from the list on the right.
You can quickly move through the patches in the list using the Up and Down Arrow keys.
After you select a new patch, you can start playing it immediately.
When you choose a patch, the left inspector channel strip shows the patch name, along with the instrument (for software instrument
patches) and effects plug-ins the patch uses. To view presets for a plug-in in the Library, click the space immediately to the left of the plug-in on
the left inspector channel strip. Select the patch name again to return the view to available patches, so you can choose a different one.
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Search for a patch
1. Select the track, then click the Library button if the Library is not already open.
Selected patch setting types are merged when you choose a different patch, while deselected types are kept unchanged.
When the patch merging area is closed, choosing a patch from the Library replaces the current patch (equivalent to all buttons being
selected).
When the main track of a summing stack is selected, patch merging is not available.
2. In the Library, select the patch you want to reset from the list on the right, then click Revert.
If you want to save your changes to the patch, save the patch with a different name, then reset the original patch.
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You can delete a patch you have saved from the Library if you no longer want to use it. You can't delete the sounds included with Logic Pro.
2. Customize the patch settings by changing channel strip or plug-in parameters, or adding or changing plug-ins.
4. In the inspector, make sure the blue triangle in the left channel strip points to the Setting button.
6. In the dialog that appears, enter a name for the saved patch.
After you save a patch for the first time, a User Patches folder appears in the Library. Saved patches are saved to the User Patches folder.
You can use them in any Logic Pro project.
Note: If you have MainStage 2 or later installed on your computer, custom patches you save in MainStage appear in a MainStage Patches
subfolder of the User Patches folder, and can be used in Logic Pro.
2. In the Library, select the patch you want to delete from the list on the right, then click Delete.
Important: After you delete a patch, it can't be recovered for any project. Deleting a patch cannot be undone.
Folder stacks
Folder stacks let you combine multiple tracks and control them as one unit, without changing the audio routing of the individual subtracks.
When you create a folder stack, the channel strip assigned to the main track is called the stack master. Using the main track or the stack master
channel strip, you can mute, solo, and adjust the volume level for the folder stack.
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Individual subtracks in a folder stack can have Smart Controls, but the main track has no Smart Controls. There are no patches for the main
track of a folder stack, and no patch can be saved when the main track is selected.
There are no regions on the main track of a folder stack, only on its subtracks. When the folder stack is closed, the main track displays an
overview of the combined contents of all subtracks.
When you mute a folder stack using the Mute button on the main track (or stack master channel strip), the mute or solo state of individual
subtracks is preserved, and becomes active again when the main track is unmuted.
Summing stacks
Summing stacks let you combine multiple tracks and route their output to an audio subgroup. When you create a summing stack, the
outputs from the subtracks are routed to a bus, the destination aux of which is assigned to the main track. When the main track is selected, you
can mute, solo, and adjust volume and send levels for the summing stack, and add and edit plug-ins, affecting the sound of all the subtracks in
the summing stack.
If a summing stack contains software instrument tracks as subtracks, you can record and play MIDI regions on the main track. MIDI events on
the main track are played by all the software instrument subtracks in the summing stack. You can also record and play MIDI regions on individual
(software instrument) subtracks. When the summing stack is closed, the main track displays an overview of the combined contents of all
subtracks.
When the main track of a summing stack is selected, you can choose a different patch for the summing stack, and create your own patches.
Patches for a summing stack can include the main track and all subtracks, along with their channel strip and plug-in settings. Logic Pro includes a
set of factory patches designed for use with summing stacks.
The main track of a summing stack, as well as its subtracks, can have Smart Controls. Screen controls for the Smart Control on the main track
can be mapped to channel strip or plug-in parameters on any of the subtracks as well as the main track.
For summing stack patches included with Logic Pro, only the main track has a Smart Control layout, which remains visible in the Smart Controls
pane when a subtrack is selected. However, summing stack patches you create keep their individual Smart Control layouts for subtracks.
Summing stacks provide a convenient way to work with a multi-output software instrument (MOSI) and its individual outputs as a single unit.
This can be used, for example, for programmed drum kits. You can create a summing stack for a MOSI with the MOSI channel strip on the first
subtrack, with additional subtracks for the output aux channel strips of the MOSI stack. When you record and edit MIDI regions on the main
track, the MIDI events are sent to the subtrack containing the MOSI for playback.
After you create a summing stack, you can route individual subtracks to different destinations. Note that if you route subtracks to a
destination "outside" of the stack, those subtracks are no longer affected by the controls on the main track. Audio subgroups you create are
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saved as part of the summing stack, and their auxes appear as the last (bottom) subtracks in the summing stack.
When a Track Stack contains a single software instrument subtrack, that subtrack appears in the left inspector channel strip, and its routing
destination (usually the main track aux) appears in the right inspector channel strip when the main track is selected. Similarly, when a Track Stack
contains a single audio subtrack (and no software instrument subtracks), that subtrack appears in the left inspector channel strip, and its routing
destination (usually the main track aux) appears in the right inspector channel strip when the main track is selected.
The master track is also a Track Stack. For more information, see Work with the master track.
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Add a track to a Track Stack
Drag the header of the track you want to add between two of the subtracks in the Track Stack.
Note: When you add a track to a summing stack, its routing changes to the aux assigned to the main track.
Reorder subtracks
Drag a subtrack by its header up or down inside the Track Stack.
When you remove a subtrack from a summing stack, the track's output routing changes from the aux used by the main track to the main
outputs.
Control-click the track header of the main track or a subtrack, then choose Flatten Track Stack from the shortcut menu.
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For more information about the master channel strip in the Mixer, see Channel strip types. For information about track automation, see
Automation overview .
2. Choose View > Track Automation from the Tracks area menu bar.
3. In the master track header, choose Volume from the Automation pop-up menu for the main track.
After you show the subtracks for the master track, you can choose shared effect parameters to automate, record or add automation points,
and edit the automation to control shared effect parameters.
You can set the basic playback volume using the Master Volume slider in the control bar. This slider corresponds to the master channel strip in
the Mixer, and acts as a master volume control for the overall project. For more information, see Control the overall project volume .
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2. Click the star that appears in the narrow rectangle on the left edge of the track header.
Tip: If the groove track is not available, you can show it by Control-clicking a track header and choosing Track Header Components > Show
Groove Track from the shortcut menu.
To prevent a track from matching the groove track, deselect the Match Groove Track checkbox.
2. Choose File > Track in Place (or use the Bounce Track in Place key command).
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Name field: Enter a name for the bounce file in the field. The name defaults to the region name of the first selected region, with the
extension _bip added at the end.
Destination buttons: Define the track on which the bounce file is placed. You have two options:
New Track: Creates a new audio track below the selected track, and places the bounce file on that track.
Replace Track: Replaces the existing track, and places the bounce file on it.
Include Instrument Multi-Outputs checkbox: Select to include aux channel strips with multi-output signals of the instrument in the
bounce process. Otherwise, only the channel strips of tracks with selected regions are bounced.
As Additional Tracks checkbox: Select to create additional bounce files for every aux with any multi-output of the selected multi-
output software instrument as input source.
Bypass Effect Plug-ins checkbox: Select to disable all plug-ins on the source track during the bounce process.
Include Volume/Pan Automation checkbox: Select to have volume and pan automation performed during the bounce process, with
their result influencing the bounce file. Otherwise, the volume and pan automation is simply copied, not performed.
Normalize pop-up menu: Choose between three states of normalization:
Off: Turns off normalization.
Overload Protection Only: Allows downward normalization in case of overloads--levels above 0 dB, which would lead to clipping--but
no normalization in case of lower levels.
On: Allows full bidirectional normalization.
Restore Defaults button: Click to set all parameters in the dialog to their default settings.
Following the bounce in place, the original track content (all regions, and all automation data except for volume, pan, and sends) is lost, and
the original instrument or track channel strip is reset. You can use the Undo command if you want to return to the pre-bounce state.
2. You are prompted to save your project; click Yes or No, as appropriate.
3. In the Bounce Replace All Tracks dialog, define the following parameters:
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Bypass Effect Plug-ins checkbox: Select to disable all plug-ins on the source track during the bounce process.
Include Volume/Pan Automation checkbox: Select to have volume and pan automation performed during the bounce process, with
their result influencing the bounce file. Otherwise, the volume and pan automation is simply copied, not performed.
Normalize pop-up menu: Choose between three states of normalization:
Off: Turns off normalization.
Overload Protection Only: Allows downward normalization in case of overloads--levels above 0 dB, which would lead to clipping--but
no normalization in case of lower levels.
On: Allows full bidirectional normalization.
Name field: Enter a name for the bounce file in the field. The name defaults to the region name of the first selected region, with the
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extension _bip added at the end.
Destination buttons: Define the track on which the bounce file is placed. You have two options.
New Track: Creates a new audio track below the selected track, and places the bounce file on that track.
Selected Track: Places the bounce file on the selected track.
Source buttons: Define what happens to the source regions after bouncing. You have three options:
Leave: Leaves the source region unaltered after processing the bounce file.
Mute: Mutes the source region after processing the bounce file.
Delete: Deletes the source region from the original track after processing the bounce file.
Include Instrument Multi-Outputs checkbox: Select to include aux channel strips with multi-output signals of the instrument in the
bounce process. Otherwise, only the channel strips of tracks with selected regions are bounced.
Bypass Effect Plug-ins checkbox: Select to disable all plug-ins on the source track during the bounce process.
Add Effects Tail to File checkbox: Select to continue the bounce process after the end of the bounce range--either to the end of the
cycle or to the end of the last selected region--until there is no longer a signal. Otherwise, only the bounce range is bounced.
Add Effects Tail to Region checkbox: Select to include the entire bounce file in the bounce region. Otherwise, the bounce region only
includes the bounce range.
Include Volume/Pan Automation checkbox: Select to have volume and pan automation performed during the bounce process, with
their result influencing the bounce file. Otherwise, the volume and pan automation is simply copied, not performed.
Normalize pop-up menu: Choose between three states of normalization:
Off: Turns off normalization.
Overload Protection Only: Allows downward normalization in case of overloads--levels above 0 dB, which would lead to clipping--but
no normalization in case of lower levels.
On: Allows full bidirectional normalization.
Restore Defaults button: Click to set all parameters in the dialog to their default settings.
2. Enter a name for the exported audio file, and browse to a location to save it.
3. Choose a file format for the exported audio file from the Save Format pop-up menu.
4. Choose the bit depth for the exported audio file from the Bit Depth pop-up menu.
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One File per Channel Strip: Creates additional files for each aux channel strip that has an output of the selected track's multi-output
software instrument as Input source.
Bypass Effect Plug-ins: Select to disable all plug-ins on the source track.
Include Audio Tail: Select to extend the length of the created file to include any instrument release and potential effect tail (reverb,
delay, and so on).
Include Volume/Pan Automation: Select to have volume and pan automation performed on export, with their result influencing the
created file. Otherwise, the volume and pan automation is simply copied, but not performed.
Note: If you plan to use the exported regions with an external application for processing, mixing, or editing, exporting them with no
volume and pan automation is generally desirable.
Normalize: Choose one of the following options:
Off: The exported file is not normalized.
Overload Protection Only: Allows downward normalization in case of overloads--levels above 0 dB, which would lead to clipping--but
no normalization in case of lower levels.
On: The exported file is normalized both for overloads and for Lowell levels.
6. Select the Add resulting files to Project Audio Browser checkbox to add the exported file to the Project Audio Browser.
7. Click Save.
2. Enter a name for the exported audio files, and browse to a location to save them.
3. Choose a file format for the exported audio files from the Save Format pop-up menu.
4. Choose the bit depth for the exported audio file from the Bit Depth pop-up menu.
Bypass Effect Plug-ins: Select to disable all plug-ins on the source track.
Include Audio Tail: Select to extend the length of the created file to include any instrument release and potential effect tail (reverb,
delay, and so on).
Include Volume/Pan Automation: Select to have volume and pan automation performed on export, with their result influencing the
created file. Otherwise, the volume and pan automation is simply copied, but not performed.
Note: If you plan to use the exported regions with an external application for processing, mixing, or editing, exporting them with no
volume and pan automation is generally desirable.
Normalize: Choose one of the following options:
Off: The exported file is not normalized.
Overload Protection Only: Allows downward normalization in case of overloads--levels above 0 dB, which would lead to clipping--but
no normalization in case of lower levels.
On: The exported file is normalized both for overloads and for lower levels.
6. Select the Add resulting files to Project Audio Browser checkbox to add the exported file to the Project Audio Browser.
7. Click Save.
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Export regions as audio files
You can export an audio or MIDI region as a new audio file, to reuse in Logic Pro or use with another audio application.
2. Enter a name for the exported audio file, and browse to a location to save it.
3. Choose a file format for the new audio file from the Save Format pop-up menu.
4. Choose the bit depth for the new audio file from the Bit Depth pop-up menu.
Bypass Effect Plug-ins: Select to disable all plug-ins on the source track.
Include Audio Tail: Select to extend the length of the created file to include any instrument release and potential effect tail (reverb,
delay, and so on).
Include Volume/Pan Automation: Select to have volume and pan automation performed on export, with their result influencing the
created file. Otherwise, the volume and pan automation is simply copied, but not performed.
Note: If you plan to use the exported regions with an external application for processing, mixing, or editing, exporting them with no
volume and pan automation is generally desirable.
Normalize: Choose one of the following options:
Off: The exported file is not normalized.
Overload Protection Only: Allows downward normalization in case of overloads--levels above 0 dB, which would lead to clipping--but
no normalization in case of lower levels.
On: The exported file is normalized both for overloads and for lower levels.
6. Select the Add resulting files to Project Audio Browser checkbox to add the exported file to the Project Audio Browser.
7. Click Save.
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outside the project in multiple locations.
When you select one or more audio regions and choose Move Files, all audio files used for the selected regions are moved to the location you
choose, both audio files stored in the project and audio files referenced from outside the project.
2. Control-click one of the selected files, then choose Export > Move File(s) out of project from the shortcut menu.
If only audio regions from audio files referenced outside the project are selected, the command appears as Move File(s).
3. In the Move File(s) dialog, browse to and select the new location for the files, then click Choose.
2. Control-click the regions, then choose MIDI > Apply Quantization Destructively from the shortcut menu.
3. Convert any aliases to region copies by choosing Functions > Region Alias > Convert Alias to a Copy from the Tracks area menu bar (or use
the Convert Alias to a Region Copy key command).
4. Convert all loops into regions by selecting the loops and choosing Convert > Convert Loops to Regions from the shortcut menu.
5. Convert all MIDI regions on each track into a continuous MIDI region by choosing Edit > Join > Regions per Tracks (or use the Join
Regions per Tracks key command).
6. Insert all instrument MIDI settings as events by choosing Functions > Insert Instrument MIDI settings as Events from the Tracks area
menu bar.
3. Choose the destination directory, enter a name, then click Save. The selected MIDI regions are saved as a Format 1 MIDI file.
Note: If you're exporting MIDI files to use with a hardware sequencer, you may need to limit the filenames to an 8.3 character name;
such as "proj0001.MID."
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4. Choose the destination directory, enter a name, then click Save. The selected MIDI region is saved as a Format 0 MIDI file.
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Record your voice or a musical
instrument
Recording overview
In Logic Pro, you can make use of several workflow features when recording voices, acoustic instruments, and software instruments--including
take recording, multitrack recording, and replace recording. You can also punch in and out of audio recordings to overwrite a portion of a
previously recorded track.
You can use step input recording techniques, which allow you to insert MIDI notes when not in a real-time recording mode. And there are
several advanced recording techniques available that will help speed up your workflow.
When it comes to audio take recording--recording multiple audio performances over the same section of a project--you can comp your audio
recordings. This process involves selecting the best parts from the different performances and piecing them together into a single, master
composite take.
Note: If Fade Out is turned on, it will be temporarily disabled while recording, so that you can hear what you record.
Record audio
Before recording audio
You can record your voice, an acoustic instrument, or any other sound using your computer's built-in microphone or a microphone connected
to your computer. You record sound from a microphone to an audio track.
Before you start recording audio, do the following:
Check hardware connections and settings, making sure that any sound source you plan to use in your session--microphone or mixer, for
example--is connected to the audio inputs of your system and is working. You should also check hardware settings such as the system
memory requirement and disk space.
Add an audio track, which is used to record a voice, an acoustic instrument, or any other sound from a microphone.
Choose the recording file type --AIFF, WAV, or CAF--for audio data before recording.
Set the audio recording path, which is only necessary if you want to save recorded audio outside of the project.
Set the project sample rate , which is the number of times per second the audio signal is sampled. Recording at a sample rate of 44.1 kHz
is recommended for most situations.
Set the project bit depth, which is the number of digital bits each sample contains. Recording at a bit depth of 24 bits is recommended
for most situations and is the default setting.
Set up the metronome , which plays a steady beat so you can play and record in time, or as a count-in before recording starts.
Enable software monitoring , which allows you to monitor incoming audio through any effects that are inserted into an armed audio track.
Check the monitoring level, which controls the playback (or monitoring) level, not the recording level.
Tune any instruments that are connected to your system, to ensure that your external instrument recordings are in tune with any
software instruments, samples, or existing recordings in your project. You can access the Tuner using the Tuner button in the control bar.
For details about the Tuner plug-in, see the Logic Pro Effects manual.
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guitar) connected to your computer, on an audio track.
2. Move the playhead to the point in the ruler where you want to start recording.
3. Logic Pro includes a metronome, which plays a steady beat to help you play in time while recording. You can turn this on or off using the
Metronome button in the control bar.
4. Click the Count-in button in the control bar to have the metronome play a predefined count-in before recording starts.
Note: For the initial setup, choose Record > Count-in, then choose a measure.
5. Click the Record button in the control bar (or press R) to start recording.
7. Click the Stop button in the control bar (or press the Space bar) to stop recording.
You can view the newly recorded audio region in the Project Audio Browser, when Show Advanced Tools is selected in the Advanced
preferences pane.
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2. Logic Pro includes a metronome, which plays a steady beat to help you play in time while recording. You can turn this on or off using the
Metronome button in the control bar.
3. Click the Count-in button in the control bar to have the metronome play a predefined count-in before recording starts.
Note: For the initial setup, choose Record > Count-in, then choose a measure.
4. Click the Record button in the control bar (or press R) to start recording.
Recording starts automatically at the beginning of the defined cycle area. Record as many cycle passes as you wish. After the second cycle
pass, a take folder is created on the track. Each subsequent cycle pass is added to the take folder.
5. Click the Stop button in the control bar (or press the Space bar) after you finish capturing cycle passes.
2. Click the Record Enable button in the track header of each track you want to record to.
3. Move the playhead to the point in the ruler where you want to start recording.
4. Logic Pro includes a metronome, which plays a steady beat to help you play in time while recording. You can turn this on or off using the
Metronome button in the control bar.
5. Click the Count-in button in the control bar to have the metronome play a predefined count-in before recording starts.
Note: For the initial setup, choose Record > Count-in, then choose a measure.
6. Click the Record button in the control bar (or press R) to start recording.
8. Click the Stop button in the control bar (or press the Space bar) to stop recording.
Autopunch mode
Autopunch describes the use of predefined punch-in and punch-out points to start and stop recording. One advantage is that you can
concentrate on your playing, rather than on controlling the software. Another advantage is that you can set the starting and stopping of
recordings far more precisely than is possible if "punching in on the fly."
Note: Only record-enabled tracks are affected by punch recording.
When it comes to judging punch-in and punch-out points during punch recording, you should turn on auto input monitoring (which it is, by
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default). This setting allows you to hear the input signal only during the actual recording; before and afterward you'll hear the previously
recorded audio on the track. If auto input monitoring is turned off, you will always hear the input signal.
Control-click the Record button in the control bar, then choose Auto Input Monitoring from the shortcut menu.
2. Click the Play button in the control bar, then use the Record Toggle key command at the point where you want to start recording.
Audio recording starts immediately.
3. Click the Stop button in the control bar, or use the Record Toggle key command a second time to stop recording.
If you use the latter option, recording ends, but playback continues.
Note: You can also use the Record Toggle key command when not in Quick Punch-In mode. However, this will cause a delay when you
switch between playback and record modes, accompanied by a dropout of all audio tracks.
4. Click the Record button in the control bar (or press R) to start recording.
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5. Click the Stop button in the control bar (or press the Space bar) to stop recording.
A region that matches the length of the autopunch area is created. Any audio input received before the punch-in or after the punch-out
point streams through Logic Pro as usual, but is not recorded.
If you want to improve a difficult part of a certain passage, you can use a combination of the Cycle and Autopunch functions. Cycle mode
recording allows you to practice as many times as you like before performing the final take. On each cycle pass, only events or audio that falls
within the area defined by the autopunch locators is recorded. This lets you make use of the preceding song section to "get into the groove."
2. Click the Record Enable button in the track header of the track you want to record to.
3. Move the playhead to the point in the ruler where you want to start recording.
4. Logic Pro includes a metronome, which plays a steady beat to help you play in time while recording. You can turn this on or off using the
Metronome button in the control bar.
5. Click the Count-in button in the control bar to have the metronome play a predefined count-in before recording starts.
Note: For the initial setup, choose Record > Count-in, then choose a measure.
6. Click the Record button in the control bar (or press R) to start recording.
8. Click the Stop button in the control bar (or press the Space bar) to stop recording.
The audio region is removed from the Tracks area but the audio file remains in the project.
Delete an audio recording and its related audio file from the project
Choose Audio File > Delete File(s) from the Project Audio Browser menu bar.
The deleted audio files are sent to the System Trash where they remain until you empty the Trash.
If the keyboard is a standard MIDI keyboard, connect the keyboard to a MIDI interface using standard MIDI cables, then connect the MIDI
interface to your computer.
Be sure to follow the instructions that came with the keyboard, which may include installing the correct driver on your computer. Check the
manufacturer's website for the latest driver software. If you're using a MIDI interface, be sure to follow the instructions that came with the
interface.
2. In the New Tracks dialog, select Software Instrument & MIDI, and make sure that An Instrument Plug-in is chosen as the input source
from the Input pop-up menu.
3. Click Create.
4. In the Library, select a patch category from the list on the left, then select the patch you want to use from the list on the right.
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2. Select the software instrument track you want to play.
3. Play the software instrument using the keys on your computer keyboard. Use the other keys shown in the window to perform the
following actions:
Press Y or X to move down or up by octaves.
Press C or V to lower or raise the velocity.
Press 4 through 8 to change the modulation (mod wheel) value, or 3 to turn off modulation.
Press 1 or 2 to bend the pitch down or up. The pitch is bent for as long as you press the key.
Press Tab to turn sustain on or off (similar to using a sustain pedal).
As you play, the notes you play are highlighted in the Musical Typing window.
Drag the blue rectangle in the overview over the range you want to play.
Click an area of the overview outside the blue rectangle to move it to where you clicked.
Click one of the small triangles to the left and right of the keys. Clicking the left triangle lowers the range by an octave, and clicking
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Click one of the small triangles to the left and right of the keys. Clicking the left triangle lowers the range by an octave, and clicking
the right triangle raises the range by an octave.
2. Move the playhead to the point in the ruler where you want to start recording.
3. Logic Pro includes a metronome, which plays a steady beat to help you play in time while recording. You can turn this on or off using the
Metronome button in the control bar.
4. Click the Count-in button in the control bar to have the metronome play a predefined count-in before recording starts.
Note: For the initial setup, choose Record > Count-in, then choose a measure.
5. Click the Record button in the control bar (or press R) to start recording.
6. Use your MIDI keyboard, Musical Typing window, or onscreen keyboard to play some notes.
The recording appears as a new MIDI region on the track as you record.
7. Click the Stop button in the control bar (or press the Space bar) to stop recording.
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The cycle area appears as a yellow strip in the ruler, and Cycle mode is automatically turned on.
3. Click the Record button in the control bar (or press R) to start recording.
Recording starts automatically at the beginning of the defined cycle area.
4. Use your MIDI keyboard, Musical Typing window, or onscreen keyboard to play some notes. Record as many cycle passes as you wish.
Each previously recorded take is automatically muted during recording
Note: Each previously recorded take is automatically muted during recording
5. Click the Stop button in the control bar (or press the Space bar) to stop recording.
The selected track contains a closed take folder with multiple take regions inside.
3. Click the Record button in the control bar (or press R) to start recording.
Recording begins after the predefined count-in.
4. Use your MIDI keyboard, Musical Typing window, or onscreen music keyboard to record a part. Record as many cycle passes as you wish.
5. Click the Stop button in the control bar (or press the Space bar) to stop recording.
The end result is a single MIDI region that contains the merged performances from each cycle pass. However, you can also overdub a MIDI
recording when not in Cycle mode.
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2. In playback or recording mode, hold down the note that you want to delete.
Each instance of that note is deleted in regions on the selected track as the playhead passes over them.
2. Move the playhead to the point in the ruler where you want to start recording.
3. Logic Pro includes a metronome, which plays a steady beat to help you play in time while recording. You can turn this on or off using the
Metronome button in the control bar.
4. Click the Count-in button in the control bar to have the metronome play a predefined count-in before recording starts.
Note: For the initial setup, choose Record > Count-in, then choose a measure.
5. Click the Record button in the control bar (or press R) to start recording.
6. Use your MIDI keyboard, Musical Typing window, or onscreen music keyboard to record a part.
7. Click the Stop button in the control bar (or press the Space bar) to stop recording.
A MIDI region is recorded to the selected track. Aliases of the MIDI region on the selected track are recorded to the other record-enabled
tracks. Any subsequent edits to the "parent" MIDI region will affect all aliases. This is known as layer recording. For details about the difference
between layer recording and multiplayer recording, see Recording settings.
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Replace recording is only possible when Show Advanced Tools is selected in the Advanced preferences pane.
3. Click the Record button in the control bar (or press R) to start recording.
Recording starts automatically at the beginning of the defined cycle area.
4. Use your MIDI keyboard, Musical Typing window, or onscreen music keyboard to play some notes. Record as many cycle passes as you
wish.
5. Click the Stop button in the control bar (or press the Space bar) to stop recording.
A new MIDI region is created on top of the existing one.
6. Click the Stop button in the control bar (or press the Space bar) to stop recording.
Your new recording replaces the portion of the previous material you recorded over.
The Step Input Keyboard is only available when Show Advanced Tools is selected in the Advanced preferences pane.
3. Play the software instrument using the keys on your computer keyboard. Use the other keys shown in the window to perform the
following actions:
To move down or up by octaves: Press Y or X.
To lower or raise the velocity: Press C or V.
To change the modulation (mod wheel) value: Press 4 through 8, or 3 to turn off modulation.
To bend the pitch down or up: Press 1 or 2 (the pitch is bent for as long as you press the key).
To turn sustain on or off (similar to using a sustain pedal): Press Tab.
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Insert notes using the Step Input keyboard
1. Open the MIDI region in the editor you want to work in.
2. Move the playhead to the point where you want to insert notes.
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Control-click the Record button in the control bar, then choose Record/Record Toggle from the shortcut menu.
To use Discard Recording and Return to Last Play Position: Press Command-Period (.).
3. Choose a color.
When this setting is selected, audio take folders use the color selected in the Color palette for the first take, but different colors for each
of the following takes in that take folder. All colors used in an audio take folder are selected from the same color row in the Color palette,
advancing by a predefined number of columns after each take.
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Mark takes while recording
If you know you've recorded a good take and want to mark it so that you can find it again later, you can do so while you're still recording.
Marking a take while recording is only possible when Show Advanced Tools is selected in the Advanced preferences pane.
This command places a tag in the current take, at the position the key command was used. All audio that precedes the use of the key
command is tagged as a good take, and will be used in the final comp.
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Choose Quick Swipe Comping from the Take Folder pop-up menu.
2. Option-click the disclosure triangle in the upper-left corner of one of the selected take folders.
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Preview takes in a closed take folder
During playback, choose a take from the Take Folder pop-up menu.
You can also use the following key commands to step through take recordings in an open or closed take folder:
Select Previous Take or Comp: Moves back through the takes or comps as listed in the take folder's pop-up menu.
Select Next Take or Comp: Moves forward through the takes or comps as listed in the take folder's pop-up menu.
Click the Take Folder pop-up menu in the upper-left corner of the take folder, and make sure Quick Swipe Comping is chosen.
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2. Drag across take sections with the Pointer or Pencil tool.
Selecting a section in one take automatically deselects the same section in another take.
The comp sections, located in the top lane of the take folder, reflect the combined selections from all takes. The vertical lines in the comp
overview indicate the transitions between the different take sections.
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The current comp is saved, and added to the list of comps in the pop-up menu.
The current take is saved as a new comp named Comp X: Comp X, and is added to the list of comps in the pop-up menu. By default, new
comps are saved as Comp X: Comp X, but you can also rename comps.
Edit comps
You can edit comps by changing the start or end point of take sections, by moving a selected comp area to the left or right, or by
alternating selected comp areas between takes. You should save a comp before editing it. Any subsequent changes will automatically create a
new comp.
Extending a take selection (dragging the start point to the left or the end point to the right) shortens adjacent selections on other
takes. Shortening a take selection (dragging the start point to the right or the end point to the left) extends adjacent selections on other
takes. This ensures that you don't create silence between take selections.
To shorten a take section: Place the pointer over the start or end point of a take selection, then Shift-drag.
Shortening a take selection (dragging the start point to the right or the end point to the left) does not extend adjacent selections on
other takes. This allows you to create silence between take selections.
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This action moves the selection, while at the same time extending or shortening any adjacent take selections.
The same area is automatically deselected in another take. This is a quick way to compare a section of two different takes.
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Remove an entire take from the comp
Shift-click the take's header area.
If the take doesn't contain any selections, all unselected areas in other takes are selected in the take you click.
Rename a take
1. Choose the take you want to rename from the Take Folder pop-up menu in the upper-left corner of the take folder.
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2. Choose Rename Take from the same pop-up menu.
3. Enter the new name in the dialog that appears, then click OK.
You can also click a take with the Text tool, then enter a new name in the text field that appears.
Rename a comp
1. Choose the comp you want to rename from the Take Folder pop-up menu in the upper-left corner of the take folder.
3. Enter the new name in the dialog that appears, then click OK.
Delete a take
1. Choose the take you want to delete from the Take Folder pop-up menu in the upper-left corner of the take folder.
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2. Delete the take by doing one of the following:
Choose Delete Take from the Take Folder pop-up menu.
Click the take with the Eraser tool.
Press the Delete key.
Delete a comp
1. Choose the comp you want to delete from the Take Folder pop-up menu in the upper-left corner of the take folder.
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2. Choose Delete all other Comps from the Take Folder pop-up menu.
All comps, with the exception of the currently active comp, are deleted. (This command is available only when a take folder contains more
than one comp and when a comp is active.)
Edit a take region's start or end point when bordered by another take region
Place the pointer over the top-left or top-right edge of the take region, then drag when you see the Junction pointer.
Extending a take region (dragging the start point to the left or the end point to the right) automatically shortens the adjacent take region.
Shortening a take region (dragging the start point to the right or the end point to the left) automatically extends the adjacent take regions.
This behavior ensures that you do not create silence between different take region sections.
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Cut take folders and take regions
You can cut take folders and take regions, creating multiple take folders or multiple take regions on the same take lane.
Note: To perform the following tasks, you must turn off Quick Swipe Comping mode for the selected take folder.
The take folder is cut at the clicked position and all takes inside the take folder are also cut at the same position. As a result, your track lane
contains multiple take folders and your take lanes contain multiple take regions, all of which can be edited independently.
The take folders are cut at the clicked position and all takes inside the take folders are also cut at the same position. As a result, your track
lanes contain multiple take folders and your take lanes contain multiple take regions, all of which can be edited independently.
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Multiple take regions now appear on the same take lane.
The first cut occurs at the clicked position, and all additional cuts occur at equal intervals up to the take region end point.
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Move take folders and take regions
You can move take folders and take regions--within the same take lane, between take lanes, and to other tracks. Whether or not you have
chosen Overlap or No Overlap in the Drag pop-up menu, take regions inside take folders will always behave as if No Overlap is selected.
Note: To perform the following tasks, you must turn off Quick Swipe Comping mode for the selected take folder.
If the dragged take region does not overlap with a take region in the currently active take, it will be added to the take lane of the active
take. A new take lane is created directly under the take folder, and the take region is added as a new take.
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2. Choose "Export active Take to New Track" from the Take Folder pop-up menu.
The active take is copied to a new track, which is created below the take folder track. The exported take can be made up of one or more
take regions. The content of the original take folder remains intact.
2. Choose "Export active Comp to New Track" from the Take Folder pop-up menu.
The active comp is copied to a new track, which is created below the take folder track. The content of the original take folder remains
intact.
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Move takes and comps
You can move an active take or comp from a take folder to a new track, which removes the take or comp from the original take folder.
2. Choose "Move active Take to New Track" from the Take Folder pop-up menu.
The active take is moved to a new track, which is created below the take folder track. This take is no longer available in the original take
folder.
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Move an active comp to a new track
1. Choose the comp you want to move from the Take Folder pop-up menu in the upper-left corner of the take folder.
2. Choose "Move active Comp to New Track" from the Take Folder pop-up menu.
The active comp is moved to a new track, which is created below the take folder track. This comp is no longer available in the original take
folder.
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Flatten and merge take folders
You can flatten a take folder, which replaces the take folder with multiple regions that represent the current comp selections. All take region
sections not used in the current comp are deleted.
You can also flatten a take folder and merge the results. The take folder is replaced with a single region that represents the current comp
selections. All take region sections not used in the current comp are deleted.
The take folder is replaced with multiple regions that represent the current comp selections.
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Flatten a take folder and merge the results
1. Choose the comp you want to keep from the Take Folder pop-up menu in the upper-left corner of the take folder.
2. Choose Flatten and Merge from the Take Folder pop-up menu.
The take folder is replaced with multiple regions that represent the current comp selections. The new regions are then merged to create a
new audio file in the Tracks area.
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Unpack take folders
You can unpack take folders using the original channel strip for all new tracks, or you can unpack take folders using different channel strips for
each new track. Both methods replace the selected take folder--or take folders--with new audio tracks for each take and each comp. The first
audio track reflects the active comp, followed by the takes and remaining comps in the order they appear in the take folder's pop-up menu.
The latter option affects only the selected take folder, not all selected take folders.
These commands use the original channel strip for all new tracks. All takes and comps, with the exception of the currently active comp, are
muted. This ensures that the playback result remains unchanged. Any edits made to one of these tracks will be reflected in all others.
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Unpack a take folder to new tracks
Do one of the following:
Control-click the take folder header area, then choose Folder > Unpack Take Folder to New Tracks from the shortcut menu.
Choose Unpack to New Tracks from the Take Folder pop-up menu in the upper-left corner of the take folder.
The latter option affects only the selected take folder, not all selected take folders.
These commands use different channel strips for each new track, but automatically assigns the original channel strip setting to all of them.
None of the takes or comps is muted. Edits can be made to each of the tracks independently.
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Pack regions into take folders
You can select multiple regions and pack them all into a single take folder. Each region appears as an individual take in the resulting take
folder.
Note the following when packing regions into a take folder:
If the selected regions are located on different tracks, the newly created take folder is placed on the topmost track. This may change the
playback result, because the take folder uses a single channel strip, whereas previously the tracks may have used different channel strips.
If the selected regions are placed one after the other on a single track, the newly created take folder defaults to one automatically
created comp.
If only one region is packed into a take folder, it is selected as the take and no comp is created.
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Use prerecorded media
The following browsers are only available when Show Advanced Tools is selected in the Advanced preferences pane:
Project Audio Browser: Use to add and remove audio files.
All Files Browser: Use to import files, search for files using advanced search criteria, and import data and settings from other projects.
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Use Apple Loops in your projects
What are Apple Loops?
Apple Loops are prerecorded musical phrases or riffs in the Loop Browser that you can use to easily add drum beats, rhythm parts, and other
sounds to a project. These loops contain musical patterns that can be repeated over and over, and can be extended to fill any amount of time.
When you add an Apple Loop to a project, a region is created for the loop. When the project plays, the region plays at the project's tempo
and key. This lets you use several loops together, even if the loops were recorded at different speeds and in different keys.
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There are two types of Apple Loops:
Audio loops (blue) are audio recordings. You can add them to audio tracks, and edit them just like other audio regions in the Tracks area
and Audio Editor.
Software instrument loops (green) can be edited just like other MIDI regions, including editing individual notes, and can be viewed in the
Piano Roll and Score Editors. You can change the sound of the instrument used to play the loop. You can add software instrument loops to
software instrument tracks, and also convert them to audio loops by adding them to audio tracks.
Using the Loop Browser, you can find loops with the instrument, genre, and feel you want, play loops, and add loops to your project . You
can also create a selection of your favorite loops, create your own loops, and customize the Loop Browser.
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Open the Loop Browser
Do one of the following:
Click the Apple Loops button in the control bar.
Click the Column View button to see a standard OS X column file directory that is hierarchically separated into All, Favorites, Genres,
Instruments, and Moods search criteria. Select a keyword type in the left column, select a category in the middle column, then select a
keyword in the right column to see the matching files in the results list below.
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Click Loops at the top of the Loop Browser then, from the pop-up menu that appears, choose the Jam Pack or folder with the loops you
want to view.
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The search term can be alphabetical or numerical. Any files that match your search term are displayed in the results list.
To clear a search term: Click the small "x" at the right side of the search field.
To clear all search terms: Click the magnifying glass icon at the left side of the search field, then choose Clear Search History from the pop-
up menu.
Play a loop
1. Select a loop in the results list.
The loop plays back in the project's tempo and key.
2. Drag the Volume slider at the bottom of the Loop Browser to adjust the volume of the loop you're listening to.
3. Choose a key from the "Play in" pop-up menu to adjust the playback key.
The loop plays to the project key by default, but you can play the loop in its original key or any key from C to B.
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1. To specify a loop as a favorite, select the Favorite checkbox for the loop in the results list.
2. To access your favorites, click the Favorites button in Button view, or select Favorites in Column view.
Drag a software instrument loop (green) to an audio track to convert it to an audio loop.
New projects default to a project tempo of 120 bpm or to the native tempo of the first Apple Loop added. When you add subsequent Apple
Loops, they automatically play at the project tempo. When you add an Apple Loop, it's matched to the project key. If you change the project
key, the regions created from the loops are transposed to the new key.
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Control-click the region, then choose Add to Loop Library from the shortcut menu.
Drag the region into the Loop Browser.
3. In the Add Region to Apple Loops Library dialog, select the text in the Name field and enter a new name.
4. Choose the scale type for the loop from the Scale pop-up menu.
5. Choose the musical genre for the loop from the Genre pop-up menu.
6. Select an instrument category from the left column of the Instrument Descriptors list, then select an instrument from the right column.
7. Click the mood buttons that fit the loop to add mood descriptors for easy searching.
The loop is added to the Loop Browser and to the loop index. You can find it by using the keyword buttons or menus, or by entering the
name in the search field at the bottom of the Loop Browser and pressing Return.
If you have one or more Jam Packs installed on your computer, you can display only the loops from a particular Jam Pack, or only the loops
included with GarageBand. If you have Apple Loops from third-party manufacturers installed on your computer, you can choose to display third-
party loops only. If you have created your own Apple Loops, you can display the loops for your user account, or display loops shared by all users
on your computer.
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Restrict loops by scale
Choose Any, Minor, Major, Neither, or Good for Both from the Scale pop-up menu.
You can swap column positions by dragging the column header left or right, and resize column widths by dragging the vertical line that
separates the column headers.
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Import and search for media files
Import media files
The Media Browser and All Files Browser are your first port of call for browsing and previewing media files. Use the Media Browser to find and
import songs from your iTunes library and movies from your Movies folder. You can use the All Files Browser to access all supported media files on
the local hard disk, home directory, or current project folder.
The All Files Browser is only available when Show Advanced Tools is selected in the Advanced preferences pane.
2. Click Audio or Movies, depending on the type of media you want to import.
3. Select the location or folder that contains the files you want to import.
4. Click the Play button at the bottom of the Media Browser to play songs from iTunes or preview movies from your Movies folder before
you import them.
5. Drag the files you want to import into the Tracks area.
2. Click the List View button or Column View button to choose the view you want to use.
List view: Shows folders and files in a list, along with details such as name, creation date, size, and type. Double-click a folder to show
its contents.
Column view: Shows folders and contents in columns. Select a folder to show its contents.
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3. Locate the files you want to import by doing the following:
To change the visible contents: Click the Computer button , Home button , or Project button .
The Computer button shows the contents of the local hard disk, optical drive, or other storage media connected to your computer.
The Home button shows the contents of your home directory. The Project button shows the contents of the current project folder.
To move through the folder hierarchy: Click the folders in the file path hierarchy, or use the Back button or Forward button .
4. Drag the files you want to import into the Tracks area.
2. Click Audio or Movies, depending on the type of media you want to search for.
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4. To sort the search results, click any of the column headers.
5. Click the small "x" at the right side of the search field to clear the search term.
5. Click the small "x" at the right side of the search field to clear the search term.
To clear a search term: Click the small "x" at the right side of the search field.
To clear all search terms: Click the magnifying glass icon at the left side of the search field, then choose Clear Search History from the pop-
up menu.
To remove a search condition: Click the Delete button (-) to the right of the condition row.
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To hide search conditions: Click the Delete button (-) to the right of the search field.
All condition rows are hidden. You can restore them by clicking the Add button (+) to the right of the search field.
Sample Rate is, is not, is less than, is Pop-up menu, in which you
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greater than can choose between the
following options: 44.1 kHz, 48
kHz, 88.2 kHz, 96 kHz, 176.4 kHz,
and 192 kHz
Bit Depth is, is not, is less than, is Pop-up menu, in which you
greater than can choose between 8 Bit, 16 Bit,
and 24 Bit
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Open the Project Audio Browser
Do one of the following:
Click the Browsers button in the control bar, then click Project.
Choose View > Show Browsers (or press B), then click Project.
3. In the Open File dialog, browse to and select the audio file that you want to add.
5. Click the Open button to add the file to the selected track, at the playhead position, in the Tracks area.
The audio file (and region) is automatically added to the Project Audio Browser.
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2. Browse to and select the audio file that you want to add in the Open File dialog.
5. Click the disclosure triangle to the left of the audio file to show the region.
The region is shown in red until it's added to the Tracks area.
Select an audio file in the Project Audio Browser, choose Edit > Copy (or press Command-C) in the main menu bar, then choose Edit >
Paste (or press Command-V).
The new region appears below the existing regions in the list. Each region is assigned a unique numerical appendix. For example, organ.pngf is
the parent audio file. The automatically created region is simply called organ, and newly created regions are called organ.1, organ.2, and so on.
To delete an audio file from the hard disk: Select the audio file in the Project Audio Browser, then choose Audio File > Delete File(s).
The deleted file is moved to the Trash, where it remains until you empty the Trash.
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Delete sections of audio files that are no longer used in the project
1. Do one of the following:
Select the audio files that you want to optimize in the Project Audio Browser.
Choose Edit > Select Used.
Logic Pro determines which (file) segments are not contained in any of the regions used in the Tracks area. These segments are deleted,
and the remaining portions of the audio file are retained and aligned side-by-side in the file. The regions in the Project Audio Browser are
redefined and the project is automatically saved.
2. Control-click the Prelisten button at the bottom of the Project Audio Browser, then choose one of the following options from the
shortcut menu:
Auto-select Channel Strip: The audio channel strip assigned to the selected track is used for playback.
Prelisten Channel Strip: The Environment's Prelisten channel strip is used for playback. You can access the Prelisten channel strip in the
Environment's Mixer layer. It is located to the right of the highest-numbered audio channel strip.
3. Click the Prelisten button (or press the Space bar) to start and stop playback.
Size: Sorts the audio files by size, with larger files at the top of the list.
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Size: Sorts the audio files by size, with larger files at the top of the list.
Drive: Sorts the audio files by storage medium.
Bit depth: Sorts the audio files by bit depth, in decreasing order.
File type: Sorts the audio files by file type.
Select the files you want to group, then choose one of the following from View > Group Files by:
Location: Creates groups that are alphabetically sorted by the names of the parent folders of selected files. Folder names are
automatically used as group names.
File Attributes: Creates groups based on the attributes of selected files (file type, stereo/mono, bit depth). Group names are displayed
as a summary of the file attributes--16 bit Mono AIFF, for example).
Selection in Tracks: Creates groups based on regions selected in the Tracks area. Group names are based on the first of the selected
regions.
The audio files of deleted groups reappear at the top of the list in the Project Audio Browser.
The audio file is renamed in all currently opened projects that use the file. Any backup files on the same disk drive are also renamed.
4. In the dialog that appears, select a folder (or create a new one), then click Save.
All audio files used in the Tracks area are saved to the selected folder. The path information for all open projects that use the audio files is
also updated. This makes projects easier to manage when moving audio files. After you move files to a new location, save each open project
to update all audio file storage references.
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Copy or convert audio files
1. Select one or more audio files.
2. Choose Audio File > Copy/Convert File(s) from the Project Audio Browser menu bar.
4. Choose the target folder for the new audio files. You can also create a new folder, by clicking the New Folder button.
5. If you're only copying one file, you can enter a name for the new audio file. When simultaneously copying several audio files, existing
filenames are used for the copies derived from them. The Hide Extension checkbox hides or shows file extensions (.wav, .pngf, and so on) in
the Save As field.
6. Select the "Change file reference in Project Audio" checkbox to replace the audio file used in the project with the copied file.
If unselected, both the copy and original audio file are shown in the Project Audio Browser.
7. Click Save.
3. Choose the target folder for the new audio files. You can also create a new folder, by clicking the New Folder button.
4. If you're only saving one region, you can enter a name for the new audio file. The Hide Extension checkbox hides or shows file extensions
(.wav, .pngf, and so on) in the Save As field.
5. Click Save.
2. Choose Audio File > Export Region Information from the Project Audio Browser menu bar.
The current region information for that audio file in the Project Audio Browser is saved in the audio file. Any existing region information is
overwritten.
3. Choose Audio File > Import Region Information from the Project Audio Browser menu bar.
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The saved region information for that audio file is displayed in the Project Audio Browser and can be used in the current project.
The compressed audio file is added to the Tracks area, and a region that encompasses the complete audio file is created. Audio regions that
point to compressed audio files are denoted by the following symbol:
You can edit this region in the same way as a normal audio region in the Tracks area.
Audio files you import from the Finder do not change to match the tempo or key of your project. When Show Advanced Tools is selected
in the Advanced preferences pane, you can convert the region so that tempo changes are written into the audio file.
Select the audio file in the Project Audio Browser, then choose Audio File > Copy/Convert File(s) from the Project Audio Browser menu
bar.
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ReCycle 2.0 files: These files have the suffix .rx2. The abbreviation for this file type is REX2.
Don't Fix: Imports the file as is. All slices of the file overlap, to match the tempo of Logic Pro.
Add tracks: Distributes the slices across multiple audio tracks, allowing you to adjust the position or delete slices freely. The Number of
Audio Tracks field determines how many tracks are used for the distribution of the slices. These tracks are in addition to the original track
that the ReCycle file was added to.
Crossfade: All slices of the file are imported to the same track, and are automatically crossfaded. The length of the crossfade is
determined by the value (shown in milliseconds) displayed in the Crossfade Length field.
Render into single file: This function writes all ReCycle slices into a single audio file. The current Logic Pro project tempo is used for the
rendering process.
Render to Apple Loop: Imports the ReCycle file as an Apple Loops file.
3. Click OK.
If you don't import the ReCycle file as an Apple Loops or audio file, Logic Pro creates a ReCycle file folder on a folder track. This folder
contains slices (you can view them as miniature regions in the folder) of the ReCycle file at appropriate positions.
Each of these slices references the same audio file, which can be found in the Project Audio Browser.
Note: If you move the ReCycle file folder to another audio track, the audio channel strip destination (of the track inside the folder) does not
change accordingly. You need to open the folder and change the audio channel strip destination manually, to hear the ReCycle audio data.
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In the ReCycle File Import dialog, choose Render to Apple Loop from the Fix Method pop-up menu.
In the All Files Browser, choose Convert ReCycle Files to Apple Loops from the Action pop-up menu.
2. Choose Functions > Copy as ReCycle Loop from the Tracks area menu bar.
The data of the selected audio region is copied into the Clipboard.
3. Use the "Paste as new Document" command in ReCycle to create a new ReCycle document (containing the audio data selected in the
Tracks area).
Note: The size of the transferred audio region is limited to 10 MB, which should be sufficient for most ReCycle loops (an eight-bar stereo loop
in 4/4 at 70 bpm uses approximately 5 MB, for example).
2. Choose Functions > Paste ReCycle Loop in the Tracks area menu bar to paste this loop into the Tracks area.
The result is the same as the ReCycle file import options.
Apple Loops: Audio loops contain additional identification information: time and date, category, mood, key, and tempo. They also contain
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Apple Loops: Audio loops contain additional identification information: time and date, category, mood, key, and tempo. They also contain
a number of transient markers, which break them down into small time slices. The main advantage of audio loops is their ability to
automatically match the tempo and key of a Logic Pro project. Software instrument loops contain MIDI note information that triggers a
musical phrase or riff. The motif will be played, as is, when these types of Apple Loops are added to an audio track. When added to a
software instrument track, the MIDI note information can be edited, as you would with any MIDI region.
ReCycle Files: ReCycle (REX, RCY) files are generated in Propellerhead ReCycle software. These are similar to Apple Loops audio files, in
that they contain a number of slices, and match the project tempo. When imported, a small folder that contains several regions--one for
each slice--is created. Each of these slice regions can be handled like any audio region. ReCycle files, unlike Apple Loops files, do not follow
the project key.
Standard MIDI Files: Standard MIDI files (SMF) are a standard file format used in MIDI sequencers. They can be read and saved in Logic
Pro. SMFs may contain note, lyric, controller, and SysEx data. They are added to MIDI or software instrument tracks in Logic Pro.
GarageBand projects
You can open a GarageBand project in Logic Pro just as you would open a Logic Pro project. The GarageBand project translates 1:1 into
Logic Pro:
Logic Pro automatically creates the required number, and type, of tracks to mirror those used in the GarageBand project.
The project uses the tempo of the GarageBand project.
The initial key signature is set in accordance with the project key of the GarageBand project.
Software instrument parts are played by GarageBand instruments in Logic Pro. GarageBand instruments are automatically installed with
Logic Pro. Any mixing data and effects (plus their settings) used by software instruments or Apple Loops-based tracks in GarageBand are also
imported into Logic Pro.
The channel strip settings of GarageBand translate 1:1 into Logic Pro--with the nice exception that you can now access the individual
plug-ins that are inserted into a GarageBand channel strip.
All channel strip objects are routed to Stereo Out (default stereo output pair), and immediately play out according to the Stereo Output
preference chosen in the Logic Pro > Preferences > Audio > I/O Assignments > Output pane.
The two bus effects of GarageBand (Reverb and Echo) are also translated when opened in Logic Pro. They are replaced by the
PlatinumVerb and Echo on busses 1 and 2.
Once the GarageBand project is loaded into Logic Pro, you can freely change parts, mixing levels, and plug-in parameters as in any Logic Pro
project.
Note: You cannot open Logic Pro projects in GarageBand, nor can you export a Logic Pro project in a format that can be read by
GarageBand (except as an audio file).
Note: Software instrument tracks are always bounced to audio files. MIDI tracks are ignored. Bouncing will automatically switch to real-time
mode, if necessary (such as when an I/O or External Instrument plug-in is used).
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Locate the file in the Media Browser, then double-click it.
The XML import procedure allows you to change or retain the sample rate of audio files used in your Final Cut Pro sequences. If you import
sequences that use audio files with different sample rates, you are given the following options:
To alter the sample rate of your Logic Pro project to match all imported Final Cut Pro sequence audio files.
To retain the sample rate of your Logic Pro project. All Final Cut Pro sequence audio files that use a sample rate that differs from the
selected one are converted.
Note: A Final Cut Pro sequence is an arrangement of video, audio, and graphics clips, edit information, and effects. When combined, they
create a movie. Use of XML to import Final Cut Pro sequences into Logic Pro allows you to exchange multiple audio tracks, with all positional
region information, region names, and volume and pan automation data retained.
Logic Pro allows you to import, open, and export Standard MIDI file formats 0 and 1:
Format 0 contains all data in one track.
Format 1 can contain multiple tracks, each with independent data.
Neither format recognizes any division of a track (into several MIDI regions, for example).
Locate and select the MIDI file in the All Files Browser, then click Import.
The pointer position--when the mouse button is released--determines the position (rounded to the nearest bar) and destination of the first
track in the imported file.
2. If a project is loaded, a dialog asks if you want to create a new environment or copy the current environment for the MIDI file. Do one of
the following:
To replicate the existing environment: Click Copy. The tracks of the MIDI file are automatically assigned to suitable instruments.
To load the environment of the default project template: Click New.
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The MIDI file is loaded as a new project that contains all MIDI events--inclusive of time positions and channel assignments, names of individual
tracks, names and positions of markers, tempo changes, and copyright marks. The copyright mark is read as marker text. As a default behavior,
Logic Pro automatically creates software instrument tracks for each MIDI track, and assigns an appropriate GarageBand instrument to each, when
you open a MIDI file. If you want to use external MIDI tracks for each MIDI track, press Option while opening the MIDI file.
2. Normalize all playback parameters by Control-clicking a MIDI region, then choosing MIDI > Normalize Region Parameters from the shortcut
menu.
3. Convert all playback quantization by choosing Functions > MIDI Region Parameters > Apply Quantization Permanently.
4. Convert all aliases into real copies by choosing Functions > Region Alias > Convert Alias to a Copy.
5. Convert all MIDI regions on each track into a continuous MIDI region by choosing Edit > Join > Regions per Tracks.
Note: Because Standard MIDI file type 0 format files can only save one MIDI region, you must also merge all MIDI regions into one if you
want to export in file format 0. You can do this by choosing Edit > Join > Regions.
6. Insert all instrument MIDI settings as events by choosing Functions > Insert Instrument MIDI settings as Events.
3. Choose the destination directory, enter a name, then click Save. The selected MIDI regions are saved as a Format 1 MIDI file.
Note: Remember that most hardware sequencers can only read MS-DOS formatted disks, so limit your filename to an 8.3 character name; for
example, "proj0001.MID."
2. Select a MIDI region, then choose File > Export > Selection as MIDI File.
AAF files
AAF (Advanced Authoring Format) is used by other DAW applications such as Pro Tools. You can use it to import multiple audio tracks,
inclusive of references to tracks, time positions, and volume automation.
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3. Choose a location, enter a name for the file, then click OK.
The export includes all used regions, inclusive of track and position references and volume automation.
Locate and select the AAF file in the All Files Browser, then click Open.
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Create a song arrangement
Arranging overview
After adding audio, MIDI, and Drummer regions to your project (by recording, adding loops, using Drummer or adding media files), you build
the project by arranging the regions in the Tracks area. As you work in the Tracks area, you can play the project at any time to hear your latest
changes.
In the Tracks area, you can do any of the following:
Arrange regions in a variety of ways
Create and edit fades, and create automatic crossfades on audio regions
Remove silent passages from audio files
Use folders to manage groups of tracks as a single unit
Use groove templates to apply the rhythmic feel of a region to other audio or MIDI regions
Edit region parameters in the Region inspector to control the sound of both audio and MIDI regions
You can also add arrangement markers to a project, and use them to organize the project into sections. For information about using
arrangement markers, see Add arrangement markers and Edit arrangement markers.
The playhead extends from the top to the bottom of the Tracks area, and moves as the project plays, showing the point currently playing in
the project. At the top of the playhead is a triangle that you can drag to move the playhead to a different part of the project, or scrub the
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regions in the Tracks area.
You can also scroll to see another part of the project, and zoom in for precise editing or zoom out to see more of the project.
When you open Logic Pro, the Tracks area appears in the main window. You can also open the Tracks area as a separate window.
As the project plays, you can see the part currently playing by watching the playhead move across the Tracks area. When you move the
playhead or move regions or other items in the Tracks area, you can use the ruler to place them at the correct point in time. Alignment guides
appear when you move regions and other items to help you align them with other items in the Tracks area.
When Smart Snap is chosen from the Snap pop-up menu, the units shown in the ruler reflect the value set in the Tracks area grid. For details
about snapping items to the grid, see Snap items to the grid .
To set a project to use the musical grid, go to Logic Pro > Project Settings > General. You can also show a secondary ruler that displays the
alternative time format by choosing Secondary Ruler from the Tracks area View menu. For more details about setting the project to use the
musical grid, see General settings.
When Show Advanced Tools is selected in the Advanced preferences pane, the Snap pop-up menu is available in the Tracks area and in
time-based editors, including the Piano Roll Editor and Audio Track Editor. Using the Snap pop-up menu, you can set the Snap value and perform
other functions.
By default, the Snap function is relative. When you move or edit an item, it retains the same relative distance from its original grid position.
For example, if a region is placed at position 1.2.1.16, and you move the region two beats forward (with the Snap value set to Bar), the region
snaps to position 2.2.1.16, not 2.1.1.1 (or 2.2.1.1). You can move items so that they align with the nearest grid value by choosing Snap to
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Absolute Value from the Snap pop-up menu.
You can show the grid in the Tracks area, to help you visualize the positions of items in the Tracks area relative to the Snap value.
Smart: Edit operations snap to the nearest bar, beat, sub-beat, and so on, depending on the current ruler division value and the zoom
level.
Bar: Edit operations snap to the nearest bar.
Beat: Edit operations snap to the nearest beat in a bar.
Division: Edit operations snap to the nearest division value. (This is the time signature shown in the LCD and the ruler.)
Ticks: Edit operations snap to the nearest clock tick (1/3840 of a beat).
Frames: Edit operations snap to the nearest SMPTE frame.
QF (Quarter Frames): Edit operations snap to the nearest SMPTE quarter frame.
Samples: Edit operations snap to the nearest sample.
Off: Turns off Snap to Grid. (Choose "Snap to Grid" when it is checked.)
Note: You can make sample-accurate edits only at a high zoom level. Use the Zoom slider to zoom in, and take advantage of the Save and
Recall Zoom Setting key commands to speed up your workflow.
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wide view).
At higher zoom levels, (microscopic or close-up view), the editing grid scales by a certain factor.
Select the region (or other item), then hold down Control and Shift while dragging the item in the Tracks area:
The editing grid switches to ticks if editing at lower zoom levels (macroscopic or wide view).
At higher zoom levels (microscopic or close-up view), the editing grid switches to samples.
When the Tracks area is zoomed out so that the current Snap value would result in extremely large movements or edits, the Snap pop-up
menu is temporarily dimmed, and Smart snap is used instead.
When the Tracks area is zoomed in very far, and a smaller Snap value (such as Division or Frames) is chosen, normal mouse movements move
items by larger grid units. To use the chosen Snap value, either zoom out or hold down Control while moving items.
Using Control-Shift breaks the 1:1 relationship between the pointer and region (or Edit tool) movements. This means that you may need to
move the pointer a long way (horizontally) to make the region (or Edit tool) move one pixel. Watch the help tag for an exact numerical
indication.
Quantize regions
Quantizing involves the rhythmic correction of audio or MIDI regions to a specific time grid. Any notes not played in time are moved to the
nearest position on the grid.
You can quantize regions in the Tracks area by using the Quantize parameter in the Region inspector. Several advanced quantization
parameters are also available in the Region inspector for greater control over quantization.
Before you quantize audio regions on an audio track, you must assign a flex mode to the audio track, and select the Flex parameter in the
Region inspector for that region. For details, see Flex Time algorithms and parameters.
The Quantize parameter in the Region inspector applies to whole regions. If you want different parts of a region to have different Quantize
values, you can split the region, apply different quantize settings to different segments, and then join them using the Join command or the Glue
tool.
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You can also step through the available Quantize values, one at a time, with the Set Quantize Parameter to Next Value and Set Quantize
Parameter to Previous Value key commands.
When you quantize audio regions, white lines called quantize flex markers appear over the selected audio regions, to indicate where audio has
been time-stretched during the time quantization process.
The quantization grid for a MIDI region always begins at the start of the region. If the MIDI region is not aligned with the beginning of a bar,
neither is the quantization grid.
Important: For MIDI regions, the chosen Quantize value affects the way notes are displayed in the MIDI editors. So, for example, you can
see the effect of the chosen Quantize value by looking at the note positions in the Piano Roll Editor.
For detailed information about Quantize values and advanced Quantize parameters, see Quantize parameter values and Advanced quantization
parameters.
Overlap: Preserves the current region borders when you drag one region over another.
No Overlap: When two regions overlap, the overlapped area of the left (earlier) region is shortened.
X-Fade: When two audio regions overlap, the overlapped area is crossfaded.
Shuffle R: Aligns regions when you move, resize, or delete them, in the following ways:
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Shuffle R: Aligns regions when you move, resize, or delete them, in the following ways:
Move: Moving a region to the right aligns the end point of the region with the start point of the region that follows, so there is no
space (gap) between them.
Resize: When you resize the left edge of a region, the preceding regions move by the change in length. If this causes preceding
regions to move past the start of the project, the resized region then overlaps the preceding ones by the corresponding amount.
Delete: The remaining regions on the track move by the length of the deleted region.
Shuffle L: Aligns regions when you move, resize, or delete them, in the following ways:
Move: Moving a region to the left aligns the start point of the region with the end point of the preceding region, so there is no
space (gap) between them.
Resize: When you resize the right edge of a region, the regions that follow move by the change in length.
Delete: The remaining regions on the track move by the length of the deleted region.
For both Shuffle R and Shuffle L, when you drag one region over another, the regions switch positions.
Only one audio region at a time can be played on each track. When two audio regions on the same track overlap, only the later (right) region
is heard.
3. Grab the playhead in the Tracks area or the ruler, and move it back and forth through the parts of the project you want to hear, at the
speed you want to scrub the section (or use the Scrub Rewind and Scrub Forward key commands).
Note: If the Pause button is not visible in the control bar, you can show it by customizing the control bar.
You can also scrub via external MIDI control (such as a control surface or keyboard controller) using the Scrub by MIDI value (-2-) function
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(available in the Controller Assignments window; see the Logic Pro Control Surfaces Support manual). Any MIDI controller number can be
assigned to this function. Data bytes over 64 scrub forward, and those under 64 scrub backward.
Note: Scrubbing is automatically made active when you split regions with the Scissors tool in the Tracks area, making it easier to identify the
cut position.
If a project has more tracks than are currently visible in the Tracks area, a vertical scroll bar appears along the right edge of the Tracks
area. Drag the scroll bar up or down to see the other tracks.
You can speed up your workflow by using the Save and Recall Zoom Setting key commands. If your computer has a trackpad that supports
gestures, you can also scroll and zoom in the Tracks area using gestures.
2. Add or remove individual controls by selecting their checkboxes in the Customize dialog.
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3. Choose the appropriate option, as follows:
Click Cancel to keep the previously saved toolbar layout.
Click OK to activate the new control layout.
Click Save As Default to save your current layout as the default, which is then applied whenever you create an empty new project,
open a new main window, or click the Restore Defaults button.
Click Restore Defaults to return to the default layout.
You can edit regions in the Tracks area in several ways. For example, you can:
Select regions
Cut, copy, and paste regions
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Cut, copy, and paste regions
Move regions to another track or to another point in the Tracks area
Loop regions
Shift the playback position of regions to create subtle changes in the rhythmic feel
Resize regions to change how long they play
Time stretch regions to change the relative distance between notes and other events
Split and join regions
Demix MIDI regions
Create aliases of MIDI regions and clone audio regions
Change the color of regions
Convert audio regions to EXS sample zones
Delete regions
Edit region parameters in the Region inspector
Select a region
Click the region in the Tracks area.
To select all following regions on the same track: Choose Select All Following of Same Track.
To select all regions between the left and right locators: Choose Select Inside Locators.
To select all empty regions in the project: Choose Select Empty Regions.
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To select all overlapped regions: Choose Select Overlapped Regions.
To select all muted regions in the project: Choose Select Muted Regions.
To select all regions with the same color: Choose Select Equal Colored Regions.
Only the part of the region inside the marquee is selected, letting you select inside, or across portions of, regions. You can perform most
edits, such as moving, cutting, copying, and deleting, in the selected area. After editing, the selected area becomes a new, separate region.
The marquee selection uses the current Tracks area Snap value.
If you play a project after making a marquee selection, playback starts at the left edge of the selection, and ends at the right edge. If you
create a marquee selection while the project is playing, playback continues past the end of the selection.
If you start recording after making a marquee selection, Autopunch mode is activated, and the marquee selection is replaced by the punch
locators. All tracks within the marquee selection are record-enabled, and all other tracks are record-disabled.
2. Drag in the thin marquee stripe area of the ruler to select parts of one or more regions (also shown on selected tracks).
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Add or remove individual tracks from the selection
Shift-click the track headers of the tracks you want to add or remove.
Press Shift-End (the default Select Last, or Shift Marquee Selection Right key command).
This action snaps the selection to ticks or samples when editing MIDI or audio regions, depending on the current zoom level. See Snap items
to the grid .
This action snaps items to the current division value when editing MIDI or audio regions, depending on the current zoom level. See Snap
items to the grid .
This action sets the locators to the marquee selection boundaries, rather than the whole region.
When you edit automation data that is spanned by a marquee selection, two automation points are automatically created at the left edge,
and two at the right edge, of the selection. This lets you quickly define and create automation data by converting the marquee selection into
automation points.
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Cut, copy, and paste regions in the Tracks area
You can cut or copy regions in the Tracks area, and paste them at a different position. You can also paste a copied region at the same time
position, to quickly double the region for use on another track.
Cut a region
Select the region, then choose Edit > Cut (or press Command-X).
Copy a region
Do one of the following:
Select the region in the Tracks area, then choose Edit > Copy (or press Command-C).
When you copy an audio region, a new region is automatically created in the Project Audio Browser. The new region retains the name of the
original, with a sequential number added. For example, for a region named MyLoop, the first copy is MyLoop.1, the second copy is MyLoop.2, and
so on.
The copied region is pasted into the selected track, at the same position as the source region. This is useful if you want to copy a region to
the same spot on a different track, to independently process or thicken the part, for example. This function is also ideal for creating layered MIDI
or instrument parts.
2. Choose Edit > Repeat Regions from the Tracks area menu bar.
4. To have the copies snap to a particular grid value, choose a grid value from the Adjustment pop-up menu.
6. To paste the copies as clones (for audio regions) or aliases (for MIDI regions), select As Aliases or Clones.
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move them by single ticks or samples (depending on the zoom setting).
You can also nudge regions (move them in small increments) left or right using key commands. To nudge regions, you first set the nudge
value, then move selected regions by this value. Alternatively, you can nudge regions by a set value.
Tip: You can also move and resize regions numerically by opening an Event Float window. For more information, see Event Float window .
Move a region
Do any of the following:
Drag a region left or right in the Tracks area to move it to a new point in the same track.
Drag an audio region up or down in the Tracks area to another audio track.
Drag a MIDI region up or down in the Tracks area to another software instrument track.
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Nudge regions by the nudge value
1. Select the regions you want to move.
2. Hold down Option and press the Left or Right Arrow key.
You can limit the movement of regions to either the horizontal or vertical axis by selecting the Logic Pro > Preferences > General > Editing >
Limit Dragging to One Direction In Tracks checkbox. If you initially move a region left or right, movement is limited to the horizontal axis. If you
want to move it between tracks, release the mouse button, reselect the region, then drag it up or down. While this preference is selected, you
can override it by holding down Shift when moving regions.
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Alternatively, you may want to insert some empty bars in the middle of a project, to create space for another chorus, verse, or bridge, for
example. As with the previous example, all existing tempo changes and so on are moved accordingly (to the right by the number of inserted
bars).
You can limit changes to only selected regions. If you do this, rather than moving all regions within a project section, you are asked if you
want to move global events such as bar changes, tempo changes, and score symbols. This global edit is performed on all regions, when used.
Note: The toolbar features a number of section-editing buttons that can be used to perform some of the operations described below. When
these buttons are used, the operation affects all regions that fall between the locators, regardless of which regions in the area are selected. To
perform these operations on selected regions within the locators, use the appropriate key command after selecting the regions.
Insert a gap between regions using the locators (the cycle length)
1. Set the left and right locator positions by doing one of the following:
Drag from left to right across a portion of the ruler.
Set the values in the locator fields in the LCD.
2. Select the regions you want to move by the cycle length. If no selection is made, all regions that fall between the locators are affected.
Clicking the Insert Silence button in the toolbar also affects all regions that fall between the locators.
3. Choose Edit > Cut/Insert Time > Insert Silence Between Locators (or use the corresponding key command).
For selected regions that are longer than the cycle length: Regions are cut at the left locator position; the second region (newly
created from the cut) is moved to the right of the right locator position, creating a gap between the regions.
For selected regions that fall wholly within the locators: Regions that began at the left locator position now begin at the right locator
position.
For a combination of partially and wholly selected regions that fall within the locators: The encompassed section is cut, and moved to
the right locator position.
Choose Edit > Move > Shuffle Right within Selection (or use the corresponding key command).
The first selected region on each track is moved to the right, and all subsequent regions remain unchanged.
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Remove a section of an arrangement using the locators
1. Set the locators to span the section you want to remove (bars 5 to 8, for example).
Any regions that span the cycle area (for example, a 16-bar region that starts at bar 1 and ends at the start of bar 17) are cut.
The section between the locators (bars 5 to 8) is deleted from all selected regions. (In fact, it is copied to the Clipboard and removed from
the arrangement.)
All regions to the right of the right locator are moved to the left by the length of the cycle (4 bars), including newly created regions that
result from the operation.
In the case of the 16-bar region example, from above, it would be cut into two regions:
One would span bars 1 to 4.
The other would now be an 8-bar region that is placed from bar 5 to the start of bar 13.
Tip: The Snip command is ideal for situations in which you want to remove an entire section of your arrangement, such as a chorus.
3. Set the playhead to the position where you want to insert the cut section.
4. Either click the Insert Section button in the toolbar (to affect all tracks, regardless of selection), or choose Edit > Cut/Insert Time >
Splice: Insert Snipped Section at Playhead.
All selected regions are cut at the left locator, and a passage of one cycle length is inserted. Regions currently in the Clipboard are then
pasted at the playhead position.
Tip: The Splice command is perfect when you want to insert a part (a chorus, for example) at another point in your arrangement. To
guarantee all tracks are shifted, including tempo, time signature changes, and markers, make sure you select everything beforehand (using
Command-A or Shift-I).
2. Select the regions that you want to repeat. If no selection is made (or if you use the Repeat Section button in the toolbar), all regions
that fall between the locators are affected.
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3. Choose Edit > Cut/Insert Time > Snip: Repeat Section Between Locators (or use the corresponding key command).
The portions of all regions that are wholly or partially encompassed by the locators are copied and pasted starting at the right locator
position.
You can also move, copy, and delete sections of a project using arrangement markers. For more information, see Add arrangement markers.
The Delay parameter in the Region inspector is mainly intended for creative musical purposes, such as rhythmically offsetting regions. It can
also be used to fix timing problems in cases such as the following:
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The attack phase of the sound is too slow. A good musician will automatically compensate for this by playing the notes slightly early. With
very slow sounds, you may need a pre-delay of over 100 ms to even them out.
The sound generator is reacting too slowly to the incoming note on messages. Older multi-timbral sound generators often take tens of
milliseconds before outputting a voice.
The delay in output is not constant, as it is dependent on the order of notes arriving at the external MIDI sound generator. You should
therefore try pre-delaying rhythmically important tracks by as little as one tick--it can work wonders on timing.
Loop a region
1. Place the pointer over the upper-right edge of the region.
The pointer becomes a Loop pointer.
2. Drag the right edge of the region until it aligns with the point where you want it to stop playing.
As you drag the edge of the region, "notches" appear at the top and bottom of the region, showing the beginning and end of each
complete repetition.
The region loops continuously until the start of the next region in the track, or until the end of the project. You can unloop the region by
deselecting the Loop checkbox, or by pressing L again.
Note: Deselecting the Loop parameter resets the manually created loop length. The next time the Loop parameter is used, the region is
repeated until it either encounters another region in the same track, or reaches the end of the project (or folder).
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Software instrument loop repeats are converted into aliases. Audio loop repeats are converted into cloned audio regions. As such, any
alterations to the length of the original region affect all aliases and cloned regions. For information about aliases and cloned regions, see Create
aliases of MIDI regions in the Tracks area and Clone audio regions in the Tracks area.
Resize a region
1. Move the pointer over the lower-right edge of the region.
2. When the Resize pointer appears, drag the region to shorten or lengthen it.
Note: If there is a gap between the regions, the Loop tool is shown when you move the pointer over the upper-right corner of the
earlier region.
For audio regions, using the Set Region/Event/Marquee Start to Playhead Position key command also moves the anchor point to the playhead
position.
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Remove overlaps between regions
1. Select the overlapping regions, or select all regions on the track by clicking the track header.
2. Choose Edit > Trim > Remove Overlaps (or use the corresponding key command).
Where the selected regions overlap, the length of the left (earlier) region is reduced to remove the overlap.
2. Choose Edit > Trim > Region End to Next Region (or use the corresponding key command).
The selected regions are lengthened to end at the start point of the next region on the track.
3. Choose Edit > Trim > Fill within Locators (or use the corresponding key command).
All selected regions within the locator boundaries are lengthened, closing the gaps between them. On each track, the last region within
the locator boundaries is not lengthened.
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Do one of the following:
Select the Mute tool, then click the regions you want to mute.
Select the regions, then select the Mute checkbox in the Region inspector.
Muted regions appear gray in the Tracks area, for easy identification.
Select the muted regions, then deselect the Mute checkbox in the Region inspector.
The region plays in isolation from the pointer position until you release the mouse button.
You can solo multiple regions by clicking them, then click-holding one of the selected regions with the Solo tool. Playback starts from the
position of the pointer until you release the mouse button.
3. While the project is playing, you can Shift-click additional regions to hear them. Select a soloed region (or Shift-click multiple soloed
regions) to unsolo them.
4. When you're finished, click the Solo button (or press S) again.
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3. When you're finished, click the Solo button (or press S) again.
Muted tracks and regions appear slightly differently in the Tracks area, depending on how they are muted:
When a track is muted using its Mute button, the regions on the track are gray, but the region names are in color.
When a track is turned off using its On/Off button, both the regions on the track and the region names are gray.
When an individual region is muted, the region and its name are gray, and a small colored dot precedes the name.
When a track is muted because another track is soloed, the regions on the track are gray, but the region names are in color.
Time stretching is limited to the value of the current Tracks area grid setting (in the Snap pop-up menu).
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Beats Only (Legacy): Perfectly maintains the timing of percussive material. This algorithm should be your first choice for all kinds of dry
drum loops.
2. Move the playhead over the point where you want to split the regions, then choose Edit > Split > Regions at Playhead.
The selected region is split into two regions at the playhead position. Only the selected region is split, even if a region on another track is
under the playhead as well. If multiple regions are selected and are under the playhead, they are all split.
Tip: To cut at the nearest bar, use the Split Regions/Events by Rounded Playhead Position key command.
2. Select the Scissors tool, then click-hold the regions you want to split.
When selecting a cut point with the Scissors tool, you can move backward and forward in steps of one division. The grid is based on the
Snap pop-up menu setting.
2. Select the regions you want to divide within the locator boundaries.
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3. Choose Edit > Split > Region(s) by Locators (or use the Split Regions/Events by Locators or Marquee Selection key command).
All selected regions located wholly, or partly, between the locators are cut at the left and right locator positions. All regions created
between the locator positions as a result of the Split operation are then automatically selected.
Tip: You can achieve the same effect by defining a cycle with the pointer in the ruler, while holding down Command.
The selected region is cut into several pieces--each the same length as the first segment.
For example, to divide a 16-bar region into eight 2-bar regions, cut the region at the start of bar 3, while holding down Option.
You can split an audio recording into segments based on amplitude levels using the Audio > Strip Silence function in the toolbar. For details,
see Remove silent passages in the Strip Silence Window .
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2. Do one of the following:
Choose Edit > Separate MIDI Events > by Event Channel from the Tracks area menu bar (or use the Separate MIDI Region by MIDI
Channel key command).
Control-click the MIDI region, then choose MIDI > Separate by MIDI Channel from the shortcut menu.
A separate MIDI region is created for every MIDI channel found, containing all matching events. Each region is created on a track with
an instrument channel that matches the MIDI channel. If no such tracks exist, new tracks are created for each channel.
This feature is especially useful for separating drum parts that have been recorded into Logic Pro from a drum machine where all notes are on
the same MIDI channel. Each note region can then be assigned to another channel strip, or perhaps some can be deleted, to thin out the
original drum pattern.
2. Choose Edit > Join > Regions per Tracks (or use the Merge Regions per Tracks key command).
The selected regions on each track are joined into a single region on that track. For example, if you select regions on four different tracks,
and then choose Edit > Join > Regions per Tracks, a single region is created on each of the tracks from the regions selected on that track.
MIDI regions must be on the same track or on adjacent tracks. When you join MIDI regions, the joined region takes the name (and track) of
the first original region. If the Transposition, Velocity, and Dynamics region parameters are different for the selected regions, they are normalized
before being joined. (This means that all parameter values are written as data changes for each region. The parameters of the joined MIDI
region are all set to neutral (default) values.)
No mixdown
If several (mono or stereo) regions on the same track are from the same original region, and in the same relative positions, no mixdown
occurs. In this case, a single region is created.
No mixdown occurs when you join two regions on tracks that are panned to opposite sides, as the two resulting mixdown files would be
identical to the original audio files (in the areas used for the regions).
If several overlapping audio regions on a track are selected, no mixdown occurs. You are asked to create a new audio file, which takes the
name of the first region on the track. The selected regions are then mixed together, with no changes to volume, and without clip scanning.
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There are two faders:
Crossfade Time [ms]: The length of the entire crossfade. To turn off the crossfade, set this value to 0.
Crossfade Curve: To obtain a linear crossfade, set this value to 0. Other values (positive or negative), produce various exponential fades.
The fade-outs and fade-ins are always symmetrical, to avoid deviations in level. The preset values are Time = 0 ms, Curve = 0 (linear).
Any changes made to the parent region name appear on all its aliases.
Create an alias
Do one of the following:
Option-Shift-drag the region to the position where you want the alias to start.
Select the track you want to create the alias on, position the playhead, select the region you want to create an alias from, then choose
Functions > Region Alias > Make Alias (or use the Make Alias key command).
You can also use the Repeat Regions command.
If several regions are selected, their relative time and track positions are retained. The selected track is the destination track for the first
region along the Tracks area.
Reassign an alias
You can assign a new original region to an existing alias. This is exceptionally handy for arranging tasks where the structure is right, but the
part is wrong. You can copy a region to a new track, create an alias, mute the existing region, and click Play, or use the far simpler method
below:
1. Select both the alias and the intended new original region.
2. Choose Functions > Region Alias > Re-Assign Alias (or use the Reassign Alias key command).
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Search for an original region or alias
If you forget where the original is for a certain alias, you can search for it. Do one of the following:
Select the alias, then choose MIDI > Alias > Select Original (or use the Find Original of Alias key command).
Clone a region
Hold down Option-Shift while dragging an audio region.
When you adjust the start or end point of any of the cloned regions, all other cloned regions are adjusted in the same way.
After you make the cloned regions independent, altering the start or end point of one cloned region will not affect the others.
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Convert multiple regions into audio files
1. Select the regions you want to convert.
2. Choose Edit > Convert > Audio Region to New Audio File (or press Option-Command-F).
3. In the dialog that appears, set the sample rate, bit depth, file format, stereo conversion, and dither type for the converted audio files.
The new audio files are created in the same folder as the original audio file. The files are also added to the Project Audio Browser, and all
references to these new regions are changed to correspond with the newly created files.
These newly created files can be edited independently, allowing you to reverse, time stretch, and more, without affecting other regions
based on the same original file.
2. Control click one of the selected regions, then choose Name and Color > Show/Hide Colors from the shortcut menu.
3. Click a color.
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If all regions are on a single track, click the track's header to select all regions.
2. Choose Functions > Color Regions by Track Color from the Tracks area menu bar.
The colors of all selected regions are replaced with the colors of the corresponding track channel strips.
Tip: This feature is handy after copying or moving regions between tracks, when you may find that the Tracks area resembles a patchwork
quilt.
2. Control-click one of the selected regions, then choose Convert > Convert Regions to New Sampler Track from the shortcut menu.
3. Choose whether you want to create zones from regions or transient markers:
Regions: Converts the entire selected region, or regions, into an EXS zone.
Transient Markers: Converts only those sections between transient markers into an EXS zone.
Note: If you create zones from transient markers, a transient detection process is performed on the audio region or regions, if not
previously done.
4. Enter the EXS instrument name in the text field. The default is the name of the first region selected.
5. Choose settings from the Trigger Note Range pop-up menus--the lowest and highest note for the one-note zones created in the new
sampler instrument.
A new software instrument track is created, below the selected track, on which the EXS24 is inserted. MIDI regions with ascending
trigger notes are created on this track. The new track and regions are selected, while the processed regions are muted and deselected.
Note: The EXS samples are saved to the project only if the File > Project Settings > Assets > "Copy EXS samples into project" setting is
turned on. The EXS instrument is saved to the project, regardless of this setting.
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Delete regions in the Tracks area
You can delete one or more regions if you don't want to use them in your project. When you delete a region, you can move the regions
that follow in the track to fill in the empty space left by the deleted region.
When you delete an audio region that you have recorded since opening the project, a dialog appears, asking if you also want to delete the
corresponding audio file. This dialog does not appear for imported audio files, to assure that you do not accidentally delete recordings used in
other projects.
Delete a region
Select one or more regions, then choose Edit > Delete (or press the Delete key).
You can also delete regions using the Eraser tool.
Delete all selected regions, and automatically select the next one
1. Select the region or regions you want to delete.
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A fade-in or fade-out is created. The length of the fade drag area determines the length of the fade, so a longer drag area results in a
longer fade time, and a shorter drag area, a quick fade.
Drag over the end point of one audio region and the start point of the region that follows.
This technique works even if the two sections don't directly adjoin each other.
With the Fade tool selected, you can edit fades on regions after you make them.
2. Set the value for the Fade In or Fade Out setting in the Region inspector by dragging the pointer vertically, or double-clicking and
entering a value.
Fades created using the Fade tool and the Region inspector are interactive. After you create a fade using the Fade tool, for example, you can
adjust the fade using the Region inspector Fade In or Fade Out parameters.
Edit fades
You can change the length of a fade, the fade curve shape, the fade type, and the fade playback speed.
You can also choose between four different fade types in the Region inspector.
Select a region, then edit the Fade In or Fade Out value in the Region inspector.
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Adjust the fade curve shape
Do one of the following:
Drag the fade curve with the Fade tool.
Select a region, then edit the Curve value in the Region inspector.
In the example below, a positive curve is shown for both the fade-in and fade-out.
In this next example, a negative curve is shown for the fade-in, and a linear fade (no curve) is shown for the fade-out.
The last three items in the pop-up menu can only be applied to two consecutive regions. Also note that the Fade In (and corresponding
Curve) parameters are made redundant when any of the X, EqP, or X S options are chosen.
For a fade out, choose the Slow Down parameter, and modify the value.
Logic Pro offers Speed Up and Slow Down parameters in the Region inspector, which you can use to speed up or slow down the playback
speed of fades. These parameters share pop-up menus with the Fade In and Fade parameters.
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Create automatic crossfades
Logic Pro can automatically create crossfades on overlapping audio regions on a track to smoothly segue between adjacent (or overlapping)
audio regions.
You can also create crossfades manually--as well as fade-ins and fade-outs--using the Fade tool, the Fade parameters in the Region inspector,
or the shortcut menu of an existing fade area. For information, see Create fades and Edit fades.
You can simultaneously adjust the fade parameters for all selected audio regions.
Note: The Fade parameters are nondestructive, unlike the fade functions available in the Audio File Editor, which change the original audio
file.
Delete fades
You can delete a fade with a menu command, with the Fade tool, or by modifying the parameters in the Region inspector.
Delete a fade
Do one of the following:
Control-click an existing fade area, then choose Remove Fade from the shortcut menu.
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The parameters of the Strip Silence window are:
Threshold: Use to define the amplitude level that a passage must exceed, in order to be defined as a region. In terms of the number and
length of regions created by the process, this is the most important parameter. As a general rule: a higher Threshold value leads to numerous
short regions. Low values create fewer large regions.
Minimum Time to accept as Silence: Use to define the length of time that a section must be below the Threshold value, before it is
considered a gap. Very small values tend to increase the number of regions, because even short dips in amplitude are interpreted as silence.
Higher values prevent sections of audio from being interrupted by fluctuating amplitudes.
Pre Attack-Time: Use to add a defined amount of pre-roll to the beginning of all regions created by the Strip Silence process. High
threshold values prevent any amplitudes with slower attack times from being chopped. This function is useful for nonpercussive material such
as vocals, wind instruments, strings, and so on. Overlaps are permitted--the pre-delayed start point of a region can extend back to the end
of the previous region--but only if the Threshold value is not exceeded. The Pre Attack Time doesn't affect the anchor position, which
means the absolute position of the audio data (in the project) is retained.
Post Release-Time: Use to define an automatic release time for the end points of all regions, avoiding abrupt cutoffs to amplitudes that
fade out gradually (particularly if you have set a high Threshold value); for example, cymbals, open hi-hats, snares with long reverb tails,
vocals, and so on. This parameter does not allow overlaps, which means that region end points cannot extend beyond the start point of the
following region. The Post Release Time doesn't affect the anchor position, which means the absolute position of the audio data (in the
project) is retained.
Search Zero Crossings: Select this checkbox to automatically snap the region start and end points to the nearest waveform zero crossings.
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Note: Depending on the material in the audio file, all parameters can affect the number and division of regions. Try different values to see
what produces the best result. The graphic display of the region updates to show the result of your changes.
2. Click OK.
If you selected a region that is used in the Tracks area, a dialog asks if you want to replace the region in the Tracks area with the new
regions.
To learn about different uses for Strip Silence, see Uses for Strip Silence .
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and snare are completely separate, you can often use Strip Silence to isolate each individual beat.
Optimize synchronization
Different computers, different synchronization sources (internal or SMPTE code), different tape machines, and--in theory--different samplers
or hard disk recording systems will exhibit slight variations in clock speed. Changing just one component can lead to a loss of synchronization
between recorded audio material and MIDI. This is particularly applicable to long audio regions.
This is another situation where the Strip Silence function can help, by creating several shorter audio regions, with more trigger points
between the audio and MIDI events.
For example, you can use this method to roughly split up a whole audio file, and then divide the new regions, using different parameters. The
new regions can then be processed again with the Strip Silence function.
When open, a folder looks just like the Tracks area for a project:
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The track containing the folder doesn't have a channel strip. Its track header shows a folder icon in place of an instrument icon.
If you drag a folder to a software instrument track, all MIDI regions in the folder are played by that instrument. This can be useful if the folder
contains tracks for a given instrument or instrument type, such as a drum kit, string sound, or brass section, for example. This provides a quick
way of listening to a string arrangement if some of the intended sound sources are unavailable.
Similarly, an entire project could itself be a folder, appearing as a gray beam in the Tracks area. In this way, you could arrange several projects
for a concert. Another possible use might be to store different arrangements of a project in different folders, allowing you to switch between
them rapidly.
You can also use folders to represent song sections such as verses and choruses, for example. You can nest folders within other folders, with
no limit to the number of levels you can create.
Note: When moving a folder with a single content track between tracks of the same type, the folder contents play using the channel strip of
the hosting track.
Unpack a folder
1. Select the folder.
Open a folder
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Do one of the following:
Double-click the folder.
Select the folder you want to open, then use the Go Into Folder or Region key command.
If a MIDI region, rather than a folder, is selected when you use the key command, the Piano Roll Editor opens.
Close a folder
Do one of the following:
Double-click the background of the Tracks area (or use the Go Out of Folder or Region key command).
Click the Display Level button in the Tracks area menu bar. The help tag shows Leave Folder.
You move up one display level, and the contents of the Tracks area (showing the closed folder) are visible.
If the folder doesn't already contain a track that uses the same channel as the source region, Logic Pro creates one. If it does contain a
track using the same channel, the track uses this channel. When you enter the folder, you see the dragged regions at the drop position.
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2. In one of the two windows, open the folder containing the regions you want to remove.
3. Drag the regions into the Tracks area in the other window.
You can also cut a region from a folder, using the Edit > Cut command to transfer the region to the Clipboard. You can then copy the region
to the position where you want it to appear in the Tracks area using the Edit > Paste command.
If you select multiple regions, the transients or notes from all the selected regions are used for the groove template. When there are
multiple transients or MIDI notes around the same musical position, however, only the first will be evaluated for the groove template.
2. In the Region inspector, choose a quantization value from the Quantize pop-up menu.
3. Open the Quantize pop-up menu again, and choose Make Groove Template (or use the corresponding key command).
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The groove template, with the default name of the selected region, appears near the bottom of the Quantize pop-up menu, and the
Quantize parameter of the parent region is set to it.
This function transforms the exact timing of transient markers or notes in the selected audio or MIDI region into a groove template that can
be accessed, and used, like any value in the Quantize pop-up menu.
Important: The source audio or MIDI region used for a groove template must remain in your project if you want to use the groove
template. If you delete the source region from the project, the groove template is not removed from the Quantize pop-up menu, but it can no
longer be used. Choosing the groove template from the Quantize pop-up menu produces no effect.
2. Open the Quantize pop-up menu again and choose "Remove Groove Template from List" (or use the corresponding key command).
The selected source region is deleted from the list of possible quantization templates, removing it from the Quantize pop-up menu. The
region is not removed.
Without changing the actual quantization of that region (or of any other region that may use that groove template), the previously
selected groove template is deleted, and the region is set to the Quantize value "off (3840)."
3. Open the Quantize pop-up menu, then choose Make Groove Template for each source region (or use the corresponding key command).
4. Pack all of these regions into a folder (and rename the folder Grooves, for example).
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5. Choose File > Save As Template.
Use this template as your project starting point whenever you want to access these quantization templates.
2. Choose "DNA Groove Template files" from the Open File pop-up menu, select the file you want to import, then click Import.
The groove templates are added as MIDI regions on the selected track.
3. To add the groove templates to the Quantize pop-up menu, select a groove template and then choose Make Groove Template from the
Quantize pop-up menu of the Region inspector.
Note: The quantization templates are saved with the project and can be used, even when the project is played on a computer that
doesn't have the corresponding DNA Groove Templates on its hard disk.
The Region inspector shows parameters for the selected region or regions, including Quantize and other parameters. Some parameters are
available for only audio or MIDI regions, while others are shared . There are additional advanced quantization parameters that you can view and
edit by clicking the More disclosure triangle.
You can also open the Region inspector in a separate floating window.
When Show Advanced Tools is selected in the Advanced preferences pane, additional parameters appear in the lower part of the Region
inspector. You can view and edit these parameters by clicking the More disclosure triangle.
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Quantize: All note events contained in the MIDI region are time corrected to the (quantize) grid format chosen in the pop-up menu. For
information on choosing the Quantize parameter value, see Quantize parameter values.
Note: There are two types of region quantization: Classic Quantize and Smart Quantize. You select the type by clicking the Quantize label
in the Region inspector.
Q-Swing: This percentage value alters the position of every second point in the current quantization grid. Values over 50% delay the
beats, and values under 50% pre-delay them. The most practical settings fall between 50% and 75%, imparting a swing feel to strictly
quantized (or tightly played) audio or MIDI regions. For information about Q-Swing and other advanced quantization parameters, see
Advanced quantization parameters.
Loop: The playback of all region types can be continuously repeated by selecting the Loop checkbox, or by using the Loop tool. (See
Loop regions in the Tracks area.)
Delay: The playback of all region types can be delayed (positive values) or advanced (negative values) by ticks, or by milliseconds. (For
more information, see Shift the playback position of regions in the Tracks area.)
Advanced Quantization: Q-Strength: This percentage value determines how far a note is shifted toward the nearest grid position. 100%
results in full quantization; 0% leaves the note at its recorded position.
Advanced Quantization: Q-Range: Q-Range is a very musical quantization method that requires a certain amount of technical musical
prowess. It's ideal for recordings that already have the right groove, but are too hurried or laid back in places. It allows you to retain the
original feel, but positions the rhythmic center precisely in the groove. A value of 0 means that every note is quantized. If you enter negative
Q-Range values, only notes that fall outside the set range are moved to ideal quantization grid positions, while notes closer to an ideal
position remain unquantized. This moves the most poorly played notes (those outside the range) to perfect timing positions on the
quantization grid, or at least toward these positions, depending on the Q-Strength setting.
In many cases, Smart Quantize can produce more natural sounding results than Classic quantization. For example, in a MIDI piano
performance, the notes of quickly arpeggiated chords keep their relative positions, as do sustain pedal (on/off) events. Another useful situation is
in MIDI drum performances that need some quantizing, but where classic quantization would distort rolls, flams, and other notes not played
strictly on the beat (and also possibly the relative position of Hi-Hat on/off events). In both cases, Smart Quantize keeps the relative position of
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note on, note off, and CC events.
Important: The Quantize parameter is nondestructive. It adjusts the playback positions of notes in MIDI regions when Logic Pro is in
playback or record mode. The original positions are kept in the regions, so you can go back to the original timing.
The values of the Quantize parameter in the Region inspector are grouped in the following categories:
No quantization: The off setting plays the notes at the finest possible timing resolution: 1/3840 note, which is unquantized playback, for
practical purposes.
Normal quantization: The 1/1-Note, 1/2-Note, 1/4-Note, 1/8-Note, 1/16-Note, 1/32-Note, and 1/64-Note settings quantize the MIDI
region to the equivalent note value.
Triplet quantization: The Triplet settings quantize the MIDI region to triplet note values. The equivalent values are shown in parenthesis.
Swing quantization: The 1/16 Swing A-F settings delay the position of every second point in the quantization grid by a fixed percentage.
You can also manually alter the swing factor of any Quantize value.
Odd quantization: The 5-Tuplet/4 is quarter quintuplets (1 bar = 5 beats), 5-Tuplet/8 is eighth quintuplets (1 bar = 10 beats), 7- Tuplet
is septuplets (1 bar = 7 beats), and 9-Tuplet setting denotes novetuplets (1 bar = 9 beats).
Mixed quantization: These combine 'straight' and tuplet values of 1/16 and 1/18. Mixed quantization always applies to both note values,
and requires greater playing precision when recording.
The Swing settings delay the position of every second point in the quantization grid by a fixed percentage, as follows:
Swing F 71%
Swing E 66%
Swing D 62%
Swing C 58%
Swing B 54%
Swing A 50%
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Advanced quantization parameters
When Show Advanced Tools is selected in the Advanced preferences pane, you can quantize regions with greater precision using the
advanced quantization parameters in the Region inspector. Using the advanced parameters, you can apply a swing or other quantize feel to MIDI
regions. Not all advanced quantization parameters are available for audio regions.
Advanced quantization parameters in the Region inspector include the following:
In the Region inspector, the Q-Swing field is located below the Quantize pop-up menu. The other advanced quantization parameters are
available by clicking the More disclosure triangle. They can be applied to any quantization value (except "off").
Q-Swing: Alters the position of every second point in the current quantization grid. Values over 50% delay the beats; values under 50%
pre-delay (advance) them. The most practical settings are between 50% and 75%, which give a swing feel to strictly quantized (or tightly
played) regions.
Q-Strength: Determines how far a note or transient marker is shifted toward the nearest grid position. A value of 100% results in full
quantization, and 0% leaves the note or transient marker at its recorded position.
Q-Range: Q-Range is ideal for recordings that already have the right groove but are too hurried or laid back in places. It lets you retain the
original feel, but positions the rhythmic center precisely in the groove. A value of 0 means that every note or transient marker is quantized.
Negative Q-Range values move only notes or transient markers that fall outside the set range to ideal quantization grid positions, while those
closer to an ideal position are not quantized. In this case, the most poorly played notes or transient markers--those outside the range--are
moved to perfect timing positions on the quantization grid (or closer to these positions, depending on the Q-Strength setting).
Tip: To obtain the best Q-Range results, use a low, even Quantize value, such as 1/4 note. Set the Q-Range parameter to compensate
for the maximum error in the recording.
Q-Flam: Spreads out notes with the same time position, such as chords. Positive values produce an ascending (upward) arpeggio,
negative values a descending (downward) arpeggio. The position of the first note (either the bottom or top note) is unaltered.
Q-Velocity: Determines how much the velocity values of quantized notes are affected by the velocity values of a template MIDI region. At
a value of 0%, the notes retain their original velocity. At 100%, they adopt the velocity values of the template. Negative values alter the
velocity, making the deviation from the template even greater.
Q-Length: Determines how the lengths of quantized notes are affected by the equivalent note lengths (notes at the same position) of a
template MIDI region. A value of 0% has no effect, whereas at 100% the notes adopt the exact note lengths of the template region.
Negative values alter note lengths further, resulting in a more significant deviation from the template.
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Gain: Adjusts the volume of individual audio regions by the chosen amount.
Fade In/Speed Up: Use to switch between Fade In and Speed Up parameters, where you apply fade values for volume and playback,
respectively.
Curve: Adjusts the fade-in curve shape.
Fade Out/Slow Down: Use to switch between Fade Out and Slow Down parameters, where you apply fade values for volume and
playback, respectively.
Curve: Adjusts the fade-out curve shape.
Transposition: Adjusts the pitch of the Apple Loops up or down by the chosen amount.
Follow Tempo: This parameter (on by default) allows Apple Loops to follow the project tempo.
Speed: Adjusts the playback speed to the chosen multiple of the original speed. Available only for audio Apple Loops.
Advanced Quantization: Q-Length: This parameter (also expressed as a percentage value) determines how the lengths of quantized notes
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Advanced Quantization: Q-Length: This parameter (also expressed as a percentage value) determines how the lengths of quantized notes
are affected by the equivalent note lengths (notes at the same position) of a template MIDI region. A value of 0% has no effect, while at
100%, the notes adopt the exact note lengths of the template region. Negative values alter note lengths further, resulting in a more
significant deviation from the template.
If the playback instrument has a channel setting of All, or you're dealing with a completely different type of Environment object (a channel
splitter used as A-Playback, for example), the stored MIDI channel numbers are also unaffected by the usual Normalize function.
Note: If you're editing MIDI regions that appear as notation on a polyphonic staff style, it's recommended that you use the Normalize without
Channel function, as the event channel is used to assign notes to individual polyphonic voices in the Score Editor.
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Edit audio regions in the Audio Track
Editor
In the Audio Track Editor, you can move and trim audio regions, split and join them, and edit them in other ways. You can scroll and zoom
the Audio Track Editor, and zoom the amplitude of the waveforms in audio regions. Edits you make in the Audio Track Editor are nondestructive,
so you can always return to your original recordings.
You can also quantize and edit the pitch of audio material in the Audio Track Editor using Flex Pitch. For more information, see Edit the pitch
of audio in the Audio Track Editor.
When Show Advanced Tools is selected in the Advanced preferences pane, you can edit the timing of audio material in the Audio Track
Editor using Flex Time. For more information, see Flex Time and Pitch overview and Quantize the timing of audio regions in the Audio Track
Editor.
Select an audio track in the Tracks area, then choose View > Show Editor.
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Zoom the Audio Track Editor horizontally
Drag the zoom slider in the Audio Track Editor menu bar left or right.
Select a region
Click a region in the Audio Track Editor.
To select the next region: Choose Edit > Select > Next Region.
When you move an audio region so that it overlaps another region, the overlapped part of the region is cut.
2. Drag the pointer to remove the part you want to trim. As you drag, the help tag shows the region length and the amount by which it is
trimmed.
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Split and join audio regions in the Audio Track Editor
You can split an audio region into segments in the Audio Track Editor, and move the segments so that they play back at a different point in
time.
You can also join regions or region segments from audio recordings into a single region. Regions from audio Apple Loops, and audio regions
that have been transposed can't be joined.
To be joined, audio regions must be adjacent to each other on the same track. If you join segments of compressed audio files, the files are
converted, by default, to PCM format (the file type is set in the Audio > General preferences pane).
You can scrub regions to find the point where you want to cut by dragging across the regions with the Scissors tool. You can also split
regions by selecting them in the Tracks area, then selecting Edit > Split > Regions at Playhead.
Before moving or deleting a segment of a split audio region, click the region to select it.
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Edit MIDI regions in the Piano Roll
Editor
You can open the Piano Roll Editor as a pane in the main window, or as a separate, resizable window.
Select a software instrument (or external MIDI instrument) track or a MIDI region, then choose View > Show Editors.
Double-click a MIDI region (if Piano Roll is chosen from the Logic Pro > Preferences > General > Editing > Double-Clicking a MIDI Region
Opens pop-up menu).
The Piano Roll Editor opens below the Tracks area. On the left are controls for quantizing the timing and pitch of MIDI regions, adjusting
their pitch, and editing the velocity of MIDI notes. Along the top of the Piano Roll Editor is a ruler showing time divisions, and a menu bar
with local menus, tools, and other controls. The header shows the name of the selected region (or the number of regions, if more than one
is selected).
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Switch the Piano Roll Editor to Collapse Mode view
Click the Collapse Mode button in the Piano Roll Editor menu bar.
To show the Piano Roll Editor inspector: Choose Show Local inspector from the Piano Roll Editor View menu.
To set the Link mode to Off: click the Link button in the Score Editor menu bar again.
For more information about using Link modes, see Control window relationships using Link mode .
2. Click Editors, then select the Piano Roll: Bright background checkbox.
Add a note
Do one of the following:
Control-click the Piano Roll Editor background, then choose Create Note from the shortcut menu.
Select the Pencil tool, then click the start position for the note.
The newly created note's length, velocity, and channel match that of the previously created or edited note event. When you start a new
project, the default values are a length of 240 ticks, a velocity of 80, and MIDI channel 1.
Note: When you create a note using the Pencil tool, you can edit the length of notes on the fly. Simply hold down the mouse button and
drag left or right.
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Click the original note with the Pencil tool.
2. Click a position in the Piano Roll Editor background with the Pencil tool.
The new note's length, velocity, and channel are the same as the default note.
Select a note
Click the note.
The Piano Roll Editor header shows the number of selected notes, along with the region name. When multiple overlapping notes are
selected, the Piano Roll Editor header shows the chord name. When no notes are selected, the header shows the name of the most recently
selected MIDI region, or the number of regions selected.
This is similar to selecting all regions on a track by clicking the track name.
Set the Snap value for the Piano Roll Editor grid
Choose a value from the Snap pop-up menu in the Piano Roll Editor menu bar:
Smart: Edit operations snap to the nearest bar, beat, sub-beat, and so on, depending on the current ruler division value and the zoom
level.
Bar: Edit operations snap to the nearest bar.
Beat: Edit operations snap to the nearest beat in a bar.
Division: Edit operations snap to the nearest division (this is the time signature shown in the LCD and ruler).
Ticks: Edit operations snap to the nearest clock tick (1/3840 of a beat).
Frames: Edit operations snap to the nearest SMPTE frame.
Note values: Choose a note value between 1/1 (whole note) and 1/64-triplet.
By default, the Snap functionality is relative, so that when you move notes or other items, they retain their relative distance from their
original position. You can override relative positioning with the Snap Notes to Absolute Value option.
When Snap Notes to Absolute Value is active, moving an event moves it to the exact grid position, not a relative position. For example, from
position 1.2.1.16 to around bar 2 results in it being snapped to the beginning of the bar (position 2.1.1.1), rather than its relative position
(2.2.1.16). Absolute positioning is useful when you want notes to fall exactly on the beat, but it can result in a more mechanical rhythmic feel.
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For more information about snapping items to the grid, see Snap items to the grid .
Move notes
Select one or more notes, then drag left or right.
2. Hold down Control, then drag the notes to the new position.
The drag resolution depends on the current Snap value and zoom level (see Snap items to the Piano Roll Editor grid ).
Alternatively, you can press Control-Shift as you drag to move the notes in tick steps, overriding the Snap value.
2. Click Editing, then select the Limit Dragging to One Direction In Piano Roll and Score checkbox.
This option helps you avoid accidentally transposing notes when moving them horizontally, or changing their time position when moving them
vertically. The initial direction--vertical or horizontal--restricts movement to this plane while the mouse button is pressed. Release the mouse
button and click the event to move in the other direction.
The selected events are shifted one step right or left, by the unit defined in the particular key command.
Copy notes
Do one of the following:
Option-drag notes to a new position.
Tip: You can Option-drag notes between two Piano Roll Editor windows (showing different regions, for example), or even between the
Piano Roll Editor windows of different projects.
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Use any of the following Clipboard commands:
Edit > Cut (or Command-X) to move notes into the Clipboard.
Edit > Copy (or Command-C) to copy notes into the Clipboard.
Edit > Paste (or Command-V) to paste notes at the current playhead position, at their original pitch.
2. If you want to copy or move the events to another track, select the track you want to copy the events to.
5. In the Copy MIDI Events dialog, choose settings, then click OK.
Left Locator and Right Locator: Allow you to edit the source area you defined with the left and right locators.
Destination: Defines the destination position independently of the playhead position.
Number of Copies: Defines the number of copies.
Create new Region: When selected, a new MIDI region is created at the destination position. It contains the copied (or moved)
events.
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Change the pitch of notes
Drag notes up or down to a new pitch.
You can use the keyboard at the left edge of the Piano Roll Editor as a guide when dragging notes.
Resize a note
Drag either the left or right edge of the note horizontally, using the Pointer, Finger, or Pencil tool.
A help tag appears while you drag, showing the length of the note.
Tip: It can sometimes be difficult to grab the edge of very short notes. You can use the Finger tool, which allows you to grab notes
anywhere to alter their length, or zoom in for a closer view.
2. Choose one of the following commands in the Edit > Trim submenu in the Piano Roll Editor menu bar:
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Note to Remove Overlaps with Selected
Note to Remove Overlaps with Adjacent
Note to Remove Overlaps with Repeated
2. Choose one of the following commands in the Edit > Trim submenu in the Piano Roll Editor menu bar:
Note Start to Playhead
Note End to Playhead
Note End to Selected Notes
Note End to Following Notes
All sustain pedal events (controller #64) used on selected note events are analyzed, and the note events are actually increased in length.
This increase matches the controller #64 (sustain pedal) off message position.
The pedal events (controller #64 on and off) are erased after use of this command.
Color coding makes it easy to see the velocity of individual notes, and to see the overall range of velocities in a MIDI region. As you change
the velocity of the notes, their color changes in real time.
For more information about color assignments in the Piano Roll Editor, see Change the color of notes in the Piano Roll Editor.
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A help tag showing the note velocity updates as you drag. The line inside the note also updates to show the velocity change.
If the MIDI Out button in the Piano Roll Editor menu bar is active, the note sounds as you drag.
When you edit the velocity of multiple notes, the relative differences in their velocity values are retained. If the velocity value of any of the
selected notes reaches the minimum or maximum value (0 or 127), none of the notes can be adjusted further.
You can override this behavior by holding down Option while dragging. This allows you to continue altering the velocity values until the
selected note reaches the minimum or maximum value. By overriding, the velocity relationship of this note to the other notes is altered.
2. Select the regions you want to quantize, or select individual notes you want to quantize in a region.
3. From the Time Quantize pop-up menu, choose the note value you want to use to quantize the timing of the selected items.
4. To set the degree of quantization, drag the Strength slider left or right.
5. To set the degree of swing, drag the Swing slider left or right.
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The selected notes are quantized to the active Quantize value.
You can also quantize MIDI regions in the Region inspector. For information, see Shared region parameters, Quantize parameter values, and
Advanced quantization parameters.
2. Choose the scale and key from the Scale Quantize pop-up menus.
For more information about Flex editing, see Flex Time and Pitch overview .
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Select the notes, then click one of the selected notes with the Mute tool.
Control-click the Piano Roll Editor background, then choose a color assignment from the shortcut menu.
Select the notes, then click one of the selected notes with the Eraser tool.
Select the Eraser tool, then click the notes you want to delete.
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1. Select one of the notes you want to delete.
2. Choose Edit > Select > Select Similar Events or Edit > Select > Select Equal Events (notes of the same pitch, for example) from the
Piano Roll Editor menu bar, then delete the selected events by pressing Delete.
You can also delete events by choosing Edit > Delete MIDI Events from the Piano Roll Editor menu bar, then choosing an option from the
submenu.
Any events occurring twice or more at the same position (and pitch) are deleted, allowing one to remain. This is true regardless of whether
the duplicates have different velocity, aftertouch, or controller values. Events on different MIDI channels are not considered duplicates.
The "same time position" includes two notes that are output simultaneously because of the current quantization setting.
2. Choose one of the following from the Piano Roll Editor menu bar:
Functions > Delete MIDI Events > Inside Locators
Functions > Delete MIDI Events > Outside Locators
When copying events or reducing the length of MIDI regions, events can sometimes end up outside the limits of a MIDI region. These
technically still belong to the MIDI region, although they won't be played or heard.
All unselected notes between the start of the first selected note and the end of the last selected note are deleted.
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The range is highlighted with a blue rectangle, and a time handle is added at each border, quantized to the nearest position according to
the Snap setting.
3. Click the disclosure triangle in the upper-left area of the dialog to reveal additional settings, then you can do the following:
Select the checkboxes to make the MIDI controller pop-up menus available, then choose a controller for rate, velocity, and gate time.
Define the maximum and minimum values for rate and gate time.
Define the maximum and minimum offset values for velocity.
4. Select the Key Remote checkbox in the lower-left area of the dialog to display the keyboard, then use the keys to define the rate and
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gate time settings.
These commands can be useful for separating a melody from its accompanying chords, or separating a bass line, for example. Once separated,
the lowest notes can be cut and pasted into a region on a different track.
Note: Highest Notes and Lowest Notes only select the notes, so they can be used in conjunction with any of the editing commands, such as
Cut, to move a voice into another MIDI region.
2. Choose Functions > Set MIDI Channel to Voice Number from the Piano Roll Editor menu bar.
Logic Pro assigns MIDI channel numbers (in ascending order) to individual note pitches in the selected MIDI region. The highest note pitch in
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each chord is assigned as MIDI channel 1, the next note down in each chord channel 2, and so on.
Note: The use of these commands results in changes to the MIDI region, which will contain information spread across multiple MIDI channels,
following the operation.
After using the Set MIDI Channel to Voice Number function, you can create a new MIDI region for each note by using the Edit > Separate
MIDI Events > By Event Channel menu command in the Tracks area. Each region created from this process can then be assigned to a different
track (and channel), allowing different instruments to be assigned for each voice.
The selected controller type (volume, for example) is shown in a gray field below the Piano Roll Editor grid.
2. Click at different points in the gray area to create MIDI Draw points.
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You can also perform MIDI Draw edits in the Step Editor. For information about working in the Step Editor, see Step Editor overview .
The Event List appears in the List Editors area to the right of the Tracks area. If it's already open, the contents of the parent region (of the
note selected in the Piano Roll Editor) are displayed.
Note: If the Piano Roll Editor is displayed as a separate window, double-clicking an event opens a separate Event List window.
The Score Editor opens in a new window. The Piano Roll Editor remains docked in the editing area of the Tracks area.
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Add drummers to your project
Drummer overview
Drummer allows you to add virtual drummers to your project, using Drummer tracks. You can create as many Drummer tracks as you like per
project. You can choose drummers from different genres--Rock, Alternative, Songwriter, R&B, Electronic, and Hip Hop. Each drummer comes
with its own acoustic drum kit (Rock, Alternative, Songwriter, R&B) or electronic drum kit (Electronic, Hip Hop) and a distinct playing style.
You can change the drummer's playing style in the Drummer Editor by choosing different presets, tweaking the generated pattern using
various settings, or having Drummer regions follow the rhythm of another track in the project.
Note: To edit Drummer regions in the Piano Roll Editor, Event List, or Step Editor, you first need to convert them to MIDI regions.
You can further influence the sound of the drums by choosing patches in the Library or by exchanging drums and editing the settings of
individual kit pieces in Drum Kit Designer or Drum Machine Designer.
When you add a Drummer track to your project, a drummer and a default patch associated with that drummer are loaded. The default patch
is based on a stereo mixdown of the full, multi-miked drum kit mix. These patches are optimized for performance and recommended while using
the Drummer Editor to compose and edit the drum performance. Once you're happy with a drummer's performance and want to fine-tune the
actual drum kit mix, you can replace the stereo mixdown with the original producer patch (Producer Kit), offering full access to all mix options.
2. In the New Tracks dialog, select the Drummer track and choose a genre from the Genre pop-up menu.
3. Click Create.
If the project does not have arrangement markers: A Drummer track containing two 8-bar regions is created. Two different presets
associated with the drummer are loaded to the two regions.
If the project has arrangement markers: A Drummer track containing as many regions as there are arrangement markers is created.
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The length and name of the Drummer regions correspond to the existing arrangement markers.
A new 8-bar region is created at the downbeat that precedes the clicked position. However, if an arrangement marker exists at this position,
the region will match the length and name of the marker.
The Drummer track is filled with regions up to the project end point. Gaps are filled with 8-bar regions as much as possible, without
overwriting existing regions. Any gaps smaller than one bar will not be filled; the expectation is that such gaps were created for short pauses, for
example. If an arrangement track exists, as many regions as there are arrangement markers are created, with the length and name of the
regions corresponding to the markers.
The right side of the editor includes region-based settings, which influence the complexity, loudness, and other aspects of selected Drummer
regions. You can choose and create presets for Drummer regions. Presets offer a quick way to browse predefined, region-based Drummer Editor
settings, including percussion and kit piece pattern variations and fill settings.
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Note: Drummer regions can be edited in the Tracks area in much the same way as you edit MIDI regions, with the exception of region
overlapping. When overlapping, Drummer regions always use the No Overlap drag mode .
Select one or more Drummer regions on a Drummer track, then click the Editors button in the control bar.
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2. Click a drummer.
A character card appears, showing a description of the drummer's playing style, and the name of the predefined patch that is loaded.
To choose another genre: Choose a different genre from the Genre pop-up menu.
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Choose a drummer without changing region settings on the track
Choose "Keep settings when changing drummers" from the Action pop-up menu in the presets area.
Whenever you choose a different preset or edit settings for the current one, you can play back the selected region to hear the changes.
You can also play back a subtly different version of the selected region without editing any of the region settings.
Play a subtly different version of the selected region (without editing region
settings)
Do one of the following:
In the Drummer Editor: Choose "Refresh region" from the Action pop-up menu in the presets area.
In the Tracks area: Control-click the Drummer region, then choose Edit > Refresh Region from the shortcut menu.
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Choose a different preset
Click a preset on the left side of the editor.
The region settings on the right side of the editor update to reflect the chosen preset and the selected region in the Tracks area is
regenerated.
You can edit the complexity and loudness of the performance, mute and unmute drum kit pieces, and choose whether a pattern is played on
the toms, cymbals, or hi-hat. The percussion icons can be used to turn on different instruments, and you can choose between different
variations for the drum and percussion pieces. You also have the option to play half time or double time for kick and snare.
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Reposition the puck in the XY pad.
The farther right you place the puck, the more complex the sound becomes; the higher you place the puck, the louder the sound plays.
For Cymbals, Toms, and Hi-Hat: Click a kit piece, then drag the kit piece slider or choose an increment.
For Kick, Snare, and Claps: Click a kit piece, then drag the kit piece slider or choose an increment.
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To remove a piece from the performance: Click the piece so that it's dimmed, or muted.
Use a half time or double time variation for kick and snare
Choose 1/2 or 2x at the right end of the Kick & Snare slider.
You can click the lock to prevent any changes to the fills setting when switching presets or drummers.
Drag the Swing knob vertically to adjust the shuffle feel of the currently playing pattern.
You can click the lock to prevent any changes to the swing setting when switching presets or drummers.
Click the 8th or 16th button to determine whether the swing is based on eighth notes or sixteenth notes.
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Drag the Feel knob to the right to have the drummer play ahead of the beat or to the left to play behind the beat, or sloppy.
Drag the Ghost Notes knob to adjust the level of ghost notes--syncopated snare and kick hits--in the beat.
Note: The presence of ghost notes depends on the chosen drummer and the complexity setting.
Drag the Hi-Hat knob to adjust the degree to which the Hi-Hat is opened and closed during the drum performance.
Note: This is only relevant if the hi-hat is selected in the drum kit representation.
Drag the Humanize knob to generate drum patterns that are not perfectly quantized, making the performance more realistic, or
human.
Drag the Phrase Variation knob to determine the amount of rhythmic change that occurs over the course of several bars within a
region.
Select the Auto-halftime checkbox to have Drummer regions generated in half time, if the project tempo is a multiple of the preferred
tempo.
Drag the Complexity Range sliders to offset the complexity of individual kit pieces against the XY pad.
Click the drum or percussion instruments to mute the complexity offset setting of individual kit pieces.
Any changes or selections you make in the Drummer Editor affect only the selected region, not the entire track. The selected region is
regenerated in the following situations:
Region timing is changed when adjusting the Swing and Fills knobs.
Fills are regenerated when adjusting the XY pad or the Fills knob.
Accents and systems are regenerated when adjusting the XY pad or the kit piece variations.
Percussion is regenerated when adjusting the XY pad or the percussion variations.
You can also refresh the selected region, without editing any region settings, to play back a subtly different version.
Note: Before choosing an audio track, you should analyze its audio content for tempo or adjust the timing of audio material.
As with other track types, you can also match the timing of a Drummer track to the groove track. For details, see Control timing with the
groove track.
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Choosing a Producer Kit gives you full access to all 15 individual drum mic channel strips and any effect plug-ins and routings. You also have
access to additional mic and room sound settings, and additional drum replacement pieces, in Drum Kit Designer.
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Drum kit: Click a drum kit piece to play its sound and to open the Edit panel and the Exchange panel if exchange pieces are available for
that drum type.
Exchange panel: Shows all drums that are available for exchange (you may need to scroll).
Edit panel: Shows settings that change sound characteristics.
In the inspector or Mixer: Click Drum Kit Designer in the Drummer track's respective channel strip slot.
In a software instrument channel strip: Click the Instrument slot, then choose Drum Machine Designer from the pop-up menu.
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microphones, such as overheads or room mics, on or off.
Note: Producer Kits and some drums are only available after you download additional content .
Drum Kit Designer also provides additional settings for adjusting the gain of other instrument pieces, such as the shaker, cowbell, and so on.
Play a drum
Click a drum.
The first time you click any drum after opening the plug-in, one or two panels open. You can exchange individual drums in the Exchange
panel to the left, and edit individual kit piece settings in the Edit panel to the right.
Toms: Click the tab for the tom you want to edit, or click the All tab to adjust the tone of all toms.
Cymbals: Click the tab for the crash cymbal you want to edit, or click the All tab to adjust the tone of both crash cymbals. The ride
cymbal can be edited directly.
Kicks and snares: There are no tabs, so make your adjustments with the controls.
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This turns microphone bleed on or off, where the sound of a kit piece is picked up by the different mics from other kit pieces.
To include the kit piece's overhead mic in the sound: Turn the Overheads switch on.
This turns the overhead mic for the selected kit piece on or off.
To choose between two different room microphone setups: Choose between rooms A and B. You can also turn the room microphones
off.
Rooms A and B determine which room mic setup is used with the kit piece.
2. Drag the slider (or drag vertically in the field) to adjust the volume of the corresponding instrument:
Shaker Gain
Tambourine Gain
Claps Gain
Cowbell Gain
Sticks Gain
Exchange drums
In Drum Kit Designer, you can produce different sounds by exchanging drums. For all kits, you can exchange the kick and snare drums. When
working with Producer Kits, you can additionally exchange toms, cymbals, and hi-hat.
Note: Producer Kits and some drums are only available after you download additional content .
Exchange a drum
1. Click a drum.
The Exchange panel opens to the left if exchange pieces are available for that kit piece.
2. Click the Info button of a selected kit piece to view its description.
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3. Click the kit piece that you want to exchange in the Exchange panel. You may need to scroll in order to find the one you want to use.
The piece is exchanged and the respective drum sound is loaded.
Note: The toms and crash cymbals can only be exchanged as a group.
2. Choose one of the following from the Input Mapping pop-up menu:
GM
GM + ModWheel controls HiHat opening level
V-Drum
For details on how drum sounds are remapped when different modes are chosen, see the Logic Pro Instruments manual.
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Drum grid: Click a drum cell to play its sound. Each cell offers its own kit piece or sound.
Smart Controls area: Updates according to the currently selected drum kit or drum kit piece. You can edit individual parameter values.
In the inspector or Mixer: Click Drum Machine Designer in the Drummer track's respective channel strip slot.
In a software instrument channel strip: Click the Instrument slot, then choose Drum Machine Designer from the pop-up menu.
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The muted cell is dimmed.
2. Open the Smart Controls area, then adjust screen controls to change one or more parameters for the drum kit.
2. Open the Smart Controls area, then adjust screen controls to change one or more parameters for the kit piece.
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Reorder kit pieces
Drag to move a kit piece.
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2. Click a patch in the Library to exchange that kit piece.
The resulting MIDI region behaves just like any other MIDI region. You can edit it in the Piano Roll Editor, Event List, or Step Editor.
If the region is on another track: Drag the MIDI region to the Drummer track.
The resulting Drummer region will not contain any MIDI edits you may have made.
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Edit the timing and pitch of audio
A Track Flex button and Flex pop-up menu appear in the track header of each audio track.
2. Click the Track Flex button in the track header of the audio track you want to edit.
The Flex pop-up menu is now available for use.
3. Choose Flex Pitch or one of the Flex Time algorithms from the Flex pop-up menu.
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4. Do one of the following to show the flex parameters:
Choose Edit > Show Flex Pitch/Time from the Tracks area menu bar (or press Command-F).
Click the Show/Hide Flex button in the Tracks area menu bar.
A Track Flex button and Flex pop-up menu appear in the track header of each audio track.
2. Click the Show/Hide Flex button in the Audio Track Editor menu bar (or press Command-F).
Note: Click the Audio Track Editor's workspace before using the key command, to make sure that the Audio Track Editor has key focus.
You will be asked if you want to turn on flex for the selected track, if it's not already on. A Flex pop-up menu appears to the right of the
Show/Hide Flex button in the Audio Track Editor menu bar.
3. Choose Flex Pitch or one of the Flex Time algorithms from the Flex pop-up menu.
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Assign the same flex algorithm to all audio tracks
In the Tracks area or Audio Track Editor, hold down Shift while choosing a flex algorithm from the Flex pop-up menu.
All flex editing properties on the region or take region are disabled, but not deleted, and the region plays at its original speed.
Note: When you choose a flex algorithm for a track, the Freeze Mode parameter in the Track inspector switches from Pre Fader to Source
Only. This freezes the track signal without any effects plug-ins. For details, see Freeze tracks.
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Use the Slicing algorithm
Choose Flex Time - Slicing from the Flex pop-up menu.
Slicing cuts the audio material at transient markers, then shifts the audio while playing each slice at its original speed. No time compression
or expansion is applied to the shifted audio. Any gaps that occur as a result of shifting the audio can be filled using the decay function. Slicing
is a good choice for drums and percussion and comes with the following parameters:
Fill Gaps: Turns the decay function on or off, allowing you to fill any gaps that occur between sounds as a result of shifting the audio.
Decay: Sets the decay time between sounds, because no time stretching takes place to compensate for the gaps.
Slice Length: Shortens each slice by a percentage value. Shortening slices can be helpful for removing unwanted pre-attack sounds
from the following slice, or to create a gated effect.
You can also slice an audio region at transient marker positions, splitting it into multiple regions. You do this by Control-clicking the audio
region, then choosing Slice at Transient Markers from the shortcut menu.
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expansion.
Crossfade: Adjusts the crossfade length from 0.00, which produces hard artifacts, to the full grain length of 1.00, which tends to
sound softer.
Place the pointer in the upper half of the waveform body where there is no transient marker (note how the pointer changes), then
click.
A flex marker is added at the clicked position.
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If you move the flex marker to the left and it crosses a previous flex marker, the previous flex marker jumps back to the previous
transient marker. This allows you to extend the Flex Time editing range to the left. The same behavior occurs if a flex marker crosses a
tempo marker.
2. Release the mouse button to snap the flex marker to the highlighted transient marker.
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Place the pointer in the lower half of the waveform body where there is no transient marker (note how the pointer changes), then click.
Three flex markers are added: at the clicked position, on the previous transient marker, and on the following transient marker.
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Time stretch using the Flex tool
The Flex tool gives you quick access to basic Flex Time editing functionality, without having to turn on Flex view. When you click a region
with the Flex tool for the first time, a transient detection process is performed on the audio material and the most suitable flex algorithm is
chosen.
You use the Flex tool in the Tracks area to grab points in the region's waveform and move them. The waveform's movement is restricted by
transient markers on either side of the place you begin dragging. To extend the editing area, drag beyond these transients and the boundary
will extend to the next or previous transient.
Three flex markers are added: on the transient marker, on the previous transient marker, and on the following transient marker.
You are compressing or expanding the audio material between the middle flex marker and the other two.
Place the Flex tool over the region body, then drag when you see the following pointer:
Three flex markers are added: at the clicked position, on the previous transient marker, and on the following transient marker.
You are compressing or expanding the audio material between the middle flex marker and the other two.
Make a selection in the region with the Marquee tool, then drag the selection using the Flex tool.
Four flex markers are added: two at the marquee borders and two outside the marquee selection, at the previous and next transient
markers.
You can edit the time position of the audio material between the first and second flex markers or between the third and fourth flex
markers. Nothing happens to the audio material between the second and third flex markers.
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You can also change the position of a flex marker in an audio region without changing the timing of the audio material before or after the flex
marker.
Flex Time is also available in the Audio Track Editor, when Show Advanced Tools is selected in the Advanced preferences pane.
Control-click the flex marker, then choose Delete Flex Marker from the shortcut menu.
All flex markers are deleted, including any that were placed automatically--during the audio quantization process, for example.
The flex marker moves to the same position the audio sample would have moved to if the flex marker had been deleted.
Note: When you choose a flex algorithm for a track, the Freeze Mode parameter in the Track inspector switches from Pre Fader to Source
Only. This freezes the track signal without any effects plug-ins. For details, see Freeze tracks.
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Move a note
Drag a note horizontally in the editor.
Resize a note
Drag the left or right edge of a note.
Split a note
Click a note with the Scissors tool.
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Edit the parameters of a note using "hotspots"
Select a note, then do any of the following:
To edit the pitch drift at the start of the note: Drag the upper-left hotspot vertically.
To edit the vibrato: Drag the upper-mid hotspot vertically.
To edit the pitch drift at the end of the note: Drag the upper-right hotspot vertically.
To edit the gain: Drag the lower-left hotspot vertically.
To edit the fine pitch: Drag the lower-mid hotspot vertically.
To edit the formant shift: Drag the lower-right hotspot vertically.
If you want to move notes in time, you should use the Audio Track Editor.
Flex Pitch is only available in the Tracks area, when Show Advanced Tools is selected in the Advanced preferences pane.
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Adjust the pitch of a note within the current semitone (between +0.50 and -
0.50 cents/semitone)
Drag the bar toward the zero line.
You can adjust the pitch within the range +-0.50 cents.
Adjust the pitch of a note to the next lower or higher semitone (beyond +0.50
and -0.50 cents/semitone)
Drag the part of the bar on the zero line away from the line.
Control-click the audio region, then choose Set all to Perfect Pitch from the shortcut menu.
Control-click an individual bar, then choose Set to Original Pitch from the shortcut menu.
Control-click the audio region, then choose Set All to Original Pitch from the shortcut menu.
2. Choose Flex Pitch from the Flex pop-up menu in the Audio Track Editor menu bar.
4. Choose the note value to use as the basis for timing quantization from the Time Quantize pop-up menu.
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5. Drag the Strength slider to the left to decrease the strength of quantization.
For more information about Flex editing, see Flex Time and Pitch overview .
2. Choose Flex Pitch from the Flex pop-up menu in the Audio Track Editor menu bar.
4. Drag the Pitch Correction slider to the right to increase the amount of tuning adjustment, or drag it left to decrease the amount of
adjustment.
5. To quantize the pitch of notes to a particular scale, choose the scale and key (major or minor) from the Scale Quantize pop-up menus.
For more information about Flex editing, see Flex Time and Pitch overview .
2. Choose Flex Pitch from the Flex pop-up menu in the Audio Track Editor menu bar.
3. Select the regions you want to adjust in the Audio Track Editor.
4. Drag the Gain slider in the Audio Track Editor inspector horizontally to adjust the gain.
For more information about Flex editing, see Flex Time and Pitch overview
Note: If you don't see the Varispeed button in the control bar, Control-click the control bar, choose Customize Control Bar and Display
from the shortcut menu, choose Custom from the LCD pop-up menu, then select the Varispeed checkbox.
When Varispeed is turned on, the button and display glow orange.
Speed Only: Use to pitch shift the master output signal to balance the pitch change caused by varispeed. Only the speed changes,
not the pitch.
Varispeed (Speed and Pitch): Use to emulate classic tape varispeed, where the pitch changes to reflect the speed change.
Varispeed and MIDI: Use to emulate classic tape varispeed and simultaneously transpose non-drum MIDI tracks, quantized to semitones.
2. Drag vertically on the value to adjust it, or double-click and enter a new value.
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Advanced edit features
Event List
Event List overview
The Event List is the most powerful, flexible, and complete MIDI editor in Logic Pro. All MIDI event types are displayed as an alphanumerical
list in the Event List. All aspects of events--start and end points, length, channel, and values--can be altered in this area. You can view all events
in a region, and can filter the list to restrict this view to one or more event types, such as notes, pitch bend events, or both, for example. This
makes the selection and editing of events faster and simpler.
All functions and options are shown at the top of the Event List area. The events themselves are shown in the list below.
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Open the Event List as a pane in the Logic Pro main window
Click the List Editors button in the control bar, then click Event (or use the Toggle Event List key command, default assignment: E).
The Event List can also display a list of all regions (and folders) in the Logic Pro main window.
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View the events within a region in an open Event List window
Click the name of the region with the Pointer tool.
The Event List can't show the events of a multiple region selection. The Event List behaves as follows:
The events of the last selected region are displayed (this also applies when selecting multiple regions with Shift-click).
The events of the first selected region are displayed when a marquee selection is made.
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Show additional information in the filtered display
The Event List is normally restricted to one line per event. When the Additional Info button is on, however, all information stored along with
the event is also shown.
This is particularly important for editing SysEx messages. When examining note events in the Event List, you will also notice Rel Vel (release
velocity or note off messages).
Click the Additional Info button to show all information stored with an event.
Score layout information is also included in the list when additional info is shown. You can edit this in the Event List, but it is more efficient
to perform such operations in the Score Editor.
Choose Navigate > Scroll to Selection (or use the corresponding key command).
Note: When a marquee selection is active, using this key command moves the visible section of the edit window to mirror the marquee
selection.
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Select events in the Event List
You can use any of the standard selection techniques in the Event List: individual selection by clicking events, multiple selection by dragging,
or both of these (without altering the previous selection), in conjunction with the Shift key.
Tip: When selecting events with the Pointer tool, you should click the event name in the Status column, to avoid any unintentional
parameter alterations.
Right-click in the Event List to open a shortcut menu that contains selection, editing, and other commands. Use these commands to
accelerate your workflow.
Note: The right-click shortcut menu can only be accessed if the Right Mouse Button: Opens Shortcut Menu option is chosen in Logic Pro >
Preferences > General > Editing.
Select an event, and navigate the list, with the arrow keys
Press the Left Arrow key to select the previous event, or the Right Arrow key to select the next event. Hold the respective arrow key to
scroll through the list.
Note: If the MIDI Out button (Output button) is on (it's on by default), every newly selected event is played. This allows you to scroll (or
play) through the list and audibly monitor events as they are selected.
Lowest Notes (default key command assignment: Shift-Down Arrow): Selects note events that are lower in pitch than the selected
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Lowest Notes (default key command assignment: Shift-Down Arrow): Selects note events that are lower in pitch than the selected
note event.
Previous Event (default key command assignment: Left Arrow): Selects the event that precedes the selected event.
Next Event (default key command assignment: Right Arrow): Selects the event that follows the selected event.
Deselect All (default key command assignment: Shift-Command-A): Deselects all events.
Deselect Outside Locators: Deselects all events outside the locator borders.
Important: Events can only be created in an existing region. If no region is selected, or exists, on the selected track, an alert appears.
2. Control-click the original (source) event name in the Status column, then choose Paste Event (default key command: Command-V) in the
shortcut menu.
3. Enter the position for the duplicate event in the input box that appears. If you press Return, the original event position is used for the
copied event.
2. Enter a destination position for the first event in the input box that appears. If you press Return, the original position of the first event is
retained and used. The relative positions of other copied events are maintained.
Important: The position input box is unique to the Event List. Pasted events are not automatically added at the playhead position, as is the
case in the graphical editors.
Details about the different event types, the parameters shown in the columns, and the impact of changes--on both the event itself and
other columns--are found in these sections:
Note events
Control change events
Pitch bend events
Program change events
Aftertouch events
Poly pressure events
SysEx events
Meta events
Drag the specific position unit vertically. Release the mouse button when you're finished.
If another editor, such as the Piano Roll Editor, is open, you see the note event move as you change the value. As soon as you alter the
position of an event, the list is automatically re-sorted. The currently selected event remains highlighted.
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Change the length of an event
Do one of the following:
Double-click the length/info indicator (in the Length/Info column), then enter a new value. Press Return to exit the field.
Drag the specific length/info unit vertically. Release the mouse button when you are finished.
Changes to the Event List value are immediately shown in other open editors, such as the Piano Roll Editor.
Note: The minimum possible length is one tick, because you can't simultaneously switch a note (or other event) on and off.
This function ensures that events that fall at a particular absolute time position--1 hour, 3 minutes, 15 seconds, 12 frames, for example--
remain at this position when tempo changes are made.
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Choose Functions > MIDI Transform, then choose a preset.
The MIDI Transform window opens, allowing you to transform the event. For more information, see MIDI Transform window overview .
Add an event of the new type, then delete the original event.
Note: It's possible to select different event types, and simultaneously alter the Number or Value parameter. However, this can lead to
unexpected results. It's recommended that you use the event type buttons to hide non-matching event types. The enhanced selection
functions may also be useful when creating or editing groups of events.
You can also work with articulation IDs in the EXS24 mkII Instrument Editor, and change articulations in real time using Smart Controls or
modulation routing .
View and set articulation IDs in the EXS24 mkII Instrument Editor
When Additional Options for Advanced Editing is selected in the Advanced preferences pane, you can view and set articulation IDs in
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the EXS24 mkII Instrument Editor for software instruments that use the EXS24 mkII sampler.
3. In the EXS24 mkII Instrument Editor View menu, choose View > Group: Select Group by.
In the Select Group By section, columns appear for Type, Number, and Group. When Articulation ID is chosen as the type, the articulation
ID appears in the Number (No.) column. For software instruments included with Logic Pro that use articulation IDs, the group name usually
reflects the articulation associated with the ID.
An instrument may have a series of groups set to the same note range, each set to use a different articulation ID. When a note event in
the specified range occurs, only the group whose articulation ID corresponds to the articulation ID for the note event plays.
For more information about working in the EXS24 mkII Instrument Editor, including editing groups and group parameters, see the Logic Pro
Instruments manual.
3. Drag the intensity slider all the way to the top, so it is set to 100%.
When you manipulate the controller, the articulation ID changes through the range of used values.
For more information about working in the EXS24 mkII software sampler, including information about modulation routing, see the Logic Pro
Instruments manual.
The Edit > Select > Muted Events command is also available in the Event List. It can be used to quickly select and delete all muted events.
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Delete events
Do one of the following:
Select the events, then press Delete.
Choose one of the commands in the Edit > Delete MIDI Events menu.
Duplicates (default key command assignment: D): Erases all duplicate events.
Inside or Outside Locators: Erases all MIDI events inside/outside the locators.
Outside Region Boundaries: Erases all MIDI events that fall completely outside the region borders, which can happen when regions are
resized.
Unselected Within Selection: Erases all unselected MIDI events within a selection, such as between locators.
Event Types
Note events
Note events are used to trigger (play) software instruments and external MIDI sound modules or keyboards.
If the edited MIDI region is played through a mapped instrument, the names defined for each individual note appear in the Status column. A
small note symbol to the left of each name aids in identifying these named events as note events.
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View and change note release velocity data
You can edit the release velocity of a note event when the Additional Info button is on.
Click the Additional Info button (only available in Filter mode).
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Ch(annel): MIDI channel of an event from 1 to 16.
Num(ber): Bank select. Normally you will see this symbol (-), which indicates no bank select message will be sent. If you assign a number
between 0 and 126, a bank select event is sent before the program change event.
Bank select lets you address different sound banks (preset, internal, card, and so on) of connected MIDI keyboards and modules. The
synthesizer must be able to recognize controller 32 as bank select, but this standard is not used by all manufacturers.
If you have problems with bank select, check your synthesizer's manual to see whether, and how, it responds to bank select commands.
Val(ue): A program number between 0 and 127.
Some manufacturers (such as Yamaha) number the programs in their devices from 1 to 128, not 0 to 127. If you have devices that
follow this numbering protocol, you need to subtract 1 from the program number shown on the device itself, when adding or altering a
program change event.
Other manufacturers use various methods of dividing internal memory locations into groups (or banks) and sounds. The most common
is divisions into 8 groups of 8 sounds, each numbered 1 to 8. These devices respond to program numbers 0 to 63 by addressing storage
locations 11 to 88. The instruction manuals for these devices should contain conversion tables to assist you.
Note: You can change the type of bank select messages sent by Logic Pro, if necessary for your devices. For more information, see Custom
bank selects.
Aftertouch events
Aftertouch (or channel pressure) events are generated by a mechanical pressure sensor beneath some MIDI keyboards. These events can be
used to modulate the synthesizer sound. All note events on a particular MIDI channel are affected. This means that applying pressure to one
note in a held chord affects all notes in the chord.
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SysEx events
System exclusive data (SysEx) is unique to individual MIDI devices. You can record these events by using the dump utilities of your
synthesizers, which lets you save patch information, or other data, outside the MIDI device (in a project or MIDI file). The arrows in front and
behind EOX are used to add or remove bytes.
WARNING: Editing SysEx events requires a thorough understanding of the data format used by the MIDI device. Incorrect edits can lead to
the corruption, or loss, of sound or other data.
You can choose whether SysEx data is displayed in hexadecimal or decimal format in the Event List or the SysEx fader editors. Hexadecimal
digits are preceded by a $ symbol in Logic Pro.
For more information on manually programming a SysEx message, see Work with SysEx faders.
Meta events
Meta events are control messages that are specific to Logic Pro. They are used to automate certain functions, and to organize and arrange
Score Editor elements (particular notation symbols and formatting) that can't be represented by MIDI events.
The value in the Number column determines the meta event function, and the value in the Value column determines the value that is sent.
You should only ever insert and edit the following column values in the Event List.
Ch(annel): MIDI channel of an event from 1 to 16.
Num = 47 (Send Byte to MIDI): This sends the track instrument any byte value (Val) between 0 and 255 ($00-$FF). As a usage example
of this meta event: If you send 246 as the byte, this is equivalent to a MIDI tuning request message. The display will show Send Byte $F6.
Only use this meta event if you know what you're doing--if you don't, your sound modules and synths may start to behave very oddly.
Num = 48 (Switch Fader): This sends MIDI events to a particular output number (Val) on a cable switcher. You first need to connect a
cable between a track instrument and the cable switcher in question. For details about cable switchers, see Cable switchers.
Num = 49 (Go to screenset): This event selects a screenset. Val determines the screenset number.
Num = 50 (Project Select): This event switches projects on a MIDI data filer or player. Val determines the stored project number.
Num = 51 (Go to Marker): When this event is sent, playback jumps to another marker. Val determines the marker number.
Num = 52: This meta event stops playback.
Meta events can also be generated by fader objects in the Environment. See Environment overview .
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Event List. You can edit the following parameters in this window.
The start point of the selected event or region in bars, beats, divisions, and ticks, or SMPTE time
The type or name of the selected event or region
The recorded MIDI channel and first data byte (if an event), the name of notes, and the second data byte (if it exists for the event
type)
The length of the selected event or region in bars, beats, divisions, and ticks, or SMPTE time
Switch the Event Float window between SMPTE time and the bar/beat display
Do one of the following:
Open the Project Settings > General pane, then click "Project Type: Use musical grid" to show the time format in bars and beats. Click
the checkbox a second time to clear it (unchecked), which displays the time format in minutes and seconds.
Choose View > Show Event Position and Length as Time in the Event List. This only applies when "Use musical grid" is active.
Step Editor
Step Editor overview
The Step Editor is a graphical editor that can be used to create or edit MIDI note and controller data. You can use the Step Editor to view
and edit different MIDI event types, shown as vertical beams--or steps--along a timeline within a region.
Step: Each beam, called a step, represents a MIDI event. The value of the event is denoted by the beam height, providing an at-a-glance
view of one, or dozens, of different events and their values. For more information, see Create steps in the Step Editor and Change step
values in the Step Editor.
Lane: Each MIDI event type, be it a note or MIDI controller, is arranged from top to bottom in horizontal lanes much like the track lanes
shown in the Tracks area. The type of event shown, and controlled, on each lane is freely configurable. You do this by setting Lane
parameters (for each lane) in the inspector. For more information, see Lane parameters overview .
Lane inspector: Use to alter the settings of the selected lane. For more information, see Use the Lane inspector.
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Lane inspector: Use to alter the settings of the selected lane. For more information, see Use the Lane inspector.
Lane Set pop-up menu: You can save groups of lanes (several lanes that you have defined) as Lane Sets. You access these from the
Lane Set pop-up menu in the inspector. For more information, see Use Lane Sets.
Drag the Step Editor button, which changes to the Step Editor window as you drag it.
Steps that you add snap automatically to the nearest grid position. The positions of existing steps are not affected.
Tip: When editing or constructing complex rhythm patterns, it can be useful to create several lanes (see Create lanes) for one drum note,
each with a different quantization grid. For example, if there are two lanes for a snare drum, one with a 1/16 and the other with a 1/96 grid,
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you can use the Pencil tool to add individual hits in the coarser grid, and drum rolls in the finer grid.
You can change the appearance of event steps to make event creation and editing easier.
The exact step position is always aligned with the left edge of the step, regardless of the beam width.
When you set the Pen Width parameter to Note Length, note event steps are displayed at their actual length. The Status parameter must
be set to Note for this to work.
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Create steps in the Step Editor
The Step Editor provides several unique methods for creating and editing MIDI events. In some situations, manual entry of MIDI note and
controller events is more efficient than performing and recording them. One example would be the creation of 1/16 note hi-hats in a region
when the tempo is 180 bpm, which would be difficult to play.
You can also record events with a MIDI keyboard, and then refine your performances in the Step Editor.
Add a step
1. Select the Pencil tool.
3. Drag up or down to alter the event value before you release the mouse button.
This action results in a freehand curve of new events that follows the (vertical and horizontal) Pencil tool movements in the lane.
3. Move the mouse to the end point of the line. This can be to the right or left.
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As you move the mouse, you see a line trailing behind the Line tool, with the exact position and event value shown in a help tag.
4. Click the end point to change the values of several event beams, aligned along the line.
3. Move the mouse to the end point of the line (to the right or left).
As you move the mouse, you see a line trailing behind the Line tool, with the exact position and event value shown in a help tag.
3. Move the mouse to the end point of the line (to the right or left).
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As you move the mouse, you see a line trailing behind the Line tool, with the exact position and event value shown in a help tag.
The values of existing events in the area between the line start and end points are aligned along the line (creating a crescendo, for
example). New events are created at every (unoccupied) grid value.
2. Click any existing event with the Pencil tool to use its value as a preset.
In Fix Value mode, it's impossible to alter an event value by clicking it.
Note: When adding events with the Line tool in Fix Value mode, the preset value is always used as the starting value of the line.
Delete a step
Do one of the following:
Click the step with the Eraser tool.
Click the step, then press Delete.
2. Use the Select Similar Regions/Events (Shift-S) or Select Equal Regions/Events (Shift-E) key command, then press Delete.
You can also delete events by choosing one of the Delete MIDI Events commands from the Step Editor menu bar. For more information, see
Delete notes in the Piano Roll Editor.
2. Click any entry to undo or redo all edits between the clicked and highlighted entries.
Important: A Redo list is not displayed until an Undo operation has been performed.
The Redo list appears below the Undo items. The first item that can be redone is indicated by gray text.
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2. Click Apply to undo or redo the edit operation. Click Cancel if you change your mind.
When the operation is applied, an isolated edit is undone or redone without influencing all edit operations between the clicked and
highlighted (most recent) entries.
2. Grab one of the grouped (and highlighted) steps, then drag vertically.
The values of all steps are adjusted. If any of the beams in the group reaches the maximum or minimum value, you can't go any farther in
that direction.
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Nudge Region/Event Position Right by SMPTE Frame
Nudge Region/Event Position Left by SMPTE Frame
Nudge Region/Event Position Right by 1/2 SMPTE Frame
Nudge Region/Event Position Left by 1/2 SMPTE Frame
Nudge Region/Event Position Right by 5 SMPTE Frames
Nudge Region/Event Position Left by 5 SMPTE Frames
Nudge Region/Event Position Right by SMPTE Bit
Nudge Region/Event Position Left by SMPTE Bit
Nudge Region/Event Position Right by Tick
Nudge Region/Event Position Left by Tick
Nudge Region/Event Position Right by Division
Nudge Region/Event Position Left by Division
Nudge Region/Event Position Right by Beat
Nudge Region/Event Position Left by Beat
Nudge Region/Event Position Right by Bar
Nudge Region/Event Position Left by Bar
Nudge Region/Event Position Right by Nudge Value
Nudge Region/Event Position Left by Nudge Value
Nudge Region/Event Position Right by Sample
Nudge Region/Event Position Left by Sample
Nudge Region/Event Position Right by 1 ms
Nudge Region/Event Position Left by 1 ms
Nudge Region/Event Position Right by 10 ms
Nudge Region/Event Position Left by 10 ms
You can also perform advanced Copy and Move operations in the Step Editor. These allow you to directly swap steps, or to merge a
group of events from one section of a region to the same, or another, region. For more information on common editing functions, see Copy
notes in the Piano Roll Editor.
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move the events, resulting in out-of-sync footstep samples. To circumvent this problem, Logic Pro has a feature that preserves the absolute
time position of events.
The protect and unprotect functions are available only when Advanced tools and additional options is selected in the Advanced
preferences pane.
Lane parameters
Lane parameters overview
The Lane parameters determine the event type shown on each lane. Events are shown as vertical beams (steps) on each lane, aligned with
a particular time position in the ruler.
You can use the Lane parameters to change the way beams are displayed (see Change the grid and step display). You can also alter the grid
resolution for each lane in a Lane Set, which is useful when creating drum patterns. You adjust the height and horizontal size of the lanes with
the zoom sliders.
You select a lane (and its parameters) by clicking the lane name with the Pointer or Pencil tool.
You can view and change Lane parameters in the inspector (see Use the Lane inspector).
Create lanes
You can create new lanes, and set corresponding Lane parameters, in several ways.
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Create one or more specific lane types
You can use the Auto Define feature to automatically create lanes for specific event types in your project.
1. Choose Auto Define from the Lane Set pop-up menu (or use the Toggle Auto Define key command, default assignment: Control-A).
2. Open the Event List window, then click the events you want to create new lanes for.
The clicked events are added as lanes in the Lane Set.
3. Repeat the second step to add more event types to your Lane Set.
If the Lane Set already contains a matching lane type (for a particular note pitch, as an example), Logic Pro will not create a superfluous lane.
The existing lane is moved into the visible area of the Step Editor in this situation.
Note: Make sure that you deselect Auto Define immediately after completing your input.
2. Choose Lanes > Create Multiple Lanes (or use the corresponding key command).
3. In the dialog that appears, click the All button to confirm that you want to create lanes for all types of events in the region.
Tip: It's a good idea to create a new Lane Set before creating a group of new lanes. For more information, see Use Lane Sets.
3. Switch to the destination Lane Set by choosing the Lane Set name in the pop-up menu at the top of the inspector.
Delete lanes
Select one or more lanes, then choose Lanes > Delete Lane (default key command: Control-Delete).
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Rearrange the order of lanes
Grab the name of the lane that you want to move, then drag it (vertically) to the new position.
In the Convert pane on the left, you can see the parameters of the selected lane. The "to" pane lets you set the parameters of the
target lane. The current settings (of the source lane) are used as default values for the target lane.
Select the Quantize Events checkbox to quantize step positions to the grid value chosen in the right pane. If any delay value is shown on
the right, this is taken into account by the quantization.
If you open the Convert dialog, change the grid value in the area on the right, and select the Quantize Steps checkbox (and make no
further alterations), the step positions of the selected lane are quantized.
4. Click Convert.
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value for the chosen event type. The appearance of the First Data Byte parameter changes when different event types are chosen.
Name a lane
The name of the selected lane is shown beside the disclosure triangle in the inspector. This is mirrored in the Name column in the Step
Editor.
Select the name to open a text field, enter a name, then press Return.
Note: If you define a named MIDI controller, or a note from a mapped instrument in the Status and First Data Byte parameter lines, the
relevant name is automatically shown. Changing a note name in the inspector also alters the corresponding note name in the mapped
instrument.
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2. Choose a MIDI channel number from the pop-up menu to the right of the Channel parameter.
Any alterations you make in the inspector affect all selected lanes.
Important: The chosen Status parameter value (event type) directly affects the behavior (and appearance) of the First Data Byte
parameter. For example, if Note is chosen as the Status parameter type, you can use First Data Byte to determine the pitch (MIDI note
number) of the selected lane. If the MIDI region is played by a mapped instrument, a pop-up menu of input note names (drum sound
names) appears here.
The name of the First Data Byte parameter reflects the chosen Status parameter, as follows:
Fader, Meta, Control, Program: A number is shown as the first data byte.
Note, P-Press: Pitch is shown as the first data byte.
C-Press and PitchBd: The first data byte is dimmed, as it has no function.
1. Select the First Data Byte checkbox to show the defined first data byte. Select the box a second time (unselected) to hide the first data
byte. In the case of note events, the velocity values of all notes (regardless of pitch) are displayed in the relevant lane.
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2. Choose a value from the First Data Byte pop-up menu. The choices shown in the pop-up menu depend on the parameter shown in the
Status line:
If Control is chosen in the Status line, the First Data Byte pop-up menu determines the controller type (controller number).
If Meta or Fader is chosen in the Status line, the First Data Byte pop-up menu determines the meta or fader event type (meta or fader
message number).
If channel aftertouch (C-Press), or program change events (Program) is chosen in the Status line, the First Data Byte parameter
setting is ignored and the first data byte is displayed as a beam height.
When pitch bend data (PitchBd) is chosen in the Status line, the First Data Byte parameter setting is also ignored because both data
bytes are used to display the beam height.
The Step Editor provides two default Lane Sets: MIDI Controls and GM Drum Kit.
MIDI Controls: Provides lanes for Volume, Pan, Modulation, and several other commonly used controller types.
GM Drum Kit: Provides lanes that match the note names of the General MIDI (GM) drum map. This option lets you draw note events
(steps) for drum parts, and is similar to the use of pattern-based drum machines, where each beat is manually entered on a grid. You can use
this Lane Set for any instrument type.
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The new Lane Set contains a default lane for the Volume controller (#7). Any changes you make, such as adding or changing lanes or
lane parameters, or adjusting the vertical zoom setting, are automatically stored in the current Lane Set.
Choose Lanes > New Lane Set for Current Events (or use the Lane Set pop-up menu, or corresponding key command) to create a new
Lane Set, consisting of the currently selected event types.
2. Click the dot shown to the left of other (vertically adjacent) lane names (Ped HH, for example).
A dotted line links the two lanes in the left edge of the column.
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Clear the current Lane Set
Clearing a Lane Set resets a Lane Set to its default, containing a single lane for the Volume controller.
Do one of the following:
Choose Lanes > Clear Lane Set from the Step Editor menu bar (or use the corresponding key command).
Choose Clear Lane Set from the Lane Set pop-up menu in the inspector.
Select an audio region in the main window, then choose Open Audio File Editor from the Window menu.
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Waveform overview: Shows a miniature view of the entire audio waveform. Click different parts to focus them in the waveform display
underneath.
Waveform display: Shows a detailed view of the waveform area selected in the waveform overview.
Transient Editing Mode button: Analyzes the audio file for transient events, and marks them. You can increase or decrease the number of
events detected using the +/- buttons.
Catch Playhead button: Reflects the current playback position.
Tool menus: Choose two tools from the pop-up menus. The second (alternate) tool is chosen with the Option key.
Play button: Starts and stops playback of the selected file, region, or loop.
Cycle button: Loops playback of the selected area.
Zoom sliders: Drag to adjust the vertical and horizontal zoom level.
Info display: Shows the start point and length of the selected area.
Ruler: Shows the position of the region in the project. If you have not yet added the audio file to your song, the position marker lines are
dotted, indicating no time connection exists.
Region marker: Indicates the length of the region. Edit this beam to adjust the region length.
Anchor: Indicates the absolute start point of the audio file.
Amplitude scale: Indicates the amplitude of the audio waveform as a percentage or in sample units.
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Display the waveform as sample bits
Choose View > Show as Sample & Hold from the Audio File Editor menu bar.
Note: You need to zoom the waveform display to high magnification levels to see sample bits.
Tip: You can also open the amplitude scale shortcut menu by Control-clicking the waveform amplitude scale itself.
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Change the ruler display
There are two display modes for the Audio File Editor ruler.
Absolute mode: References the time axis of the project.
Relative mode: References the beginning of the audio file.
You can also customize the ruler so that it's displayed in samples, Min:Sec:Ms, SMPTE Time, or Bars/Beats.
The scale units in the ruler are displayed with solid white lines when you view the time scale according to its absolute position. When you
view the time scale according to its relative position, the scale units are dotted (indicating that no time connection exists).
Choose Content from the Audio File Editor's View > Link submenu, then select a region in the Project Audio Browser.
The start position of the section is automatically assigned to the 0 value, or a value of 1 1 1 1 if set to Bars/Beats. The scale unit lines are
dotted.
Choose Content from the Audio File Editor's View > Link submenu, then select a region in the main window.
Time is measured from the start of the project and is assigned a value of 0, or a value of 1 1 1 1 if set to Bars/Beats. In this mode, the
absolute (project) time is shown in the ruler.
Min:Sec:Ms: Displays the absolute scale in hours, minutes, seconds, and milliseconds.
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Min:Sec:Ms: Displays the absolute scale in hours, minutes, seconds, and milliseconds.
SMPTE Time: Displays the SMPTE scale in hours, minutes, seconds, and frames.
Bars/Beats: Displays the scale in bars, beats, divisions, and ticks--just like the ruler in other windows.
Tip: You can also access these options via a shortcut menu by Control-clicking the ruler.
Auto-select Channel Strip: Plays the region displayed in the Audio File Editor through the audio channel strip assigned to the region's
source track (shown in the main window).
Prelisten Channel Strip: Plays back using the Prelisten channel strip. You can access the Prelisten channel strip in the Environment's
Mixer layer. It's located to the right of the highest-numbered audio channel strip.
2. Click the Prelisten button (or use the Play/Stop Selection key command, Control-Space bar) to start playback.
3. Click the Prelisten button (or use the Play/Stop Selection key command, Control-Space bar) to stop playback.
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Double-click at the point where you want playback to begin.
Scrub audio
Click-hold the ruler and move the pointer.
Audio playback follows the speed and direction of your pointer. This technique helps you to quickly locate a particular position within an audio
file.
2. Click the Prelisten button (or use the Play/Stop Selection key command, , Control-Space bar).
You can change the start and end points of the selected area during looped playback, to create a perfect drum loop cycle, for example.
When you're satisfied with the loop, you can make the selected area a new region.
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Use Edit menu navigation commands
Choose one of the following Edit > "Go to" menu commands to quickly navigate to a specific position in an audio file.
Selection Start (default key command: Control-Shift-Left Arrow)
Selection End (default key command: Control-Shift-Right Arrow)
Region Start (default key command: Control-Left Arrow)
Region End (default key command: Control-Right Arrow)
Region Anchor (default key command: Control-Down Arrow)
Previous Transient (default key command: Command-Left Arrow)
Next Transient (default key command: Command-Right Arrow)
Use the basic selection techniques outlined below to select an entire audio file, or part of an audio file, for editing or processing.
For tips about accelerating the selection process, see Navigate audio files in the Audio File Editor.
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Select the entire audio file
Choose Edit > Select All (default key command: Command-A).
The start point and length are displayed (as sample words) in a help tag while you make your selection.
Choose Edit > Select All Following (or use the corresponding key command).
This function is useful if you want to reselect the entire region for cycled playback--after performing a number of edits, for example.
The reverse can also be done, allowing you to redefine the length of an existing region by choosing Edit > Selection - Region.
You can modify selections by changing their start or end point, or you can move the entire selected area completely.
Note: If you choose Edit > Snap Edits to Zero Crossings, any length adjustments to audio region start or end points will snap to the nearest
zero-crossing point of the waveform.
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Shift-click-drag the start or end point of the selected area in the waveform display.
Using either method, the proximity of your click--to the start or end of the selected area--determines whether you change the start or end
point boundary. The closest one wins.
Tip: If you hold down Option-Shift, the more distant selection boundary is changed (rather than the nearer).
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Use transient marker menu commands
Choose Edit > Set from the Audio File Editor menu bar to use the following commands:
Selection Start to Previous Transient: The selection start is extended to the left, up to the preceding transient marker.
Selection Start to Next Transient: The selection start is shortened to the right, up to the following transient marker.
Selection End to Previous Transient: The selection end is shortened to the left, up to the preceding transient marker.
Selection End to Next Transient: The selection end is extended to the right, up to the following transient marker.
Selection Start and End to Previous Transient: The selection start and end are both moved to the left, up to the preceding transient
marker.
Selection Start and End to Next Transient: The selection start and end are both moved to the right, up to the following transient
marker.
Selection Start and End to Previous Transient and Play: The selection start and end are both moved to the left, up to the preceding
transient marker, then playback begins.
Selection Start and End to Next Transient and Play: The selection start and end are both moved to the right, up to the following
transient marker, then playback begins.
Region Anchor to Previous Transient: The region anchor is moved to the left, up to the preceding transient marker.
Region Anchor to Next Transient: The region anchor is moved to the right, up to the following transient marker.
Use an audio file selection and locators to set the project tempo
1. Click-hold the start or end of the area you want to select in the waveform display, then drag to the right or left.
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2. Adjust the locator positions in the control bar or ruler, if necessary.
WARNING: Anything selected at the time of the paste is deleted--replaced by the Clipboard contents.
Delete: Erases the selection, without placing it in the Clipboard. A gap is left in the audio file.
Delete and Move: Erases the selection, without placing it in the Clipboard. All data beyond the deleted passage is moved forward--toward
the start point of the audio file--to fill the gap.
Most audio editing and processing activities in the Audio File Editor are destructive. Destructive activities modify the data of the original audio
file, rather than make changes to playback parameters. You can, however, use the Undo feature (see Undo edit steps).
Tip: Although you can undo edits and processing commands, you should work with copies of your audio files, rather than the originals. For
details about creating and restoring backups in the Audio File Editor, see Perform manual backups.
You can use key commands to perform destructive sample editing functions. When doing so, you will be asked to confirm your actions before
making any changes and overwriting the original audio file. You can bypass this safety feature.
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Click the Transient Editing Mode button in the Audio File Editor.
When you turn on Transient Editing mode, the audio file is analyzed for transient events, and all detected transients are marked in the audio
file.
The level of transient detection confidence is based on the clarity of the transients. If an audio file does not have clear, sharp transients,
transients will be detected with a lower level of confidence. You can display more or fewer transients by using the Plus and Minus (+/[?])
buttons.
Plus button (+): Increases the number of transients in the selected area of the audio file, or across the entire audio file. You can also use
the Increase Number of Transients key command, default assignment: Command-Plus (+).
Minus button ([?]): Decreases the number of transients in the selected area of the audio file, or across the entire audio file. You can also
use the Decrease Number of Transients key command, default assignment: Command-Minus ([?]).
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A transient detection process is started for the audio material around the clicked position, and the transient with the highest energy becomes
valid and is marked. If no transient is found in the catch area, a transient marker is created at the clicked position.
Note: The new position may or may not snap to zero crossings, depending on whether or not Snap Edits to Zero Crossings is chosen in
the Edit menu. You can also Control-click to open a shortcut menu and choose Snap Edits to Zero Crossings.
Select an area of the audio file and press the Delete key.
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transient marker using the Plus button (+).
Transients are detected across the audio file, overwriting (after you confirm the action) any manually added or edited transients.
Note: You can also detect transients in factory audio Apple Loops. A copy of the loop is saved in the project's Audio Files folder.
2. Use the zoom sliders to magnify that section of the waveform, then use the Pointer tool to scrub the audio around the pop or click.
This action will help you identify exactly where you need to draw.
3. Select the Pencil tool and drag from left to right (including up or down movements) to draw in a new shape for the waveform spike.
The edges of drawn sections are automatically smoothed.
Press Option to affect both sides of stereo waveforms.
As long as the mouse button is held down, the drawn waveform can be replaced by the original waveform, by moving the pointer to the
left.
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Trim all unselected portions of an audio file
Choose Functions > Trim from the Audio File Editor menu bar (default key command: Control-T).
Important: Make sure the areas you are about to trim (delete) do not contain any regions that you may need. Regions outside the selected
area will be lost. Portions of regions that fall partly outside the selected area are also removed, resulting in a length reduction of the region. If
any such regions are being used in the main window, a warning dialog will give you the option of canceling the Trim operation.
Raise or lower the level of the selected audio file (or area) by a specific
amount
1. Choose Functions > Change Gain from the Audio File Editor menu bar.
Set the required level change in the Change Relative fields by clicking the up or down arrows, or by directly entering values, in either
field. You can use the percentage or decibel field to indicate the amount of increase or decrease you prefer.
Click the Search Maximum button to search for the peak level. This automatically sets a value that is used to alter the level of the audio
file. The Results in Absolute fields display the maximum level that will be achieved by changing the gain--by the amount shown in the
Change Relative fields.
Important: You should never make a gain change that results in a value over 100%, because this will result in digital clipping.
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Tip: You should not choose 100% (0 dB) in these fields, as this may result in clipping if you need to increase the gain (with an EQ, for
example) of the overall signal later in the production process. A good rule of thumb is to reserve 3 to 6 dB of headroom or more, to allow for
further audio processing tasks, such as mixing and effects processing.
The fade in or fade out time is determined by the selected area within the audio file.
Tip: If you use the Silence function (see Trim or silence audio files) to remove unwanted background noise from silent passages, small jumps
in volume can sometimes occur at the silence start and end points. If this happens, zoom in and select a small area surrounding--just before and
after--the start point of the signal, then use the Fade In function.
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2. Edit the Curve value to change the shape of the fade in or fade out curve.
These settings are automatically stored in Logic Pro X preferences when the application is closed, and they apply to all projects.
Tip: The Fade tool in the main window offers a flexible, nondestructive fade option. For more information, see Create fades.
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Reverse the selected area of an audio file
Choose Functions > Reverse from the Audio File Editor menu bar (default key command: Control-Shift-R).
Compare (or undo) your edits with the original audio file
Choose Edit > Undo (default key command: Command-Z).
The audio file will be retained in its original state, even if it appears that a portion of the editing function has occurred.
You can configure the Audio File Editor's Undo function in the Preferences > Audio > Audio File Editor pane. For more information, see Audio
File Editor preferences.
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You can make manual backups of the file you're editing, or replace it with a backup version at any time, using a variety of functions.
A copy of the audio file (with the extension .dup) is created in the same folder as the source file.
This function completely replaces the current audio file with the backup (provided one exists).
Important: You cannot reverse this function with Undo.
You can set the sample rate, bit depth, file format, stereo conversion, and dither type for the destination file. The dialog also features an
"Add resulting files to Project Audio" option, allowing you to add the file to the Project Audio Browser, following the save.
3. Browse to the location (such as a hard disk and folder) where you want to store the audio file, then enter a name for the audio file in the
Save As field.
4. Click Save.
2. Click Audio File Editor, then click the Macintosh HD field beside External Sample Editor.
In the dialog, browse for the application, then click Choose.
The external sample editor opens, allowing you to perform edits on the audio file.
Transfer audio edited in the external sample editor back to Logic Pro
Save the file in the external sample editor, then switch back to Logic Pro.
The edited audio will be updated in the Browser and main window, if regions based on the audio file are in use.
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Tip: The Environment contains a similar transformer object that you can use for real-time transformations of MIDI events. See Transformer
objects overview .
If you want to transform events that you have selected in one of the MIDI editors, choose a preset from the Functions > Transform
submenu.
Note: You can choose the Window > Open MIDI Transform command while you are in a MIDI editor, but will need to manually select a
preset.
You can temporarily change the used parameters of a preset, but all changes are discarded when you exit the preset.
Depending on your needs, it may be worthwhile to create your own transform sets. These can be configured and saved as part of a project.
(Doing this in your template projects makes your transform sets available in all projects.) Your transform sets are shown at the bottom of the
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Presets pop-up menu.
2. Choose a transform set from the Presets pop-up menu. For more information, see MIDI Transform window presets.
3. In the Mode pop-up menu, choose how you want to transform the selected events within the regions.
3. Select the "Hide unused parameters" checkbox. This helps to avoid changes to conditions and operations that aren't required for (or may
disturb) your transform set.
4. Click New Parameter Set (Number) in the Presets pop-up menu. Enter a new name for your transform set.
This transform set now appears at the bottom of the Presets list in all MIDI Transform windows for this project. You should consider
saving your user transform sets in one or more template projects. This way, they will always be available to you in all future projects.
Tip: Renaming an existing transform set creates a new transform set that is identical to the original. The existing (source) transform set is
retained.
2. Browse to, and select, the project that contains the transform sets you want to import.
3. Click the Import button, then choose the transform sets you want to import into the current project.
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The names of imported transform sets are retained, and added to the bottom of the Presets list.
Preset Operation
Random Pitch, Velocity, Length Sets a random pitch, velocity, and length for
note events. Change the Pitch, Velocity, and Length
condition values to alter your selection ranges.
Scale 14 Bit PitchBd Scales pitch bend data, keeping the 14-bit
information intact. The length of pitch bend events
is expressed as a decimal value ranging from
[?]8192 to 8191, and this is the 14-bit information
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that is retained.
Choose the multiplication factor for the fine
pitch bend (LSB) and effective pitch values
(MSB) in the top value field shown in the
Operations area.
Set the (14 bit) value in the lower field,
which is then added to the scaled (multiplied)
events.
Reverse Pitch Inverts the pitch of all note events. Change the
Flip operation value to set a pivot point note
number, around which note event pitches will be
reversed.
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Transposition Transposes all note events.
Change the Add operation value to the
required amount (in semitone steps).
Set a negative value in the field for a
downward transposition.
Maximum Note Length Sets the maximum length of all note events.
Change the Length value field in the Operations
area to define the maximum note length. Existing
notes that are shorter than the length defined in
the Length field retain their lengths. Events that
are longer than the defined value are reduced in
length.
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Minimum Note Length Sets the minimum note length. Change the Min
value field in the Operations area to define the
minimum note length. Existing note lengths that
are longer than the length defined in the Min field
retain their lengths. Note events that are shorter
than the defined value are increased in length.
Quantize Note Length Change the Length value field in the Operations
area to define the length that note end positions
are quantized to.
These parameters globally affect the MIDI Transform window appearance and operating mode.
Global parameters
Presets pop-up menu: Choose one of the transform presets or one of your own transform sets.
Mode pop-up menu: Choose one of the following options to determine how events are transformed.
Apply operations to selected events: Applies the operations to all selected events. The selected events are determined by the
selection conditions.
Apply operations and delete unselected events: Transforms the selected events, and deletes all unselected events. Only events that
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Apply operations and delete unselected events: Transforms the selected events, and deletes all unselected events. Only events that
match the selection conditions remain after the transform operation. This mode allows you to use the MIDI Transform window as a
programmable filter, where only events that match the conditions survive.
Delete selected events: Deletes selected events. This mode allows you to use the MIDI Transform window as a programmable erase
function. All events that match the conditions are deleted, and all other events remain unchanged. The operation settings are irrelevant
in this mode.
Copy selected events, then apply operations: Retains the selected events in their original form, copies them, and applies the
operations.
"Hide unused parameters" checkbox: Hides all unused menus in the Selection Conditions and Operations areas. This provides a better
overview of the settings in use. It also prevents you from making accidental alterations.
Selection conditions
Position: Determines the time position of the event, referenced to the start point of the MIDI region (not the start point of the project).
Status: Determines the event type.
Channel: Recorded MIDI channel of the event
Data Byte 1/Pitch: First data byte (controller number) or note pitch
Data Byte 2/Velocity: Second data byte (controller value) or note velocity
Note: The parameters displayed in the Data Byte fields are dependent on the Status pop-up menu setting. Certain Status pop-up menu
settings will not show the Data Byte fields at all.
Length: Length of the note or event
Subposition: Time position of the event, within a bar
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Inside: The event must fall within the value range (of event positions or note pitches, for example) of both fields, for the condition to
be fulfilled.
Outside: The event must be outside the value range (of event positions or note pitches, for example) of both fields, for the condition
to be fulfilled.
Map: Most conditions are numerical relationships, and the condition is met if the incoming MIDI event value satisfies the condition. The
last condition, Map, works a little differently. Two numerical parameters are specified, and the incoming value is first converted by the
map, to create a mapped value. The mapped value is then compared with the two parameters to see if it falls inside them. Incoming
events with a mapped value that falls within the range will fulfill the condition--all other events will not fulfill the condition. For more
information, see Use the map .
Internally, Logic Pro sends a meta event pair: #123 for the position, and #122 for the value at this position. These types of meta
events can also be created in other ways.
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the soft notes louder.
Max: Parameter values that exceed the set value are replaced by it. Smaller event parameter values remain unaltered. This could be
used to restrict filter resonance modulation events above a value of 100, for example, resulting in a softer filter sound.
Flip: All parameter values that match the conditions are reversed around a pivot point (the value defined here). Events above this value
are moved by the same distance below it, and vice versa. For example, you could move a note from E3 to G#2, if the pivot point value
was set to C3. Effectively, the E3 event, which is 4 (pitch) values above the C3 pivot point is flipped to 4 values below (G#2). This can
also be used to reverse selected note positions around a particular bar or beat, as another example.
Mul: The parameter value is multiplied by the set value (accurate to four decimal places). The effect, and use, of this operation is best
illustrated by the Half Speed preset.
Div: The parameter value is divided by the set value (accurate to four decimal places). The effect, and use, of this operation is best
illustrated by the Double Speed preset.
Scale: The parameter value is multiplied by the top value, and the bottom value is then added. This is a combination of Mul and Add. If
you enter a negative number here, values can be subtracted from--rather than added to--the value resulting from the multiplication.
Range: Parameter values outside the set value range are replaced by the values of the (range) limits (combination of Min and Max).
Random: Random values are generated within the set limits.
+-Rand.: A random value between zero and the set value (positive or negative) is added.
Reverse: The parameter value is reversed within its value range (no value can be set here).
Quantize: The parameter value is quantized to a multiple of the set value.
Qua & Min: Like Quantize, but the quantization does not fall below the set value (a combination of the Quantize and Min functions,
with the same set value).
Expon.: The parameter value is scaled exponentially. The extreme values (0 and 127) remain unaltered. The set value determines the
shape of the curve. Positive values result in the exponential scaling of data (increasing input values remain lower for longer, and then rise
quickly), and negative values result in the logarithmic scaling of data (decreasing input values remain higher for longer, and then drop off
more quickly).
Crescendo: This only works if the Inside Position selection condition is selected (crescendos need start and end points). Crescendo
creates a smooth alteration of the current parameters, between the set value boundaries.
Rel.Cres: This only works if the Inside Position selection condition is selected. The effect is similar to that achieved by Crescendo, but
the previous values of the parameters being altered are taken into account when the crescendo is created, preserving the relative feel of
the original.
Use Map: The set map will be used when this operation is selected. For more information, see Use the map .
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The map is visible only when chosen in one of the Operations pop-up menus. Appropriate selection conditions must also be set, or the
map does not appear.
The map is universal, which means that it remaps one MIDI value to another.
The map does not know what type of MIDI data is sent to it. It only affects the value of the data.
This means that one map can be used to simultaneously alter the pitch, velocity, and length values of incoming note events, for example.
The default and mapped values are shown in the two fields at the lower left of the map area.
You can alter these values directly in the fields, or by dragging any of the bars vertically. As you do so using either method, the
corresponding field or bar is updated.
If you alter the bar 60 (middle C) value to show 72 in the "mapped to" field, this value is remapped accordingly when the Transform
operation is applied.
This results in all MIDI note number 60 messages being transformed into MIDI note number 72 messages (effectively transposing all C3 notes
to C4).
Replace the source (Condition value) with the target parameter value
Click the dots on the lines between the Selection Conditions and Operations areas.
Add a mod wheel controller event (#1) with a value that matches the note's
velocity
1. Choose the following settings in the MIDI Transform window:
Note: When you convert MIDI note events to controller events, two controller events are created: one for the note on event, and
one for the note off event.
If you analyze these settings, you'll see that all note events are selected for operation. A copy of each is made, then moved one tick later
than the original, and converted to CC#1 (mod wheel), with a value that corresponds to the velocity of the original note. This is because the
second data byte (Vel) is left unaltered.
The automatic offset by one tick after each note start point and end point avoids potential conflicts with the source note events.
Create a transform set that fixes all note velocities to a defined amount
1. Choose Create Initialized User Set from the Presets pop-up menu.
2. Set the Status pop-up menu in the Selection Conditions area to "=."
4. Choose the Fix setting in the Velocity pop-up menu of the Operations area.
5. Change the amount to 127 in the field below the Velocity pop-up menu.
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1. Choose the following settings in the MIDI Transform window:
Note: When you convert MIDI note events to controller events, two controller events are created: one for the note on event, and
one for the note off event.
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Make note selections for edit operations
1. Choose the following settings in the MIDI Transform window:
Selection Conditions area:
Set Status to Note.
Set Position to Inside, then choose the range.
All notes in the defined range are selected for you to cut, move, or otherwise modify.
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Delete all controller events from a region
1. Choose the following settings in the MIDI Transform window:
Mode pop-up menu: Delete selected events.
Selection Conditions area: Set Status to Control.
2. Select the MIDI region you want to transform, then click Select and Operate.
Operations area: Set Pitch to Cresc., then enter a value of D0 and G6 in the fields below.
2. Change the Length field to a value that does not match the Position field, or vice versa.
The example illustrates the use of the same Transform operation multiple times on the same region. You can also combine different transform
presets to achieve an end result, by using them one after the other.
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Mix a project
Mixing overview
When you mix a project, you balance the different parts and blend them into a cohesive whole. You can also add effects to alter the sound,
use routing and grouping to control the signal flow, and use automation to create dynamic changes in your project over time. You do this in the
Mixer, which opens below the Tracks area or as a separate window.
Although there are no rules for mixing--except those learned from experience and a good ear--mixing typically involves the following steps.
You may find yourself moving back and forth between steps as you work on the mix.
Set channel strip volume levels to balance different instruments.
Set channel strip pan, or balance, positions to place instruments in the stereo field.
Add and adjust effects and instruments to change the sound characteristics of a track or the overall project.
Control signal flow to create subgroups, route a signal to multiple destinations, or process sounds individually.
Create changes over time using automation curves on an individual track or the master track.
In the process of mixing, you will find different ways to accelerate and simplify your workflow, by muting and soloing channel strips, working
with channel strip settings and Mixer groups, and customizing the Mixer.
You can also choose between different Mixer views when Show Advanced Tools is selected in the Advanced preferences pane, displaying
only those channel strips that you actually need for the mixing task at hand.
Click the Tracks button to show the signal flow of all channel strips that correspond to tracks used in the Tracks area.
Click the All button to show the signal flow of all channel strips available in the project.
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Note: Aux and output channel strips are examples of channel strips that don't have a corresponding track in the Tracks area. You can,
however, create tracks for such channel strips by choosing Options > Create Tracks for Selected Channel Strips from the Mixer menu bar.
Make sure that View > Follow Track Stacks is chosen from the Mixer menu bar to mirror the display of Track Stack subtracks in both the Mixer
and Tracks area.
You can also perform some basic mixing tasks in the Tracks area.
Audio channel strips: Used to control the playback and recording of audio signals on audio tracks. All data on the audio track is
automatically routed to the audio channel strip assigned in the track list.
Instrument channel strips: Used to control software instruments. Software instruments are inserted via the channel strip's Instrument slot.
The instrument channel strip can then be driven by a recorded MIDI region, or by playing your MIDI keyboard.
Aux (Auxiliary) channel strips: Used for a variety of signal-routing purposes. Aux channel strips are used to set up send returns, where a
channel strip signal is routed to an aux channel strip for effects processing. They are also used for grouping and for distributing a signal to
multiple destinations via sends.
Output channel strips: Represent the physical audio outputs of your audio interface. They are used to adjust the overall level and stereo
balance--or pan position, in the case of mono output channel strips--of all audio, instrument, or aux channel strips routed to them. The
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number of available output channel strips is determined by the audio interface in use.
VCA channel strips: Represent a VCA group, used to control the volume, or automate a submix, of tracks that are assigned to the VCA
Fader.
Master channel strip: Used as a global volume control for all output channel strips. The master channel strip changes the gain of all output
channel strips without affecting the level relationships between them. This is helpful as a proportional output volume control and is particularly
useful in Logic Pro surround format where you can use it to create fades in the complete surround mix.
MIDI channel strips: Used to control external MIDI tracks. MIDI data on these tracks is routed to a MIDI output port and channel, for
control of MIDI sound modules and keyboards.
Note: Bus and input channel strips are included for compatibility with earlier versions of Logic Pro. Signal routing and other bus channel strip
functions are now handled by aux channel strips. Audio hardware inputs are now handled by audio channel strips.
Option-click a filter button to show that channel strip type; all other channel strip types are hidden.
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Setting button: Use to load, browse, or save channel strip settings for the selected track. These settings represent the entire routing
configuration of a single channel strip, including plug-ins and their settings.
Input/Instrument slot: Choose the channel strip's input source--the input source that your microphone or instrument is connected to.
Audio Effect slot: Inserts an audio effect into the channel strip. Use effects to alter signals in real time.
Send slot: Routes the signal to an aux channel strip. The Send Level knob that appears defines the amount of signal to route. Use sends
to process effects for multiple signals at the same time.
Send Level knob: Controls the amount of signal sent to an aux channel strip. Use sends to process effects for multiple signals at the same
time.
Output slot: Choose the channel strip's output destination--where the channel strip signal is sent to.
Pan/Balance knob: Sets the channel strip signal's position. On mono channel strips, it controls the signal's left/right position. On stereo
channel strips, it controls the balance between the left and right signals.
VCA slot: Assigns the channel strip to an existing VCA group.
Peak level display: Updates during playback to show the highest peak level reached. A red display indicates signal clipping.
Volume display: Shows the playback volume.
Volume fader: Adjusts the playback volume of the channel strip signal.
Level meter: Shows the level of the input signal--when playing an instrument or singing, for example. Amber and yellow signals are safe.
Red indicates signal clipping.
Mute button: Removes the signal from the overall composition so that it can't be heard.
Solo button: Isolates the signal from the overall composition so that it can be heard alone.
(Input) Format button: Switches the channel strip input format between Mono and Stereo. Click-hold to choose Left, Right, or Surround
format.
Dim button: Turns on Dim Volume mode. This sets the playback volume to the Dim value set in the Logic Pro > Preferences > Audio >
General pane.
When Show Advanced Tools is selected in the Advanced preferences pane, the following additional controls become available:
Gain Reduction meter: Displays the gain reduction of the first Compressor or Silver Compressor plug-in in the channel strip. If neither is
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inserted, the meter should display the gain reduction of an inserted Limiter or Adaptive Limiter plug-in.
EQ display: Double-click to insert a Channel EQ into the first unused Insert slot, or to open the topmost inserted Channel or Linear Phase
EQ. Use EQ effects to shape an audio signal by adjusting specific frequency range levels.
MIDI Effect slot: Insert a MIDI effect into the channel strip.
Group slot: Controls a channel strip's group assignment. Use the Group Settings window to define which parameters are controlled for the
entire group at once.
Automation Mode button: Sets how channel strip and plug-in changes are handled during recording and playback.
Input Monitoring button: Allows you to hear incoming audio on audio tracks that aren't armed for recording. Use to set audio levels or to
practice parts before recording.
Record Enable button: Arms the track or channel strip for recording.
Bounce button: Bounces the output of any output channel strip to an audio file.
Signal clipping occurs when a signal that is too loud is fed through the output channel strip, thereby exceeding the limit of what can be
accurately reproduced, resulting in distorted sound. The value shown in the peak level display lights red when the signal clips. This part of the
peak level display is called the clipping indicator.
Note: It's not an issue if individual channel strips show evidence of clipping, as long as the output channel strip--the summed level of all
channel strips in the signal flow--does not indicate clipping.
To avoid clipping, you need to bring down the Volume fader by the same value that is shown in red in the peak level display. For more
information, see Set channel strip volume levels.
Avoid clipping
1. Observe the value shown in the peak level display.
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In the figure, 1.7 dB is shown in the peak level display when the Volume fader is set to 2.2 dB.
Tip: You may find, however, that a Volume fader value of [?]1.2 sounds best in the context of the overall mix, and clips only once (by 0.3
dB) during playback. If this is the case, it's nothing to worry about. Use your ears rather than your eyes as a guide.
Hold down Shift while dragging the Volume fader to change the volume level in finer increments.
The level meter, located to the right of the Volume fader, shows the channel strip output volume as the project plays. When you record,
watch the level meter to make sure the channel strip volume is not too high.
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Set, and switch between, two different volume levels
1. Select an audio channel strip.
You can use the following key commands to quickly switch between two different volume levels on a channel strip:
Toggle Level of Audio Channel Strips
Toggle Level of Auxiliary Channel Strips
Toggle Level of Output Channel Strips
Toggle Level of Input Channel Strips
Toggle Level of Bus Channel Strips
The colors of the level meter segments provide an at-a-glance overview of individual channel strip monitoring levels:
Amber and yellow: These signals are safe, and will not clip the channel strip output.
Red: These signals are considered "hot" levels, but the occasional peak is nothing to worry about unless the clipping indicator is continually
or regularly lit.
For more information about signal clipping, see Peak level display and signal clipping .
2. Click Mixer, then choose a value from the Scale pop-up menu.
Exponential: Provides higher display resolution in the upper level meter range.
Sectional dB-linear: Provides the best possible display resolution across the entire level meter range.
Mono: One circle represents a mono input format. The level meter shows a single column.
Stereo: Two interlocked circles represent a stereo input format. The level meter divides into two independent columns when a stereo
input format is chosen.
Left: Two circles, with the left one filled, indicate a left channel input format. Only the left channel of a stereo audio file is played back.
The level meter shows a single column.
Right: Two circles, with the right one filled, indicate a right channel input format. Only the right channel of a stereo audio file is played
back. The level meter shows a single column.
Surround: Five circles indicate the surround channel input format. The level meter divides into multiple linked columns (the number
matches the project surround format) when the surround input format is chosen.
Click-hold the Format button, then choose an input format from the pop-up menu.
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Right) at their outputs.
Hold down Shift while you drag the knob to change the pan position in finer increments.
When a channel strip output is set to Surround , the Pan or Balance knob is replaced by a Surround knob.
The Mute button turns blue. Click the button a second time to restore the channel strip to its previous level.
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The Solo button turns yellow. The Mute buttons of all unsoloed channel strips will flash blue, with the exception of external MIDI channel
strips.
This action solos the selected channel strip and unsolos any other channel strip.
Option-click any active Solo button. The solo state of all channel strips is deactivated.
A red slash across the Solo button indicates that the channel strip is solo-safe. The channel strip will not mute when you solo another channel
strip. Control-click again to deactivate the channel strip's solo-safe state.
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Add, remove, move, and copy plug-ins
You can add plug-ins, replace a plug-in with a different one, and remove plug-ins from a channel strip. You can also move, copy, and bypass
plug-ins.
Place the pointer above or below an occupied MIDI Effect slot, click the green line that appears, then choose a plug-in from the pop-up
menu.
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The last visible empty Audio Effect slot in a channel strip is shown at half its height; use it in the same way.
Replace a plug-in
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Replace a plug-in
Place the pointer over the plug-in slot, click the pull-down arrows that appear to the right, then choose a plug-in to replace the existing
one.
Remove a plug-in
Place the pointer over the plug-in slot, click the pull-down arrows that appear to the right, then choose No Plug-in from the pop-up
menu.
Move a plug-in
Drag the plug-in up or down in the channel strip, or to another channel strip.
For guidance, use the colored line that appears when moving the plug-in.
Copy a plug-in
Hold down Option and drag the plug-in to an unused slot.
Bypass a plug-in
If you want to deactivate a plug-in, but don't want to remove it from the channel strip, you can bypass it. Bypassed plug-ins don't drain
system resources.
Do one of the following:
Place the pointer over the plug-in slot, then click the Bypass button that appears to the left.
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Option-click the plug-in slot.
Click the center area of the plug-in slot to open the plug-in window, then click the Bypass button at the left side of the plug-in window
header.
The plug-in slot turns gray, indicating that the plug-in is bypassed.
For full details about the Channel EQ, along with some usage tips, see the Logic Pro Effects manual.
Add a Channel EQ
Do one of the following:
If Audio Effect slot 1 is not used: Double-click the EQ area.
The Channel EQ is inserted in the first Audio Effect slot and the EQ area changes to a thumbnail view of the Channel EQ display.
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Both of these scalings apply to individual plug-ins.
Editor view shows the plug-in's graphical interface, if it offers one. Controls view displays all plug-in functions as a set of horizontal sliders, with
numerical fields to the left of each parameter. These fields are used for both the display and entry of data.
When linked, a single plug-in window is used to display all open plug-ins. Each time you open a new plug-in, the window updates to reflect
the newly chosen plug-in.
2. Click-hold the Output slot of the aux channel strip, then choose No Output from the pop-up menu.
The output signal of the aux channel strip, which you don't want to hear, is turned off.
4. Choose the newly created aux channel strip from the plug-in's Side Chain pop-up menu.
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The plug-in processes the audio of the aux channel strip chosen in the Side Chain pop-up menu, and not the audio of the instrument channel
strip that the plug-in is inserted into.
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Compare edited plug-in parameters with the original setting
You can audition your audio or instrument track through two variations of a plug-in.
1. Adjust any of the plug-in parameters.
The Compare button turns blue, indicating that you have made changes, but have not saved the edited settings in the project.
2. Click the Compare button to listen to the setting that was originally saved with the project.
The Compare button turns black.
3. Click the Compare button again to switch back to the edited plug-in setting.
The Compare button again turns blue.
All parameter settings are copied into a plug-in settings Clipboard, which is independent of the global Clipboard.
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Do one of the following:
In the plug-in window, open the Settings pop-up menu, then choose Delete Setting.
Plug-ins will be bypassed to ensure that the maximum delay that can occur across the entire signal flow (of the current track's signal path)
remains under the Limit slider value in General Audio preferences.
The sound may change when you turn on Low Latency mode. Depending on the plug-ins in use, the change in sound can be anything from
subtle to dramatic. If plug-ins being used do not exceed the total latency limit, there will be no audible difference.
If latency-inducing plug-ins are inserted into audio or instrument channel strips, Logic Pro automatically shifts these tracks forward in time.
The advantage of this method is that other channel strips (that do not contain latency-inducing plug-ins) do not need to be delayed.
If latency-inducing plug-ins are inserted into aux or output channel strips (or ReWire channels, if used), Logic Pro delays all other audio
streams by an appropriate amount.
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You can organize and manage plug-ins by simply dragging within the Plug-in Manager window. You can also create new plug-in categories and
rename or remove existing ones as well as search for individual plug-ins by name.
The Plug-in Manager is only available when Show Advanced Tools is selected in the Advanced preferences pane.
2. Enter a new name for the Untitled folder that appears, then press Return.
Any plug-ins that match your search term are displayed in the results list.
You should be aware that these plug-ins can cause problems. If you encounter problems with manually-enabled failed plug-ins, click the
Disable Failed Audio Units button.
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Disable a plug-in
1. Select Show All in the upper-left part of the Plug-in Manager window.
The plug-ins will be activated automatically, if they pass the validation scan.
Select the relevant channel strip in the Mixer, then click the blue triangle that appears to the left of the Setting button in the inspector
channel strip.
The Library updates to show channel strip settings, and you can choose the setting you want to add.
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Reset a channel strip setting
Click the Setting button at the top of the channel strip, then choose Reset Channel Strip from the pop-up menu.
2. In the dialog that appears, select the appropriate folder, enter a name for the channel strip setting, and click Save.
2. Click the Setting button, then choose Save as Performance from the pop-up menu.
3. In the dialog that appears, enter a performance name, choose a program change number, then click OK.
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Route audio via send effects
You use send effects when you want to isolate effect plug-ins from a channel strip's signal flow, or when you want to use the same effect
on more than one channel strip. By creating a send, you split the channel strip's signal. The channel strip's main signal continues its route to the
chosen output. The other part of the signal is routed down a parallel path, via a bus to an aux channel strip. You use the Send Level knob to
control the amount of signal that is sent via the bus. This is known as parallel routing. You can route the signal back into the main signal flow at a
later point, or you can output the signal from the aux channel strip.
The primary advantage of this approach over routing via insert effects is efficiency. This method allows multiple channel strips to be processed
by one inserted effect, which saves vast amounts of processing power (and time) when compared to the alternative of inserting the same
effect directly into multiple channel strips. Another bonus is that you can quickly switch between wet and dry versions of all channel strips that
are sent to an aux channel strip, by simply bypassing the effect on the aux. Similarly, you can completely change the effects configuration for
multiple sent channel strips by choosing different effects for the aux channel strip.
The following image illustrates a channel strip routed to multiple aux channel strips via sends--with reverb, chorus, and delay effects assigned
to aux channel strips 1, 2, and 3, respectively.
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The channel strip's signal is split and routed to three separate effects, one on each aux channel strip. These three independent signals are
then sent back from the respective aux channel strips and combined into an output stream from the original channel strip. You can create up to
eight sends on each audio, instrument, or aux channel strip.
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put a compressor across the whole drum kit. You can do this by sending each of the drum tracks to the same bus, which in turn sends their
signals to the same aux channel strip. You might then route your vocal tracks to a second aux channel strip, providing a separate group control
for these channel strips. Finally, you have the option to output both subgroups (drums and vocals) to the same destination or to separate
destinations.
Note: There are some similarities between using aux channel strips as subgroups and working with Mixer groups. You can control the
group/subgroup properties from one set of channel strip controls. However, Mixer groups are used to control channel strip group properties, and
not the signal flow.
2. Click-hold the Output slot of a selected channel strip, then choose a bus from the pop-up menu.
The Output slots of all selected channel strips reflect the chosen bus. A new aux channel strip is created, except when the chosen bus is
already in use as an input source on another channel strip. Its Input slot contains the channel strip signal flow coming via the chosen bus.
3. Click-hold the Output slot of the aux channel strip, then choose the output destination for the main mix.
4. Use the aux channel strip controls to process the submix--adding inserts, setting volume and pan, and so on.
2. Click-hold the channel strip's Send slot, then choose the bus to send the separate signal to.
An aux channel strip is created automatically. Your chosen bus is reflected in the aux channel strip's Input slot.
3. Click-hold the aux channel strip's Output slot, then choose the second output destination for the mix, such as headphones.
Your signal flow is now routed to two separate output destinations. The main signal flow to the speakers is heard in its "dry" state. The
second signal flow--via a bus to the aux channel strip, and output to headphones--can be modified and heard in its "wet" state.
Logic Pro supports the multiple outputs of Drum Kit Designer, the EXS24 mkII, Ultrabeat, and all Audio Unit instruments. One or more multi-
output options may be displayed in addition to the mono and stereo versions shown in the plug-in pop-up menu of the Instrument slot.
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Note: Not all instruments offer multi-output options.
2. In the plug-in window, set up the output routing for individual sounds or samples. This is generally done using a pop-up menu with entries
such as Main, 3-4, 5-6, and so on.
3. In the Mixer, click the Add button (+) of the instrument channel strip that you inserted the multi-output instrument into.
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Note: The Add button (+) appears only on multi-output instrument channel strips.
An aux channel strip is created to the right of the multi-output instrument channel strip. Use this new channel strip to isolate and route a
sound for independent mixing and processing.
4. Repeatedly click the Add button (+) to create more aux channel strips, for all stereo or mono outputs available to the instrument plug-in.
You should create only as many aux channel strips as are required for the number of outputs used by the multi-output instrument.
After you create the first aux channel strip for your multi-output instrument, a Delete button (-) appears beside the Add button (+).
Click the Delete button (-) to remove aux channel strips.
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In some cases, you might want to prevent individual output channel strips from being controlled by the master channel strip--outputs used as
send effects to external hardware devices, for example. Simply make such output channel strips solo-safe and they won't be affected by the
master channel strip.
The Insert slots of output channel strips allow signal processing during the mastering process, as well as during normal playback. Typical
mastering tools are the compressors, de-essers, and equalizers. Due to technical reasons, you can only use plug-ins that don't require mono to
stereo conversions. In other words, you can use stereo to stereo plug-ins on stereo output channel strips, and mono to mono plug-ins on mono
output channel strips. Surround (or multi-mono) versions of plug-ins can be used on mono or stereo output channel strips. Mono to multi-mono
variants can be used on mono output channel strips. Stereo to surround, stereo to multi-mono, and true surround versions of plug-ins are
accessible in stereo output channel strips.
3. Choose an output pair from the Output pop-up menu in the Stereo section.
The Mirroring checkbox becomes available for all chosen output pairs, with the exception of Output 1-2.
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4. Do one of the following:
Deselect the Mirroring checkbox to have the output signal routed to the chosen output pair (Output 3-4, for example).
Select the Mirroring checkbox to have the output signal routed to the chosen output pair (Output 3-4, for example), as well as to the
physical outputs (Output 1-2). This is useful when feeding the signal to a second pair of monitors, for example.
Groups inspector
You use the Groups inspector to define the behavior of each Mixer group. It contains the following settings:
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"Groups active" checkbox: Enables or disables all groups and group controls. Turn off this setting to edit track parameters outside of all
groups. Press Command-G to do so when the Group Settings window is closed.
On checkbox: Enables or disables a particular group. Turn off this setting to edit track parameters outside of the specified group.
Name field: Shows the group name, which you can create or edit by double-clicking.
H checkbox: When selected, hides all tracks belonging to the group. If the Hide Track buttons of grouped tracks are in different states,
the H checkbox displays "-".
Editing (Selection) checkbox: When selected, selecting a region in the Tracks area selects the same horizontal region range of all tracks in
the group.
Phase-Locked Audio checkbox: Defines whether an edit group is phase-locked or independent when quantizing audio.
Automation Mode checkbox: When selected, changing the automation mode of one track changes the automation mode of all tracks in
the group.
Volume checkbox: When selected, changing the Volume fader of one track changes the volume level of all tracks in the group. The
channel strips continue to maintain their relative volume levels.
Mute checkbox: When selected, changing the mute state of one track changes the mute state of all tracks in the group.
Input checkbox: When selected, changing the input state of one track changes the input state of all tracks in the group.
Pan checkbox: When selected, changing the Pan knob of one track changes the Pan knob of all tracks in the group. The channel strips
continue to maintain their relative pan positions.
Solo checkbox: When selected, changing the solo state of one track changes the solo state of all tracks in the group.
Record checkbox: When selected, changing the record-enabled state of one track changes the record-enabled state of all tracks in the
group. Multiple channel strips can be simultaneously record enabled only if they use different inputs.
Send 1 to 8 checkboxes: When selected, links the Send Level knobs individually for Send slots 1 to 8, while still maintaining the relative
positions between them.
Color checkbox: When selected, changing the color of one track assigns this color to all tracks in the group.
Track Zoom checkbox: When selected, zooming a region in the Tracks area zooms the regions of all tracks in the group.
Hide Track (H) checkbox: When selected, selecting the Hide Track button of a grouped track selects the Hide Track buttons of all tracks
in the group.
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Click the Group slot of a channel strip, then choose Open Group Settings from the pop-up menu.
Quickly add the most recent group setting to another channel strip
Hold down Option and click the channel strip's Group slot.
The most recently accessed group setting--including overlapping groups--is applied to the current channel strip.
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Disable all groups
Do one of the following:
Choose Mix > Disable Groups (or press Command-G).
Choose Options > Disable Groups from the Mixer menu bar.
While Group Clutch is active, all Group slots change color, from yellow (normal) to a light gray (all groups temporarily disabled).
Automate groups
When you automate your mix functions (volume, pan, mute, and so on), any channel strip group member can act as the mix automation
master for that group. When you use that group member to write an automation parameter value, it's also written for the other group
members, depending on their automation mode.
The data is written individually for each channel strip. As a result, you can disable the group later without affecting the automation of any
group member, and you can edit or change channel strips individually when they are removed from the group.
For full details about automation, see Automation overview .
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The Surround Panner control replaces the Pan knob. The loudspeakers are represented by dots, and the pan position is indicated by a green
dot that can be dragged.
For full details about using the surround feature, see Logic Pro X surround overview .
Binaural panning
Binaural panning overview
An important part of mixing audio signals is the placement of individual sound sources at different spatial positions. Most common recording
and mixing techniques simply send a given signal at different levels to the available loudspeakers--two for stereo, or more for quadraphonic or
surround setups--to create a virtual sound stage.
This approach is somewhat flawed, however, as human beings are able to locate sound sources at different positions with just two ears.
Virtually all spatial information for all sounds is included in the two signals arriving at the two eardrums. From these signals, human beings can
determine characteristics such as inter-aural time, level differences, and--based on the listening experience--information about the spatial origin of
the sounds being heard. Are they coming from in front or behind, from the left or right, from above or below? This ability to perceive where a
sound originates from is referred to as binaural hearing.
In theory, the spatial positioning of any sonic experience can be reproduced during playback, so no special techniques need to be employed
during recording. There is, however, one drawback to this approach: every person has differently shaped ears and different body and head
proportions, all of which influence the way sound signals arrive at the eardrum--not to mention aspects such as hearing loss, subjective responses
to the sounds being heard, and so on. Given these physical differences, each person listening to the same sound source, while standing or sitting
in the same position, will hear slightly different binaural signals.
Therefore, perfect reproduction would only be possible if you could make a recording with tiny microphones placed inside your auditory
canals. Because this is impractical, binaural hearing has been emulated in sound laboratories by using mannequin heads with built-in microphones.
This approach has led to binaural recordings to fit the average person, which are more or less compatible with the way most people hear.
Playback of binaural recordings is best suited to headphones, ideally combined with signal conditioning (processing) that ensures the signals
are accurately reproduced. Given a specialized listening environment, it's also possible to reproduce these signals with loudspeakers, utilizing a
process known as crosstalk cancellation.
As you are unlikely to have the technology required to make binaural recordings, your best chance of simulating binaural signals is by
processing the sound signal on playback. This is known as the head-related transfer function (HRTF), which approximates the change that a
signal undergoes on its way from the source to the eardrum.
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Angle, Elevation, Distance: Information fields that adjust automatically when changes are made to the puck positions.
Spread: Information field that adjusts automatically when changes are made to the puck positions. You can also interact directly with it by
dragging its numerical value. (Making changes here also affects the left and right puck positions.)
Panning plane: Area for positioning the signals--using the pucks--in the stereo image.
Pucks: Used for positioning the signals on the panning plane--pan and direction.
3D image: Represents the resulting position of the audio signal. This is purely a visual aid, and cannot be interacted with directly.
Mode buttons: Determine the virtual shape of the panning plane, which can be planar or spherical.
Size field: Determines the size of the plane or sphere, expressed as the radius of the circular plane.
Doppler button: Turns on or off the Doppler effect--a change in the pitch of a signal perceived by a person who is moving relative to the
source of the signal.
Extended parameters: Click the disclosure triangle to reveal additional parameters for headphone playback and Planar mode.
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Control the binaural pan position
1. Drag the left or right puck (panning pucks) to make the stereo image wider or narrower.
The pucks also work on a second axis--up and down--relative to the third puck.
2. Drag the third puck (the direction puck) to determine the forward and backward direction.
As you adjust the direction puck, the two panning pucks move accordingly. The Angle, Elevation, Distance, and Spread values also
change.
If set to Spherical, the results are placed on a virtual sphere. If it helps, imagine the sphere as a virtual head. When the direction puck
is placed in the top half of the circular plane, the sound is in front of the listener. As the direction puck is moved toward the lower half of
the plane, the sound passes up, and over your head, and ends up behind you.
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4. Set the size of the plane or sphere by doing one of the following:
Drag the Size field value up or down.
Double-click the Size field, then enter a new value.
Option-click the Size field to reset it to its default value (1.50m).
6. Select the Diffuse-Field Compensation checkbox in the Extended Parameters area to ensure a neutral sound for headphone playback,
utilizing diffuse-field compensation.
Note: When using multiple Binaural Panners on several channel strips, turn this option off and route the output of the Binaural Panners to
an aux channel strip, in which you insert the Binaural Post-Processing plug-in. The Binaural Post-Processing plug-in allows you to apply diffuse-
field compensation to all Binaural Panner outputs at once, saving CPU power.
7. If in Planar mode, use the Extended Parameters sliders to control the vertical offset and tilt of the circular plane. Watch the 3D image
when changing them to get a clear idea of their functions.
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Program buttons: Use to select a sound by name. Click one to open a pop-up menu that contains either GM sound names (the default
setting) or sound names created or imported by the user. Each channel strip has its own pop-up menu, whose content can vary depending
on the Bank number selected in the Bank fields.
Bank fields: If your sound source "understands" bank select events, you can choose the bank number for each of the MIDI channel strips.
The lower value sends controller value 32, and the upper value sends controller value 0; this is for MIDI instruments that have 127 x 127
banks. You can use several different bank select formats (see Custom bank selects) if your device does not use the standard controller 0/32
messages. Remember that not all synthesizers support bank select events.
Assign 1 to 5: Display up to five knobs that you can freely assign to any MIDI controller number.
The basic channel strip controls, such as volume, pan, and mute, are always shown on MIDI channel strips.
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Drag the Pan knob vertically.
Stop or start the sending of MIDI data from the MIDI channel strip
Click the Mute button.
When the Mute button is on, the MIDI channel strip stops sending MIDI data.
Click the Wide Channel Strips button to increase the width of channel strips.
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Hide or show the Mixer legend
Choose View > Hide Legend from the Mixer menu bar.
Choose View > Show Legend to show it again.
When multiple channel strip types are visible in the Mixer, you can choose a command to jump to a particular channel strip type. This feature
is useful when your Mixer view contains dozens, or hundreds, of channel strips.
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Enter a folder
Do one of the following:
Double-click the folder track in the Mixer.
Select the folder, then use the Go Into Folder or Region key command.
The Mixer now displays only those channel strips that are in the folder track.
The Mixer now displays all channel strips, including the folder channel strip.
You can also access track notes in the Note Pad . In the Mixer, you can't change the text format and you can't view or edit any text after
the first line break.
Control-click the Mixer, then choose Track Notes from the shortcut menu.
The track notes in the Main window's Note Pad are also updated accordingly.
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View control surface bars
You can see which tracks are accessed by control surfaces connected to your system.
Control-click the Mixer, then choose Control Surface Bars from the shortcut menu.
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Open the I/O Labels window
Do one of the following:
Choose Mix > I/O Labels.
Choose Options > I/O Labels from the Mixer menu bar.
Choose a device from the Device pop-up menu, if you have multiple audio interfaces. I/O labels can be individually defined for each hardware
driver type, but are valid for all projects. These labels are stored in a separate file, located in the ~/Library/Application Support/Logic folder. The
file is called "IOLabels xxx" (where xxx is the name of the hardware type).
2. Double-click the "-" in the Long (name) column, enter a new name, then press Return.
Prevent the track selection from changing when playing your project
Make sure Options > Change Track in Play Mode is not chosen in the Mixer menu bar.
2. Choose Options > Create New Auxiliary Channel Strip from the Mixer menu bar.
4. Choose the ReWire channel from the Input slot of the relevant aux channel strip.
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Automate mix and effects settings
Automation overview
Automation refers to recording, editing, and playing back the movements of faders, knobs, and switches. Using automation, you can create
changes over time to volume, pan, and other settings. You can add automation to all track types.
Each track in your project has automation curves for volume and pan, and you can add curves to automate plug-in settings. To create
changes over time, you do the following:
Show the automation curve you want to work on, and choose between track-based and region-based automation.
Choose an automation mode .
Add automation points to the curve at the start and end points for the change you want, then adjust the automation points.
You can also snap automation to positions in the grid , edit automation in the Automation Event List , and use MIDI Draw to automate MIDI
region events.
After you show the automation curves, you can choose which parameter you want to work with--Volume fader, Pan knob, or any other track
parameter. You can work with multiple parameters on the same track, or you can work in separate subtracks, which appear below the main
track.
An Automation button, an Automation Parameter pop-up menu, and an Automation Mode pop-up menu appear in each track header.
Any existing automation is displayed on the track, or within the regions. You can choose the parameter you want to automate--Volume
fader, Pan knob, or any other track parameter--from the Automation Parameter pop-up menu.
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Switch between track-based and region-based automation
Click the Automation button in the track header to switch between track-based and region-based automation.
This setting applies to all automation on the track, regardless of whether track-based or region-based automation is selected. When you hide
automation curves, they are not deleted, just hidden.
Control-click the track lane, then choose an automation parameter from the shortcut menu that appears.
Volume, pan, solo, and mute are shown in the pop-up menu. A submenu is also shown for each plug-in on the track. These are numbered
and named after the slot position and plug-in: 1 EXS24, for example.
2. Place the pointer over the Automation Parameter pop-up menu, then click the On/Off button that appears.
2. Choose the parameter that you want to automate from the Automation Parameter pop-up menu in the track header.
3. To add additional subtracks, click the "+" that appears when you place the pointer over the track header.
All additional automation subtracks are revealed. Each additional subtrack is set to an automation parameter type that's already recorded
but not currently shown. The active automation parameter remains on the main track.
To remove a subtrack: Place the pointer over the subtrack header, then click the "x" that appears.
The selected subtrack is removed without deleting its automation.
Tip: You may find it easier to work with automation curves at a higher zoom level. To do so, drag the lower edge of the track header
downward.
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Choose automation modes
Automation modes determine how automation tracks are treated. Automation is either being read or being written. You can independently
set the automation mode for each track. You can also trim automation values and record relative automation data.
Read: Plays back all automation that exists on the track. If volume data exists, for example, the Volume fader will move during playback,
following the prerecorded automation on the track. You can't change the value of the chosen automation parameter by moving controls
when in Read mode.
Touch: Plays back automation in the same way as Read mode. You can modify the value of the chosen automation parameter by moving
controls in Touch mode. After the fader or knob is released, the parameter follows existing automation on the track.
Latch: Works like Touch mode, but after the fader or knob is released, the new parameter value replaces existing automation on the
track.
Write: Erases existing automation on the track as the playhead passes over it. Records the new control movement or deletes the existing
data if you do nothing.
Trim: Offsets the value of the existing automation (Volume, Pan, Send levels) by adjusting it up or down by the amount you move the
fader or control. Works in combination with Touch and Latch automation modes.
Relative: Adds a secondary automation curve that offsets the existing primary curve for the selected parameter (Volume, Pan, Send
levels). Both the primary and secondary curves are visible, and can be edited. Works in combination with Touch, Latch, and Write automation
modes.
Shift-click channel strips in the Mixer to select them, then choose a mode from the Automation Mode pop-up menu in one of the selected
channel strips.
2. Choose Trim from the Automation Mode pop-up menu in the track header or the track's channel strip.
Either T-Touch or T-Latch appears in the Automation Mode display. The Volume fader moves to a center position and the fader becomes
transparent.
Now when you move the Volume fader during playback, it will not write completely new volume automation data but will adjust it
proportionally to the existing data.
2. Choose Relative from the Automation Mode pop-up menu in the track header or the track's channel strip.
Either R-Touch, R-Latch, or R-Write appears in the Automation Mode display. The Volume fader moves to a center position and the fader
becomes transparent.
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Add automation to tracks
Add and adjust automation points
To create changes over time to volume, pan, and effects settings, you add automation points to a track's automation curve at different
places, and then adjust the automation points so the value of the setting changes. You can adjust automation points by moving them up or
down to a new value or by moving them left or right to a new point in the timeline. Numerical values are displayed alongside each automation
point. You can also add automation points at selection area or region borders.
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Drag an automation point left or right to move it to a different point in the timeline. Use the ruler to make sure automation points are
aligned with a beat or measure.
To add two automation points at each region border: Select the region, then choose Mix > Create Track Automation > Create 2
Automation Points at Region Borders.
Tip: If the Trim field is not visible, position the pointer over the line dividing the track headers from the left edge of the tracks, then
(when you see the Resize pointer) drag the line left or right to resize the track headers.
When you release the mouse button, the numerical display reverts to showing the value of the active automation parameter at the playhead
position.
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Move any fader or control on the selected channel strip with the automation mode set to Touch, Latch, or Write. In real-world usage,
you'll rarely (if ever) use the destructive Write mode, which erases all automation. The standard Write modes are Touch and Latch.
Choose a parameter from the Automation Parameter pop-up menu in the track header, then adjust the numerical display in the track
header, with one of the modes turned on.
Move the faders or knobs of a connected hardware controller, with one of the modes turned on.
Use the Pointer or Pencil tool to draw your automation curve.
You can specify the mode that the application switches to after a Write operation has been performed using the Automation Preferences
pane.
Select automation
Do one of the following:
Drag any selection of automation points and curves.
2. Choose Edit > Copy (or use the corresponding key command).
4. Choose Edit > Paste (or use the corresponding key command).
Move automation
Do one of the following:
Select the points or curves you want to move, then drag them horizontally or vertically.
Hold down Control while dragging automation points or curves. This technique allows fine adjustment of the point or curve value.
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Move regions with or without automation
Choose one of the following Move Automation with Regions options in the Preferences > Automation pane:
Never: Does not move automation when you move regions.
Always: Always moves automation when you move regions. The automation area encompassed by the region boundaries is moved.
Ask: A dialog prompts you to move the automation--or leave it where it is--whenever you move a region.
Control-click the track lane, then choose one of the following options from the shortcut menu that appears:
Never move Automation with Regions
Always move Automation with Regions
Ask to move Automation with Regions
2. Choose Edit > Copy from the Tracks area menu bar.
3. Select the track you want to copy the automation data to, then move the playhead to the insertion point.
4. Choose Edit > Paste from the Tracks area menu bar.
The region selection, along with its automation, is copied to the target track at the playhead position.
Hold down Control-Shift while dragging an automation curve with the Pointer tool.
Delete automation
You can delete individual automation points, multiple automation points, or use a number of commands to delete automation across tracks.
The commands to delete automation are only available when Show Advanced Tools is selected in the Advanced preferences pane.
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Delete multiple automation points
Select multiple automation points, then press Delete.
Important: Make sure that no regions are selected, or they will also be deleted.
Control-click the track lane, then choose Snap Automation from the shortcut menu that appears.
Automation edits snap to the value chosen in the Snap pop-up menu.
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2. Adjust the Snap Offset parameter in tick values (can be positive or negative).
All automation, on all tracks (or regions containing MIDI Draw automation), is offset by the chosen number of ticks.
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the currently active automation parameter of the selected track in the main window.
3. Click the Assign button and slowly move the hardware controller that you want to use for Automation Quick Access. Make sure that it's
moved through its entire range.
4. Confirm your selection by clicking the Done button below the Off/On buttons in the Automation Quick Access section.
The Done button changes into a Learn Message button. Clicking the Learn Message button allows you to assign a new controller for
Automation Quick Access. Clicking the Edit button opens the Controller Assignments window, where you can assign the controller manually.
See the Logic Pro Control Surfaces Support manual for more information. Once set up, you will have hardware control over the active
automation parameter on the current track.
Tip: If you choose the modulation wheel for Automation Quick Access, you might want to switch between using it for Automation Quick
Access and normal modulation wheel duties--as MIDI controller 1. This is quickly done using the Toggle Automation Quick Access key command
(or pressing Control-Option-Command-A).
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In the Piano Roll or Score Editor: Click the MIDI Draw button.
A MIDI Draw area is displayed below the editing area. You can choose event types from the MIDI Draw pop-up menu to the left of the
MIDI Draw area.
2. Select the controller number and the MIDI channel in the MIDI Draw window.
Autodefine mode sets the MIDI Draw parameters automatically, making the first event in the region visible.
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Use Smart Controls
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When a subtrack of a summing stack is selected, an additional Main Track Smart Controls item appears in the Layout menu. Choosing this item
shows the layout for the main track of the summing stack, rather than a separate layout for the subtrack. Adjusting any screen controls switches
focus to the main track of the summing stack.
2. Click the name of the current layout at the top of the Smart Control inspector, then choose a new layout from the Layout pop-up menu.
To have Logic Pro choose an appropriate layout, choose Automatic Smart Controls.
2. In the Parameter Mapping area, click a mapping, then choose one of the following:
To map all screen controls: Choose Map all Controls.
To map only unmapped screen controls: Choose Map all Unmapped Controls.
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You can copy and paste mappings, which is useful for sharing mappings between different screen controls of the same patch. When two
tracks have identical plug-ins, mappings can also be copied from the Smart Control on one track and pasted to the Smart Control on the other
track (in which case they control the corresponding parameters for the track on which they are pasted).
3. In the Smart Control inspector, click the Parameter Mapping disclosure triangle.
The Parameter Mapping area opens. When an unmapped screen control (or no screen control) is selected, the Name field shows
Unmapped. When you select a mapped screen control, the Name field shows the name of the parameter.
5. Click the channel strip or plug-in parameter to which you want to map the screen control.
6. To map additional screen controls, select another screen control, then click a parameter.
7. When you're finished mapping screen controls, click the Learn button again to end the Learn process.
3. In the Smart Control inspector, click the Parameter Mapping disclosure triangle.
4. In the Parameter Mapping area, click the parameter name (if the screen control is already mapped) or the word Unmapped, then choose
a channel strip or plug-in parameter from the Parameter Mapping pop-up menu.
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Add a mapping
1. In the Smart Controls pane, click the the Inspector button in the Smart Controls menu bar.
3. In the Smart Control inspector, click a mapping, then choose Add Mapping from the Parameter Mapping pop-up menu.
4. Choose the parameter for the added mapping, either using the Learn process or the Parameter Mapping pop-up menu.
3. In the Smart Control inspector, click the Parameter Mapping disclosure triangle.
Copy a mapping
1. In the Smart Controls pane, click the Inspector button in the Smart Controls menu bar.
3. In the Smart Control inspector, click a mapping, then choose Copy Mapping from the Parameter Mapping pop-up menu.
3. In the Smart Control inspector, click a mapping, then choose Copy All Mappings from the Parameter Mapping pop-up menu.
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Delete a mapping
1. In the Smart Controls pane, click the Inspector button in the Smart Controls menu bar.
3. In the Smart Control inspector, click a mapping, then choose Delete Mapping from the Parameter Mapping pop-up menu.
After you map a screen control, you can edit mapping parameters, and scale parameter values using parameter mapping graphs. You can also
map screen controls automatically.
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The Parameter graph window opens. The title of the graph window shows the parameter name.
The graph shows the range of input values on the horizontal (x) axis, moving from left to right, and the range of output values on the
vertical (y) axis, moving from bottom to top.
In the graph window, you have several ways of working: you can edit the graph curve directly, set the graph to use one of the
predefined curves, or change the minimum and maximum range values for the graph.
2. Continue adding and adjusting points until you're happy with the result.
3. When you're finished, click the close button at the upper-left corner of the graph window.
3. In the Smart Control inspector, select the name, then enter a new name for the screen control.
3. In the Smart Control inspector, click the Parameter Mapping disclosure triangle.
4. In the Parameter Mapping area, click the parameter name, then choose Non-automatable > Main > Articulation ID from the pop-up menu.
5. Set the Range Min to 1 (one). Set the Range Max to the next value (to switch between two values) or to the number of used
articulation IDs (to select between all used values).
When you play the patch, you can change articulations by manipulating the screen control.
6. While the Learn process is active, you can learn additional controller assignments by selecting another screen control and moving the
hardware control you want to assign to it.
7. When you're finished assigning controls, click the Learn button again to end the Learn process.
Turning on the Arpeggiator inserts the Arpeggiator plug-in on the channel strip, after which you can use the Arpeggiator button to bypass
the Arpeggiator. You can also open the Arpeggiator plug-in from the channel strip.
Choose Note Range, then choose a note value for arpeggiated notes, based on the tempo of the song.
Choose Octave Range, then choose how many octaves the arpeggio covers.
For full details about using the Arpeggiator MIDI plug-in, see the MIDI plug-ins section of the Logic Pro Instruments manual.
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ins to which the screen control is mapped are removed, the automation is deleted.
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Make global changes to a project
Logic Pro features several ways to control aspects of the overall project. A set of global tracks (including the Marker track, Arrangement track,
Signature track, Tempo track, Transposition track, and Beat Mapping track) is available in the Tracks area and various editors. For video projects,
you can use the Movie track to view frames of the video while you work with the project.
You can also add effects to output or aux tracks, and automate effects and other parameters on output or aux tracks, which can affect the
overall project.
For information about using the master track, see Work with the master track. For information about the master channel strip, see Channel
strip types. For information about automating project parameters, see Automation overview .
When Show Advanced Tools is selected in the Advanced preferences pane, the following additional global tracks are available:
Marker track: Contains markers, which are used to label bar positions and parts of the project. Their length, text, and color can be edited
freely. For more information, see Markers overview .
Signature track: Contains the basic time and key signatures of the project, along with any signature changes. For more information, see
Time and key signatures overview .
Beat Mapping track: Use to adjust the tempo to follow recordings that do not follow a strict tempo, without changing the rhythmic feel
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of the recordings. For more information, see Beat mapping overview .
Control-click anywhere in the global tracks header area, then choose specific tracks from the shortcut menu.
Control-click anywhere on a global track, choose Configure Global Tracks from the shortcut menu, then select the corresponding
checkboxes.
The tracks you select in the Global Tracks Configuration dialog only affect the active window.
You can also assign and use any of the following Show/Hide key commands for each individual ruler track: Marker, Transposition, Signature,
Tempo, Beat Mapping, and Movie. The key commands work directly, without having to open the Global Tracks Configuration dialog.
Tip: Click the Enable All or Disable All buttons to show or hide all global tracks, or use their corresponding key commands--Show All Global
Tracks and Hide All Global Tracks.
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Resize and reorder global tracks
You can resize the entire global tracks area, and resize global tracks individually. You can also change the order of global tracks.
The display order of global tracks is saved independently for each window.
If the Protect buttons are visible (View > Configure Track Header > Protect Buttons), you can prevent unintentional changes to individual
global tracks by clicking the corresponding Protect button.
Marker track: Displays markers as rectangular sections. You can select, copy, move, or resize markers in the Marker track.
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Marker List: Displays marker names, bar position, and length information in a scrollable, editable list.
Marker Text area and Marker Text window: Display marker text. You can type and edit comments or other text that is saved with the
marker.
If the Marker track is not visible, Control-click anywhere in the global tracks header area, then choose Marker in the dialog that appears. For
more information, see Show and hide global tracks.
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Choose Navigate > Open Marker Text.
Option-double-click any marker in the Marker track with the Pointer tool.
The Marker Text window is also available at the bottom of the Marker List, where it's called the Marker Text area.
Tip: Many marker-related commands can be accessed by Control-clicking in the Marker track or Marker List, when the Right Mouse Button:
Opens Shortcut Menu pop-up menu option is chosen in the Logic Pro > Preferences > General > Editing pane.
Add markers
You can add a marker at any position in your project. When you create a marker, it can be rounded to the nearest quarter note, to the
nearest bar, or not rounded.
You can use the Create Marker key commands to add markers during playback.
Select the Pencil tool, then click where you want to add a marker.
A marker is added at the playhead position (if the playhead is aligned with a bar) or at the next bar position (if the playhead is between two
bars). If a marker already exists at a bar position (or up to a quarter note before or after it), no new marker is created.
The length of the marker automatically extends to the start point of the next marker, or to the end of the project or folder, if no ensuing
markers exist.
In any workspace: Use the Create Marker without rounding key command.
In any working area: Use the Create Marker by Regions key command.
Markers created in these ways are automatically assigned the names, bar position, length, and color of the regions they are derived from.
Edit markers
You can copy and move markers, adjust their lengths, and color them. You can also change the appearance of marker text in the Marker
Text window (or area).
Copy a marker
Do one of the following:
In the Marker track: Option-drag the marker.
You can also copy a marker, move the playhead to the position where you want to paste the copy, and then paste it.
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In the Marker List: Use the Copy (Command-C) and Paste (Command-V) commands.
In the Marker List: Use the pointer as a slider in the Position field, or double-click a position value and enter a new value.
Note: The increments by which markers can be moved in the Marker track depend on the horizontal zoom level of the Tracks area and the
Snap pop-up menu setting. Watch the help tag for precise feedback on movements. If you need to adjust markers in finer increments, use the
Marker List.
This command locks (fixes) the time position of markers, and a lock symbol is displayed at the beginning of the marker name.
These markers always retain their absolute time position: if the project tempo is changed, the bar positions will change to keep the markers
at the same time positions.
Tip: You can also lock and unlock the time positions of markers from the Region menu in the Tracks area, and the Functions menu in the
Piano Roll Editor and Step Editor, if you turn on the display of global tracks.
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Note: You cannot unlock the time position of scene markers. See Use movie scene markers.
In the Marker List: Use the pointer as a slider in the Position field, or double-click a position value and enter a new value.
Markers cannot overlap. The edge of one marker cannot be dragged over another marker.
Dragging the cycle area in the ruler is limited to either horizontal or vertical movements. This ensures that you do not accidentally:
Move the cycle when creating markers (by dragging the cycle into the lower third of the ruler or into the Marker track)
Create markers when moving the cycle
Tip: When you hold down Shift after click-holding the cycle, the cycle can be moved horizontally, and then dragged to a marker in one go.
When you hold down Shift before clicking the cycle, the nearest cycle border is set to the clicked position.
Color a marker
1. Choose View > Show Colors to open the Color palette.
2. Select the marker in the Marker track, then click a color in the Color palette.
When you select a dark color, the marker text is automatically shown in an inverse color.
2. Click the Font button in either the Marker Text window or the Marker Text area.
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3. Choose settings in the Font window.
The text in the Marker Text window changes to match the settings. The text in the Marker track is not affected.
Rename markers
Newly created markers (except markers derived from regions) are named "Marker <number>," where "<number>" reflects the order in which
the marker appears along the ruler (resulting in "Marker 1," "Marker 2," and so on). This numbering depends on the order of all markers in the
project, including markers that have been renamed.
Markers can be renamed in the Marker track, in the Marker Text area of the Marker List, or in the Marker Text window. The length of the
name displayed in the Marker track and Marker List depends on available screen space, or the position of the marker that follows.
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Edit a marker name in the Marker List
1. Do one of the following:
Select the marker name and click the Marker Text Edit button.
Select the marker name and double-click in the Marker Text area.
Double-click the marker in the Marker Name column.
The first portion of text in the window is used as the marker name.
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All text below the first paragraph is also displayed in the Marker track, if space allows. (You can resize the Marker track to view all text.) This
space can be used for musical or technical notes, for example. In this scenario, the marker color appears only in the title line, with the remaining
text displayed white on gray.
Note: If you use the Return key to create paragraphs in the Marker Text area, the first paragraph of the text is displayed in a separate title
line (of the marker) in the Marker track.
Use the Go to Marker key command to open a window where you can enter any marker number.
The playhead moves to the beginning of the chosen marker.
The locators are set to the beginning and end points of the selected marker.
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This action sets the cycle area to the position and length of the marker.
Select the marker, then use one of the following key commands:
Set Locators by Marker and Enable Cycle
Set Locators by Previous Marker and Enable Cycle
Set Locators by Next Marker and Enable Cycle
When you create a new marker set, previously added markers are no longer visible in the Marker track or Marker List. When you create new
markers, they become part of the current marker set.
2. Enter a new name for the marker set, then click OK.
When you choose a marker set, only markers that are part of the set appear in the Marker track and Marker List.
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Switch the marker display between bar positions and time positions
Choose View > Show Event Position and Length as Time.
Switch the marker length display between relative length and the marker's
absolute end bar position
Choose View > Length as Absolute Position.
You can also export the current Marker List within the borders of any selected audio region to an audio file. However, you should first remove
any marker information that exists in the audio file.
You can then export the current marker information to the audio file.
Delete markers
You can delete markers at any time. After you delete a marker, it no longer appears in the Marker track, Marker List, or Marker Text window.
Delete markers
In the Marker track or Marker List, do one of the following:
Select the markers, then choose Edit > Delete (or press Delete).
The arrangement marker appears at the start of the project, or at the end of the last existing arrangement marker.
Double-click the marker (except on the name), then enter a new name.
When you move an arrangement marker between two existing arrangement markers, the marker to the right moves right to make room for
the new marker. When you drag one arrangement marker directly over another one in the arrangement track, the two markers switch places (all
their content is swapped).
When you place the copy between two existing arrangement markers, the marker to the right moves right to make room for the copied
marker.
Important: In case you accidentally delete regions that you want to keep, use Undo to restore them.
When you move or delete an arrangement marker, the sections to the right move left to fill the deleted section, closing up the empty space.
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Time signatures
Time signatures determine the number of beats in each bar (as shown in the ruler), and so define the editing grid in the Tracks area and the
time-based editors (including the Audio Track Editor, Piano Roll Editor, and Step Editor). Time signature changes do not affect the playback of
audio or MIDI regions.
In addition to the ruler, time signatures affect the score display. All functions that rely on the chosen time signature and bar positions (such
as MIDI metronome click or Transform window functions) are affected if bar positions are used to restrict a function to a certain part of the
project.
Key signatures
When you create a project, the key signature defaults to C major, unless you choose a different key signature. The initial key signature
affects the playback of Apple Loops in the project. Key signature changes affect the display of MIDI notes in the Score Editor, but do not have
an effect on MIDI playback.
You can add any number of key signature changes to a project. When you add a key signature change, it changes the key from the insertion
point forward, until the next key signature change is reached.
You can store up to nine signature sets, which are reflected in the Signature track, Signature List, and Signature window.
By default, the global Arrangement, Marker, Signature, and Tempo tracks are visible when you show the global tracks in the Tracks area (or
an editor). If the Signature track is not visible, Control-click anywhere in the global tracks header area, then select Signature in the dialog that
appears. For more information, see Show and hide global tracks.
Note: The Signature track must be visible--and must not be protected--in order to select and copy signatures.
The Signature List displays time and key signatures in a numerical list, and also displays global score symbols such as repeat signs, double bar
lines, and so on.
Click the Add Signature button in the Signature List, then edit the values in the Time Signature dialog.
In the Score Editor, drag the time signature symbol from the Part box to the target time position.
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Click the target time position in the Signature track with the Pencil tool, then edit the values in the Time Signature dialog.
You can enter beat groups for compound time signatures in the Beat Grouping field. The total number of beats in the bar is calculated
by the sum in this field. For example, entering the numbers 223, becomes "2+2+3." The sum is displayed as the numerator unless the
Print Compound Signature checkbox is selected. Beat Grouping affects the way in which notes are beamed together (in both cases).
You can also change the automatic beaming in normal time signatures. In 4/4-time "1+1+1+1" produces four beamed groups (one for
every beat), instead of the two groups displayed as a default.
Select the Hide Signature checkbox to hide a time signature change in the score printout. The signature is still displayed onscreen, but
is crossed out, and won't be included in the calculation of spacing between notes and symbols. As a result, signatures may overlap notes
on the screen, but not in the printout. This can be used for notating cadenza-like passages, which contain more notes than would
normally fit the time signature.
Click a position in the Signature track's key signature area with the Pencil tool, then choose a key in the Key Signature dialog.
You may need to expand the Signature track until you see separate areas for time and key signature changes.
In the Key Signature dialog, you can enable the use of double flats and sharps by deselecting the "Disable bb, x" checkbox.
In the Score Editor, double-click a staff between the clef and time signature, then choose a key in the Key Signature dialog. You can also
drag the key signature from the Part box to the target time position.
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Note: When a marquee selection is active, using this command sets the marquee selection to match the locators.
You can copy time signatures and key signatures in the Signature track or Signature List. You can also copy all time and key signatures from
one project to another. Subsequent signatures are inserted at bar positions that correspond to their original distance from the first copied
signature.
Move a signature
In the Signature track, select a time or key signature and drag it to a new position.
Split a signature
In the Signature track, use the Scissors tool to cut bars. For example, to divide one 5/4 measure into a 3/4 and a 2/4 measure, cut the
measure at the fourth beat.
If you make a cut in the middle of a bar--in a section where the time signature doesn't change--two corresponding shorter measures are
inserted, with the original time signature resuming after the cut.
Merge signatures
In the Signature track, Shift-click the signatures with the Glue tool.
4. Make the Signature track or Signature List active, then choose Edit > Paste (or press Command-V).
The copied meter changes are pasted into the target project.
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Delete signatures
You can delete time and key signature changes in a project, but you can't delete the initial time and key signature.
Delete a signature
Do one of the following:
Select the signature in the Signature track, Signature List, or Score Editor, then choose Edit > Delete (or press Delete).
Tip: To erase all time signature events, select a signature, choose Edit > Select Similar Objects, then press Delete.
Click the signature with the Eraser tool in the Signature track, Signature List, or Score Editor.
When you create a new signature set, previously added signature changes are no longer visible in the Signature track or Signature List. When
you create new signatures, they become part of the current signature set. The initial time and key signature are always visible.
2. Enter a new name for the signature set, then click OK.
When you choose a signature set, only signature changes that are part of the set appear in the Signature track and Signature List.
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Logic Pro project in a variety of ways, including:
Create tempo changes using the Tempo track, the Tempo List , or Beat Detection
Match audio recordings to the project tempo , or match the tempo to an audio region
Record tempo changes in Logic Pro
When Advanced Editing Options is selected in the Advanced preferences pane, you can use the Tempo Operations window and
Tempo Interpreter window for more complex control of the project tempo. When Advanced MIDI Options is selected, you can control tempo
changes using the tempo fader in the Environment.
In the Tempo track, tempo changes are represented by tempo points. You create tempo changes by adding tempo points and editing their
values. You can expand the Tempo track to give yourself more room to work, and adjust the range of values for the Tempo track.
The Tempo track also determines the relationship between incoming timecode and the current playhead position, for projects using
timecode.
Because Beat Mapping can create changes in the Tempo track, altering existing tempo changes or creating new tempo changes, you should
avoid making changes in the Tempo track after using Beat Mapping functions. Doing so will defeat the timing derived from the Beat Mapping
functions. For more information about the Beat Mapping track, see Beat mapping overview .
If the Tempo track is not visible, Control-click anywhere in the global tracks header area, then select Tempo in the dialog than appears. For
more information, see Show and hide global tracks.
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Double-click either value and enter a numerical value in the field.
When using the Pencil tool, watch the help tag, and don't release the mouse button until it shows the intended tempo and position. No
help tag appears when you double-click with the Pointer tool.
To set the tempo numerically, hold down Control-Option-Command and click the target time position, enter the bpm value in the field
that appears, then press Return.
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You can also drag the line connecting two tempo points, changing the values of both tempo points.
To change the value in finer increments, hold down Shift while dragging a tempo point.
Note: To prevent unintentional changes, tempo points are restricted to either vertical or horizontal movement. You can change either the
value of a tempo change event or the position of a tempo change event, but not both at once.
Note: This menu item is not available for the first tempo point.
Use the standard Copy and Paste operations (via the Edit menu or the corresponding key command). The tempo point is pasted at the
playhead position.
If you copy multiple tempo points using Copy and Paste, the first tempo point is pasted at the playhead position.
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Note: Any tempo points at the target positions are replaced by the moved or copied ones.
6. By default, the first tempo point is pasted at the current playhead position, but this can be changed. A Position field appears alongside
the first pasted tempo point, allowing you to alter the bar position. If the first tempo point is not at the start of the bar in the passage, be
sure to alter the bar number, and leave the beat, sub-beat, and frame or tick values unaltered.
7. Press Return.
The copied tempo changes are selected, and you can undo the operation if necessary.
2. Click-hold and drag the tip of the right angle line (the corner) above or below the second tempo point.
A curve or diagonal line results (a Move Curve Node help tag is shown), which can be dragged--horizontally or vertically--to alter the curve
shape. The process is similar to drawing track automation curves with the pointer.
When set to 1/16, there are four tempo changes per quarter note; 1/1 only generates one tempo change per bar, which will result in a
more abrupt transition. A different resolution can be defined for each tempo curve.
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Use the Tempo List
Tempo List overview
When Show Advanced Tools is selected in the Advanced preferences pane, you can view and edit tempo changes in the Tempo List. You
can open the Tempo List in the main window, or as a separate window.
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Change the position of a tempo change
Drag any of the position numbers up or down, or double-click in the Position or SMPTE column and enter a new position.
Move the selected tempo change event to the current playhead position
Use the Move Region/Event to Playhead Position (Pickup Clock) key command.
Select the tempo change event, then choose Edit > Delete (or press Delete).
When you create a new tempo set, previously added tempo changes are no longer visible in the Tempo track or Tempo List. When you
create new tempo changes, they become part of the current tempo set. The initial tempo is always visible.
2. Enter a new name for the tempo set, then click OK.
When you choose a tempo set, only tempo changes that are part of the set appear in the Tempo track and Tempo List.
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Select the tempo set, then choose Delete Set from the Tempo Set pop-up menu.
2. Choose Edit > Tempo > Adjust Tempo using Beat Detection (or use the corresponding key command).
The selected regions are analyzed; the results appear in a dialog that looks similar to the following.
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changes back to the previously valid tempo.
At Selection Start Only: Uses the resulting tempo up to any previously existing tempo change that follows the region selection end
point, or to the project end if no tempo changes exist.
Nudge Regions to Beat: Select this checkbox to nudge the regions equally until the first transient of the first region falls precisely on a
whole beat of the ruler. The nudge direction is either left or right, whichever results in the smaller movement range.
4. Click the Advanced Options disclosure triangle and set the following parameters, as required:
Adjust Value By: Define a ratio (multiplier and divisor) for the selected detection result. A ratio of 2:1 multiplies the value by two, while
a ratio of 1:2 divides the value by two.
Rounding: Choose one of the following rounding values: Integer, 1 Decimal, 2 Decimals, 3 Decimals, or Off. This value is used to modify
the Resulting Tempo value.
5. Click the Prelisten button to preview playback using the Resulting Tempo value.
6. Click OK to perform the tempo adjustment (according to the above settings), or Cancel to cancel the procedure.
Imported ReCycle files can also follow the project tempo. (See Add ReCycle files to your project .)
Audio files that follow the project tempo (and first key signature) are flagged with the Follow Tempo symbol, in both the Tracks area and the
Project Audio Browser.
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All other imported audio files require adjustment of either the region or the project tempo.
You can set an audio region to follow the project tempo, or convert a region to an Apple Loop. For more information about Apple Loops, see
What are Apple Loops?
The Follow Tempo and Pitch checkbox is synchronized for all regions that make use of the same audio file.
2. Control-click the Cycle button in the control bar, and make sure the Auto Set Locators by Region Selection option is not selected.
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4. Choose Edit > Tempo > Adjust Tempo using Region Length and Locators.
A dialog asks if you want to change the tempo of the entire project, or create a tempo change for the section of the project occupied
by the selected region.
The project tempo is recalculated to conform with the audio length (and locators).
You can also export the current tempo value within the borders (start and end points) of a selected audio file in the Tracks area. However,
you should first remove any tempo information that exists in the audio file.
You can then export the current tempo information to the audio file.
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change events in the Tempo track or using one of the tempo editors--Tempo List, Tempo Operations window, Tempo Interpreter window, or
tempo fader.
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Create and edit tempo changes in the Tempo Operations window
You can create tempo changes in the Tempo Operations window using the following operations:
Create Tempo Curve: Lets you create numerous tempo change events with just a few parameters, and provides a smooth overall change
in tempo.
Create Constant Tempo: Creates a constant tempo in the selected area. The default setting assigns an average tempo for the selected
project section (based on existing tempo change events).
Scale Existing Tempo: Alters existing tempo changes proportionally (scales them). This allows you to speed up an entire project section,
without losing the relationships between any subsequent tempo changes within the area. Scaling is done by percentage.
Stretch Existing Tempo Curve: Stretches or compresses an existing tempo curve.
Thin Out Existing Tempo Changes: Reduces the number of tempo changes in the selected area.
Randomize Tempo: Adds random tempo changes based on the parameters you specify.
2. Use the Position or Time field to define the area that the tempo change should take place across: the left field sets the curve start point
and the right field, the curve end point.
6. Alter the concentration of graphical tempo change events with the Density parameter.
Values of 1/8 and finer should be used only if really necessary (with very slow or fast tempo changes, for example). Don't select a
resolution higher than 1/8 or finer, just to make the curve look smoother. This results in an unnecessary amount of processing, and the
creation of more tempo change events than are needed.
As you change the values, the displayed tempo curve (which is calculated from the tempo settings you've made) is shown in red.
Note: The "Continue with new Tempo" checkbox determines whether the original tempo resumes after the tempo curve ends
(unselected), or the new tempo (the last tempo change event in the curve) is maintained (selected).
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Stretch tempo curves
1. In the Tempo Operations window, choose Operation > Stretch Existing Tempo Changes.
2. Define the start point for tempo changes using the Position or Time parameter.
2. Define the start and end points for tempo changes using the Position or Time parameter.
3. Determine the amount of deviation from the current tempo, in beats per minute (bpm) using the Randomize parameter.
4. Define how often the new tempo change events occur using the Density parameter. You can select values between one per bar (1/1),
and 32 times per bar (1/32).
Select the "Auto enable external sync" checkbox (on by default) in the Project Settings > Synchronization > General pane.
If Logic Pro "hears" a Tap Tempo command, it automatically follows this tempo.
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between the note values--set with the Tap Step parameter.
The larger the window, the easier it becomes to create drastic tempo changes.
If you set the window parameter to 0, the tap window disappears altogether, and all taps are accepted as tempo-determining
information. Logic Pro also comes to a halt, if taps are not generated.
Tempo Response: Sets the sensitivity to tempo changes: the larger the value, the greater the sensitivity. You should set this value to
4, for most situations. If you find that your tap timing is imprecise, but want Logic Pro to play at a relatively constant tempo, reduce this
value to 2 or so.
Max. Tempo Change: Use this parameter to set the maximum tempo change possible per tap (in bpm). To obtain the most regular, or
even tempo curve, follow this rule: set the smallest possible value (in other words, only as large as necessary).
Tap Count-In: Sets the number of taps used as a count-in. Logic Pro starts following the tempo on the first tap after the count-in
taps.
Smoothing: Turning on this function smooths out jumps in tempo, resulting from incoming taps (which could prove useful when using
Logic Pro live). You should turn it off if you want Logic Pro to follow your taps precisely and quickly.
Tempo Recording: Creates a tempo list that follows your taps, when in record mode. This option should normally be turned off.
Pre and Post: Determine which tap signals are displayed:
Pre: Displays every incoming tap.
Post: Displays every accepted tap that occurs within the time window (as defined by the Window parameter), or close to, or on, a
tap step.
The Pre/Post tap signals flash yellow if the taps are within the allowed range, and red if they are out of range.
Note: Only the selected software instrument track, and all external MIDI tracks, can play when the Tempo Interpreter window is open.
A tempo fader has a range of possible values from 50 to 177 bpm. External MIDI data can be used to control it, with an input value of 0
resulting in a tempo of 50, and an input value of 127 resulting in a tempo of 177.
If you place a tempo fader between the Physical Input and Sequencer Input objects in the Environment, you can:
Record tempo changes
Control the tempo with any desired MIDI event types
This way, new Tempo track data can be recorded intelligently. The original tempo data is only erased in areas that actually contain tempo
changes.
If a tempo fader is moved during playback or recording, all data defined in the Tempo List is turned off, until you stop playback or recording.
Movements of a tempo fader are ignored when external SMPTE sync is active. A tempo fader can therefore be used to deactivate the sync
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reference during playback or recording, if you wish.
For more information about create meta event faders in the Environment, see Meta event faders.
Note: The tempo fader's inspector displays pitch bend events as the Input definition (by default). This allows control of the project tempo
with your keyboard's pitch bend wheel.
Transposition affects both audio and software instrument Apple Loops (except drum loops, and other Apple Loops with no defined key) as
well as MIDI regions. Audio regions other than audio Apple Loops are not transposed.
The zero position of the Transposition track is determined by the current key signature in the Signature track. If the key signature changes
during a project, the zero position of the Transposition track changes accordingly.
Transposition works nondestructively, and transposed MIDI notes return to their original values when the Transposition value is reset to zero
(0). For example, starting with a C3 note event in a MIDI region, adding a transposition point with a value of +2 changes the note event to a
D3. If you change the transposition point to a different value, the note is transposed by the corresponding amount. When you change the
transposition point so that the transposition value = 0, the note returns to a C3. Similarly, if you copy a region to different parts of the project
with different transposition values, the notes in the region change by the corresponding amount.
When you add or edit a transposition point, only existing MIDI events in a project are transposed. MIDI events recorded or created afterward
are not affected.
If the No Transpose checkbox is selected in the Track inspector, MIDI events (including instrument Apple Loops) are not transposed for that
track.
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Show the Transposition track
1. Do one of the following:
Choose Track > Global Tracks > Show Global Tracks, or use the Show/Hide Global Tracks key command (G).
Click the Global Tracks button . In the Tracks area, the Global Tracks button appears above the track headers; in the editors, it
appears on the left side of the editor.
2. Control-click anywhere in the global tracks header area, then select Show Transposition in the dialog that appears.
Hold down Control-Option-Command, click a position in the Transposition track, enter a transposition value in the field, then press Return.
Transposition events can be copied using the standard Copy and Paste operations or by dragging them while holding Option.
You can also copy or move multiple transposition events simultaneously, which can be useful for repeated project sections.
Beat mapping involves two steps: first, you graphically connect notes to ruler positions in the Beat Mapping track. A tempo change event is
inserted at each of these ruler positions, so that the notes align with musically meaningful time positions in the ruler, although their absolute time
position is unchanged. A beat-mapped project contains the same tempo variations as the original recording.
In the upper part of the Beat Mapping track, a ruler shows the same time divisions (bars, beats, and subdivisions) as those that appear in the
LCD (and also depend on the current zoom level).
The following sections describe beat mapping in the Tracks area. Beat mapping is also available in the Piano Roll Editor, Score Editor, and Step
Editor. When working in these editors, you can see the corresponding (beat-mapped) notes as you work, which can speed your workflow.
2. Control-click anywhere in the global tracks header area, then select Beat Mapping in the dialog that appears.
2. In the Beat Mapping track, click the first (leftmost) ruler position that you want to associate with a MIDI note.
A vertical line appears at the clicked ruler position.
3. Drag the bottom part of the line so it aligns with the beginning of the note you want to map to the ruler position.
The line adjusts to match the beginning of the note. If the Tempo track is displayed, a Tempo change appears at the ruler position.
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Logic Pro automatically inserts a tempo change, which appears in the Tempo track.
4. Moving from left to right, beat map the subsequent notes in the selected regions, repeating the same steps.
5. To connect a ruler position to a position in the region where no note exists, hold down Control while drawing the connecting line. This
allows the line to snap to any subdivision, even where there is no note event.
6. To erase a beat mapping, double-click it with the Eraser tool, or select it and press the Delete key.
7. To erase all beat mappings, click anywhere in the header of the Beat Mapping track (except on the controls) to select all data in the
track, then press the Delete key.
When using the Delete key, be careful not to accidentally delete other selected events or regions.
After the regions are analyzed, the transients appear as blue vertical lines in the lower part of the Beat Mapping track.
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Tip: It may be difficult to identify transients if the waveform overview is too small. If transients are hard to see, click the Waveform Zoom
button in the Tracks area menu bar to visually resize the waveform in the Beat Mapping track.
The remaining steps for beat mapping audio regions are the same as for MIDI regions. To follow those steps, see Use beat mapping on MIDI
regions.
There are a number of ways to improve the beat mapping accuracy of audio regions. When you choose Analyze Transients, those transients
above a certain threshold are displayed. You can adjust the threshold using the Minus and Plus (-/+) buttons in the Beat Mapping track.
Increasing the number of transients can be useful when beat mapping regions with less distinct accents--such as soft drums in a loud mix.
However, a high setting can result in extraneous transients, with no real meaning for the rhythmic structure, being displayed. In general, it's
better to begin with a lower setting, and move to a higher setting only if transients are missing for obvious rhythmic elements in the music.
Sometimes, your MIDI recordings may contain note events that fall on musically meaningful positions, and should not be affected by beat
mapping applied to audio recordings. In this case, you can choose the Protect MIDI option to keep existing MIDI events at their current ruler
positions when beat mapping audio regions.
You can also make beat mapping easier by moving one or multiple selected audio regions, so that the first transient marker in any of the
regions is located on the nearest whole beat position.
To increase the number of transients displayed: Click the Plus button (+) in the header of the Beat Mapping track.
Move the first transient marker in a region selection to the nearest whole beat
position
Control-click the beat mapping header, then choose Move Selection with First Transient to Nearest Beat from the shortcut menu (or use
the corresponding key command).
The first transient marker in the region selection is moved to the nearest whole beat position, with all selected regions moving with it.
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Automatically beat map regions
Logic Pro can automatically beat map audio or MIDI regions using the Beats from Region command. You can select the note value to use for
automatic mapping, and select the beat-mapping algorithm.
2. Click the title "Beat Mapping" in the Beat Mapping track, and choose Beats from Region from the shortcut menu.
3. In the Set Beats by Guide Region(s) dialog, choose the note value to use for beat mapping in the Note Value pop-up menu.
The note value defines the timing resolution used to create the map.
Regions with more complex or irregular musical patterns may not initially produce useful results with automatic beat mapping. If your first
attempt produces an alert saying that the required tempo would be too low, undo the beat mapping, then set the first downbeat manually
before choosing Beats from Region. If the alert reappears, undo again, and set both the first and second downbeat manually before choosing
Beats from Region. If this method fails, you can record a MIDI region containing synchronized regular notes, and use this as a guide region for
beat mapping.
For information about mapping regions manually, see Use beat mapping on MIDI regions and Use beat mapping on audio regions.
3. Select the first region and perform the automatic beat-mapping process as already described.
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automation data exists on the master track, the Master fader moves to show the volume changes when you play the project.
Generally speaking, you should adjust the output volume to a level high enough to eliminate background noise, but not high enough to cause
clipping. You can check for clipping by watching the clipping indicators in the master level meter.
For information about the master track, see Work with the master track. For information about automating track parameters, see Automation
overview . For details about working with the master channel strip in the Mixer, see Channel strip types.
In the Tracks area, drag the volume slider on the header of the master track.
If the master track is hidden, choose Track > Show Master Track.
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View and edit music notation
Notation overview
You can view MIDI regions in software instrument (and external MIDI instrument) tracks as music notation in the Score Editor. Notes and
other musical events are displayed as standard notation, along with common symbols such as time and key signature, bar lines, and clef signs.
You can add and edit notes, add sustain pedal markings and other symbols, and print the score.
The Score Editor provides visual quantization so that you can control the display of note values without altering the timing of your recordings,
and change the displayed musical key without altering the playback of your MIDI recordings.
When Show Advanced Tools is selected in the Advanced preferences pane, you can control many additional aspects of music notation.
You can:
View and edit multiple tracks in a score, displayed in a linear scrolling view, "wrapped" view, or multi-page view
Add notes and symbols from the Part box, including dynamics, phrase markings, and other symbols
Add lyrics and other text such as section markers and performance indications
Use additional tools (the Pointer, Pencil, Eraser, Text, Layout, Zoom, Voice Separation, and Solo tools) in the Score Editor
Edit region parameters in the Region inspector to control how regions appear in the score
Use staff styles to control the display of rests, stems, ties, and beams, and adjust the size of and space between staffs. You can choose
different staff styles or customize and create your own staff styles to use in your scores.
Define different instrument groups using score sets to create full scores, parts, and lead sheets
Edit the overall score layout , including numbers, names, and spacing
Share the score by printing it or exporting it to a PDF file
When Additional Score Options is selected in the Advanced preferences pane, you can access the following options for more specialized
notation projects. You can:
Add and edit staff styles for individual MIDI regions
Access additional choices in the Staff Style window (for mapped instruments and TAB)
Create Part box sets with your own combinations of score symbol groups for easy access
Access additional symbols from the Part box, including tablature and guitar performance symbols
Create and edit chord grids for guitar or other instruments, using standard or open tunings
Access additional tools from the Score Editor Tool menu.
Access additional Score preferences and Score project settings
The Score Editor menu bar includes Layout, Edit, Functions, and View pop-up menus; Display Level, View, MIDI Draw, MIDI In, MIDI Out, and
Catch buttons; Tool menus; and a zoom slider.
The Score inspector, located to the left of the score display, includes the following areas that you use to control various aspects of the score:
Region inspector: Control visual quantization and other display settings for regions in the score.
Event inspector: Control appearance and position settings for individual notes and other items in the score.
Part box: Select notes and other symbols to add to the score.
Inspector channel strips: Control volume, pan, and other mixing functions for the selected track and its output.
You can view the Score Editor in the Logic Pro main window, or as a separate, resizable window.
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Show or hide the local Score Editor inspector
To show the Score Editor inspector: Choose View > Show Local Inspector from the Score Editor menu bar.
To hide the Score Editor inspector: Choose View > Hide Local Inspector from the Score Editor menu bar.
The following MIDI regions are not displayed in the Score Editor: Muted MIDI regions (if Hide Muted Regions is selected in File > Project
Settings > Score Global), MIDI regions on muted tracks (if Hide Muted Tracks is selected in File > Project Settings > Score Global), and MIDI
regions for which the Score parameter is turned off in the Region inspector.
You can also move through display levels, to view a MIDI region, a track, multiple tracks in a folder, or all tracks in the project.
Click a track header, choose View > Show Editors, then click Score.
Click the Wrapped View button to display the selected track or tracks in a line-wrapped, lead sheet-style view.
Click the Page View button to display the full score on facing pages, including headers, margins, and other layout features.
You can also change the view using the View > View Mode menu commands in the Score Editor menu bar.
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Set the Link mode for the Score Editor
To set the Link mode to Same Level: Click the Link button in the Score Editor menu bar. The Link button appears purple.
To set the Link mode to Content: Double-click the Link button in the Score Editor menu bar. The Link button appears yellow.
For more information about using Link modes, see Control window relationships using Link mode .
When viewing the score in Linear view, the following controls appear in the Score Editor inspector to the left of the score display (when
Show Local Inspector is chosen in the Score View pop-up menu):
Insert pop-up menu: Choose the note value for notes to insert.
Time Quantize pop-up menu (with Strength and Swing buttons): Quantize the timing of notes.
Scale Quantize pop-up menu (with Strength and Swing buttons): Transpose notes to a different key.
Velocity: Change the velocity value of selected notes.
In addition, the Grid pop-up menu appears in the Score Editor menu bar, so you can set the visual quantization of notes in the Score Editor.
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When you move symbol or text objects with the Layout tool, the bar position is retained. The Horizontal Position and Vertical Position
parameters, however, are changed (as indicated in the help tag during the process).
You can only edit the horizontal position of a note in relation to its bar position using the Layout tool, not its vertical position. Dragging
the note to the right or left changes the displayed distance from the adjacent notes or rests. The bar position (and playback) is
unaltered.
Note: The bar position determines playback timing, as this is the actual MIDI event position. Remember that the Score Editor is primarily
designed to deliver notation, and that most (but not all) editing functions are graphical, rather than physical, in nature.
2. Enter the value for the vertical position in the Vertical Pos.: field. A value of 0 means a position exactly on the top line of the staff, in
most cases. Positive values are above, negative values below it. In staff styles with more than one staff, the Staff parameter determines the
staff that the Vertical Position parameter refers to.
3. Enter the value for the horizontal position in the Horizontal Pos.: field. The value determines the horizontal offset of the object's bar
position. A value of 0 corresponds to the left edge of a note, at that particular position.
Tip: To adjust a number of selected symbols to the same height above (or below) the staff, use the Align Object Positions Vertically key
command.
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bar, beat, or division.
While you drag, a help tag shows the operation (drag or copy), the difference from the original position (transpose and time shift), and the
current pointer position (bar position and, for notes, pitch).
You can simultaneously move or copy items from different regions or staffs. Each event is moved or copied to its new position, within its
original MIDI region.
Note: You can't use the Option-drag method to copy or move events between MIDI regions in the Score Editor. You can, however, copy
and paste between regions and staffs.
There is also a general preference for this constraint: Logic Pro > Preferences > General > Editing > Limit Dragging to One Direction In: Piano
Roll and Score.
2. Choose Edit > Paste Multiple (or use the Paste Multiple key command.)
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Copy an entire musical passage to the same time position in another region
You can use the Paste at Original Position and Paste Multiple at Original Position commands to quickly copy passages from one MIDI region to
another, at the same time position. No insert position is required, and no automatic insert quantization takes place.
1. Select the notes and symbols of the passage.
3. Choose Edit > Paste at Original Position (or use the Paste at Original Position key command).
The notes and symbols are pasted at the position they were originally copied from, regardless of the current playhead position.
The Paste Multiple at Original key command works in a similar way, but allows you to paste a musical passage to the staffs of other
instruments. You need to select all destination staffs before using the Paste Multiple command.
You can use these commands in combination with the Select Similar function, to quickly copy all dynamic symbols from one staff into other
staffs or instruments, for example.
Moving items in time is affected by the display quantization grid (Quantize) setting. If a hybrid Quantize value is selected (16, 24 for example),
the grid corresponds to the duple value (16, in this example).
If note positions are not aligned with the time grid (because they were recorded in real time), their relative offset is retained when they
are moved or copied.
You can move or copy unquantized passages within the Score Editor, without losing the original feel of the performance.
The following types of symbols cannot be copied or moved in the Score Editor:
Global symbols, such as repeat signs, time and key signature changes--except in the Signature List and Signature track--and global text
elements (headers and so on). (For additional information, see Time and key signatures overview .)
Symbols directly attached to notes, such as accents, fermatas, note heads, and so on.
Note: Resizing notes does not affect MIDI playback, only the notes' visual appearance.
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The pointer changes to a pair of up-and-down pointing arrows.
You can adjust the space above or below staffs in the Staff Style window (for more information, see Staff Style window ).
2. Choose Edit > Repeat Events (or use the Repeat Regions/Events key command).
3. In the Repeat Regions/Events dialog, insert the number of copies to create, choose Bar from the Adjustment pop-up menu, then click
OK.
For more information on the Repeat Events command, see Cut, copy, and paste regions in the Tracks area.
These key commands set all items to the value of the first selected item. If only one item is selected, a dialog asks if the parameters of all
similar objects should be set to the same value. This technique is very useful for aligning lyrics and chord symbols, for example.
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Change the relative values of multiple items
Do one of the following:
Grab the "*" with the pointer, then use the pointer as a slider.
The value shown during this process belongs to the first of the selected objects. The other objects are altered by the same amount
(while retaining their relative values).
Double-click the value, then insert the change (a number with a plus or minus in front of it) in the entry field.
As soon as you move the pointer, the parameter is set to the same value for all selected objects. This allows you to set all notes of a chord
to the same length or velocity, or set all selected objects to the same height (Vertical Pos), for example.
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Show or hide aliases in the Score Editor
In File > Project Settings > Score > Global, select or deselect the Show Alias/Loops checkbox.
Click a note in the Part box, then Command-click at the point where you want to add the note.
The Part box is available in the inspector when Show Advanced Tools is selected in the Advanced preferences pane.
You can create a new, empty region by Command-clicking in a software instrument track.
2. Option-click the staff at the point where you want to begin adding notes. A help tag shows the pointer position while the mouse button
is pressed.
This function is especially helpful in Page view, where no ruler is displayed.
Note: You can only set the playhead position when playback is stopped.
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Add notes and symbols from the Part box
Part box overview
When Show Advanced Tools is selected in the Advanced preferences pane, you can add notes and other symbols from the Part box in
the inspector. The Part box contains a complete collection of score symbols, arranged in groups. You can control which symbols are displayed in
the Part box, reorder symbol groups, and open the Part box as a separate, floating window.
The Part box includes the following types of symbols:
Notes and rests
Key and time signature symbols
Clef signs
Slurs and crescendo/decrescendo symbols
Note heads
Accents, bowing marks, fermatas, and other symbols that apply to specific notes
Phrasing marks
Trills and other ornaments, tremolo symbols
Sustain pedal markings
Bar lines, repeat signs, and Segno and Coda markings
Lyrics and text
Chord symbols
Chord grids and tablature symbols
Page and line break symbols
2. If the Part box is closed, click its disclosure triangle in the inspector to open it.
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View Part box symbol groups
Click a symbol group's button at the top of the Part box to view the symbols for that group.
Click a button again to deselect its group.
The corresponding group appears in the Part box, below other selected symbol groups.
2. Click the buttons for the symbol groups you want to display.
You can open multiple floating Part box windows, and display different score symbols in each one. Selecting a symbol in a floating Part box
window updates the selection in all other Part box windows, until you deselect the symbol, close the window in which it was selected, or select
a symbol in another floating Part box window.
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Previous Part Box Symbol
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Partbox: 1/16 Note
Partbox: 1/32 Note
To select the symbol to the right of the currently selected symbol: Use Next Partbox Symbol.
To select the group above the currently selected one: Use Previous Partbox Group.
To select the group below the currently selected one: Use Next Partbox Group.
The most recently selected object within each group is retained when switching between groups.
Note: As the group display can be reordered, the current display order of groups determines the previous and next group.
2. Select the note value you want to add, then do one of the following:
Drag it to the score at the point where you want to add it.
Select the Pencil tool from the Tool menu, then click the point in the score where you want to add the note.
A help tag appears while the mouse button is held down to help you place notes in the correct position.
Add a rest
1. If the Rests section of the Part box isn't visible, click the Rests button in the Part box.
2. Drag a rest from the Part box to the place in the score where you want to add it, or use the Pencil tool.
2. Drag a multiple bar rest from the Part box to the place in the score where you want to add it, or use the Pencil tool.
By default, the multiple bar rest fills the number of empty bars until the next note event. You can change the length of the multiple bar
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rest, and also change the type (modern or church).
4. In the dialog, deselect Auto Length, then enter the number of bars you want the rest to show.
5. To change the type of multiple bar rest, select one of the Type buttons in the dialog.
2. Drag a key signature from the Part box to the place in the score where you want to add it, or use the Pencil tool.
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4. Click either the Major or Minor button, then click OK.
3. Enter a value for the Number of Beats, choose a value from the Note Value pop-up menu, then click OK.
Detailed information about key and time signatures can be found in Time and key signatures overview .
2. Drag a clef sign from the Part box to the place in the part or score where you want to add it.
3. Click the clef sign, then click OK (or double-click the clef sign).
Choose File > Project Settings > Score (or use the corresponding key command), then click Clefs and Signatures.
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Choose File > Project Settings > Score (or use the corresponding key command), then click Clefs and Signatures.
2. Drag a dynamic symbol from the Part box to the place in the score where you want to add it.
Add a slur
1. If the Slurs and Crescendi section of the Part box isn't visible, click the Slurs and Crescendi button in the Part box.
2. Drag a slur from the Part box to the place in the score where you want it to start (the left edge).
The slur remains selected, and small square handles appear along its length.
Note: These are slurs, not ties. Ties cannot be inserted manually, but are displayed automatically if a MIDI note's length requires it. For more
information, see Control the appearance of tied notes.
2. Drag a crescendo from the Part box to the place in the score where you want it to start (the left edge).
The crescendo remains selected, and small square handles appear at its end points.
3. Drag the handles to extend the crescendo to the place where you want it to end (the right edge).
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The length can exceed the end of the MIDI region. It's possible to drag the right handle of a crescendo to a position in the next MIDI
region on the same track.
To change the contour of a slur: Drag one or more of the inner handles until the slur shows the correct contour.
To change the opening angle of a crescendo: Drag one or more of the rightmost handles vertically.
To change the overall angle of a crescendo: Drag one or more of the rightmost handles vertically.
The start position and length of these symbols can also be edited in the Event List or Event Float window, by changing the corresponding
numerical parameter.
You can also change the appearance of note heads from the Attributes submenu of the local Functions menu.
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Add a trill or tremolo symbol
1. If the Trills section of the Part box isn't visible, click the Trills button in the Part box.
2. Drag a symbol from the Part box to the position in the score where you want to add it.
The Part box is available when Show Advanced Tools is selected in Logic Pro Advanced preferences.
2. Drag a pedal symbol from the Part box to the place in the score where you want to add it.
The Part box is available when Show Advanced Tools is selected in Logic Pro Advanced preferences.
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You can override the automatic placement by entering a comma: everything before the comma is placed in the lower line, and
everything after it, in the upper line. Only one comma can be used.
You can type a space to create additional horizontal space between the root and the extension.
While the chord symbol is selected in the score, you can reposition it by dragging horizontally or vertically.
4. To enter another chord symbol, press Tab, then repeat steps 1 through 3. The insertion point moves to the position of the next
(displayed) note or rest. Enter the desired chord and repeat the process to add chord symbols to the score.
The Part box is available when Show Advanced Tools is selected in Logic Pro Advanced preferences.
3. Select the chord grid you want to add, then click OK.
While the chord grid is selected in the score, you can reposition it by dragging horizontally or vertically.
You can also display regions as tablature using the appropriate staff style. For information about choosing staff styles, see Staff styles
overview .
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Add a bar line, repeat sign, or coda sign
1. If the Bars and Repeats section of the Part box isn't visible, click the Bars and Repeats button in the Part box.
2. Drag a symbol from the Part box to the place in the score where you want to add it.
2. If necessary, move the symbol to the correct position by dragging its upper-left corner.
4. You can delete a repeat ending by selecting it, then pressing the Delete key.
First and second endings are only displayed on staffs with bar lines that aren't connected to the staff above. The Alternate Repeat
Symbols (for the whole project) option in File > Project Settings > Score > Global activates a real book-style display of repeat signs.
You can overrule the Page Break, Line Break, No Page Break, and No Line Break events with the Layout tool.
Line breaks and individual staff margins can be determined for each score set, and also for each of the extracted parts. For more information,
see Line and page breaks.
The Part box is available when Show Advanced Tools is selected in Logic Pro Advanced preferences.
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Add a line or page break using the shortcut menu
1. Control-click a bar line.
Select a note
Do one of the following:
Click the note head.
Select multiple notes by Shift-clicking or by dragging around the notes to enclose them.
Select all following notes of the same pitch as the currently selected note
Choose Edit > Select All Following of Same Pitch.
Select one or more notes, then choose Edit > Copy (or press Command-C).
When you choose Edit > Paste (or press Command-V), the note is pasted at the playhead position.
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Change a note's pitch, duration, and velocity
You can change the pitch and duration (length) of selected notes in the Score Editor, as well as their MIDI velocity. The Velocity value
signifies how hard the key was struck when the note was recorded. It often corresponds to the volume of the note when played back, but can
control other parameters as well.
When Show Advanced Tools is selected in the Advanced preferences pane, you can show duration bars for selected notes or for all
notes by choosing the corresponding menu item in the Score Editor's View > Duration Bars submenu.
The Velocity value appears in a help tag as you edit it. You can also hear the change, if the MIDI Out button is activated.
2. From the Time Quantize pop-up menu, choose the note value you want to use to quantize the timing of the selected items.
3. To set the degree of quantization, drag the Strength slider left or right.
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4. To set the degree of swing, drag the Swing slider left or right.
To open the Note Attributes window by double-clicking, make sure the Note Attributes setting is chosen in the "Double-click note to
open" pop-up menu of the Logic Pro > Preferences > Score window.
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Drag a note head from the Part box to the note you want to change.
Double-click a note, then choose a note head from the Note Head pop-up menu in the Note Attributes window.
For more information about dragging note heads from the Part box, see Change the appearance of note heads.
Control-click a note head, choose Attributes > Accidentals from the shortcut menu, then choose an option from the submenu.
Use one of the following key commands:
Default Accidentals
Enharmonic Shift: #
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Enharmonic Shift: #
Enharmonic Shift: b
Flats To Sharps
Sharps To Flats
Force Accidental
Hide Accidental
Guide Accidental
Control-click a note head, choose Attributes > Stems from the shortcut menu, then choose an option from the submenu.
Use one of the following key commands:
Stems: Default
Stems: Up
Stems: Down
Stems: Hide
Stem End: Default Length
Stem End: Move Up
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Change the beaming of selected notes
Do one of the following:
Choose Functions > Note Attributes > Beaming from the Score Editor menu bar, then choose one of the following:
Beam Selected Notes: Forces a beam to the following note.
Unbeam Selected Notes: Interrupts the beam to the following note.
Default Beams: Uses the default setting.
Control-click a note head, choose Attributes > Beaming from the shortcut menu, then choose an option from the submenu.
Use one of the following key commands:
Beam Selected Notes
Unbeam Selected Notes
Default Beams
Control-click a note head, choose Attributes > Voice/Staff Assignment from the shortcut menu, then choose an option from the
submenu.
Double-click a note, then choose a tie direction from the Tie Direction pop-up menu in the Note Attributes window.
Control-click a note head, choose Attributes > Ties from the shortcut menu, then choose an option from the submenu.
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Change the syncopation or interpretation of notes
By default, note syncopation and interpretation match the settings chosen in the Region inspector. You can change interpretation settings
for individual notes to improve readability.
When Additional Score Options is selected in the Advanced preferences pane, you can change syncopation settings for individual notes.
Double-click a note, then choose a setting from the Syncopation pop-up menu in the Note Attributes window.
Control-click a note head, choose Attributes > Syncopation from the shortcut menu, then choose an option from the submenu.
Double-click a note, then choose a setting from the Interpretation pop-up menu in the Note Attributes window.
Control-click a note head, choose Attributes > Interpretation from the shortcut menu, then choose an entry from the submenu.
Control-click a note head, choose Attributes > Independent from the shortcut menu, then choose an option from the submenu.
Independent
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Independent
Independent Grace
Control-click a note head, choose Attributes > Colors from the shortcut menu, then choose an option from the submenu.
You can also turn on the Velocity or Pitch Color mode in the Colors submenu. Pitch colors can be diatonically or chromatically mapped. Note
that velocity colors match particular MIDI velocity ranges.
You can edit the 16 color options of the Score Editor's Functions > Attributes submenu, the velocity colors, and the pitch colors in Logic Pro
> Project Settings > Score > Color. For more information, see Colors settings.
Note: As note attributes, these settings have priority over the staff style settings, but they only apply if the Color mode is set to Normal in
the Score Editor's View > Colors submenu.
Control-click a note head, then choose Attributes > Reset All Attributes from the shortcut menu.
Note: If you protect (lock) your screensets, this function's setting is also locked.
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single MIDI note event.
Ties are displayed automatically according to the length of the MIDI note and the rhythmic divisions of the score (time signature). If you
don't like the way a tied note is displayed, you can change the display by inserting a user rest at the position you want to see a graphic note.
You can't add ties to notes manually.
Tip: For information about using duration bars, see Display duration bars and Change the length of duration bars.
The length of the rest is not important, but you should use a shorter one (an eighth note rest), if possible. Watch the help tag for exact
positioning. After the rest is inserted, it's no longer visible in the score display, but the note display changes accordingly.
Note: If you want to delete or change the position of an invisible user rest, use the Event List.
In some cases, you need to choose an appropriate display Quantize value in the Region inspector. See Quantize .) You use the N-tuplet
object for the display of other tuplets.
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Set the appropriate parameters in the Tuplet window:
Tuplet number of notes: Set the number of tuplet notes in the upper-left field.
Tuplet time value: Set the time value in which the tuplets occur in the upper-right numerical field.
Tuplet note value: Choose the note value of the tuplets (1/8, 1/16, 1/32, and so on) from the pop-up menu.
Hide bracket: Select to hide the bracket over the tuplets.
Hide numbers: When selected, the tuplet number will not be printed. It will be displayed in parentheses, to allow further edits to the
N-tuplet.
Show note value: Select to have the N-tuplet display also contain the note value (the lower number).
Direction: Choose the direction of the bracket and number, or choose Auto to have the tuplet use the staff style for the track or
region.
Allow double values: When selected, N-tuplets can contain note values that are twice as long as the regular tuplet value.
Allow half values: When selected, N-tuplets can contain note values that are half the length of the regular tuplet value.
Tip: Most parameter changes in the Tuplet dialog are reflected in the graphic at the top of the dialog.
2. Click OK.
The display initially shows a series of rests, the number of which corresponds to the N-tuplet value. You can insert other notes at these rest
positions. To do so, select a note value that approximately matches the length of the desired N-tuplet notes.
The method described above also allows you to create N-tuplets that contain rests or syncopated note values (double length).
Tip: If you want an N-tuplet to begin with a rest, you first need to insert a user rest from the Part box, then drag the N-tuplet symbol onto
the rest. Automatically displayed rests cannot function as starting points for N-tuplets.
2. Choose Functions > Note Events > Note Force Legato (selected/any) from the Score Editor menu bar, or use the corresponding key
command.
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Edit tuplets
Double-click the N-tuplet number, then define settings in the Tuplet window.
Delete a tuplet
Do one of the following:
Click the tuplet number with the Eraser tool.
Double-click the N-tuplet number, then click the Delete button in the Tuplet window.
Independent: Displayed at their original length, as long as they are binary or dotted note values that can be displayed as a single (not
tied) note. After insertion, you can change the stem direction, enharmonic interpretation, accidental distance, and note head, using the
Note Attributes functions. For more information, see Note attributes overview .
Independent grace: Always displayed as miniature eighth notes, with a slash across the stem, and a tie. The tie direction, stem direction,
enharmonic interpretation, accidental distance, and note head can be changed.
Both types of independent notes appear only as single notes, without beams.
Grace notes cannot be inserted directly. They need to be created by converting regular or independent notes.
Important: In most situations, you will need to create additional space between the grace note and the note it's associated with. The best
way to do this is with the Layout tool, which can be used to move the main note away from the grace note. For information, see Position items
graphically in the Score Editor.
Tip: If you want to create beamed grace notes, try using a polyphonic staff style with no rests displayed for the second voice. Assign the
grace notes to the second voice, and resize them with the Resize tool. See Add and delete staffs or voices for more information on staff styles.
Repeat signs and special bar lines cannot be selected, and can only be deleted with the Eraser tool.
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Add lyrics
You can add lyrics aligned to notes in the score using the lyric object in the Part box, which also lets you add lyrics for multiple verses. After
adding lyrics, you can adjust their vertical and horizontal position for better readability.
If you're working with multiple staffs, be careful to add lyrics to the correct MIDI region. It's recommended that you insert lyrics in Linear
Score view and single MIDI region display mode--especially when inserting more than one verse. Linear Score view also makes it easier to select
several lyric objects by dragging, to change their positions, for example.
2. Enter the text for the first note, then press Tab (not Return) to automatically move the insertion point to the next note.
If a note is displayed as several tied notes, press Shift-Tab to move the insertion point to the next tied note. This method allows you to
write several syllables below one longer note, and lets you enter all lyrics in one operation, although each syllable is saved as an independent
lyric object.
3. To convert standard text to lyrics, select the text, then select the Lyric checkbox in the Text Event inspector.
2. Drag a second lyric object to the same note position below the lyric object for the first verse, and enter the second verse.
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Add and edit text
Add text
You can use text objects in the Part box to add standard text (text other than lyrics, automatic text, or global text). The basic functions for
moving the pointer, deleting parts of the text, and so on, are the same as they are for most text-editing applications.
You can also use text objects (with a music symbol font) to add and position music symbols anywhere in the score, free of the rhythmic
constraints of MIDI notes.
As long as you're in Text Entry mode (indicated by the blinking insertion point), you can click any position in the text field. You can select
parts of the text by dragging the pointer in the text field, and cut, copy, and paste text. Press Return, or click anywhere outside the text field,
to exit Text Entry mode.
Each text object (except text in the header, or at or outside the page margins) is saved as a meta event in a particular MIDI region, at a
specific bar position. This position is displayed in the help tag as you insert the text object. Text events are also displayed in the Event List,
allowing you to change their position, but not the text itself.
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Tip: You can simultaneously add text to several staffs. This is handy if you want to insert the text "accelerando al fine," for example, into all
instruments. You can enter text into several staffs at once just as you can other objects. For more information, see Insert items in multiple
regions.
Edit text
In general, you edit text objects in the same way as other objects. If a text object is selected, you can set its parameters in the Event
inspector.
You edit standard text in a text object the same way you edit text in a text-editing program. You can also change font settings for standard
text in the Fonts window.
2. Choose Functions > Text Attributes > Fonts from the Score Editor menu bar, then choose settings in the Fonts window.
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User text styles are saved with the project file, allowing them to be different for each project.
The default text styles have been designed for specific text elements, and are automatically assigned when inserted.
Plain Text: The default setting for regular text.
Page Numbers, Bar Numbers, Instrument Names: Used for automatic page and bar numbering, and display of instrument names (see
Numbers & Names settings). These styles can also be edited in File > Project Settings > Score > Numbers & Names. Changes in either
window automatically update the settings in the other window, and affect the entire project.
Tuplets: Used for triplet and other tuplet numbers.
Repeat Endings: Used for anything written into the repeat ending boxes (usually just numbers, but text can also be entered).
Chord Root, Chord Extension: Used for the display of chord symbols. The Root covers the root and (optional) extra bass note in chord
symbols. The Chord Extension is used for everything else.
Multiple Rests: Used for the number above multiple rests.
Tablature: Used for the display of fret numbers in guitar tablature.
Tempo Symbols: Used for the display of numbers in tempo symbols.
Octave Symbols: Used for the display of octave symbols.
Note Heads: Used for the display of note heads.
Guitar Grid Fingerings: Used for the display of guitar grid fingerings.
Guitar Markings: Used for the display of guitar markings.
Fingerings: Used for the display of fingering markings.
A new line appears below the bottom text style entry, where you can define the attributes of the new text style. The names of any new
style can be edited in the text field, which opens when you double-click the name of the text style.
2. Navigate to and select the project whose styles you want to use, then click the Import button.
Note: If accessing the settings from the All Files Browser, you also need to click the Import Project Settings button, which appears after
you click the Import button.
3. In the Import Settings window, select the Text Styles checkbox, then click the Import button.
Text style settings are imported into the active project.
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Add automatic text
The text group in the Part box contains four objects you can use to add the display level, instrument name, project name, and date. The
corresponding text is automatically displayed at the position you place the object:
REGION: Displays the name of the current display level. This can be a MIDI region, a folder, or even the name of the project file (on the
highest level).
INSTR (Instrument): Displays the name of the currently displayed instrument or score set. For more information, see Score sets overview .
SONG: Displays the name of the project file.
DATE: Displays the current date (at the time of printout).
Automatic text objects can be inserted as both global text (in the margin areas), or as text objects related to a bar position (in one of the
staffs or regions). For example, you can insert the INSTR object as a global object to display the name of the current score set on all pages. The
appearance, and exact positioning, of these objects can be set in the Event inspector.
Text objects inserted in one of these areas automatically become global text objects.
After you add global text to one of the margin areas, you can move it anywhere on the page.
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To move global text objects vertically only: Use the Pointer tool.
To move global text objects both vertically and horizontally: Hold down Shift, then use the Pointer tool; or use the Layout tool.
When a global text object is selected, the Event inspector contains the following additional parameters:
Align pop-up menu: Although alignments relating to bar positions are shown in the pop-up menu, you can't choose them here.
Pages pop-up menu: Defines the pages that the global text object is displayed on. You can choose between the following options:
1: The text will only be displayed on the first page.
2: The text will be displayed on all pages except the first one.
Odd: The text will be displayed on all pages with odd numbers.
Even: The text will be displayed on all pages with even numbers.
All: The text will be displayed on all pages.
Zone pop-up menu: The margin area that the text belongs to or is associated with. You can choose between Top, Header, Side, Footer,
and Bottom.
Choose Layout > Chord Grid Library from the Score Editor menu bar.
Drag a chord grid symbol from the Part box into the score.
Instrument Editor
You use the Instrument Editor pane to view, create, and edit instrument tunings and chord grid libraries. You can also import and export
chord grid libraries.
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The Instrument Editor pane includes the following parameters:
Name column: Displays the instrument tuning name. Double-click to edit.
Library column: Displays the chord grid library name. Double-click to edit.
Tuning column: Displays the instrument tuning.
Strings column: Displays the number of strings.
Chords column: Displays the total number of chords.
Basic Chords column: Displays the number of basic chords.
Import button: Click to import a library to the Instrument Editor.
Export button: Click to export a library from the Instrument Editor.
Delete button: Click to delete a tuning or library from the Instrument Editor.
Create button: Click to create a library in the Instrument Editor.
Note: The Instrument Editor pane is only available if you open the Chord Grid Library from Logic Pro preferences or from the Layout menu,
not when dragging or double-clicking a chord grid symbol.
For information about creating and editing chord grid libraries, see Create, rename, and delete chord grid libraries. For information about
importing and exporting chord grid libraries, see Import and export chord grid libraries.
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The Chord Grid Selector includes the following parameters:
Instrument parameters
Name pop-up menu: Choose the name of the instrument tuning you want to use.
Tuning field: Displays the default tuning for the chosen instrument.
Number of Strings field: Displays the default number of strings for the chosen instrument.
Capo pop-up menu: Choose the fret on which to place the Capo. Choose 0 to play at the original chord, 1 to place a Capo on the first
fret, and so on.
Filter parameters
Root Note pop-up menu: Filter the chord grids according to root note.
Bass Note pop-up menu: Filter the chord grids according to bass note.
Chord Type pop-up menu: Filter the chord grids according to chord type.
Difficulty pop-up menu: Filter the chord grids according to difficulty.
Favorites checkbox: Filter the chord grids according to those tagged as favorites.
Library pop-up menu: Filter the chord grids according to library (those libraries that are linked to the chosen tuning).
No Transpositions checkbox: Filter the chord grids according to transposition.
View parameters
Number of Frets pop-up menu: Choose the number of frets (four, five, or six) to be shown in the chord grids.
Left-Handed checkbox: Change the chord grid display to suit left-handed users.
Other parameters
Playback button: Click to listen to a selected chord grid.
Action pop-up menu: Choose how the chord grid strings are played back and at what tempo.
Chord: All strings are played back simultaneously.
Arpeggio Up, Arpeggio Down: Each string is played back one after the other.
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Arpeggio Up, Arpeggio Down: Each string is played back one after the other.
Slow, Medium, Fast: Choose the playback tempo.
For information about inserting and editing chord grids, see Insert and edit chord grids in the Score Editor.
Instrument parameters
Name pop-up menu: Choose the instrument tuning in which to add or replace the chord grid.
Tuning field: Displays the default tuning for the chosen instrument.
Number of Strings field: Displays the default number of strings for the chosen instrument.
Capo pop-up menu: Choose the fret on which to place the Capo. Choose 0 for no Capo, 1 to place a Capo on the first fret, and so on.
Chord parameters
Name field: Enter a name for the chord grid.
Root Note pop-up menu: Choose a root note for the chord grid.
Bass Note pop-up menu: Choose a bass note for the chord grid.
Chord Type pop-up menu: Choose a chord type for the chord grid.
Difficulty pop-up menu: Choose a difficulty level for the chord grid.
View parameters
Number of Frets pop-up menu: Choose the number of frets (four, five, or six) to be shown in the chord grids.
Left-Handed checkbox: Change the chord grid display to suit left-handed users.
Other parameters
Playback button: Click to hear a preview of the chord grid.
Action pop-up menu: Choose how the chord grid preview is played and at what tempo.
Chord: All strings are played simultaneously.
Arpeggio Up, Arpeggio Down: The chord is played as an arpeggio, one string at a time.
Arpeggio Up plays the strings from lowest to highest, while Arpeggio Down plays the strings from highest to lowest.
Slow, Medium, Fast: Choose the playback tempo.
Reset/Clear button: Click the Reset button to set the chord grid back to its original state (showing either open strings, a new chord grid,
or the selected chord grid) within the Chord Grid Selector pane. Click the Clear button to clear the chord grid, providing you with a clean
template to work on.
Target Library pop-up menu: Choose the library in which to add the new or edited chord grid.
Replace button: Click to replace an existing chord grid.
Add button: Click to add a chord grid to your chosen library.
Choose a chord grid symbol in the Part box, then click within the Score Editor with the Pencil tool.
Choose Layout > Chord Grid Library from the Score Editor menu bar, then click Chord Grid Editor.
For information about creating and editing custom chord grids, see Create and edit chord grids.
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Choose a chord grid symbol in the Part box, then click in the Score Editor with the Pencil tool.
Either technique opens the Chord Grid Selector pane in the Chord Grid Library.
The scaling values are based on the Grid scaling and Chord scaling settings in the File > Project Settings > Score > Chords & Grids pane.
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Align selected chord grids vertically
Select multiple chord grids, Control-click any one of them, then choose Align Object Positions Vertically.
The selected chord grid symbols are aligned vertically.
2. You're asked if you want to align all similar objects to this one. Click OK.
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You have the option to hide or show the chord name on a chord grid.
Control-click a chord grid, then choose Hide Chord Name from the shortcut menu.
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Add and edit fingering dots
You can add, edit, and delete fingering dots on a chord grid.
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Drag the dot to a new fret position.
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Option-click an existing dot to change it to an optional dot. An empty string is shown as a result.
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The result is the same using either approach: the string is open.
Add a barre
Do one of the following:
Drag the left or right edge of an existing dot to the right or left.
Place the pointer over a string, then drag to the left or right.
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Move a barre
Drag the barre to a new fret position.
Delete a barre
Select a barre so that it turns green, then press the Delete key.
Mute a string
Click the area at the top of the string.
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The string is muted.
Unmute a string
Click the area at the top of the string.
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Create, rename, and delete chord grid libraries
You can create a new chord grid library for an existing instrument tuning, or for a new instrument tuning. You do this from the Instrument
Editor pane in the Chord Grid Library.
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Library Name field: Enter a name for the chord grid library.
Tuning pop-up menu: Choose the instrument tuning in which you want to add the library.
Number of Strings pop-up menu: Leave this at the default setting.
4. Click Create to add the new chord grid library to the chosen instrument tuning.
Library Name field: Enter a name for the chord grid library.
Tuning pop-up menu: Leave this at the default setting.
Number of Strings pop-up menu: Choose the number of strings.
4. Click Create to add a new instrument tuning, also containing the newly created chord grid library.
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Rename a chord grid library
Double-click the name in the Library column, then enter a new name.
If you select an instrument tuning, the entire tuning and its chord grid libraries are deleted. If you select a chord grid library, only that library is
deleted (unless it's the only library within a tuning; then the instrument tuning is also deleted).
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3. Click the Export button.
4. Enter a name for the library, and browse to the location in which to save it.
5. Click Save.
Style
You choose the staff style for the selected track (and when Additional Score Options is selected, for selected regions) from the Staff Style
pop-up menu. For information about using staff styles, see Staff styles overview .
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Quantize
The Quantize parameter applies visual quantization to notes, setting the shortest note value that can be displayed.
Note: When Show Advanced Tools is not selected in the Advanced preferences pane, the Grid pop-up menu appears in the Score Editor
menu bar. You can set the visual quantization for the Score Editor using the Grid pop-up menu.
For example, a note with a short note value, such as a 32nd note, can only be displayed at its original length if Quantize is set to 32 or
shorter. If Quantize is set to 8, the 32nd note is displayed as an eighth note (the shortest note value displayed at that Quantize setting).
Settings in the Quantize pop-up menu that display a single value, such as 8, 16, or 128, represent the minimum displayed note value for that
Quantize setting. For settings that display a pair of values, the first value represents the minimum note value for duple rhythms, and the second
value displays the minimum note value for triple rhythms (or triplet figures in a duple-rhythm context). Following is a list of the triple Quantize
settings and their corresponding note values.
3 1/2-note triplets
6 1/4-note triplets
12 1/8-note triplets
24 1/16-note triplets
48 1/32-note triplets
96 1/64-note triplets
When a single-value setting is used, automatic triplets are not displayed at all (except for triplets inserted with the pointer, using an N-tuplet
object).
Important: The Quantize parameter must be set to a triple quantization value to enable the automatic display of triplets.
You can override the Quantize value for a group of notes using tuplets; see Create and edit tuplets.
The Quantize pop-up menu also includes a Default setting for new MIDI regions, which can only be set with the Insert Defaults setting; not
for existing regions. If Default is chosen, the Quantize setting of new MIDI regions is dependent on the current division value in the LCD. If the
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division value in the LCD is a duple value (such as 4, 8, or 16), the Quantize value is set to that note value plus the next highest triple value
(such as 6, 12, or 24). If the division value is a triple value, the Quantize value is set to that value plus the duple value that is divisible by that
(triple) value.
For example, a global division value of 1/8 results in an 8,12 Quantize setting for new regions; a value of 1/12 becomes a 4,12 Quantize value;
a value of 1/16 results in a Quantize value of 16,24, 1/24 in 8,24, and so on.
Note: If a particular Quantize value has already been set in the Insert Defaults, all new regions use this value, regardless of the division value
in the LCD. You can change any of these values at any time.
For swing notation, use 8,12 for the Quantize parameter to display eighth-note triplets and also display two uneven notes on one beat as
regular eighth notes. For double-time passages containing sixteenth notes, you can either cut the MIDI region containing the double-time
passage (in the Tracks area) and assign it a higher Quantize value with the double-time note value, or use hidden N-tuplets for the sixteenth
notes. For more information, see Create and edit tuplets.
For swing sixteenth notes (shuffle funk, hip hop, and so on), the same principle applies. In this case, choose 16,24 as the Quantize
parameter.
You can fix the display quantization of all MIDI events in the projects using the Score Editor's Functions > Quantization > Fix displayed Note
Positions and Fix displayed Note Positions and Durations commands. These commands may be useful for exporting projects (complete with display
Quantize settings) to other notation programs that don't feature display quantization. The commands are also available from the shortcut menu
when you Control-click notes in the score.
Interpretation
Music notation is meant as a guide to performance, and rhythmic values are often not notated with metronomic precision. The Interpretation
setting helps you produce a more readable score from real-time recordings. You should usually turn it off when adding notes via step input or
with the pointer.
If Interpretation is turned on, notes are generally displayed with longer length values than their actual length, to avoid having many short
rests. Short notes on a downbeat in 4/4 time, for example, are displayed as quarter notes. The score becomes slightly less precise, but is easier
to read.
If Interpretation is turned off, note lengths are displayed as closely as possible to their real values, as determined by the Quantize value. In
the following example, the same MIDI region is shown twice, the first with Interpretation turned off, the second with it turned on:
You can use note attributes to use Interpretation on individual notes, overriding the Region inspector setting. For more information, see
Change the syncopation or interpretation of notes.
Syncopation
Syncopation involves rhythmic patterns that go against the normal rhythm as defined by the time signature. The Syncopation setting helps
you produce a cleaner-looking score by displaying syncopated notes with fewer ties or subdivisions.
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If Syncopation is turned on, each note is displayed graphically as a single note when possible (rather than as several tied notes), regardless of
its rhythmic position. If it can't be displayed as a single note, the note is divided into the minimum possible number of notes, connected by ties.
In some cases, the display of syncopated notes also depends on the Max Dots setting--see Max Dots.
The following example shows the same two bars displayed differently, the first with Syncopation turned off, then with it turned on:
Syncopation can also be turned on and off for individual notes, independent of the Region inspector setting, using note attributes. For more
information, see Change the syncopation or interpretation of notes.
If the Syncopation setting produces unwanted results, you can change the graphic display of notes connected with ties by adding a short
user rest from the Part box at the bar position where you want the tie subdivided. Once the rest is inserted, it disappears, but the note display
changes. The inserted rest can only be seen and edited in the Event List. This trick works for all notes, not just syncopated ones. (See Use
tuplets to override display quantization.) In polyphonic staff styles, the MIDI channel of the rest and the corresponding note must be identical.
No Overlap
The No Overlap setting simplifies the display of overlapping notes. No Overlap prevents the display of overlapping notes in melodies played
with an exaggerated legato by shortening the displayed note length to the beginning of the next note. Notes beginning simultaneously
(intervals or chords) are displayed with the length of the shortest note in the chord.
When No Overlap is turned off, the score display shows the lengths of overlapping notes precisely (at the current Quantize value). This can
be more useful to accurately notate chords, but may be harder to read, particularly for melodic passages.
No Overlap works for monophonic, but not polyphonic, staff styles--see Staff styles overview for details.
The first example shows a region with No Overlap turned off:
The second example shows the same region with No Overlap turned on:
No Overlap should only be turned off when the precise display of overlapping notes is more important than producing a smooth melodic line:
Although you can't see that all notes continue to sound here, the result looks like this if No Overlap is turned off:
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The solution typically involves turning on No Overlap and using sustain pedal markings. Pedal markings are automatically displayed if notes are
recorded in real time with a MIDI keyboard and sustain pedal.
Max Dots
The Max Dots parameter affects the rhythmic display of dotted notes (notes that are one-and-one-half times as long as the equivalent
undotted note value) by controlling the maximum number of dots that can be displayed. This makes the display of such notes less
metronomically precise, but makes the score more readable. By default, the number of Max Dots is 1.
Unwanted dotted notes or rests can be changed by inserting user rests (which remain invisible, if notes). See Use tuplets to override display
quantization for information on changing the way notes with ties are displayed).
Score
The Score parameter in the Region inspector controls whether the selected track appears in the score. If the Score checkbox is unselected,
the selected track is not displayed in the score. This lets you exclude certain tracks from the score display--for example, those that only contain
MIDI events that can't be displayed in the score, such as controller or SysEx data.
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Edit region and event parameter default values
1. Click an empty area of the Score Editor background (so that no region is selected).
2. Edit any of the parameter values in the Region inspector (except the Style parameter) or the Event inspector.
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You can select multiple tracks, and assign the same staff style to all selected tracks.
In Linear view, click the clef on the staff, then choose a staff style from the shortcut menu.
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window.
Style overview: Shows a list of available staff styles with the type, number of voices, and other parameters for each listed staff style, and
a graphical representation of the selected style that updates to reflect your edits to the style.
Staff parameters: Shows the parameters for each staff in the selected staff style. Parameters for each staff are shown as one row.
Voice parameters: Shows the parameters for independent voices. Parameters for each voice are shown as one row. Each voice can be
displayed as a rhythmically independent, polyphonic passage in the music. A voice can consist of as many simultaneous notes (chords) as
needed.
Assign parameters: Shows the parameters for assigning notes to different voices. Every staff can contain up to 16 independent voices,
but each voice can be displayed on only one staff. (Consequently, a staff style must contain at least as many voices as staffs.)
You can show the entire Staff Style window, or only part of the window, using the View buttons on the right side of the menu bar.
2. In the Staff Style window, edit the parameters for the new staff style.
2. In the Staff Style window, edit the parameters for the new staff style.
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Edit staff styles
In the Staff Style window, you can edit various staff style parameters. In the style overview, you can edit the style type, size, transpose, and
range parameters.
To choose a different staff style type: Click-hold the type, then choose a different type from the pop-up menu.
To change the transposition: Click-hold the transpose value, then choose a different value from the pop-up menu.
For staff styles with multiple staffs, the transpose value shows "-" if the staffs have different transposition values.
To set the appearance of brackets and bar lines: You can only edit this parameter for styles with multiple staffs: it lets you determine
which staffs are bracketed (two bracket types are available) or connected by bar lines (only at the beginning of each staff line, or at every
bar line).
If a staff style consists of more than two staffs, the brackets and bar lines can be set to connect only certain parts of the overall staff
style--they can be interrupted in between staffs. If you want to delete any connections, grab the symbol at its end (bottom), and drag it
up, until it disappears.
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The voices value in the style overview is determined by the number of voices in the staff style. This can be changed in the Voice parameters
section, but not in the style overview.
Show or hide the key signatureA: Select the Key checkbox for the staff.
When the Key checkbox is unselected, the staff is displayed without a key signature. Accidentals are placed directly beside all affected
notes. This can be used, for example, for transposed French horn parts, which are sometimes written without a key signature.
Change the distance to adjacent staffs: Drag the upper and lower space values up or down. The upper value controls the space above
staffs, and the lower value controls the space below staffs. For the top and bottom staffs in a full score, this controls the page margins.
Tip: You can also change the vertical distance above the staff directly in the score, by dragging the staff up or down (at the clef). The
distance below the staff can also be edited in the score, but only for the bottom staff in the score display (or for a single staff). You drag the
bottom line of the score display with the pointer.
Change the staff size: Drag the size value up or down.
The Size parameter sets the size of the staff, and the notes and symbols (including slurs and ties) displayed on the staff. There are 16
sizes available (0-15). Here are some size recommendations:
For regular instrument parts and lead sheets, use size 7 or 8.
The staff size you should use in full scores depends on the number of staffs in the score, and the size and format of the paper being
used. When using A4 or US letter paper: full orchestra: 2, big band: 3, wind quintet: 4.
Note: The size of all staffs in a score set can also be affected by the Scale parameter in the Score Sets window. (See Score sets
overview .) This makes it possible to use the same sizes for both the whole score, and parts of a piece.
Change the display transposition: Drag the transpose value up or down in semitones.
Display transposition does not affect playback of notes, but only how they appear in the score. If a staff contains chord symbols, these
are also transposed accordingly. If the Automatic Key Transposition project setting, in the Clefs & Signatures pane, is turned on (which is the
default), key signatures are also transposed.
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Edit voice parameters for the selected staff style
In the Voice section of the Staff Style window, do any of the following:
Change how rests are displayed: Choose a value from the Rest pop-up menu. Automatic display of rests can be turned off (by choosing
Hide), or set to display beat slashes instead of rests (by choosing Slash). This is useful for rhythm section parts, and improvised solos. In this
situation, the number of slashes per bar is determined by the nominator in the time signature (4 slashes in 4/4-time, 6 slashes in 6/8-time,
and so on). Inserted notes and symbols are still displayed, but automatic rests are shown only if shorter than one beat. You can insert user
rests manually, to replace individual beat slashes, if needed.
Set the stem direction: Choose a value from the Stem pop-up menu. The default setting is Auto. Up or Down forces all stems, regardless
of pitch, in the corresponding direction. Hide makes all stems (and beams and flags) invisible.
Set the stem position: Choose a value from the Stem Pos. pop-up menu.
Set the vertical direction for ties: Choose a value from the Tie pop-up menu. The default setting is Auto. Up or Down forces all ties in the
corresponding direction.
Set the direction for tuplet brackets and numbers: Choose a value from the Tuplet pop-up menu. The default setting is Auto. Up or
Down forces all N-tuplet brackets and numbers in the corresponding direction. Hide prevents the automatic display of triplet brackets and
numbers. In this situation, the numbers are still displayed in brackets on the screen, to allow edits to these triplets. These bracketed numbers
do not appear, however, on the printout.
If you set this parameter to Hide, you can still make particular triplets visible: double-click the bracketed number (3) to open a tuplet
dialog. If you close this dialog by clicking OK, you convert the automatically displayed triplet to a forced triplet, which is displayed in
accordance with the parameters set in the dialog.
Set the appearance of beams: Choose a value from the Beam pop-up menu. The default Slant setting allows slanted beams. Horiz. only
allows horizontal beams. Vocal prevents the display of beams, as is typical in classical vocal parts, where notes are only displayed with flags.
Set the color for notes: Choose a value from the Color pop-up palette. The color options are Black ("---"), Pitch, Velocity, and the 16
colors of the Color palette. (See Colors settings.)
These settings only affect regions if the View > Colors > Normal item is chosen in the Score Editor (the default setting).
Set the appearance of note heads: Choose a value from the Head pop-up menu. You can display note heads as normal, show note names
or finger names, or hide the note heads completely.
The Stem Pos. and Color parameters are available when Additional Score Options is selected in the Advanced preferences pane.
Set the split point between voices: Drag the split value up or down.
For complete information about the Chan and Split parameters of the Staff Style window, see Assign notes to voices and staffs
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A new staff is added below the selected staff. If no staff is selected, the staff is added above the first (highest) staff in the staff style.
When you delete a staff, all the staff's voices are deleted.
Each staff is represented by an ID number. The ID numbers are assigned automatically and cannot be changed.
2. Choose Edit > Copy from the Staff Style window menu bar (or press Command-C).
3. Choose Edit > Paste from the Staff Style window menu bar (or press Command-V).
The copied staff is pasted above the selected staff. If no staff is selected, the copied staff is pasted below the last (lowest) staff in the
staff style.
2. Choose Edit > Copy from the Staff Style window menu bar (or press Command-C).
3. Choose Edit > Paste from the Staff Style window menu bar (or press Command-V).
The copied voice is pasted above the selected voice. If no voice is selected, the copied voice is pasted below the last (lowest) voice in
the staff. If a different staff is selected, the copied voice is added is pasted below the last (lowest) voice in the selected staff.
2. Navigate to and select the project file, then click the Import button.
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Note: If accessing the settings from the All Files Browser, you also need to click the Import Settings button, which appears after you click
the Import button.
3. In the Import Settings window, select the Staff Styles checkbox (and deselect all other settings that you don't want to import), then
click the Import button.
All staff styles from the other project are imported into the current one.
2. Double-click in the space below the Staff Style parameters to display a listing of all staff styles.
3. Select the staff styles you want to copy, then choose Edit > Copy (or press Command-C).
4. Open the Staff Style window in the target project, then choose Edit > Paste (or press Command-V).
Note: If you copy a MIDI region from one project to another, and the staff style used by the original MIDI region doesn't exist in the target
project file, it is automatically copied, along with the MIDI region.
Tip: In List view, you can use the Edit > Select Unused command, to select all staff styles that are currently not assigned to any regions or
track instruments in the project.
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Using the Voice Separation tool, you can draw a separation line between notes on a staff to assign them to the predefined MIDI channels of
the voices.
You can also use Score Editor functions designed to speed up the process of changing the MIDI channel settings of notes, in order to assign
them to the specific voices. These include the Auto Split preference and the Voice Separation tool.
2. Choose Functions > Note Events > Assign MIDI Channels based on Score Split from the Score Editor menu bar (or use the corresponding
key command).
The region's notes are assigned to voices in the staff style, according to the Auto Split pitch in the Score preferences.
Notes below the line are moved to the MIDI channel below their current assignment.
2. If you make a mistake, move the pointer back slightly to the left.
The separation line is erased to the right of the tool, allowing you to try again.
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Add notes to a polyphonic staff style
You can "explode" polyphonic parts, displaying all voices on separate staffs, regardless of staff style settings. (Other voice parameters remain
valid.) This makes it easier to add notes using the pointer.
If you add a note to a staff style that uses MIDI channels for voice separation, it's automatically assigned the corresponding MIDI channel (of
the staff that you add the note to). When you're finished adding notes, turn off the Explode Polyphony setting so all voices are displayed
correctly in one staff.
If you add notes to a polyphonic staff without turning on the Explode Polyphony setting, the notes are assigned the MIDI channel set in the
Insert Defaults of the Event inspector (but only if that channel is used by one of the voices in the staff).
2. In the Event inspector, drag the Staff number up or down to change the staff for the selected symbol.
Using the Voice/Staff Assignment commands in the Score Editor's Functions menu, you can place the right-hand notes falling below middle C
in the bass staff, but maintain the beaming.
Before using the Voice/Staff Assignment commands, make sure that all the notes you want to connect with beams use the same MIDI
channel (and all notes you want to appear in the other staff, not connected by beams, use another MIDI channel). Select notes one by one and
view their MIDI channel assignment in the Event inspector.
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Select all notes, then, in the Event inspector, change their MIDI channel to match that of the upper voice.
The notes appear in the upper staff, possibly with multiple ledger lines.
2. Select the notes you want to connect with a beam, then choose Functions > Note Attributes > Beaming > Beam Selected from the
Score Editor menu bar (or use the corresponding key command).
3. Select the notes to display in the bottom staff, then choose Functions > Note Attributes > Voice/Staff Assignment > Staff Below Voice
(or use the corresponding key command).
The selected notes are moved down to the lower staff, but are still part of the upper voice.
In the reverse situation, where notes continue above the bass staff, with ledger lines, you would follow the opposite procedure: assign all
notes to the lower voice, then move some notes to the upper staff by choosing Note Attributes > Voice/Staff Assignment > Staff Above
Voice from the Score Editor menu bar.
4. To display all selected notes in their original staff, choose Note Attributes > Voice/Staff Assignment > Default Staff from the Score Editor
menu bar.
Note: By default, rests are displayed according to the Rest settings for the staff style. In the cross staff beaming example described above,
however, most (or all) notes belong to the voice of the top staff, and the lower staff will contain rests--some even at positions occupied by
notes. To avoid this situation, choose a staff style where the automatic display of rests is turned off for the bottom staff's voice, then add rests
manually from the Part box.
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The best way to create drum notation for an existing region is to open the Score Editor to view the MIDI region, and also open the Mapped
Instrument window and the Staff Style window. This way, you can directly see how parameter changes affect the score display.
Before defining the details of a mapped staff style, you should set up all drum groups, note head shapes, and relative note position
parameters in the Mapped Instrument window.
2. In the Head pop-up menu, choose the shape of the note head for notes triggered by this particular pitch.
A note must be assigned to a drum group to be displayed in a mapped staff style. If it's not, it won't be visible.
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The Relative Position parameter assigns the note to a line in the staff. The note position is relative to the top line of the staff. Integer
values make the note fall on a line; fractional values result in a note position between two lines.
Note: Positions can also be influenced in the Staff Style window, but this affects all notes of a particular drum group.
These options allow you to have two different MIDI notes (different bass drum sounds, for example) displayed in the same way in the
score, or on the same line, but with different note heads.
5. Create a new mapped staff style by choosing New > Mapped Style in the Staff Style window, and inserting all staffs, voices, and drum
groups as described above, and in Staff styles overview .
Staff section: Everything is identical to unmapped staff styles (with the exception of the missing Transpose and Key parameters, which
wouldn't make sense here).
Voice section: Below Voice (in the top header line), is a separate Voice column, where the different voices are numbered
automatically. The staff style shown above contains one staff with five independent voices.
Horizontal lines: Display the Staffs-Voices-Drum Groups hierarchy, indicating the borders between these elements. Each drum group
belongs to the voice at the same horizontal position.
Pos parameter: Affects the vertical positioning of all notes in the corresponding drum group. The value shown here is an offset that is
added to, or subtracted from, the relative positions (if defined for individual notes in the Mapped Instrument window).
Mapped staff style names are preceded by the # character in the Staff Style window.
If you're using several software instruments with different drum assignments, you can create a separate drum map for each instrument (in
the Mapped Instrument window). The list of drum groups, however, is the same for all instruments in a project. This allows you to display
different drum tracks with the same mapped staff style. All snare drums, for example, will be displayed in the same way.
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Baritone Sax Bass clef Eb (+21)
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Trumpet in Bb Treble clef Bb (+2)
You create and edit score sets in the Score Sets window.
The display of a score set depends on the display mode. Because Content Link and Content Catch display only one region at a time, it's
usually best to set the Link mode to Off, once the desired score set is fully displayed. If only one MIDI region is displayed, double-click below the
staff, which displays the full score; then set the Link mode to Off. For information about Link mode, see Control window relationships using Link
mode .
Tip: You can open multiple Score Editor windows, each showing different display levels and different score sets.
You can insert instruments into the empty score set, one at a time.
2. Choose Layout > Create Score Set from Selection (or use the corresponding key command) in the Score Editor.
A new score set is created and displayed, which consists of all instruments used by the currently selected MIDI regions. Score sets created
this way are automatically named after the instruments they contain.
Create a score set containing all software instrument tracks in the Tracks area
Choose New > New Complete Set in the Score Sets window.
If several instruments or staffs use the same MIDI sound for playback (with the same MIDI channel on the same MIDI instrument), and you
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want to display these staffs with different instrument names in the score, you need to create a separate track instrument for each staff, in the
Tracks area.
To set the full name: Click the Full Name column to open a name field. By default, the name of the track instrument is used for the
instrument name in the score. To change the name, select the default "@(reference)" text, and enter a new name.
Region parameters for instrument names are set in the Numbers & Names pane of the Score project settings. (See Numbers & Names
settings.)
To set the short name: Click the Short Name column to open a field where you can enter the short name. The short name for each
instrument is used if Short Names is chosen in the Project Settings > Score, Numbers & Names > 1st Staff and Other Staves pop-up menus.
To set which staffs are connected by brackets and bar lines: Drag vertically in the appropriate column, until you see the appropriate
display. You can define which staffs in the score set are connected by brackets or bar lines (either at the beginning of each staff, or
throughout), in the last four columns.
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Brackets and bar lines can also be interrupted between staffs, allowing you to form groups of connected instruments in a score. If you
want to delete a line or bracket, grab the corresponding symbol at its end point (bottom), and drag it upward, until it disappears. You can
use the same method to shorten lines.
Bar line connections can also be edited directly in the score. Click the upper end of a bar line to connect it to the next (higher) staff.
Repeating the procedure disconnects the bar lines.
3. Click in the margin to the left of the instrument list at the point where you want to add the instrument, then paste the instrument.
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Note: Because the All Instruments score set can't be edited (and therefore, can't be scaled), you must create a dedicated score set for the
full score, in most cases.
The Global pane offers separate page layout parameters for score and parts.
2. Edit the score and part layout parameters, including the top, bottom, left, and right margins; header space; line distance; and maximum
number of bars per line.
For the default All Instruments score set, the Score format is used, except when a single region is displayed. In this case, the Parts format is
used.
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Import score sets from other projects
You can import score sets from other projects.
2. Navigate to and select the project file, then click the Import button.
Note: If using the All Files Browser, you also need to click the Import Settings button, which appears after you click the Import button.
3. In the Import Settings window, select the Score Sets checkbox (and deselect all other settings that you don't want to import), then
click the Import button.
All score sets are imported from another project into the current project.
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The playhead is automatically set to the beginning of the selected page, unless the sequencer is running when you click OK. In this
situation, Catch mode is turned off.
You should use Linear Score view for editing, as screen redraws are much faster, especially on slower computers.
The bar is moved to the next staff system, and the remaining bars in the line are distributed evenly over the entire width of the page.
You can also move the first bars of a staff upward into the preceding staff, by dragging them up with the Layout tool.
2. Choose a setting from the shortcut menu to add or delete a line break, or return to the default line break.
When you move a bar with the Layout tool, all manually edited line breaks in subsequent lines are deleted, and automatic line breaks are
recalculated from that line downward. If you want to avoid having later lines recalculated, hold down Option while moving the bars with the
Layout tool. This limits the line break to the staff systems you are editing; other staff systems are unchanged.
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Line and page breaks
You can set page breaks individually for each score set, and also for each extracted part. Page breaks are saved with the project. For
information, see Add page and line break symbols.
When you add a Page Break symbol from the Part box, all bars following the page break are moved to the following page. Bars on both
preceding and following pages are automatically adjusted in accordance with the Score project settings (discussed in the Edit line breaks
section). All staffs in the score are affected.
2. Click-hold (with the Layout tool) a little inside the beginning or end of the staff, then drag to the left or right.
During this process, Left or Right Staff Margin appears in the help tag.
Note: When altering margins, the number of bars per line adapts automatically (unless you have manually adjusted line breaks beforehand). If
the line is shortened, bars may be moved down to the next line, depending on the Spacing parameters in the Global pane of the Score project
settings. (See Global Score settings.)
Delete all line breaks and edited margins in the current score set
Choose Layout > Reset Line Layout from the Score Editor menu bar.
Show Margins
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Show Margins
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1. Choose the appropriate paper size and format in the File > Page Setup window.
2. Make sure that the Score Editor (with the intended Print view) is the active window.
4. Choose the options you want to use, then click the Print button.
2. Make sure you're viewing the score in Page view, then select the Camera tool.
3. Drag across the part of the score section you want to export. A selection rectangle appears as you drag.
As soon as you release the mouse button, a PDF file of the selected area is created (or the selection is copied to the Clipboard,
depending on the Camera Tool setting you chose).
When doing layout work that requires precision, such as positioning symbols and text elements, it's recommended that you work at high
zoom levels. You can easily switch back and forth between a normal and enlarged view of the display using the Zoom tool (or drag to select
while holding down Control, to enlarge the selected area).
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by opening File > Project Settings > Score > Colors.
Force Black & White: Does exactly what the name implies. This mode is useful when color options have been used in staff styles, or
have been assigned to notes using note attributes, but you want to print a black-and-white score.
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Off: No duration bars are displayed.
Selected Notes: Duration bars are displayed for selected notes only.
Note: Duration bars for selected notes are displayed according to the Selection Color setting in Logic Pro > Preferences > Score.
All Notes: Duration bars are displayed for all notes in the score.
Note: You can also use the Toggle Duration Bar Display key command, which toggles between Off and the last selected display mode.
Note: You can also use the Toggle Guide Lines Display key command, which toggles between All Objects and the last selected display
mode.
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Share projects
Sharing overview
Logic Pro provides a variety of options you can use to distribute your projects and songs. You can:
Bounce a project to an audio file
Burn a project to a CD or DVD
Share a song to iTunes
Share a song as a ringtone
Share a project to the Media Browser
Share a song using AirDrop
Share a song using MailDrop
Share a song to your SoundCloud account
Export a project as an AAF file
Export a project as an XML file
Export a project as a MusicXML file
Bounce projects
Bounce a project to an audio file
You can render, or bounce, a project to a single audio file or to multiple audio files. A project can be bounced to several different file formats
simultaneously, and a surround project can be bounced to a set of surround audio files.
Projects can be bounced either in real time or offline (which is typically faster). All parameters, effects, and automation on the unmuted
tracks in the project are recorded as part of the bounce file.
The format (stereo, mono, or surround) of the resulting bounce file (or files) depends on the format of the output channel strip. Output 1-2
is the default output channel strip used for bounces, and produces a stereo audio file. When the output channel strip is set to mono, a mono
audio file is generated.
Bounce files can be reused in Logic Pro, saving processing resources by replacing or bypassing multiple regions, instruments, and effects.
Bounces can also be used with other music applications and devices, sent to mastering facilities, posted on the Internet (on a webpage, or in
the iTunes Store, for example), added to an iTunes playlist, or uploaded to a mobile device such as an iPod.
3. In the Bounce dialog, select one or more destination formats in the Destination area.
4. When you select a destination format, bounce options for that format appear to the right of the Destination area. For each selected
destination format, choose bounce options.
5. To limit the bounce to only part of the project, adjust the Start and End value sliders. You can click the up and down arrows, or click one
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of the numerals and enter a new value.
If Cycle mode is on when you choose File > Bounce, only the part of the project enclosed by the cycle area is bounced. You can adjust
the Start and End value sliders to change what part of the project is bounced. For more information on setting the bounce range, see Set
the bounce range .
Tip: To avoid having reverb and other effect tails cut off at the end of the project, set the end position of the bounce a little bit past the
end of the last region.
6. Set the bounce mode by selecting one of the two Mode buttons:
Realtime: Performs the bounce in real time. Use this setting when you want to bounce audio and software instrument tracks, or
external MIDI sound sources that are routed to the Mixer via aux channels.
Offline: Bouncing offline can be faster than real time for more complex projects, and can perform bounces not possible in real time
(because they might exceed the processing power of your computer).
Only internal sources (audio or software instrument tracks) can be bounced offline; not MIDI tracks or audio channel inputs. Offline
bouncing is available only for output channels of devices using native (Core Audio) audio drivers; not for DSP-based audio hardware (which
can be bounced only in real time.) Other software applications that are routed to the Mixer via ReWire can be bounced offline.
7. For additional control over effect tails, select either of the following Mode options:
Bounce 2nd Cycle Pass: The bounce process takes two repetitions of the cycle range into account, with the creation of the bounce
file starting at the second repetition. This is useful if you want effect tails (from the first cycle pass) to be added to the start of the
bounce file.
Include Audio Tail: The bounce file is extended as far as necessary to include any instrument release and effect tail.
Note: Some plug-ins, including plug-ins used for mastering and the test oscillator plug-in, can add noise to the signal. Include Audio Tail
should not be selected when using these plug-ins, as the resulting bounce file would be too long.
9. To add PCM, MP3, or M4A bounce files to the Project Audio Browser, select Add to Project.
2. Browse to the location where you want to save the bounce file. You can click the New Folder button in the lower-left corner of the
Bounce window to create a new folder at any location.
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3. Click Bounce.
When you bounce to multiple destination files, all the resulting files are saved in the chosen folder. All files have the same filename, but with
the appropriate file extensions (.pngff, .mp3, .m4a, and so on).
You can also bounce individual tracks in place , or bounce all tracks in place .
Another option is to burn a project to a CD or DVD at the same time you bounce the project.
4. In the Bounce dialog, select Burn to CD/DVD as one of the destination formats in the Destination area.
Note: Selecting Burn to CD/DVD automatically disables the PCM > Surround and Split Stereo options, because CD or DVD-Audio makes
use only of interleaved stereo files.
5. Choose one of the following options from the Mode pop-up menu:
CDDA: Burns the project to a CD. If the selected sample rate (chosen in the PCM pane) is higher than 44.1 kHz, a copy of the
bounced PCM file is created (with an automatic sample rate conversion to 44.1 kHz) before encoding. This conversion takes place because
the CD Audio format (Red Book) does not support sampling rates higher than 44.1 kHz.
DVDA: Burns the project to a DVD. Any sample rate up to 192 kHz can be used for stereo files, and up to 48 kHz for surround files.
The Media Status field shows whether or not a disc is inserted in the chosen disc burner. Make sure you insert a disc before burning.
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6. Set burn options by selecting either of the following Mode checkboxes:
Simulate write only: This option simulates a CD/DVD burn, but doesn't write data to the blank media. This option can be used either
alone or in conjunction with the "Write as multi-session" option (if burning a CD).
Write as multi-session: This option is only available when CDDA is chosen in the Mode pop-up menu. This option lets you add a data
session to the same CD at a later date--to add the project folder, for example.
7. Choose the built-in optical disc drive or another disc burner connected to your computer from the Device pop-up menu.
8. Choose the write speed for the disc burner from the Speed pop-up menu.
The first time you open the Speed pop-up menu, Logic Pro queries the disc burner for available speeds. This can take a few moments.
9. Choose a dithering algorithm from the Dithering pop-up menu. For details on dithering options, see About dithering algorithms.
Note: If you attempt to switch the PCM Resolution to 16 Bit when in DVDA burn mode, DVD burning is automatically disabled (following a
warning).
10. To limit the bounce to only part of the project, adjust the Start and End value sliders.
You can click the up and down arrows, or click one of the numerals and enter a new value.
By default, the entire project is bounced. If Cycle mode is on when you choose File > Bounce, only the part of the project section inside
the cycle area is bounced. You can adjust the Start and End value sliders to change what part of the project is bounced. For more
information on setting the bounce range, see Set the bounce range .
When you bounce to multiple destination files, all the resulting files are saved in the chosen folder. All files have the same filename, but with
the appropriate file extensions (.pngff, .mp3, .m4a, and so on).
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Do one of the following:
Turn on Cycle mode. When Cycle mode is on, the bounce range matches the locator positions.
Select one or more regions in the Tracks area. The bounce range matches the selected area.
In the Bounce dialog, adjust the Start and End positions. When you open the Bounce dialog, the Start and End positions match the
bounce range (or the length of the project, if no regions are selected and Cycle mode is off).
File format pop-up menu: Choose the PCM file format (AIFF, Broadcast Wave, or CAF). PCM files can be automatically added to the Project
Audio Browser by selecting the Add to Project checkbox.
Resolution pop-up menu: Define the resolution of the bounce file. The options are 16 Bit (for CD delivery), 8 Bit (for multimedia
productions,) or 24 Bit (for mastering to DVD).
Sample Rate pop-up menu: Choose the sample rate for your bounce file. Options range from 11,025 to 192,000 Hz, including the three
most commonly used sample rates: 44,100 (CD-DA), 48,000 (DAT), and 96,000 (DVD).
File Type pop-up menu: Choose either Split (for use in Digidesign Pro Tools), or Interleaved (for further use in Logic Pro or with CD writing
software).
Note: Choosing Split disables Burn to CD/DVD, if it's chosen in the Destination area.
Dithering pop-up menu: Dithering is recommended when bouncing 24-bit recordings into 16-bit files. For details on dithering options, see
About dithering algorithms.
Surround Bounce checkbox: Available when Additional Surround Options is selected in the Advanced preferences pane. Select this
checkbox to bounce all outputs in the project surround format (File > Project Settings > Audio > Surround Format).
All surround outputs are bounced simultaneously, regardless of which output channel's Bounce button is clicked (or if the Bounce window
was opened via File > Bounce). Each surround channel is bounced to a separate file.
The Logic Pro > Preferences > Audio > I/O Assignments pane gives you access to the surround settings.
You set the stereo and surround output formats in the Output pane.
The Bounce Extensions pane displays the extensions that are added to the filenames resulting from a stereo or surround bounce.
Select the various fields to edit the extensions.
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You set the stereo and surround input formats in the Input pane.
Note: Selecting the Surround Bounce option deselects the MP3, M4A: AAC, and Burn checkboxes in the Destination pane if they're
selected.
Add to Project checkbox: Adds the bounced PCM file to the Project Audio Browser.
Bit Rate (Mono/Stereo) pop-up menus: MP3 bit rates are available between 32 kbps and 320 kbps, but default to 80 kbps mono, and 160
kbps stereo. These rates offer acceptable quality and good file compression.
For enhanced audio quality, you can choose:
96 kbps for mono streams
192 kbps for stereo streams
You can choose higher rates, but the quality improvement afforded by bit rates above 96/192 kbps is nominal. Note that the higher the
bit rate, the larger the file size of the bounce file will be.
Use Variable Bit Rate Encoding (VBR) checkbox: Variable Bit Rate encoding compresses simpler passages more heavily than passages that
are (more) harmonically rich, generally resulting in better quality MP3 files.
Because not all media players can accurately decode VBR-encoded files, this option is off by default. If you know that your target listeners
can decode VBR-encoded files, you can turn this option on.
Quality pop-up menu: Keep this set to Highest (the default) whenever possible. Reducing the quality shortens the conversion process,
but at the expense of audio quality.
"Use best encoding" checkbox: Like the Quality parameter, if you deselect this option, you shorten the time needed to bounce the file at
the price of audio quality. This should always be selected, unless conversion time is an issue.
"Filter frequencies below 10 Hz" checkbox: When this option is selected, frequencies below 10 Hz (which usually aren't reproduced by
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"Filter frequencies below 10 Hz" checkbox: When this option is selected, frequencies below 10 Hz (which usually aren't reproduced by
speakers, and aren't audible to human ears at any rate) are removed. This leaves slightly more data bandwidth for the frequencies that are
audible, resulting in an improvement of the perceived quality. Only deselect this option if you're experimenting with subsonic test tones.
Stereo Mode pop-up menu: Choose Joint Stereo or Normal stereo mode. Depending on the original file, these settings may (or may not)
offer any audible difference. Experiment with both settings to see which provides better results.
"Write ID3 tags" checkbox: Writes ID3 tags to the file.
ID3 Settings button: Opens a dialog where you can edit and configure ID3 tags.
To edit an ID3 tag, double-click any of the Content column fields to the right of the corresponding ID3 Frame column entry, and enter
your text.
Select the "Use default values" checkbox to display default settings for certain Content columns, such as the Project Title and Tempo
(Beats Per Minute) columns. Selecting "Use default values" also sets the Initial Key column to the first entry shown in the Signature track.
(This defaults to C if no key has been set for the project).
Encoding pop-up menu: Choose Advanced Audio Codec (AAC) or Apple Lossless to set the encoding for your .m4a (commonly referred to
as MP4) file. While both encoding algorithms provide high-quality audio, the AAC format uses a higher compression ratio, resulting in smaller
file sizes.
Choosing the M4A: AAC option in the Destination area disables PCM > Surround. Split Stereo is still available.
If the selected sample rate is higher than 48 kHz, a copy of the bounced PCM file is created (with an automatic sample rate conversion to
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48 kHz) before encoding. This conversion takes place because the M4A format does not support sampling rates higher than 48 kHz.
Bit Rate pop-up menu: Choose a rate between 16 kbps and 320 kbps.
Note: This parameter is only available when the AAC codec is chosen.
"Encode with variable bit rate (VBR)" checkbox: Variable Bit Rate encoding compresses simpler passages more heavily than passages that
are (more) harmonically rich, generally resulting in better quality files.
Because not all media players can accurately decode VBR-encoded files, this option is off by default. If you know that your target listeners
can decode VBR-encoded files, you can turn this option on.
The dithering algorithm that sounds best depends on the audio material, and also your personal taste. Audition the audio material to be
dithered with each of the algorithms to determine the best setting. In some cases, you may find that the best results are achieved by using no
dithering at all.
Important: Avoid dithering the same audio signal multiple times.
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If you want to rename the shared file, select the name in the Title field, then enter a new name.
Enter information for the shared file in the Artist, Composer, Album, and iTunes Playlist fields.
Tip: You can also add these tags in My Info preferences.
Choose the quality level for the shared file from the Quality pop-up menu.
Select the checkbox if you want to export only the part of the song within the cycle area (if active), or the part defined by selected
regions (if selected). If the checkbox is unselected, or there is no active cycle area or selected regions, the entire project length is
exported.
3. Click Share.
The shared song appears in the iTunes library, where you can add it to playlists, convert it, or burn it to a CD. The format of the shared song
is determined by the iTunes import settings.
When you share a ringtone to iTunes, it appears in the Tones list in your iTunes library, ready to sync to your iPhone.
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If you want to rename the shared file, select the name in the File name field, then enter a new name.
Choose the quality level for the shared file from the Quality pop-up menu.
3. Click Share.
The entire project length is exported to the Media Browser. If Cycle mode is on when you share the project, the part of the project within
the cycle area is exported. If Cycle mode is not turned on but regions are selected, the selected regions define the exported project length.
To view the shared file in the Media Browser, click the project (if the project has multiple alternatives, click the project alternative from which
you shared the project.) The shared file appears in the results list at the bottom of the Media Browser. Any bounced projects also appear in the
Media Browser.
Select Project, if you want to share a project that recipients can open and edit in Logic Pro on another Mac.
If working with a project package, all project assets will be shared.
If working with a project folder, only the project file and not the assets will be shared.
Select Song, if you want to share an audio file mixdown that recipients can open and play in iTunes or any app that supports .m4a
files.
You can edit the following settings:
Enter a new name in the Title field.
Choose an audio format from the Quality pop-up menu.
Choose whether to bounce the entire project or only part of it based on the cycle area or the length of selected regions.
4. Click Share.
6. Click Send.
Once the recipient accepts the file transfer, the project or song is transferred to his or her Downloads folder.
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Share songs using MailDrop
MailDrop lets you quickly send songs to anyone via Mail.
3. Click Share.
If a mail account is available, a new email is created. The project or song attachment will be delivered, even if the size exceeds the maximum
allowed size for attachments.
2. If you aren't currently logged in to your SoundCloud account, enter your email address and password, then click Connect.
Alternatively, you can log in to your Facebook account.
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To sign in to a different SoundCloud account, click Change, then enter the login information for the account.
To share an audio file, select File, click Browse, then browse to the location of the file.
To share the current song, select Bounce.
Enter title, artist, composer, and album information for the song in the respective text fields.
Songs must have a title in the Title field. The remaining information is optional.
Tip: You can also add these tags in My Info preferences.
Choose the quality level for the song from the Quality pop-up menu.
Choose the visibility level for the song from the Visibility pop-up menu.
Set download and streaming permissions for the song in the Permissions section.
4. Click Share.
To return to Logic Pro without sharing the song, click Cancel.
Export projects
Export a project as an AAF file
AAF (Advanced Authoring Format) is used by other music production applications such as Pro Tools. You can use it to import multiple audio
tracks, inclusive of references to tracks, time positions, and volume automation.
2. In the Save AAF File As dialog, choose the following pop-up menu options:
Sample Rate: Choose 44.1 kHz, 48 kHz, 88.2 kHz, or 96 kHz.
Bit Depth: Choose either 16 or 24 bit.
File Format: Choose WAVE or AIFF.
Dith. Type: Choose a dithering algorithm (see About dithering algorithms).
3. Choose a location, enter a name for the file, then click Save.
The export includes all used regions, inclusive of track and position references, and volume automation.
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Export a project as a Final Cut Pro XML file
The Final Cut Pro XML format is used to import and export audio data between Final Cut Pro and Logic Pro. The Final Cut Pro XML format
supports automation data.
2. In the Export dialog, type a name for the exported file and browse to a location to save it.
3. To include the video file in the exported XML, select the "Include video in export" checkbox.
4. To export the file as a Final Cut compound clip, select the "Export as Final Cut Compound Clip" checkbox.
5. Click Save.
Note: When you export to Final Cut Pro XML, audio software instrument tracks are bounced to audio files, but MIDI tracks are ignored.
Bouncing will automatically switch to real-time mode, if necessary (such as when an I/O or External Instrument plug-in is used).
2. In the Save dialog, type a name for the exported file and browse to a location to save it.
3. Click Save.
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Surround in Logic Pro X
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Set the output or input surround channel assignment
1. Click either Output or Input.
2. Choose the surround format you want to work in from the "Show as" pop-up menu.
This action automatically sets the input and output channel pop-up menus in both the Output and Input panes.
Note: The surround format chosen here only alters the layout/routing of channels to speakers in the I/O Assignments pane. The actual
project surround format is determined in the Project settings. See Set the project surround format .
If you want to work on, or create, a surround project on a computer that is not equipped for surround playback, choose outputs that
don't exist for your hardware. These are shown in parentheses--for example, (Output 17) or (Output 32).
In the Output pane, click one of the three Initialize buttons below the "Show as" pop-up menu.
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Default: Activates the default setup of Logic Pro. For example, for the 5.1 format, output 1 is routed to the left speaker, output 2 to
the right one, output 3 is assigned to left surround, output 4 to right surround, output 5 to the center speaker, and output 6 to the LFE
channel.
ITU: Assigns the International Telecommunications Union standard, used by many professionals.
WG 4: Uses the WG4 standard, set by the DVD Forum for DVD-Audio.
Click one of the three Initialize buttons below the "Show as" pop-up menu.
Default: Activates the default setup of Logic Pro. For example, for the 5.1 format, input 1 is routed to the left speaker, input 2 to the
right one, input 3 is assigned to left surround, input 4 to right surround, input 5 to the center speaker, and input 6 to the LFE channel.
ITU: Assigns the International Telecommunications Union standard, used by many professionals.
WG 4: Uses the WG4 standard, set by the DVD Forum for DVD-Audio.
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2. Enter a new extension name in any of the active fields.
For example, the default left extension ".L" could be renamed ".Left," or the left surround extension ".Ls" could be changed to ".LSurr."
Don't forget the period before the extension.
If you change your mind, click the Reset Extensions button to revert to default entries.
Note: Changing the extension has no impact on the files--it simply makes them easier to identify. If you find the defaults clear enough,
there's no need to change them.
Tip: Save a project that has been set up for surround format work as a template. This way you won't have to set the surround format every
time you want to create a new surround project. Start with the included templates, modify them as necessary, and save them as your own
templates.
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Mono: One circle represents a mono input format. The level meter shows a single column.
Stereo: Two interlocked circles represent a stereo input format. The level meter divides into two independent columns when a stereo
input format is chosen.
Left: Two circles, with the left one filled, indicate a left channel input format. Only the left channel of a stereo audio file is played back.
The level meter shows a single column.
Right: Two circles, with the right one filled, indicate a right channel input format. Only the right channel of a stereo audio file is played
back. The level meter shows a single column.
Surround: Five circles indicate the surround channel input format. The level meter divides into multiple linked columns (the number
matches the project surround format) when the surround input format is chosen.
Aux channel strips: Automatically created aux channel strips adopt the format of their input source (if a stereo channel is routed to an aux
channel strip, the aux will be stereo). If you manually change the output format of an aux channel strip, Logic Pro automatically:
Inserts a Surround Balancer or a mono/stereo to surround panner, if you are changing the output of an aux from mono to stereo or
mono/stereo to surround. See Surround Panner overview .
Downmixes the signal to the required format.
If you don't want to work with the automatic settings, you can manually set the output of all audio, instrument, aux, and output channel
strips to the chosen project surround format.
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Click-hold the Output slot of the channel strip, then choose Output > Surround from the pop-up menu.
The Pan control of the channel strip is replaced by a two-dimensional Surround control. The loudspeakers are represented by colored dots
and the pan position is indicated by a white dot that can be moved. For more information, see Surround Panner overview .
2. Click-hold the Output slot of one of the selected channel strips, then choose Output > Surround from the pop-up menu.
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Change the multichannel level meter order
1. Choose Logic Pro > Preferences > Display (or use the Open Display Preferences key command).
2. Click Mixer, then choose an option from the Channel Order pop-up menu in the Level Meters area.
Note: The setting you choose here does not apply to metering plug-ins, such as Levelmeter or Multimeter.
Surround Panner
Surround Panner overview
You use the Surround Panner to place track output signals at specific speaker positions. You can use the Surround Panner directly in a
channel strip, but it is better to open it in a separate window.
It is possible to open multiple Surround Panner windows simultaneously, and to save them in screensets. The Surround Panner window also
provides a Link button. Click this button to update the Surround Panner window so that it reflects the surround mode and current settings of
the selected channel strip.
The Surround Panner has three operation modes, depending on the channel strip input format. It provides different parameters when used
in mono to surround and stereo to surround channels. When used on surround to surround channels, it acts as a Surround Balancer control. For
more information, see Surround Panner parameters.
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Open the Surround Panner window
Double-click the Surround Panner control of a channel strip.
The Surround Panner window provides a magnified view of the channel strip's Surround Panner, and contains additional parameters.
Use the parameters to change the diversity and angle, to change the output format, or to change channel separation values.
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which controls the stereo width of the signal.
The circular bars around the panner indicate which speakers will carry the respective signal source; the closer to the center a puck is
moved, the wider the corresponding bar gets (the greater the diversity, in other words).
Drag the puck to change relative volume balance of the source signal.
Center Level slider: Drag the Center Level slider or field to set the volume relationship of the (front) center channel--typically used for
dialogue in film and TV productions.
LFE Level slider: Drag the LFE Level slider or field to control the volume of the LFE output. The abbreviation stands for Low Frequency
Enhancement or Low Frequency Effects, as the LFE output is most commonly sent to a subwoofer channel. The use of a subwoofer speaker
is not mandatory.
Tip: If you want only low frequency signals to reach the output, insert a multi-mono surround EQ into the surround master channel strip.
Use this to set the LFE (or subwoofer) output. A cutoff frequency of 120 Hz is standard for most surround applications. For more
information, see Surround master channel strip .
Separation Controls: Drag the sliders in the lower section of the Surround Panner window to determine the amount of separation
between channels. As you change these parameters away from values of 1.00, the separation square changes (to a trapezoid or rectangle)
in the surround field, providing visual feedback on how the channel is being affected.
Separation XF: Applies to the Left and Right (front) channels. Reducing Separation from 1.00 down to 0.00 mixes the right signal into
the left channel, and vice versa, until both channels output a mono signal.
Separation XR: Applies to the Left and Right Surround (rear) channels. Works as above, for the surround speakers.
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Separation XR: Applies to the Left and Right Surround (rear) channels. Works as above, for the surround speakers.
Separation Y: Affects the mix relationship of the front and rear channels (in front or behind the listening position, in other words). It
mixes the Left/Left Surround and Right/Right Surround channels. When Separation Y is set to 0.00, the front and rear channels output in
mono.
The separation square is visible if the extended parameter section is open. If the extended parameter section is closed, it remains
visible if any of the separation values do not equal 1.00. It also stays visible when the default values are reached by editing the square
graphically. Closing the extended parameter section (with all separation values at 100%) makes the square disappear. You can Option-click
the value field or sliders shown in the extended parameters (or on the separation square lines) to reset them to default values.
Note: In 7.1 ITU surround formats, the Separation of Left Middle and Right Middle is determined by the average separation value of
the Front and Rear channels.
Level Compensation pop-up menu: Select the surround pan law for stereo to surround and mono to surround channels.
Unity gain at speaker: The default setting for mono to surround and stereo to surround channels. All new projects and projects
imported from Logic Pro 9.1.7 follow this pan law.
A mono signal panned hard left of a stereo output with X dB gain will do the same if panned hard left with a mono to surround
panner. A stereo signal panned hard left and right with X dB gain will do the same if panned hard left and right with a stereo to surround
panner.
Unity gain at mid-point: This was the default setting used for Logic Pro versions 9.1.4 to 9.1.6. Projects imported from these Logic Pro
versions will adopt the Legacy pan law. You can choose a different pan law from a dialog or this pop-up menu.
Legacy (Pre Logic 9.1.4): This was the default setting used for Logic Pro versions 8.x to 9.1.3. Projects imported from these Logic Pro
versions will adopt the Legacy pan law. You can choose a different pan law from a dialog or this pop-up menu.
Surround effects
Logic Pro X offers a number of surround effect plug-ins, and also includes surround versions of the Sculpture and ES2 synthesizers. Your Audio
Units instruments and effects may also work in surround.
Important: The project surround format determines the surround format of plug-ins. For more information, see Set the project surround
format .
2. Click any Insert slot, then navigate to the Mono - Surround (on mono channels), Stereo - Surround (on stereo channels), or Surround
version (on surround channels) of the plug-in you want to use.
For example, on a stereo format channel strip, navigate to Delay > Delay Designer > Stereo - 5.1 (ITU 775). If the project surround
format is set to 7.1 (SDDS), the Plug-in pop-up menu of a stereo channel strip is displayed as follows: Delay > Delay Designer > Stereo - 7.1
(SDDS).
Tip: It's possible to release the pointer on the plug-in name, instead of navigating all the way through the hierarchy to the channel format.
The plug-in opens automatically using the default channel strip format.
Logic Pro effects plug-ins can also be operated in a multi-mono configuration, based on the project surround format.
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Logic Pro effects plug-ins can also be operated in a multi-mono configuration, based on the project surround format.
Logic Pro X automatically performs surround downmixes and upmixes whenever the format of the input and output channels don't match. For
example, if you insert a quadraphonic plug-in into a 5.1 bus, Logic Pro X performs a downmix from 5.1 to Quad, followed by an upmix back to
5.1.
Multichannel effects
Multichannel effects overview
Effects that are not available as true surround effects can be inserted as multichannel effects in surround channels. Logic Pro X matches the
surround format of a channel by automatically providing the required number of stereo and mono instances of the plug-in.
Multichannel effect plug-ins have an advanced plug-in header.
The plug-in header can include a tab for each effect instance, an LFE tab, and a Configuration tab. For more information, see Multichannel
effects Configuration tab .
The effect tab labels indicate if effect instances are loaded in stereo or mono. Channels joined with a "-" are loaded as a stereo instance.
Channels separated with a "|" are mono.
L-R|Ls-Rs|C: Denotes left/right stereo, left/right surround stereo, mono center.
L-R|Rs|C (a separate left surround tab is shown): Denotes left/right stereo, mono right surround, mono center.
LR, C, and Ls-Rs shown on three separate tabs: Denotes left/right stereo, center mono, left/right surround in stereo.
Each effect tab addresses a discrete effect unit for each channel (or channel pair). Each tab can have different parameter settings.
Click each tab to change plug-in parameters for the LR tab, the C tab, the Ls-Rs tab, and the LFE tab. The parameter values of each tab are
memorized when you save a plug-in setting.
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Configuration tab parameters
Link menu: Determines which effects are linked. If you link effects, parameter changes apply to all effects in the linked group. You can
choose between three groups: A, B, and C. Channels set to none ("-") operate independently. Each group features its own tab. When you
link channels, keep the following in mind:
If you link two channels as a stereo pair, the left channel is always assigned as the master.
If one or more channels are added to an existing group, the new members adopt the values of the group.
If you assign several channels to an unused group, the setting of the (front) left channel is used for all group members.
Bypass button: Click to bypass the channel: it is routed around the effect. This is useful when individual channels should be exempt from
processing by a particular plug-in.
Note: If the Bypass button of a grouped channel is clicked, all channels in the group are routed around the effect.
You can insert surround effect plug-ins into the master channel strip. You can also use the Down Mixer plug-in to quickly switch between
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input formats.
Important: As soon as the surround master channel strip appears, the Insert slots of the individual output channels are hidden, and any
existing effects in the Insert slots (of output channel strips) are no longer processed. Logic Pro X remembers the insert configuration, so when
you remove all surround outputs, the original output channel configuration is restored.
2. Select the Surround Bounce checkbox, below the Dithering pop-up menu in the Bounce window.
Note: You can't use the Bounce command to create compressed surround files (AAC, MP3). If you click a compressed format checkbox, a
dialog appears, indicating that a compressed surround (or split stereo) bounce is not possible.
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Perform a surround bounce to DVD-A
Logic Pro can burn a surround mix of the current project to a DVD-A (DVD-Audio) disc. This can be:
As many as 6 channels (5.1) at 24-bit depth, and 48 kHz sampling rate
High definition stereo at 24-bit depth, and 192 kHz sampling rate
For more information about bouncing, see Bounce a project to an audio file .
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5.1 (ITU 775) surround format
5.1 (ITU 775) is used for a few surround standards. This is the most common of the surround formats, and is the one you are most likely to
use. The 5.1 channels are left, center, right, left surround (left rear), right surround (right rear), and LFE.
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7.1 (3/4.1) surround format
7.1 (3/4.1) uses the same speaker configuration as 5.1, but adds two additional side channels (left mid and right mid), placed directly to the
left and right of the listening position. It is designed for a big cinema, in other words.
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Surround format channel distribution
The following table provides details on the channels used by each of the supported surround formats.
Quadraphonic L - R - Ls - Rs
Table key
L = (Front) Left
Lc = Left Center
C = Center
Rc = Right Center
R = (Front) Right
Lm = Left Mid
Rm = Right Mid
Ls = Left Surround (Rear Left)
S = Surround (Rear Center)
Rs = Right Surround (Rear Right)
LFE = Low Frequency Effects
DTS (Digital Theater Systems): Soundtracks generally sound better than Dolby Digital EX equivalents because they use a 3:1 compression
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DTS (Digital Theater Systems): Soundtracks generally sound better than Dolby Digital EX equivalents because they use a 3:1 compression
ratio, whereas Dolby uses a 12:1 ratio. Less compression means more storage space is required on the delivery medium.
DTS HD Master Audio: An uncompressed (or minimally compressed) high bit-rate format, commonly used for Blu-ray discs and high
definition digital terrestrial or satellite TV broadcasts.
Front speakers
The International Telecommunications Union (ITU) 5.1 surround definition states that front speakers should be arranged left, center, and
right, with the angle between the left or right and center speakers being 30 degrees. A narrower angle of 22.5 degrees is suggested for use in
cinematic systems where the left and right speakers should be within four degrees of the edge of the screen.
In the studio, you should use the wider 30-degree angle, even if scoring for film. Use of this angle allows stereo signals to be auditioned
correctly using the left and right speakers, without moving them each time you switch between stereo and surround mixes.
The three front speakers--left, center, and right--should be placed in an arc (not a straight line) at an equal distance from your listening
position. The center speaker should be set back slightly from an imaginary line drawn between the left and right speakers. If this isn't practical,
don't place the center speaker closer to the listening position than the left and right speakers. All three speakers should be at the same height--
at ear level.
If possible, your listening environment should also include a position where the left and right speakers are at an angle of 45 to 60 degrees
from the ideal central "viewing" position. An angle close to 45 degrees is preferred if watching movies, as it approximates the way film
soundtracks are mixed and monitored. A wider angle, with the left and right speakers farther apart, is recommended if your system is principally
used for listening to music, rather than watching movies.
It's not essential to have a full surround setup in the studio. If you have a home theater system, make your surround mix in the studio, then
listen to or watch it in your theater room.
Surround speakers
The rear speakers (surround channels) should ideally be placed at the same distance from your listening position as the front speakers, at an
angle of 110 degrees from the front center speaker. This angle is a compromise between producing an all-encompassing sound stage (at 90
degrees) and the best rear-quadrant imaging (at 135 degrees).
The surround speakers should be placed alongside and slightly to the rear of (but not directly behind) the listening position, well above ear
level, to help minimize localization effects. They should be aimed across the listening area, not directly at the listening position.
This positioning creates a broad surround sound field throughout the listening area, approximating cinema speaker systems. If the speakers
are placed too far forward, the rearward effect will be insufficient. If the speakers are too far back, the surround information won't be integrated
with the overall sound field. Experiment with placement and angles until the surround sound field seems to encompass you, rather than come
from behind you.
If your studio doesn't have walls in the perfect place to mount surround speakers, try placing them on stands above ear level. If you need to
wall-mount the speakers, place them well above ear level, and try aiming them at each other, toward the front, or to reflect off the side walls.
LFE speaker
The LFE is a discrete effect channel for low frequencies (explosions, avalanches) in film and TV soundtracks. In surround music mixes, LFE is
used as a low frequency channel for certain instruments (bass drum or electric basses placed on the center with a frequency divider that sends
lower frequencies to the LFE speaker.
Bass frequencies travel much slower than higher frequencies, and are less directional. Ideally, you should place the LFE speaker (often, a
subwoofer) in a central position in front of the listening position.
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Speaker timing and levels
Most people with undamaged hearing can identify where a sound is coming from: to the left, right, in front, or behind them. Certain sounds,
however, are very difficult to "position" in relation to the listening position. For example:
A gunshot or car backfiring is hard to place because the sound is both loud and quick. You may initially be able to tell that it came from
your left or right but not where, specifically, to the left or right it came from. This is because early reflections (reverberations) rapidly build up
and diffuse, making them hard to discern, directionally, from the initial sound peak.
Aircraft jet engines are a low rumble that is hard to place until the plane flies directly overhead. When it does, the volume of the sound,
and the higher frequencies of the jet engines, enable you to hear it moving from left to right or front to back.
In a surround playback system, you need to set different levels and different delay times for each speaker. This allows you to compensate for
latency perceived at the listening position, which affects your ability to correctly "place" where sounds are coming from.
Level--in particular--can alter your perception of how close a sound is, so you should ideally set the same level for the front left and right
speakers. These speakers are usually used for incidental music/effects tracks and the main score of a film, and also often carry an amount of the
dialogue track.
The center speaker is typically used for dialogue and incidental music/effects tracks. Its level should be similar to the left and right speakers,
but can be increased to enhance the intelligibility of dialogue.
You should aim to have the sound from all front speakers arriving at the listening position at the same time.
You should set the levels of surround speakers and the subwoofer (LFE) to be immersive, and part of the surround stage, rather than
"additions" to the front speakers. In general, surround speakers (and the subwoofer) are used for surround effects, main score, and incidental
music/effects tracks.
Also critical for the surround and subwoofer channels is the delay time. Assuming that the levels of all speakers are suitable, the timing of the
surround (and LFE) speakers may seem slightly "out" in comparison to the front speakers. Most surround amplifiers allow you to negatively or
positively adjust the delay of these speakers.
The surround encoding process--performed in Compressor, available in the Mac App Store--writes "surround encode flags" for the surround
speakers, depending on the chosen format. These flags are understood by surround decoders (AV receivers, decoding software, or surround
amplifiers).
There is no need to set slight delays between tracks when working in Logic Pro X. The surround encode flags are designed to handle this.
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Work in the Environment
Environment overview
The Environment refers to the virtual environment of Logic Pro inside your computer. It provides a virtual view of your MIDI studio, giving you
complete control over your MIDI setup, and includes the following objects.
Physical Input and Sequencer Input objects: Represent the physical MIDI inputs of your MIDI interface and the Logic Pro input.
Instrument objects: Virtual representations of each MIDI device (synthesizers and samplers, for example) in your MIDI rig.
Faders, knobs, switches, and other objects: Used to create new data, or to control and modify the MIDI signal flow in real time.
It's not essential to know about--or even open--the Environment in order to make music with the Logic Pro instruments or your external MIDI
sound generators and keyboards. When you create new instrument or external MIDI tracks, Logic Pro automatically generates Mixer channel
strips, and also creates and configures any Environment objects that are needed for basic input and output.
Note: This is also true of audio channel strips (and other channel strip types, such as aux and output channel strips), but you will rarely need
to access these objects in the Environment, as you have full control over these channel strips in the Mixer.
The Environment is only available when Additional MIDI Options is selected in the Advanced preferences pane.
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inspector, shown in the Environment when an object is selected.
The position and existence of the first two layers--All Objects and Global Objects--is protected, and they cannot be deleted.
All Objects: This layer displays all objects in the Environment. The objects in this layer are normally shown as a list. To switch to the
selected object's layer, choose Options > Go to Layer of Object in the Environment menu bar.
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Global Objects: In this layer, you can place objects that you want to be visible in all layers. These objects appear at the same position in all
layers. Try to assign as few objects as possible to this layer, due to the onscreen clutter that global objects can create.
Create a layer
Do one of the following:
Choose Options > Layer > Create Layer.
A new, empty layer called (unnamed) is inserted above the currently selected layer.
Name a layer
1. Choose Rename Layer from the Layer pop-up menu.
Delete a layer
1. Do one of the following:
Choose Options > Layer > Delete Layer.
Choose Delete Layer from the Layer pop-up menu.
An alert warns against the accidental deletion of all objects in the layer.
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Switch between layers
Choose a layer from the Layer pop-up menu.
Add an object
Do one of the following:
Choose an object type from the New menu in the Environment menu bar.
The object is added to the current layer.
Delete an object
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Do one of the following:
Select all objects you want to delete, then choose Edit > Delete in the Environment menu bar (or press Delete).
2. Select the objects you want to move in the first Environment window, then drag them into the second window.
2. Hold down Option, then choose a layer from the Layer pop-up menu.
2. Choose Edit > Cut from the Environment menu bar (or press Command-X).
4. Click the layer background to make sure that no objects are selected.
5. Choose Edit > Paste from the Environment menu bar (or press Command-V).
Note: If any objects are selected when you try to paste objects to the current layer, a dialog asks if you want to replace the current
selection. If you press Return or click Replace, the selected objects are replaced by the objects in the Clipboard. The existing cabling remains
intact.
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1. Open a second Environment window (Window > Open MIDI Environment) that displays the target layer.
2. Select the objects you want to copy in the first Environment window, hold down Option, then drag the objects into the second window.
3. Click the layer background to make sure that no objects are selected.
4. Choose Edit > Paste from the Environment menu bar (or press Command-V).
Cabling is preserved, so groups of objects copied this way are connected in the same way as the originals. When you copy a single object,
only its output cables are preserved.
Note: If any objects are selected when you try to paste objects to the current layer, a dialog asks if you want to replace the current
selection. If you press Return or click Replace, the selected objects are replaced by the objects in the Clipboard. The existing cabling remains
intact.
It's useful to leave this setting turned on, but you should turn it off if you want to manually move an object by a few pixels.
The upper-left object stays where it is. The position of the next object determines whether the objects are aligned in a row or a column. If
it's to the right of the upper-left object, all objects are aligned horizontally (in a row). If it's below the upper-left object, all objects are aligned
vertically (in a column).
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Resize an object
Drag the object's bottom-right corner.
This function allows you to follow the cabling from one (serially cabled) object to the next. If several objects are connected in parallel, or
several cable connections are selected, the path of the upper cable is followed.
Select Cable Origin: Highlights the source (or origin) object of a selected cable connection. This is particularly useful for troubleshooting, or
when you want to make changes to a number of serially cabled objects (by changing the original).
Invert Selection: Changes the status of any selected objects in the current layer, just as in the main window and editors.
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In Logic Pro, incoming MIDI events (that arrive at the Sequencer Input object) are always directed to the selected track in the main window,
where they can be recorded into a MIDI region.
The events played by the MIDI region are mixed with incoming events (if any), and sent to the Environment object that the track is routed
to. From here, the events are directed to a MIDI output (see Assign direct output connections).
You can insert objects into the signal path between the Physical Input object and the Sequencer Input object if you wish--a MIDI monitor
object, which allows you to see incoming MIDI events, for example.
You can also insert objects between the track and its destination object, enabling other Environment processing. The track itself is not
represented by an Environment object, but you can use the Reassign Track shortcut menu to route the track's output to an Environment
object--a MIDI region on a software instrument track routed to a mapped instrument object, for example.
2. In the Tracks area, Control-click the track header to open the Reassign Track shortcut menu, then browse to the mapped instrument.
3. In the Environment, cable the mapped instrument to software instrument channel strip 1.
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Assign direct output connections
You can assign a direct output connection to a physical MIDI output from any of the following object types:
Instrument
Multi-instrument
Mapped instrument
Touch tracks
GM mixer
MIDI metronome click
Any object with a direct output assignment is indicated by a white triangle to its right. The triangle is hollow when there is no direct
assignment.
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The Port pop-up menu lists all MIDI outputs, including the following options:
Off: Disables the connection to the MIDI interface port.
All: Routes the object's output to all available MIDI ports--useful if the device is sending a pulse, for example.
2. Move the plug over the destination object, then release the mouse button when the object is highlighted.
A cable connection is created between the two objects.
If the source object has already been directly assigned to a MIDI output port, a dialog asks if you want to replace the direct assignment.
You have three options:
Cancel: The connection is not made, and the direct output assignment of the source object remains intact.
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Cancel: The connection is not made, and the direct output assignment of the source object remains intact.
No: The connection is made, but the direct output assignment remains intact. This means that the source object is connected to two
destinations--one to another object via the cable, and one via the direct output assignment.
Remove: The connection is made, and the direct output assignment is removed. This is the default selection, because you generally
won't want an object connected to two different destinations.
2. In the Reassign Track shortcut menu, browse to the layer that the destination object is in, then choose the object name.
A cable connection is created between the two objects. This method is ideal for creating connections between layers, but can also be
useful when a large number of closely spaced objects exists in a single layer.
You can also open a second Environment window (showing the destination layer), and connect the objects graphically between the
windows.
A cable connection to another layer looks like this:
Choose Edit > Clear Cables only to remove the selected cables, without clearing any objects that happen to be selected.
This is useful when you want to clear all cables leading to, or from, one or more objects, due to the fact that selecting objects also
selects all associated cable connections.
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Make multiple output connections from an object
1. Connect the object to a destination object.
Once an output from an object is used (cabled to another object), another output triangle automatically appears.
2. Use the second output triangle to create a second cable connection to another destination object.
Once this is done, a third output triangle appears, and so on.
Some objects have special outputs, and can't be connected this way. One example is channel splitter objects, which feature several
(functionally different) outputs. Other special objects include cable switchers and physical input objects. With these objects, each output can
only be used once.
2. Plug the cable from the desired object output into the monitor object.
3. Create a cable from the monitor object to as many other destinations as you wish.
The monitor object allows you to view the MIDI events flowing through it.
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Cable a group of objects in series
Select the objects you want to cable, then choose Options > Cable serially.
The objects are cabled in series, starting with the upper-left object.
3. Select the other objects you want to connect to the same destination, then choose Options > Apply Buffer Template to > Cable(s).
You can also copy more complex cabling configurations this way. Just make sure that the object types in the group that you want to copy
match the object types in the group that you apply the buffer template to.
Exchange Environments
Exchanging Environments overview
One of the main advantages of the Environment is that it lets you customize Logic Pro to fully control your MIDI studio. This can, however,
present a problem when you share projects with other musicians, or use different studio setups. It also presents a problem when you return to
older projects after you've changed your studio. Logic Pro offers several functions to make these transitions as easy as possible.
Whenever you want to exchange Environments between projects, there is a source project containing the desired Environment, and a
destination project with an Environment that you want to change. The destination Environment must be in memory, and must be the active
project (one of its windows must be active). The source project can also be in memory, or it can be a file on your hard disk (or any other
media). Keep the following in mind:
If there are two projects in memory, Logic Pro assumes the active project is the destination, and the other project is the source.
If there are more than two projects in memory, Logic Pro assumes the active project is the destination, and the most recently active of
the other projects is the source.
If there is only one project in memory, Logic Pro opens an Open dialog, allowing you to select the source project.
Import Environments
You import an Environment into Logic Pro using an Environment patch. A single-purpose Environment patch might be an editor for a specific
piece of MIDI equipment, an Environment for a single MIDI processing task (such as a MIDI LFO), or a complex arpeggiator/delay line
configuration.
This layer--including all objects in the layer--is inserted in the destination project, at the same layer position (the same place in the Layer pop-
up menu) that it occupied in the source project. Any existing layers are shifted as needed.
You can also move Environment objects (including cabling) between projects by dragging, or by copying and pasting. To make this even
simpler, you can combine the objects into a macro .
All Environment objects from the source project are added to the Environment of the destination project. Merged objects are placed in the
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same layer as their source, which can create a mess if objects already occupy that layer in the destination project. To avoid this issue, create
blank layers (in the destination project) at the same layer positions of the source project, before importing.
When importing an Environment patch in this way, be careful of the following:
If unique objects in the Environment, like the Physical Input and Sequencer Input objects, are imported, they will replace their
counterparts in the destination Environment and any cables leading into them will be lost. It's best to temporarily delete these from the
source Environment before importing.
When you import an object, all objects cabled from the imported object are also imported.
Update an Environment
Choose Options > Import Environment > Update.
Swap an Environment
Do one of the following:
Choose Options > Import Environment > Replace by Port MIDI/Channel.
All objects in the destination project are replaced with objects that reference the same port and MIDI channel strip in the source project.
Choose Options > Import Environment > Replace by Name.
All objects in the destination project are replaced with objects of the same name in the source project.
Choose Options > Import Environment > Total Replace.
The destination project's Environment is replaced completely with the source project's Environment. If you use this option, you'll have
plenty of work to do, including reassigning main window tracks to objects, but sometimes it's the only way.
Note: This complex task involves a lot of guesswork on the part of Logic Pro, and the results almost always require some manual fine-tuning
on your part.
Replace Environments
The most flexible (but also most time-consuming) method of exchanging Environments is to manually choose whether each Environment
object is kept, deleted, or replaced. If you choose to replace an object, you must also define the replacement object.
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Import > Assign as 'Delete': Objects are deleted.
Import > Assign by Identical: Objects are assigned to objects from the source project that match the type, icon, name, port, and
MIDI channel. Objects with the same Unique ID have priority.
Import > Assign by Unique ID: Objects are assigned to objects from the source project with the same Unique ID. This option is
useful for updating an Environment when objects have only been added.
Import > Assign by Port/MIDI Channel: Objects are replaced by objects with the same Port/MIDI channel. If a match can't be found
for an object, an object set to Port 0 and the same MIDI channel is assigned. If a match still can't be found, an object with the same
MIDI channel is assigned.
Import > Assign by Name: Objects are replaced by objects with the most similar name. (At least 80 percent of the name must be
the same.)
Import > Assign by Icon/Name: As above, except the object icons must also match.
This command hides the inspector--the Layer pop-up menu and Object inspector--making more room for the Environment's workspace.
This command switches the view between the graphical display of objects and a list. Cables are not shown in the list display.
Tip: You can prevent the accidental alteration of the position, size, and cable connections of all objects by choosing View > Protect
Cabling/Positions.
If the cabling and object positions are protected, and the cables are hidden, the background color changes. This usually looks better for
virtual mixing desks and fader setups.
Cable colors are derived from the color of the source object--the object that the cable runs from, into another object.
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View a frameless Environment window
There may be times when you want to have access to particular Environment objects while working in the main window--buttons that are
used to control a tape machine, for example. Instead of opening an Environment window each time, you can create a mini window that floats
on top of other windows.
1. Do one of the following:
Choose Options > Layer > Create Layer.
Choose Create Layer from the Layer pop-up menu.
2. Create the objects, cable them if necessary, then adjust their parameters as needed.
3. Reposition the objects, then resize the Environment window so that it's just large enough to accommodate the objects.
4. Choose View > Frameless Floating Window from the Environment menu bar.
A mini Environment window is created, which floats above other windows.
6. Choose this screenset to access the tape controls whenever you need them.
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Create a standard instrument
Do one of the following:
Choose New > Instrument.
Port pop-up menu: Use to set a direct connection to one of your MIDI output ports. Remember that you can also cable an instrument
object directly to (or from) other Environment objects, allowing MIDI processing.
Channel pop-up menu: Sets the MIDI channel for the instrument's output. If you set this parameter to All, all events are sent with their
original channel settings.
Program, Volume, and Pan: Transmit program changes, volume controller (#7), and pan controller (#10) data.
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Program, Volume, and Pan: Transmit program changes, volume controller (#7), and pan controller (#10) data.
No data is sent until you select the corresponding checkbox. If the box is already selected, any value alterations are sent immediately. The
values are also sent whenever you select the track while holding down Option.
Beneath the Program parameter is the Bank parameter. If your MIDI sound source recognizes bank select messages (check the device
manual), you can switch between sound banks. If your sound source responds to the standard Bank Select message (Controller #32), you
can use this parameter directly. If not, you can define your own bank select commands.
Transposition pop-up menu: Defines the number of semitones that all note events are transposed by, on output. Negative values
transpose downward.
Velocity field: Use to increase or decrease the note on velocities of all note events, by an amount between -99 and 99.
Key Limit field: The two note values of the Key Limit parameter define a pitch range. All notes outside this range are ignored by the
instrument when it plays a MIDI region. In other words, this range of notes will not be played.
Vel Limit field: The two values of the Vel Lim parameter define a velocity range. All notes with a velocity that falls outside this range are
not played by the instrument.
Delay pop-up menu: Causes all MIDI events to be sent early or late, allowing you to compensate for any differences in reaction time
between your various MIDI devices. Use the Delay parameter (in the Track inspector) to create rhythmic delay effects, as this allows longer
delay times.
No Transpose checkbox: If selected, all regions on any tracks played by this instrument object are protected from transposition. In other
words, the Transpose Region parameter is ignored. This is very useful for instruments assigned to drum or other samples--mapped across the
keyboard on a single MIDI channel--as transposition will trigger different sounds (rather than pitches) in these instruments.
No Reset checkbox: If selected, no reset messages are sent to the instrument. This can be useful if controllers are being used for
nonmusical purposes, such as when using the instrument object for Mixer automation tasks. The Logic Pro > Preferences > MIDI > Reset
Messages settings determine which reset messages are sent. These messages are not sent to No Reset instruments.
Style pop-up menu: Can be set to any of the available staff styles. Whenever a region is created on one of the instrument's tracks, it's
assigned the staff style displayed here. If the Auto style is chosen (the default), Logic Pro picks an appropriate style based on the pitch range
of the notes in the region. For more information on staff styles, see Staff styles overview .
Multi-instrument objects
Multi-instrument objects overview
A multi-instrument is like a collection of 16 standard instruments in one package.
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You will generally use multi-instrument objects to address multi-timbral hardware synthesizers or samplers. A multi-timbral sound module is one
that can receive on several MIDI channels at once, playing back a different sound on each channel simultaneously.
As most modern MIDI devices are multi-timbral, the multi-instrument will probably be the most commonly used instrument object in your
Environment.
The multi-instrument object parameters are a shorter set of the standard instrument object parameters (see Common object parameters).
The settings you make in the multi-instrument's Track inspector apply globally to all subchannels.
The whole multi-instrument object is selected, allowing you to set the Port parameter, for example.
Multi-Instrument window
Double-clicking a multi-instrument opens the Multi-Instrument window. It contains the following areas:
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Device Name and Short Device Name fields: At the top-left corner of the window, you can enter the full name of the multi-instrument in
the Device Name field. You can also enter a short name for the multi-instrument in the Short Device Name field. This short name is used in
the main window track list, when the program name is displayed.
Depending on whether or not you have activated the subchannel's Program parameter, the following information appears in the track list
of the Tracks area:
The name of the multi-instrument and channel number (if the parameter is not activated)
The short name, channel number, and program name (if the parameter is activated)
Program Names area: There are 128 program names in the Multi-Instrument window. A total of 15 banks of 128 program names is
available. There are several ways to enter program names:
Double-click the name (via the text field).
Copy (via the Clipboard) from a different multi-instrument, or from a word-processing program. The Clipboard functions for a whole
sound bank are available in the Options pop-up menu.
First, copy the program numbers or General MIDI names to the Clipboard, and add them to a word-processing document.
You can then edit the names and copy the whole section back again.
If you want to use program numbers instead of names, choose Init Names as Numbers from the Options pop-up menu.
If you want to use General MIDI program names, choose Init General MIDI Names. If the Use GM Drum Program Names for Channel 10
checkbox, at the bottom of the window, is activated, the standard GM drum set names are shown in the Program pop-up menu of the
inspector for subchannel 10.
If the Program box in the selected subchannel's inspector has a checkmark in it, you can send a program change message by selecting a
program name in the Multi-Instrument window.
Bank pop-up menu: The Bank pop-up menu allows you to choose one of 15 available sound banks (0 to 14). The top item--"No Bank
specified. Names of Bank 0 used"--can be used if your sound generator does not understand bank select messages, or only has 128 sound
programs.
Bank 0 is always initialized.
The first time you choose one of the banks numbered 1 to 14, you are asked whether or not you want to initialize this bank.
For banks that are not initialized, the names of the equivalent program numbers from bank 0 are used.
Note: You should only initialize additional banks if you want to enter program names for those banks, because each initialized bank uses
more memory.
Bank Message pop-up menu: The Bank Message pop-up menu allows you to define the MIDI events that are sent when you switch
between the banks of the multi-instrument.
Different bank select formats are used by different MIDI instrument manufacturers. Refer to your MIDI instrument's manual to see
whether or not it supports bank select messages, and if so, what format it uses.
With modern synths, there's a good chance the format will match one of the top items in the menu: either controller #32 or controller
#0. There are also presets to accommodate several of the more common types of synths. If your synth doesn't use one of the formats
listed, you can define your own bank select messages (see Custom bank selects).
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Work with subchannels
Each of the 16 standard instruments in a multi-instrument provides a separate MIDI channel--mirroring the 16 MIDI channels--and is therefore
called a subchannel. The multi-instrument's interface includes a numbered square (button) for each subchannel. Clicking a numbered square
selects the corresponding subchannel, and displays its parameters in the Object inspector.
Each subchannel has a complete set of instrument parameters, identical to those for standard instruments. For details, see Standard
instrument parameters.
The only parameter you can't change is the MIDI channel. If you attempt to change the MIDI channel, you're asked to select another
subchannel, or select the multi-instrument itself to change the common driver destination. You can, however, change the channel in the Track
inspector to any subchannel of the multi-instrument, and the track will be assigned to the selected subchannel. This allows you to redirect the
(regions on the) track to another subchannel, making it easy to play multiple parts with a particular channel/sound.
Note: If you change the Output port parameter of any subchannel, the entire multi-instrument and all other subchannels are affected.
As with any other Environment object, you can prevent subchannels from appearing in the Reassign Track shortcut menu in the Tracks area
by deselecting the Assignable checkbox in the Object inspector. The button for the subchannel appears with a diagonal line through it when
deactivated.
In the above image, subchannel 1 is selected, subchannels 1 to 8 are activated, and subchannels 9 to 16 have been removed from the
Reassign Track shortcut menu.
You can't drag a cable to a subchannel. Any dragged cables can only be connected to the entire multi-instrument object, not one of its
subchannels.
The mapped instrument's parameters are a subset of the standard instrument parameters. The missing settings are available on a note-by-
note basis in the Mapped Instrument window. For details, see Common object parameters.
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Create a new mapped instrument
Choose New > Mapped Instrument.
Keyboard (Selecting Notes): The keyboard on the left represents the input notes, which can be played by clicking them. You can also
select individual notes or note ranges by dragging the mouse over the notes you want to use. To select multiple notes, Shift-click them. Any
value alterations apply to all selected notes.
Input Name: In the first column, you can click the input note name (E6, for example), and enter a name of up to 12 characters. Press
Return or click outside the field to confirm the new name.
You can initialize the names of the selected notes to:
Pitch descriptions (C#3, for example) by choosing Initialize > Names as Notes.
The names of GM Standard drum sounds by choosing Initialize > Names as General MIDI.
If a MIDI region (on a track routed to a mapped instrument object) is displayed in the Piano Roll Editor, the names of the notes being
played appear on the vertical keyboard.
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Output Note: This column is used to set the output note. This is done by either:
Double-clicking the note description and editing the text
Dragging the beam to the right of the output note name
MIDI notes are sent while the value is being changed, allowing you to hear what you're doing. Use the Initialize > Output Notes
command to match the output notes of the selected pitches to the input note pitches.
Velocity: Use to set a velocity offset that is added to, or subtracted from, the velocity of the incoming note. Drag the number vertically
to create a velocity offset. You can also click the specific point on the beam.
To reset all velocity offsets to 0 (no offset), choose Initialize > Output Velocities.
Channel: Use to set the MIDI channel of individual notes. This lets you play individual sounds from different drum sets in the same sound
generator. You will normally use the Base setting, which means that the notes are sent on the channel set in the mapped instrument's
inspector. If you choose All in the inspector, the channel information of the incoming notes is used. This is useful if you want to place the
mapped instrument after a multi-instrument or standard instrument in the signal path.
To set all selected notes to Base, choose Initialize > Output Channels.
Cabling Mapped Instruments: You can send individual notes from a mapped instrument object to (up to) 16 different output cables,
allowing you to play sounds from different sound sources. If you select a cable that doesn't exist, the note won't be sent out. The Initialize
> Output Cables command resets all cables to #1 (the top outlet of the mapped instrument).
Notation Parameters: The last three columns define the notation parameters of individual notes.
Head: Use to change the note head.
Rel. Pos.: Use to alter the relative position of the note on the staff. The pitch isn't altered; only the vertical positioning of the note
head on a staff in the Score Editor. Drag vertically to alter the note position.
Group: As the mapped instrument object is typically used for percussion instruments, click-holding the Group field opens a pop-up
menu of grouped drum families: Kick, Snare, and so on. MIDI sound modules can have drum sounds mapped across 127 possible notes,
which would result in an interesting staff (to say the least). Assign several related percussion sounds (tom drums, for example) to the
Toms group to place all related sounds on a single staff line. As with the relative position, the pitch of grouped notes is not affected by
grouping them on a single line.
To neutralize the settings of the Head, Rel. Pos., and Group parameters, choose Initialize > Score Parameters.
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controller #0 message, with a value equal to the bank number.)
You can create MIDI events here as you would in the Event List, by cutting, copying, inserting, and editing. (See Edit events overview .)
The only difference is that you enter a bank number, rather than a time position.
The letter in parentheses next to the bank number allows you to control the order of transmission when a bank select requires more than
one message.
If there are no events defined for a particular bank, a standard bank select message is sent for that bank.
For bank messages that need a channel (MIDI controller messages, for example), the channel of the instrument is used. This feature is
especially useful for multi-instruments, as you only need to create one set of bank messages for all 16 subchannels. If an instrument's channel
is set to All, channel 1 is used.
The custom bank select information becomes part of the instrument, and is automatically copied with it, if you replicate the instrument
object.
You can't use touch tracks to trigger audio. Any references to regions mean folders and MIDI regions, not audio regions. Despite this
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limitation, you could conceivably load your audio regions (as files) into the EXS24 mkII, and trigger it with a touch tracks object.
Here are some things to remember:
Only the touch tracks input has meaning--trigger notes must appear here. Although the object features an output triangle, it has no use,
as events never appear here.
MIDI regions and folders triggered by touch tracks play exactly as they would from the main window: they play back through the
instruments assigned to their tracks.
Logic Pro must be open for touch tracks to work.
Drag a MIDI region or folder from the Tracks area into the Environment.
Place the touch tracks object anywhere in the MIDI signal path.
This window is similar to the Mapped Instrument window. The input note is selected via the keyboard on the left, and the output region
assignment and parameters are set in the columns of the corresponding row. For details about mapped instruments, see Mapped instrument
objects overview .
A vertical gray line means that the setting is the same as the line above. If you change a vertical gray line that is above another vertical gray
line, the lower one changes to display its previous value. (It's no longer the same as the line above.)
Region Note Assignment: Dragging a MIDI region or folder into the Environment automatically creates a touch tracks object. All notes
(initially) trigger this region. Middle C plays the region or folder at its original pitch, and all other notes transpose it, relative to middle C.
In the Input Name column, you can see the input notes, and to the right, in the Region/Folder column, the names of the assigned
regions or folders. On the vertical keyboard to the left, you can select individual notes or pitch ranges by dragging across several keys. If you
then drag a MIDI region or folder from the main window, it will only be assigned to the selected note (or note range).
Group: Groups behave as they do in the Step Editor. When you trigger a region, any other (currently playing) region in the same group
stops. The Off setting means that the region is not assigned to any group.
Transpos (Transposition): When you drag a region to a key in the Touch Tracks window, that key triggers the region at its original pitch
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Transpos (Transposition): When you drag a region to a key in the Touch Tracks window, that key triggers the region at its original pitch
(without transposition). If you want to transpose the region, you can set the amount in the Transposition column.
If a key range is selected when you drag the region into the Touch Tracks window, incremental transpositions are set automatically for
adjacent keys (within the key range).
When you create a touch tracks object by dragging a region into the Environment, C3 triggers the region at its normal pitch, and all other
keys trigger it (transposed relative to C3).
Velocity: In the Velocity column, you can set the sensitivity of regions to the velocity value of the trigger note: by 100% (very sensitive),
50% (somewhat sensitive), or off (not velocity sensitive).
Trigger Modes: The Trigger column determines how region playback is handled:
Multi: Playing the trigger note starts the region. Playing it again restarts the region, without stopping playback of the originally
triggered version.
Single: Playing the trigger note once starts the region. Playing it again stops playback, and restarts the region.
Gate: The region plays until the trigger note is released (or until the region ends).
Gate Loop: The region loops until the trigger note is released.
Toggle: Playing the trigger note starts the region. Playing it again stops playback.
Toggle Loop: Playing the trigger note starts region looping. Playing it again stops playback.
Start: This column allows you to quantize region start and stop. Free means no quantization. The Next 1/16, Next 1/4, or Next 1/1
settings start or stop the region at the next 1/16 or 1/4 note, or at the beginning of the next bar, when a trigger note is played.
Delay: Use this column to assign a delay to the region start point. The delay is set on the right side of the column in ticks, or on the left
side in note values. You can use both Delay and Start to make regions start at any position in the measure. For example: Set Start to 1/1
and Delay to 480 ticks to start playback at the second 8th note in the measure.
Fader objects
Fader objects overview
Faders come in different forms (knobs, sliders, numerical, and buttons). You use faders to send MIDI events by clicking or dragging them.
Fader objects respond to incoming MIDI events.
The style of a fader determines its onscreen appearance--fader, button, or knob, for example--and how it responds to the mouse (drag, click,
or double-click and enter a number).
The auto style fader--the default style if you create a fader with a key command--changes styles as you alter its shape and size.
The type of fader determines what events the fader sends out and responds to. In two cases, however, the fader doesn't send out events
at all:
The cable switcher routes events to its different outputs. Clicking a cable switcher object makes it step sequentially through the outputs.
The alias assigner changes the references (to an original, or parent object) of fader aliases.
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The alias assigner changes the references (to an original, or parent object) of fader aliases.
In general, a fader's style is completely independent of its type. A cable switcher can look like a button, a knob can send out MIDI or meta or
SysEx events, and so on. The one exception is the vector style fader--these behave in a special way, by sending out two (or four, in special
cases) messages at a time, depending on the mouse location within their 2-dimensional, vector window.
Use faders
Normally, you grab the surface of a fader and drag it vertically or horizontally, depending on its style. When using the fader itself as a slider,
you may notice that values jump in larger increments, depending on the size of the fader and dragging speed. You can also change values in
single steps by dragging the slider or knob while holding down the Control key.
Some of the fader styles have numerical displays. In these cases, double-click in the numerical field and enter a value. When you drag any of
the sliders or knobs, the series of values that are sent out depends on the fader size and scrolling speed--not every consecutive value is sent out
at smaller sizes. If you drag slowly in the numerical field, however, you'll send consecutive values.
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Choose Options > Apply Buffer Template to > Size.
The selected target objects are positioned at the top-left corner of the Environment layer, in accordance with the layout of the template.
The Options > Apply Buffer Template to > Position and Size command combines both of the above functions.
Definition: The following describes the definition characteristics that can be transferred to selected objects.
The Options > Apply Buffer Template to > Definition function transfers the parameters of a copied template to all selected objects. If
several templates of the same type are available, the one that is closest in size is used.
The Options > Apply Buffer Template to > "Definition, channel increment" increases the channel number from object to object,
beginning with the top-left object. It's not necessary for the selected objects to have the same Input or Output definition as the
template.
The Options > Apply Buffer Template to > "Definition, number increment" increases the first data byte of the definition (controller
number, for example).
Cabling Serially: The Options > "Cable serially" function connects all selected objects in series, beginning with the object at the top left.
Names with Numbers: If you name one object in a selected group of objects with a name that ends in a numeral, the remaining objects
will adopt the name, but with sequentially increasing numbers. For example, selecting several objects and naming one of them "Object 1"
results in the ensuing objects being renamed "Object 2," "Object 3," "Object 4," and so on.
Fader styles
A fader's style is shown in the line under the icon. It can be changed by selecting the current style name and choosing a new style from the
pop-up menu.
Remember that a fader's style does not usually affect its function--you can select the most convenient style for the intended use of the
object.
Some of the fader styles are described below.
Vertical/Mute: This is exactly like the Vertical 4 fader style, with an added Mute button.
When you click the Mute button, the fader sends an event (with a value of 0) that matches the Output definition.
The fader's movements are not sent while the Mute button is on.
The current fader value is sent when you turn the Mute button off.
Buttons: Button style faders can only send two possible values: the minimum (off) and maximum (on) values of their range. If the
minimum and maximum range parameters are set to the same value, the button sends this value each time it is clicked.
Text: Text faders function like numerical faders, but can display text for each of the 128 possible MIDI values (0 to 127). Double-clicking
the surface of a text fader opens the Text Fader window.
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Click a position in this window to send the corresponding fader value. (This is similar to selecting programs by name in the Multi-
Instrument window.)
Double-click a position in the window to enter new text. By default, when you create a text style fader, the text positions contain
numerical values. You can use this feature to create numerical style faders with colored backgrounds.
You can modify the following parameters in the Text Fader window:
Options pop-up menu: Provides Cut, Copy, and Paste functions. You can use these operations to transfer the entire list of names to a
text editor, for more convenient editing.
Empty lines (and lines that only contain spaces) are ignored.
If you want to insert blank positions in the list, use Option-Space bar.
Behave as Menu checkbox: Makes the text fader act like a pop-up menu. When unselected, the text fader acts like a scrolling menu.
Text Fader Range: Determines the number of names that can be entered into a text style fader object. If you set a text style fader's
range to 0, 1 you can only enter two values.
You should always set the minimum necessary range for a text fader, as this saves memory. In any case, remember that the first name
corresponds to the lowest value in the range (not necessarily 0), and the last name corresponds to the highest value (not necessarily
127).
If you force a text fader to a value outside its range (with MIDI input) it displays "---" for values below its range and "+++" for values
above. The one exception is when the fader's range is 0, 1; in this case, all values above 1 display the name for value 1.
A fader can, therefore, convert one type of MIDI event to another. Most MIDI events consist of three bytes:
The first byte indicates the type and channel of the MIDI event (a note on channel 3, for example).
The second byte indicates the first data value (the pitch of a note event, for example).
The third byte indicates the second data value (the velocity of a note event, for example).
A few MIDI events--program change and aftertouch--only use two bytes. Faders and transformers always provide for three bytes, with the
second byte being discarded when these special, 2-byte messages are received.
Fader parameters are provided for setting the message type, MIDI channel, and the first data value. Note that the message type and MIDI
channel are actually combined in the resulting MIDI event. The second data value is determined by the fader setting, or if the fader is being
remotely MIDI-controlled, by the incoming MIDI event.
The following are used to define the Input and Output parameters:
Output (or Input): Defines the event type.
Channel (1 to 16): Defines the MIDI channel of the event.
-1- (0 to 127): Defines the first data byte of the event. In some cases, such as pitch bend, this is an actual data value. In other cases,
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-1- (0 to 127): Defines the first data byte of the event. In some cases, such as pitch bend, this is an actual data value. In other cases,
such as MIDI controllers, this indicates the controller type (volume, pan, and so on). In other cases, such as aftertouch, this byte is unused.
The -1- parameter options are described here, including how the fader position affects them (for both the Input and Output definitions):
Note On: The -1- parameter sets the pitch, and the fader position sets the velocity. This is most useful as an Input definition, for trapping
specific notes and converting them to other MIDI events, or simply monitoring their velocity. If you move a fader with an Output definition
set to Note On, a note off MIDI event immediately follows the note on. This might be useful for creating onscreen drum pads from button
style faders, for example.
P-Press: The -1- parameter sets the pitch, and the fader position sets the amount of Poly Pressure (key pressure or polyphonic
aftertouch).
Control: The -1- parameter sets the MIDI controller number (the controller type), and the fader position sets the controller value. The
controller type can actually be selected by name, via the pop-up menu that appears when you click-hold the -1- parameter.
Program Change: The -1- parameter is ignored. The fader position determines the program number.
C-Press: The -1- parameter is ignored. The fader position sets the channel pressure (monophonic aftertouch) amount.
PitchBd: The -1- parameter sets the pitch bend LSB, and the fader position sets the MSB. Typically, you would set the -1- parameter to
0, and use the fader to control the coarse pitch bend amount. A -1- setting of 0, and a fader position of 64, results in no pitch bend.
If none of the above formats is suitable, consider using a text style fader, and entering the display values you want as text. Examples
include percentages, note names, and program names.
Note: The fader's Input and Output definitions must be the same or the 14 Bit setting will not work.
For controllers, the MSB uses the Input definition controller number, and the LSB uses the controller number 32 or higher. This conforms
to the MIDI standard for sending 14-bit controller data.
When this filter setting is chosen, the fader's Range can be set to a maximum value of 16,383. A fader value of 8192 represents no pitch
bend.
Feedback: When the Feedback parameter is turned off (unselected), the fader automatically prevents feedback loops resulting from
circular cabling. (The fader remembers when a specific MIDI event has passed through it and will not allow it to pass through again.)
In some instances, you may want to enable feedback--to allow a MIDI event to change a cable switcher's position after it has passed
through the switch, for example. Selecting the Feedback checkbox will allow this behavior.
Vector fader
Vector faders function like joysticks. They can be moved in two dimensions: up and down and left and right. Each dimension generates its
own MIDI events, so each time you change the position of the crosshair with the mouse, two MIDI events are sent.
Most faders have Input and Output definitions, which determine the MIDI events sent by the fader (Output), and those it reacts to (Input).
(See Fader functions: range, value as.)
For vector faders, Input and Output definitions are replaced with Vert and Horz definitions, which determine the MIDI events that correspond
to vertical and horizontal motion. If corresponding MIDI events are received by the vector style fader, its crosshair display updates accordingly.
If you set a vector fader's Vert and Horz definitions to the same MIDI event (the same MIDI controller and channel), the vector fader sends
out the same MIDI event each time the crosshair is moved, but on four consecutive MIDI channels, starting with the channel set in the Vert
definition.
Upper-left for the lowest channel (channel 3, for example)
Upper-right (channel 4)
Lower-left (channel 5)
Lower-right (channel 6)
The values of these MIDI events correspond to the proximity of the crosshair to the vector fader's four corners:
In the center, all channels receive a value of 32.
At the corners, the corresponding channel receives a value of 127 and all remaining channels receive a value of 0 (if using the default
range of 0 to 127).
If you alter the range, the center and corners behave differently, with the four values always totaling 125.
Change an existing fader's Output definition to Switch/Meta, and set its -1- value to 48.
Change an existing fader's Output definition to Switch/Meta, and set its -1- value to 46.
Change an existing fader's Output definition to Switch/Meta, and set its -1- value to the desired meta event number.
Cable switchers
Cable switcher objects route events, rather than generate them. Any kind of MIDI or meta event can be routed by a cable switcher. The
only exception is events that match the cable switcher's Input definition. These events will change the switch position (the routing), rather than
pass through the cable switcher.
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A cable switcher can be assigned to any fader style. It's practical to use the text fader style, as it allows you to label the switcher's various
routes. Use Auto Style to actually display the switch routing, as shown above.
A cable switcher can have up to 128 separate cable outputs--a new output is generated each time an existing output is cabled to another
object. You can click an auto style cable switcher to step through the outlets (including the last, uncabled one).
Incoming events that match the cable switcher's Input definition change the switch position to that of the incoming data value. (If the data
value is greater than the number of switch positions, the last, uncabled outlet is selected.)
Data values of 126 and 127 have a special effect.
An event with a value of 127 increases the output number. If you're on the switcher's last output when this event is received, you'll
jump back to the first output. This is just like clicking the fader.
An event with a value of 126 decreases the output number. If you're on the switcher's first output when this event is received, you'll
jump to the last output.
46 Assign Alias
49 Go to Screenset
50 Go to Project
51 Go to Marker
52 Stop Playback
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bang passed through to all connected faders.
For more information about meta events 122 to 127, see Use meta events to control condition and operation values.
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You can also specify SysEx as an Input definition, but this has limited usefulness because the incoming message (presumably SysEx) must be
very short in order to be recognized. (Because SysEx messages can be of any length, Logic Pro must break them into small packets to avoid
interrupting other MIDI activities.)
An important thing to remember about the SysEx fader is that only selected events will have their value altered by the fader value when the
SysEx fader window is closed. Events that are not selected will be sent exactly as they appear in the window.
For SysEx messages, you can determine:
The bytes that are altered
The format (MSB/LSB, BCD, nibbles, and so on) of the value
The corresponding SysEx message is displayed. You can also enter SysEx messages in the SysEx fader window by typing the SysEx string into
the Event List. (Check your MIDI device manual for SysEx documentation.)
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A generic SysEx message appears.
The first data byte in the top line (directly after the word SysEx in the Num column) is the manufacturer's ID. This may be several data
bytes long (as there are more than 128 manufacturers of MIDI devices).
The manufacturer's ID is usually followed by a device type ID, an individual device ID, a data type ID (which could be several bytes)
and, if necessary, the number of the multi-timbral subchannel, and the identification number or numbers of the sound parameters plus the
value of the sound parameter. There are no uniform standards that apply here.
Data bytes are normally input as decimal numbers. To enter them in hex, place a $ in front of values when you type them. Choose
View > SysEx in Hex Format to see all values in hexadecimal.
The last data byte (the EOX indicating the end of the SysEx message) is entered automatically by Logic Pro. The number of data
bytes in the SysEx message can be decreased or increased by clicking the Plus and Minus buttons before and after the word EOX.
Although you can have any number of messages (of any kind) in the SysEx fader's Event List, there is only one fader value, and all selected
messages adopt this value.
You can use a similar method to create any kind of MIDI or meta event in the SysEx fader window. Command-clicking any of the eight event
type buttons (Note, Program Number, Pitch Bend, Controller, Channel Pressure, Poly Pressure, SysEx, and Meta Event) creates a new event of
that type. Meta events can be created by using the expanded view button, featuring the 0's and 1's on its face.
The terms SUM (for the checksum) and VAL (for the fader value) being sent are displayed within the SysEx string.
2. Choose options from the Checksum and Value pop-up menus (found in the lower-right corner of the window) to set the format of these
bytes.
Checksum Format: A checksum can be created in any of the following formats:
Roland
Yamaha
Regular Checksum
2's complement
1's complement
If you don't know which one works with your MIDI device, try "off" (= no checksum) first or "2's complement."
Value Byte Position: Position allows you to determine the position of the value byte. This position is specified in bytes, counted from
the end of the message: "last" refers to the position directly before the EOX byte, "Last-1" indicates the byte before that, and so on.
Auto ensures that the value byte is inserted at the last position in the SysEx string if no checksum was selected, or--if a checksum value
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was entered--that the value is inserted as the second-to-last byte.
Value Byte Format: The following table outlines the resulting data format of the value option you send: (The unused bits of the
transfer in nibbles (X in 0XXXNNNN) are sent with the information at the relevant positions of the SysEx strings. If you want to transfer
these deleted bits, you need to enter zeros in the SysEx string.)
Special functions
There are several behaviors and commands that enhance the use of fader objects.
Temporarily grouping faders: If you drag to select or Shift-click to select several faders and move one of them, all selected faders move
proportionately.
As long as all faders remain selected, their relative positions are retained (even after one or more of the faders has reached its minimum or
maximum position).
Option-dragging any fader in the group changes all values in a linear fashion. (The absolute value differences are maintained.)
Option-Shift-dragging any fader in the group changes all faders to the same value.
Sending fader values: Choose Options > Send All Fader Values (or use the Send All Current Fader Values key command) to make all fader
objects send their current values. Choose Options > Send Selected Fader Values to make all selected fader objects send their current values.
Use of these commands in conjunction with the Record/Pause mode allows you to record a snapshot of all current fader positions. This is
especially useful for virtual mixing desks, or synthesizer panels.
The File > Project Settings > MIDI > General > "Send After Loading Project: All fader values" option automatically sends all fader values
after a project is loaded.
Resetting fader values: Choose Options > Reset Selected Faders to set all selected fader values to zero, and transmit the data.
Alias objects
Alias objects overview
You can create an alias of any Environment object, and it will behave exactly like the original.
In the case of faders, the alias has its own value, which can be different from the value of the original object. This is particularly useful when
using text faders, as they consume a lot of memory. If you need several text faders of the same name, make several aliases of one original
object.
Aliases can be reassigned with meta events. You use a special fader, known as the alias assigner, which works like the cable switcher, to
accomplish this.
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Create an alias of any object
Select the object, then choose New > Alias.
To use the alias assigner, cable its top output to the alias, and cable subsequent outputs to the various originals that you want to assign to
the alias. If you set the alias assigner's maximum range to match the number of originals and its minimum range to 1, you can then connect the
next cable to a new alias, and subsequent cables to originals for the alias. In this way, the alias assigner can be used to assign multiple aliases
simultaneously.
One situation in which you might use an alias assigner is when switching a delay line alias between different originals (different delay line
objects), each set to different delay times. This method is one of several ways to provide MIDI control over delay time.
If you copy an alias, you create a new alias of the same original. If you select and copy both an alias and its original, you create a copy of the
original with its own, separate alias.
Alias parameters
Aliases share the parameters of their parent (original) objects, but they also have their own, special parameters:
Reference pop-up menu: Use to select the original on which the alias is based.
Channel field: Rechannelizes all events (except fader events), leaving the alias to the selected channel. If the Channel setting is All,
existing channelized events are not changed.
For faders, the Channel parameter causes the alias to act as if the original fader's Input and Output definitions are both set to the
specified channel. (An All setting results in no change.)
Share Name and Share Size: When selected, the alias shares the size and name of the original. If unselected, it can be resized and given
its own name.
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Ornament objects
Ornaments are simply solid backgrounds behind other Environment objects. An ornament never covers other objects, so you can select
multiple objects by dragging them without selecting the ornament itself.
Create an ornament
Choose New > Ornament.
GM mixer objects
GM mixer objects overview
The GM mixer is a collection of 16 fader modules, configured to emulate a virtual mixing desk for 16 MIDI channels. Each module includes
controls for volume, mute, preset, and bank, and four assignable knobs (one of which is typically used for pan). There are optional controls for
standard XG and GS effects.
The GM mixer is intended for controlling the 16 channels of a MIDI device which conforms to the GM, XG, or GS standard. This includes the
GM set of 128 program names (with variation banks for XG or GS), MSB/LSB bank select messages, and standard controller names (#1 for mod
wheel, #2 for breath, #7 for volume, #10 for pan, #11 for expression, and so on).
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GM mixer parameters
Most of the GM mixer's setup is done in the Logic Pro Mixer, but there are also a few parameters in the GM Mixer's inspector:
Port pop-up menu: Sets the GM mixer's direct MIDI output connection.
Channel pop-up menu: Determines the channel number of the lowest GM mixer module. You can use this (coupled with resizing the GM
mixer) to create sub-mixers for any continuous string of MIDI channels (1 to 4, for example).
Legend checkbox: Turns the display of the legend along the left edge of the GM mixer off and on. The legend indicates what the rows
of controls do, and is also used to set the function of the top four rows of knobs. After the GM mixer is set up, you can hide the legend to
save space.
Bank checkbox: Hides or shows the bank MSB/LSB display at the bottom of the GM mixer. You can save space by hiding the bank display,
unless you need to select program banks numerically.
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select different effect programs, and to control the level of the reverb and chorus effects.
The Reset button transmits a GS On or XG On command, and resets all controllers to neutral positions. This allows you to reset all
connected sound modules to their standard settings, and begin a mix from scratch.
2. Choose the controller you want from the pop-up menu that appears.
Configure GS or XG effects
1. Choose the standard you want from the first pop-up menu in the upper-right corner of the Logic Pro Mixer.
Depending on your selection, the controllers for the extended effects appear.
2. Choose the reverb or chorus effect from the second pop-up menu.
3. Program the reverb or delay time by double-clicking the Time parameter, then entering a value in the input field.
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Choose New > MMC Record buttons.
You can resize the object to determine the layout and number of track record buttons.
Select the Extra checkbox in the inspector to display the "V TC A1 A2" extra tracks:
V for Video
TC for Timecode
A1 for Aux Track 1 (or A)
A2 for Aux Track 2 (or B)
Keyboard objects
You can use a keyboard object to create notes with the mouse. A keyboard object also displays all notes passing through it. In this sense,
you can think of it as a real-time, MIDI note on monitor. Although you can record the output of the keyboard in Logic Pro, its main purpose is for
testing and monitoring in the Environment.
Monitor objects
A monitor object displays all events (MIDI and meta) passing through it. It remembers the last 32 events, with the newest events shown at
the bottom of the list. You can resize it to show from 1 to 32 events. Clicking anywhere in the body of the monitor clears all events.
Monitors are useful as both testing and branching devices. When coupled with objects that have functionally different outputs (channel
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splitters and mapped instruments, for example), monitor objects can be used to attach more than one output cable to the same function.
Macro objects
Macro objects overview
Macros are not actually Environment objects. Rather, they are collections of other Environment objects and their cabling. Macros have a lot in
common with standard Environment objects; you can connect cables to and from them, they can be resized, they have their own parameters
and icons, they can be chosen as destinations in the track list, and they can be copied or dragged between Environment layers and between
projects.
Macros are limited in size. The limit depends on the memory usage of the individual objects within the macro--typically between 100 and 200
objects.
You can nest macros, which means that a macro can contain other macros as objects.
If some of the objects selected when a macro is being created have cables leading to unselected objects, these cables are deleted when the
macro is created. A warning notifies you of this behavior. In this situation, the macro is made from a copy of the original selection of objects, and
the original collection of objects remains unchanged.
Unpack a macro
Double-click any empty (blank) section of the macro object.
The macro reverts back to its component objects and cables.
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Define a macro's input and output
Because a macro is a collection of objects, individual objects need to be specified as the macro's input and output. This can be done in two
ways: by name or by default.
If you name one object Macro-In and another Macro-Out, these will automatically become the macro's input and output.
If there is no object named Macro-In, the upper-leftmost object becomes the macro's input.
If there is no object named Macro-Out, the lower-rightmost object becomes the macro's output.
Cables leading into the macro deliver events to the macro's input object, and cables leading from the macro carry events leaving the macro's
output object.
Arpeggiator objects
Arpeggiator objects overview
An arpeggiator object turns chords into arpeggios. It plays the currently held notes--individually--in a selectable pattern (up, down, random,
and so on), and at a selectable speed that ranges between whole notes and 768th notes.
An arpeggiator features parameters for direction, velocity, speed (Resolution), note length, start quantize (Snap), repeats, octaves, and
velocity offset (Crescendo). All parameters can be MIDI controlled in real time, which adds immensely to its versatility.
To use an arpeggiator object, you must place it in the MIDI signal path, and Logic Pro must be open. (For technical reasons, the arpeggiator
resets on cycle jumps.)
Typically, you would assign an arpeggiator to a track, and cable its output to an instrument. You can, of course, insert it where needed in
the MIDI signal path.
Once set up, you can use the arpeggiator with live MIDI input, or for MIDI region playback. You can also record the output of the arpeggiator
by cabling it into the Sequencer Input object. If you do this, be sure you either record to a no output track, or break the arpeggiator's
connection to a MIDI output.
Arpeggiator parameters
Arpeggiators have the following parameters:
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Direction pop-up menu: Determines the direction of the arpeggiated chord. You can choose between the following settings:
Up: Lowest note to highest note
Down: Highest note to lowest note
Up/Down: Up and down; highest and lowest notes repeat.
Auto: Up or down, depending on whether the second chord note arrived before, or after, the first chord note.
Up/Down2: Up and down; highest and lowest notes don't repeat.
Random: Notes play in random order.
All: All notes play at once (useful when Repeat is on).
Velocity field: Determines the velocity values of the arpeggiated notes. You can choose between the following settings:
1 to 127: Fixed velocities
Original: The velocities of the recorded notes are retained.
Random: Random velocities between 1 and the original value
Key Limit field: Defines the pitch range for the chord arpeggiation. Any chord notes outside this range are passed directly to the output.
This is useful when you want to solo above, or play a bass line below an arpeggiated chord.
Resolution pop-up menu: Sets the rhythmic note value (the speed in note divisions) of the arpeggio. The None setting deactivates the
arpeggiator.
Length pop-up menu: Defines the length of the arpeggiated notes. The Original setting retains the length of incoming (or recorded)
notes.
Snap to pop-up menu: Unless this value is set to None, the arpeggiator waits for Logic Pro to reach the next indicated note division
before starting the arpeggio. This is useful for rhythmically synchronizing the arpeggio with other MIDI data.
Repeat checkbox: Selecting this option continues the arpeggio for as long as the chord is held down. If the option is unselected, the
arpeggio only plays through once.
Octaves field: The arpeggio can be repeated over 1 to 10 octaves.
Crescendo field: The velocity value set here is added every time the arpeggio is repeated (if the Repeat parameter is on).
Controller Base field: All ten parameters of the arpeggiator object can be controlled with MIDI continuous controller events. The Controller
Base parameter determines the controller number for the first parameter (Direction). The other parameters are controlled by subsequent
controller numbers.
When Controller Base is set to Off, MIDI control of the arpeggiator is disabled.
Transformer objects
Transformer objects overview
You can use a transformer object to select, filter, and alter MIDI events in real time. Transformers can also process meta events, as long as
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they aren't the meta events that affect transformers. These particular meta events change the transformer, rather than being processed by it.
For more information, see Use meta events to control condition and operation values.
2. Choose New > Instrument to create a new instrument, and assign it to the appropriate MIDI output port.
3. Cable the output of the transformer object into this newly created instrument (which, in essence, is simply acting as a MIDI output port).
Mode pop-up menu: Defines how a transformer handles MIDI events. You can choose between the following operation modes:
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Mode pop-up menu: Defines how a transformer handles MIDI events. You can choose between the following operation modes:
Apply operation and let non-matching events pass thru: MIDI events that match the condition are processed. MIDI events that don't
conform to the condition are passed through.
Apply operation and filter non-matching events: MIDI events that conform to the condition are processed. MIDI events that don't
conform to the condition are not passed through.
Filter matching events: All MIDI events that match the condition are filtered out. MIDI events that don't conform to the condition are
passed through.
Copy matching events and apply operation: All MIDI events that conform to the condition are copied, and the copy is processed. The
original and transformed copy (plus any MIDI events that don't conform to the condition) are passed through. The unchanged original is
parsed (processed) before the transformed copy.
Copy matching events and apply operation (reverse order): This is the same as above, except the original is parsed after the processed
copy. You might want to use this when converting note events to pan controllers, for example. This causes the pan message to be sent
before the note. (Many synths don't alter the pan position of notes that are currently playing.)
Condition splitter (true - top cable): Events that match the conditions are altered by the operations, and sent to a transformer's top
output. Events that don't match the conditions are sent, unaltered, to a transformer's second output. Don't use the other outputs as
nothing ever appears there.
Alternating split: Events entering the transformer are alternated between the top two outlets. No conditions or operations apply.
SysEx mapper (data byte 1 - position, data byte 2 - value): This transformer mode is used to create and edit SysEx messages. The
Transformer window operations are replaced by value fields that allow you to enter the structure of the SysEX message including its
length, whether or not a checksum is required, and the values of bytes you don't want to change in real time.
In the Conditions area, you select the type of MIDI event that will affect the data bytes in the SysEx message. (Typically, you'll use
MIDI controller events.) Incoming MIDI events will then change the SysEx message data bytes, according to the following rules:
The data byte 1 value sets the position of the data byte.
The data byte 2 value sets the value of the data byte.
Channel 1: The changed SysEx message is sent.
Channel 2: The changed SysEx message is not sent.
Channel 3: The unchanged SysEx message is sent.
Channels 4 to 16: No meaning (reserved for future use).
The "Filter non-matching" checkbox prevents incoming MIDI events (that don't control the SysEx message) from being passed
through. Typically, you'll want this feature turned on, to prevent interloping controller data from invading the SysEx data stream.
Track automation splitter (true - to cable): If the condition matches, incoming events are sent to the track automation of the object
connected to the top cable of the transformer, after passing through the Operation field. With the appropriate Operation field settings,
incoming MIDI data is transformed into Fader event data, allowing the automation of any possible parameter of the connected Mixer
channel strip. Exception: Channel volume and channel pan use Control events.
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Define conditions and operations: The conditions and operations are the same as those found in the Transform window. For more
information, see MIDI Transform window overview . The only differences arise from the fact that a transformer object works in real time and
therefore position and note length have no useful meaning.
Edit pitch bend events: A transformer object can process 14-bit pitch bend events, which contain two discrete data bytes: if byte 1 is
changed (by addition or scaling with the -1- operation), the change also affects the second byte. Set the Data Byte 2 operation to Thru to
ensure that 14-bit pitch bend data is processed properly.
Note: Transformers can also process meta events, as long as they are not the meta events listed above.
Note that all numerical condition and operation parameters used (conditions not set to All and operations not set to Thru) will be affected by
the same meta event. The status condition and operation are not affected by meta events.
If you want to set numerical parameters individually, or leave some fixed, use separate transformers in series.
Meta event #123 sets the transformer map position.
Meta event #122 sets the transformer map value for the current map position. (Use meta event #123 to set the position first.)
Note: You can use a transformer's Map Set operation to create these two meta events simultaneously. When the operation status is set to
Map Set, the Data Byte 1 parameter specifies the map position, and the Data Byte 2 parameter specifies the map value at that position. (A meta
event #122 is sent with the Data Byte 1 value, followed by a meta event #123 with the Data Byte 2 value.)
You can create meta events with a fader object, you can transform MIDI events into meta events with a transformer, and you can add meta
events to a MIDI region from the Event List. When you use a fader, set the Output definition to meta, then set the Data Byte 1 value to the
meta event number.
You can remotely control any fader by changing its Input definition, allowing you to use faders (as well as other transformers) to convert MIDI
events to meta events for the remote control of transformers.
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Create a new delay line object
Choose New > Delay Line.
As with the arpeggiator, you need to place a delay line object in the MIDI signal path, and Logic Pro must be in playback mode. The echoes
of each incoming event are sent, sequentially, to each cabled output of the delay line object: event 1 to cable 1, event 2 to cable 2, and so on.
Obviously, if only one cable is connected, then all events are sent to that output.
The delay line can send up to 99 repeats, at intervals ranging from one tick to 256 whole notes. You can also suppress the original note
events.
Thru Original checkbox: If selected, the original events are passed thru. If unselected, the original events are suppressed (which means
that only the echoes will be heard).
Repeats field: Defines the number of event repeats. The 0 setting turns the delay line off.
Delay field: The delay time between the individual repeats. The left value is in divisions, and the right value in ticks.
Transposition pop-up menu: Defines the transposition of note events per repeat.
Velocity field: Defines the change in the velocity values of note events per repeat.
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Create a new voice limiter
Choose New > Voice Limiter.
Normally, you assign a voice limiter to a track, and cable its output to the instrument object that you want to voice limit. Alternatively, you
can cable it between the instrument object that you want to voice limit and an instrument object used to represent a MIDI Out port.
Voices field: Determines the maximum number of voices that can be played simultaneously.
Priority pop-up menu: Determines which notes are stolen (turned off) when the number of held notes exceeds the limit (determined by
the Voices parameter).
Last: The earliest notes (those played first) are turned off first.
Top: The lowest (pitched) notes are turned off first.
Bottom: The highest (pitched) notes are turned off first.
VelOn-Min field: Determines the velocity value of the MIDI notes. You can define a fixed velocity from 1 to 127.
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Create a new channel splitter object
Choose New > Channel Splitter.
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Channel field: All chord notes are sent to the defined channel.
Key Limit field: Notes within this range are mapped to chords. Notes outside the range are passed through unaltered.
Transposition pop-up menu: The output chords are transposed by the amount set here. For example, if you map C to a chord consisting
of CEG, and set Transposition to 1, then C is mapped to C#FG#.
Key field: The entire chord map is transposed by the amount set here. For example, if you map C to CEG, and set Key to 1, then C# is
mapped to C#FG#.
Cable Split checkbox: Select to send all notes triggered by a chord assignment to different chord memorizer object outputs (different
cables).
The top keyboard is used to input and display the incoming note, and the lower keyboard is used to input and display the assigned chords.
Notes can be entered with the mouse, or a MIDI keyboard.
Remember to only use notes that fall within the key limit range on the top keyboard. Also remember that you can only define one chord for
each of the 12 pitch classes (C, C#, D, and so on). If necessary, you can use more than one chord memorizer object to define more chord types
for each pitch class.
2. Click notes on the bottom keyboard until the inverted notes of the desired chord are shown.
You don't need to stay within the same octave as the input note.
When you've entered the notes for your chord, select another input note (on the top keyboard), or close the Chord Memorizer window.
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The lower keyboard is inverted, indicating its readiness to record.
When you've entered the notes for your chord, deselect the Listen checkbox and play a new input note, or close the Chord Memorizer
window.
To make use of an existing object, drag it into the relevant layer. This does not affect its cabling.
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MIDI events) is set to.
If you turn on the sequencer input object's Channelize parameter, the MIDI channel assigned to the MIDI object (of the selected track) is
used, and recorded. This effectively means that if your keyboard is set to MIDI channel 7, and the track object is set to MIDI channel 3, all
incoming data is channelized to (and recorded on) MIDI channel 3.
To make use of an existing object, drag it to the relevant layer. This does not affect its cabling.
Each project can have only one MIDI click object. You only need to create a MIDI click object if the one that existed when the project was
created has been deleted.
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Turn the MIDI click on or off
Click the Metronome button in the Logic Pro control bar.
You can access Metronome project settings by Control-clicking the Metronome button and choosing Metronome Settings from the shortcut
menu. In this pane, you can set the MIDI click to play during playback or recording. The pane mirrors the settings of the MIDI click Object
inspector: checkboxes for Bar, Beat, and Division allow you to generate note events separately for bars, beats, and divisions; the Channel, Note,
and Velocity parameters define the MIDI channel, note number, and velocity of generated notes; the MIDI Port parameter allows you to set a
direct output port for the metronome. See Metronome settings for details.
ReWire objects
You can use ReWire objects to send MIDI data to ReWire-compatible applications and their software instruments. To connect to a ReWire-
compatible software instrument, first open Logic Pro and then the ReWire application. When shutting down, first quit the ReWire application,
then Logic Pro. You can use the Library to create ReWire objects automatically.
Apart from common parameters, the Rewire object offers three settings:
Device pop-up menu: This setting refers to the ReWire application or applications that Logic Pro can connect to. If one or more ReWire
applications is open, the Device parameter displays the names of these applications.
Bus pop-up menu: Use to choose the ReWire bus from all available ReWire busses. If a ReWire application provides bus names, they are
shown. If using Reason, the names of the instruments available in the Reason Rack are shown from Bus 6 upward, in place of numbers.
Channel pop-up menu: Sets the MIDI channel of the ReWire object.
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The audio and software instrument tracks you see in the main window are actually routed to channel strip objects on the Environment Mixer
layer.
The Mixer channel strips and inspector channel strips are simply remote controls for the underlying channel strip objects in the Environment
Mixer layer. Their inclusion in these other windows makes your workflow faster and easier.
The inspector channel strips contain a reduced parameter set of the corresponding channel strip objects in the Environment. The channel
strips shown in the Mixer window are more configurable, but the only place you can access all channel strip options is the Environment Mixer
layer.
Important: If File > Project Settings > Audio > Automatic Management of Channel Strip objects is active (it's on by default), you cannot
create channel strips in the Environment. This setting, when active, means that use of the track and channel strip creation options in the main
window will automatically create a corresponding channel strip object in the Environment (and therefore, remote control channel strips in the
Mixer and inspector).
In a general music-making sense, you don't need to access the underlying channel strips shown in the Environment. In fact, the only time
you will open the Environment Mixer layer is when you need to reconfigure channel strips at a system level, rerouting them to different audio
hardware, or perhaps to other applications.
Although channel strip objects aren't part of the MIDI signal flow, they still allow MIDI messages to control aspects of audio and software
instrument playback in Logic Pro. Any MIDI object can be cabled into a channel strip object, thereby feeding control data into it.
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Aux: Auxiliary channel strip, used as send returns for all channel strips (via Sends), as subgroup channels, and as individual output
destinations for multichannel software instruments (EXS24 mkII, for example).
Instrument: Used as the destination for (software) instrument tracks.
Output: Represents the physical outputs of your audio interface. You can choose either mono or stereo (paired) outputs.
Bus: Primarily retained for compatibility with projects created in earlier versions of Logic Pro. The functions of bus objects are now
performed with (the more flexible) aux channel strips in Logic Pro.
Master: Only one master channel strip can exist in a project. This is the master volume control for all channel strip types (except
external MIDI channel strips).
MIDI Channel pop-up menu: Choose a MIDI channel that can be used to control the channel strip.
Q-Reference checkbox: Allows you to use the transients of regions on tracks that reference the channel strip for audio quantization, if
part of an Edit Group.
Flex Mode pop-up menu: Choose a flex algorithm that can be used to process the audio material on the selected channel strip.
Show checkboxes: Select the corresponding checkbox to show EQs, Inserts, Sends, and I/Os on the selected channel strip or strips.
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Video and synchronization
Movie playback follows the playhead position, and vice versa, in the Movie inspector area and in the Movie window. Audio playback for the
movie is only audible if either the Movie inspector area or Movie window is open.
Note: You will need a fast processor to ensure smooth movie playback. If you want to record and edit your own QuickTime movie from a
video recorder or digital camera, you may need specialized hardware.
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Choose File > Movie > Open Movie (or use the corresponding key command, default assignment: Option-Command-O).
Open the Movie pop-up menu in the global Movie track header, then choose Open Movie.
Click any position on the Video track with the Pencil tool.
Click the Media button in the control bar, then click the Movies button and choose the movie file.
The movie opens in the floating Movie window, in its correct aspect ratio.
Note: Only one QuickTime movie can be opened in a project. If you use the Open Movie command in a project that already contains a
movie, a Movie window reopens with the same video clip. This is particularly useful if you want to open the video clip in a different screenset. If
you choose the command while the Movie window is open, a dialog appears, allowing you to choose a new movie file.
Open the Movie pop-up menu in the global Movie track header, then choose Remove Movie.
Control-click the movie, then choose one of the following image formats from the shortcut menu.
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0.25 Size: Reduces the movie to a quarter of its original size.
0.5 Size: Reduces the movie to half its original size.
Original Size: Displays the movie at its original size.
2x Size: Expands the movie to twice its original size.
3x Size: Expands the movie to three times its original size.
Fullscreen: Expands the Movie window to fill the full screen.
Keep Aspect Ratio: If selected, the proportions of the image are retained when the Movie window is resized.
Center: Places the video image in the center of your screen.
The number of frames displayed on the Movie track depends on both the track height and the zoom level of the window. All frames are
aligned left, with only the very last frame aligned to the right. This guarantees that you can always see at least the first and last frames of video,
independent of the current zoom level. Given the left alignment of all frames (except the last), the left margin of a frame is always displayed at
the exact position of that particular frame.
Movie track and region settings can be adjusted in the Movie preferences window. See Movie preferences.
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You can use the Create Movie Scene Markers function to search the movie for significant content changes (scene cuts), and automatically
generate scene markers for each of them.
The Create Movie Scene Markers function uses a fixed threshold value, which works well for most types of movies: cartoons, real life, CGI, and
so on.
Search a movie for scene cuts using the Auto Range setting
The Auto Range setting follows the decision path outlined below, when determining which part of the movie will be evaluated:
Marquee selection
Cycled project part
Selected regions
All--if none of the above criteria is met
Open the Marker List, select the scene marker, then choose Edit > Cut or Edit > Delete from the Marker List Edit menu (or use the
corresponding key commands).
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Open the Marker pop-up menu in the global Marker track header, then choose Marker Sets > Delete Set.
Open the Marker List, then choose Marker Sets > Delete Set in the Marker Set pop-up menu.
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2. In the dialog, choose a preset format from the Presets pop-up menu.
3. Click the Advanced button to specify the Audio Format, Sample Rate, and Bit Depth from the respective pop-up menus.
4. Enter a name and target folder for the movie, then click Save.
A bounce or write dialog appears. The movie is exported to the selected folder, and contains all selected audio tracks, as well as the part
of your project that is encompassed by the start and end points of the movie.
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change event lengths, which is useful if frames are removed during the video editing phase of production. In linear editing windows, the ruler
can display absolute (SMPTE) time or bars and beats (or both).
When working with synchronized video, you will want music, sound effects, and dialogue to play at a specific time, rather than at a particular
bar position.
If the tempo of your soundtrack needs to be altered at a later stage, the absolute time location of events that have already been positioned
will change. The Lock SMPTE Position function prevents this from happening. You can SMPTE-lock individual events in the Event List or entire
regions. All events inside locked regions are SMPTE-locked.
The Lock (and Unlock) SMPTE Position function is available only when Advanced tools and additional options is selected in the Advanced
preferences pane.
You can use the Pickup Clock (Move Event to Playhead Position) key command to move a selected event, such as a note, a tempo event, or
a region, to the current playhead position.
If you want a particular bar in the project to coincide with a specific time position, you can change the tempo of the preceding passage.
Note: Copies of locked regions or events do not preserve their locked status, whether copied or pasted via the Clipboard, or by Option-
dragging.
All selected regions or events that were locked to a (SMPTE) time position are now fixed to their current bar position. This means that
tempo changes will affect their position. The padlock icon in front of the name disappears.
2. Select the region or event that you want to place at this time position.
3. Use the Pickup Clock (Move Event to Playhead Position) key command to align the start point of the region or event with this time
position.
The Pickup Clock & Select Next Event key command selects the next region or event, after the first region or event is moved.
Note: When using Pickup Clock with audio regions, it is the region anchor--not the region start point--that is moved to the playhead
position.
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Position a bar to a specific time
1. Open the Tempo List. See Tempo List overview .
3. Set a time position for this tempo event in the (SMPTE) Position column.
The preceding tempo event is automatically adjusted, to generate the correct bar and time position for the inserted tempo event.
4. If you want to keep the same tempo for the following passage, delete the tempo event you inserted.
Important: In most cases, you will need to manually set each synchronization-capable device--including Logic Pro X itself--to act as master or
slave. If you don't do this, there will be multiple master devices in your system, which will result in synchronization errors.
SMPTE timecode: An audio signal that is translated into MTC by some MIDI interfaces, such as the Unitor8.
Word Clock: A signal that is carried by all digital audio interface formats: ADAT, FireWire Audio, S/P-DIF, AES/EBU, T-DIF, and others. Used
to maintain the timing integrity of sample words in audio signals that are transmitted digitally between Logic Pro X and external hardware or
software. See Audio Synchronization settings.
ReWire: Logic Pro X can act as a ReWire host. It acts as the master synchronization source for ReWire-enabled applications such as Reason
and Ableton Live. See ReWire objects.
Tip: Logic Pro X also supports manual or "human" sync, when slaved. This is not a synchronization protocol per se, but enables Logic Pro X to
follow tempo changes in real time. As an example, it could chase a live drummer. See Use the Tempo Interpreter.
External synchronization
When you first open Logic Pro X, it is in Internal Sync (master) mode. The control bar Sync button, if visible, is not activated.
When Logic Pro X is running as a synchronized slave, the control bar Sync button is activated.
You can use the Sync button to turn external synchronization on or off at any time, without changing the selected synchronization source.
This allows you to temporarily disengage Logic Pro X (running as a slave) from an external synchronization master device and could prove useful,
for example, if you need to quickly edit a MIDI region while the external synchronization source--tape machine, VTR, and so on--is still running.
You can use the Sync button shortcut menu to choose a synchronization source.
Note: The control bar Sync button is not displayed by default.
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View the control bar Sync button
1. Control-click the control bar, then choose Customize Control Bar from the shortcut menu.
2. Select the Sync checkbox toward the bottom of the Modes and Functions column, then click OK.
Determine if MMC commands should or should not be transmitted when using the Logic Pro X control bar buttons. MMC commands are
used for remote control of MIDI-controlled tape machines. See MIDI Machine Control.
Open the Synchronization settings. See General Synchronization settings.
Open the tempo editors. See Tempo overview .
MTC interpretation
The MIDI standard supports four of the seven commonly used timecode formats: the 30 fps and 29.97 fps (frames per second) formats are
not differentiated in the MIDI specification.
Logic Pro X needs to determine the intended format of incoming MTC (MIDI Time Code) and interprets it as follows:
23.976 fps is interpreted as 24 fps.
24 fps is interpreted as 24 fps.
25 fps is interpreted as 25 fps.
29.97 fps is interpreted as 29.97 fps.
29.97 fps drop frame is interpreted as 29.97 drop fps.
30 fps drop frame is interpreted as 29.97 drop fps.
30 fps is interpreted as 29.97 fps.
Note: MIDI Time Code (MTC) is the MIDI equivalent of the audio-based SMPTE (Society of Motion Picture and Television Engineers) timecode
format.
Turn on MMC
Do one of the following:
Control-click the control bar Sync button, then choose the MIDI Machine Control (MMC) setting in the shortcut menu.
Choose File > Project Settings > Synchronization, then select the Transmit MMC checkbox in the MIDI pane.
2. Option-click the instrument icon in the Track inspector, then select the MMC icon from the Others category.
The MMC icon is the only icon that actually affects the way a track behaves. All other icons are purely graphical in nature.
You only need to create one instrument with the MMC icon. This instrument can be assigned to as many tracks as required for control of
(each track on) your external recorder.
Tip: It is recommended that you group tape control tracks in a folder. Tape control tracks must be placed at the top of the track list. If
you pack tape control tracks into a folder, this folder must be the top track in the list.
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When a tape track is selected, the corresponding track on the tape machine switches to a record-enabled state, and deactivates the record-
enabled state of all other tracks. You can also do any of the following:
Shift-click multiple tracks to select and record-enable several tracks on the tape machine.
Control-Shift-click any track to individually toggle the record-enabled state for each track of the tape machine: selected tracks are
switched on, and unselected tracks are switched off.
Control-click a track to switch all other tracks out of record-enabled mode.
Use of the Record Toggle key command switches the record-enabled state of the selected track (or tracks).
2. If you like, you can set locators, and use the Autopunch function, to control MMC devices. The tape machine enters record mode at the
Punch In locator position, and stops recording at the Punch Out locator position. This step is optional.
3. Click the Record button to send the record strobe command to the tape machine. The following happens:
Logic Pro X enters MIDI record mode, and sends an MMC Play command to the tape machine.
The tape machine sends timecode. Logic Pro X will start recording only when it receives timecode from the MMC device.
4. Click the Stop button to end the recording on the tape machine. Use the Stop command twice to rewind to the project start point. The
following happens:
Logic Pro X automatically creates an empty MIDI region on the tape track. This indicates a recording take on the tape machine, and
applies to all MMC recordings, including Autopunch recordings. If you record-enable several tape tracks (by Shift-clicking), the
corresponding number of empty regions is created. If a MIDI region with an identical start point already exists on a tape track, no new
MIDI region is created on that track. This avoids overlapping regions.
Tip: You should finish all MMC-controlled recordings with the Stop button or Space bar. Some tape machines react differently to a
series of MMC Record commands, which can result in Logic Pro X showing a track as recording, when the tape is actually playing back (or
the opposite situation).
You can also use the Environment MMC Record to record-enable tracks on your tape machine with Logic Pro X. See MMC record buttons
objects.
Problem Solution
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Poor or no synchronization to an external tape Create a new project, then make a new
machine recording in Logic Pro X of the audio on tape.
If an old recording on tape was not properly
synchronized to timecode, you won't be able to use
it. When trying to synchronize to tape, there is one
key rule: the playback situation must be identical
to the recording situation.
MIDI and audio are not synchronized Open the File > Project Settings >
Synchronization > Audio pane and choose MTC
Continuous or MTC Trigger + Auto Speed Detection
mode in the Core Audio pop-up menu.
If your audio hardware doesn't support either
mode, you should cut extremely long regions into
shorter sections.
MIDI and SMPTE are not synchronized Check all frame rate settings. The frame rates
of all connected devices must be identical,
including the timecode on the tape machine, the
synchronizer, and Logic Pro X itself.
Some synchronizers encode the wrong frame
rate in MTC. In this situation, open the Tempo
Editor, turn off the Detect option, and set the
correct frame rate manually.
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Preferences, project settings, and key
commands
Tip: You can also access some preferences using local menus (in the Score Editor, for example), buttons in the control bar, or shortcut
menus.
General preferences
Project Handling preferences
The Project Handling pane contains the following project startup and template preferences:
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Startup Action pop-up menu: Defines what happens when Logic Pro is opened.
Do Nothing: Nothing happens when Logic Pro is opened; you need to create a new project, or open an existing project or template.
Open Most Recent Project: Opens the project you were working on when you last closed Logic Pro.
Open Existing Project: Shows the Open dialog, which you can use to browse for an existing project.
Create New Project from Template: Opens the Templates dialog.
Create New Empty Project: Opens an empty project with the New Tracks dialog, which you use to specify the type and number of
new tracks to add.
Create New Project using Default Template: Opens the default template and the Save As dialog, which you use to name and save
your project.
Ask: Opens a Startup dialog, offering each of the above options.
Default Template button: Allows you to choose a default template when Create New Project using Default Template is chosen from the
Startup Action pop-up menu.
Auto Backup pop-up menu: Defines the number of alternatives that are saved as part of the project.
When Show Advanced Tools is selected in Advanced preferences, the following is available:
"Export MIDI File saves single MIDI Regions as Format 0" checkbox: If only one MIDI region is selected when you choose File > Export >
Selection as MIDI File, the contents of the region are saved in MIDI file format 0. This file format is guaranteed to be compatible with every
MIDI file player.
Editing preferences
The Editing pane contains the following preferences:
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When Show Advanced Tools is selected in Advanced preferences, the following are available:
Number of Undo Steps slider: Determines the number of undo steps.
Add 'Last Edit Function' to region name checkbox: When selected, adds a description of the edit operation (cutting, for example) to the
name of the region, or resulting regions.
"'Living Groove' connection" checkbox: Editing an original region also alters any quantization template derived from that region. When
unselected, the groove template remains as created. This allows you to edit the region without affecting the quantization template.
"Select regions on track selection" checkbox: Selecting a track selects all regions on the track lane, or regions within the cycle or
autopunch area (if Cycle or Autopunch mode is on). When unselected, selecting a track will not select regions on the track lane. In this case:
Option-clicking the track header or associated channel strip continues to select the track and all associated regions.
Option-Shift-clicking adds the selected track's regions to the current selection.
Pointer Tool in Tracks Provides: "Fade Tool click zones" checkbox: Placing the pointer over the upper-left and upper-right edges of a
region activates the Fade pointer. The Loop pointer can still be accessed in these click zones by holding down Option.
Pointer Tool in Tracks Provides: "Marquee Tool click zones" checkbox: Placing the pointer over the lower half of a region (with the
exception of the lower-left and lower-right edges) activates the Marquee pointer.
Limit Dragging to One Direction In: Piano Roll and Score checkbox: When selected, you can only move notes in one direction when
editing in the Piano Roll or Score Editor. This means that a note may be either transposed, or moved in time, but not both at once.
Note: Press Shift while dragging in the editor to quickly switch between the two behaviors.
Limit Dragging to One Direction In: Tracks checkbox: When selected, you can only move regions (including folders) in one direction in the
Tracks area. This is similar to the previous option.
Note: Press Shift while dragging in the Tracks area to quickly switch between the two behaviors.
Double-clicking a MIDI Region Opens pop-up menu: Determines which editor opens when you double-click a MIDI region in the Tracks
area.
Score: Opens the Score Editor.
Event List: Opens the Event List.
Piano Roll: Opens the Piano Roll Editor.
Step Editor: Opens the Step Editor.
When Advanced Editing is selected in Advanced preferences, the following are available:
"SmartLoop handling of Scissors and 'Split by Playhead'" checkbox: Determines how Logic Pro handles the cutting of looped regions.
When selected, you can cut a region's looped area (using the Scissors or Marquee tool, or Split by Playhead command). Logic Pro
automatically creates regions after--and, if necessary, before--the cut, ensuring that these areas remain identical. This allows you to split
looped regions without altering playback in the looped area.
When unselected, you can't cut a region's looped area. Cutting the looped region itself turns off the Loop setting in the Region
inspector.
Right Mouse Button pop-up menu: Determines whether the right mouse button opens the Tool menu, displays an additional Right-click
Tool menu, or opens a shortcut menu.
Is Assignable to a Tool: Displays a third Tool menu (Right-click Tool menu) to the right of the Left-click and Command-click Tool menus.
Choose the appropriate menu item to assign to the tool, which is available when the right mouse button is pressed while editing.
Opens Tool Menu: Opens the Tool menu with the Pointer tool (and not the currently selected tool) located under the pointer. Simply
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choose the tool you want by clicking it. When the Tool menu is open, you can also use the key shown next to a tool to select it.
Opens Shortcut Menu: Displays a menu that offers a number of area-specific selection and editing commands.
Opens Tool and Shortcut Menu: Opens both the Tool and shortcut menus.
Cycle preferences
Cycle preferences are only available when Advanced Editing is selected in Advanced preferences.
Cycle Pre-Processing pop-up menu: Processes a cycle jump slightly before its actual position, in order to ensure a smooth cycle jump from
the end point to the start point of the cycle. You can change the pre-processing time. A value of 1/96 (chosen by default) should be
suitable for most uses.
Smooth Cycle Algorithm checkbox: Improves the timing of cycle jumps, making it easier to set the length of sample loops while in Cycle
mode. This is somewhat mitigated through the use of Apple Loops. If your computer has a very slow processor, this setting reduces the
processing requirements for graphics operations. In general, you want to keep this selected whenever possible, especially if you're working in
a style that involves frequent cycling of musical sections. If you find that your cycled sections are not as smooth as you'd like (assuming that
your loops are actually perfect), you might achieve better results by deselecting this checkbox.
Catch preferences
Catch preferences are only available when Show Advanced Tools is selected in Advanced preferences.
"Catch when Logic starts" checkbox: Turns on Catch mode whenever you click Play or Pause.
"Catch when moving playhead" checkbox: Turns on Catch mode whenever you move the playhead. This makes it easier to perform edits,
as moving the playhead in the Tracks area is reflected in the open editor, and vice versa.
"Catch content by position if Catch and Link are enabled" checkbox: If the Catch button is turned on and Content Link is selected in the
local View menu, the contents of the region at the current playhead position are shown. If turned off, the window view still follows the
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playhead position within the displayed region, but doesn't update to show the contents of subsequent regions as the playhead passes them
(in playback or record mode).
Notifications preferences
Notification preferences are only available when Show Advanced Tools is selected in Advanced preferences.
Reset Warnings button: Resets all warnings and alerts that were previously set to "Do not show again."
Audio preferences
Devices preferences
Logic Pro automatically recognizes any installed Core Audio hardware, and uses the default settings as defined in the Audio MIDI Setup utility
(Applications/Utilities/Audio MIDI Setup). However, you may want to optimize the settings for your individual hardware setup, particularly if you
use several audio interfaces or a multiple input/output device.
The Devices pane contains the following preferences:
Output Device pop-up menu: Use to choose between any installed Core Audio device, including the internal sound hardware. This also
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Output Device pop-up menu: Use to choose between any installed Core Audio device, including the internal sound hardware. This also
includes aggregate audio devices, consisting of several audio interfaces. See the Audio MIDI Setup Help for information on aggregate devices.
Input Device pop-up menu: Use to choose between any installed Core Audio device, including the internal sound hardware. This also
includes aggregate audio devices, consisting of several audio interfaces. See the Audio MIDI Setup Help for information on aggregate devices.
Note: When setting an output device that also provides inputs, the Input Device pop-up menu changes accordingly. If choosing a
different input device, you'll be advised to use a common Word Clock for both audio devices, in order to ensure the best sound quality.
I/O Buffer Size pop-up menu: Determines the size of the buffer used by the audio hardware for both input and output. The smaller the
buffer size, the less latency you will encounter when monitoring while recording, or using software instruments.
Some points to note:
As the value is reduced, a higher strain is placed on your computer's processor or processors.
There may be a point where the selected I/O buffer size is too small for your computer, and begins to affect playback. This usually
takes the form of clicks, pops, and crackles in your audio.
You should aim for the lowest possible I/O buffer size value that doesn't introduce clicks, pops, and crackles in your audio.
Tip: If you find that a higher I/O buffer size setting provides suitably low latency during record monitoring and software instrument
playback, you should use it. This will minimize the impact on your computer's processor or processors.
Resulting (Roundtrip/Output) Latency display: Displays the resulting roundtrip and output latency for the I/O buffer size.
When Show Advanced Tools is selected in Advanced preferences, the following are available:
Recording Delay slider: Delays the recording of audio by a certain fixed value, helping you to compensate for any delays that are caused by
the audio driver.
Note: You should not normally need to touch this setting.
Process Buffer Range pop-up menu: Determines the size of the buffer used to compute mixes and effects. You can choose between
Small, Medium, and Large buffer sizes.
ReWire Behavior pop-up menu: Configures the ReWire behavior when sending MIDI data to a ReWire-compatible software instrument.
You can choose between:
Playback mode: Use when playing back MIDI tracks via ReWire. This setting requires less processing power.
Live mode: Use when playing a ReWire instrument live. This setting uses more processing resources, but has lower latency.
When Show Advanced Tools is selected in Advanced preferences, the following are available:
"Display audio engine overload message" checkbox: When selected, displays an alert message in an overload situation. Otherwise, playback
will simply stop without displaying an alert.
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Recording File Type pop-up menu: Determines the file type for recorded audio.
AIFF: Cannot handle audio file recordings larger than 2 GB.
WAVE (BWF): The most common audio format on Windows PC computers. Files are stored as Broadcast Wave files, which contain
timestamp information in the file header. The WAV file format cannot handle audio file recordings larger than 4 GB.
CAF: Choose this setting if you're going to record files larger than 4 GB.
24-Bit Recording checkbox: When selected, Logic Pro can record 24-bit files. 20- or 24-bit recordings offer a significant improvement in
the available dynamic range, but require high-quality peripheral components such as microphones and pre-amps, not to mention high-quality
analog-to-digital/digital-to-analog converters. 20- and 24-bit files use one-and-a-half times the disk space of comparable 16-bit files.
Note: Selecting this option only makes sense if you're using a 20- or 24-bit interface.
Software Monitoring checkbox: Turns software monitoring on or off. In most situations, you should leave it on (default).
Note: When Software Monitoring is on, the audio signal is processed via software, and a certain amount of audible delay (commonly
referred to as latency) is inevitable.
If you're listening to the recorded signal through your mixing console, or your audio interface supports hardware monitoring, you should
turn this option off.
"Input monitoring only for focused track, and record-enabled tracks" checkbox: Turns software monitoring on or off for the focused track
in the Tracks area. This is on by default. This allows you to hear incoming audio, during playback or recording, for the selected track only.
"Independent monitoring level for record-enabled channel strips" checkbox: Allows the use of an independent monitoring level for record-
enabled audio channel strips. This is off by default. After record-enabling a track, you can adjust the fader to the level you like. The original
level will be restored when you deselect the Record Enable button.
Note: Adjustments to the fader do not affect the recording level; they only affect the monitoring level.
DIM Level slider: Sets a discrete level for the Dim function. You can set a dim level from 0 dB to -30 dB. The level chosen here is used
when the Dim button is activated from the Master channel strip.
Plug-in Latency Compensation pop-up menu: Compensates for audio delays that can be introduced when using plug-ins. Plug-in latency
compensation (also called plug-in delay compensation) is useful for software effects plug-ins, and is particularly important for DSP (digital signal
processing) accelerator hardware (for example, TC PowerCore and Universal Audio UAD1).
Use the pop-up menu to activate plug-in latency compensation for either:
Audio and software instrument tracks
All (audio, instrument, auxiliary, and output channel strips)
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Crossfade Time slider: Determines a default time value for all crossfade operations in the Tracks area.
Crossfade Curve slider: Determines a global curve type for all crossfade operations in the Tracks area.
Maximum Scrub Speed pop-up menu: Sets the maximum scrubbing speed. You can choose between normal and double playback speed.
Normal: The normal playback speed is used for scrubbing.
Double: The scrubbing playback speed is twice as fast.
Scrub Response pop-up menu: Sets the reaction time for audio scrubbing. Your choices are Slow, Normal, Fast, and Faster.
Output preferences
Audio Output preferences let you set the physical output pair on which the stereo output is played, and the surround format. The Output
pane consists of the following preferences:
When Show Advanced Tools is selected in Advanced preferences, the following are available:
Stereo Output pop-up menu: Sets the physical output pair on which the stereo output is played.
Mirroring checkbox: Becomes available for all chosen output pairs, with the exception of Output 1-2. Deselect to have the output signal
routed to the chosen output pair (Output 3-4, for example). Select the checkbox to have the output signal routed to the chosen output
pair (Output 3-4, for example), as well as to the physical outputs (Output 1-2).
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When Additional Surround Options is selected in Advanced preferences, the following are available:
Surround Show As pop-up menu: Sets the surround format. The choice you make automatically updates the remaining pop-up menus in
the Output pane.
Surround Initialize buttons: Choose between the default setup of Logic Pro, the ITU (International Telecommunications Union) standard,
and the WG-4 standard.
When Show Advanced Tools is selected in Advanced preferences, the following are available:
Stereo Left and Right fields: Sets the bounce extension.
When Additional Surround Options is selected in Advanced preferences, the following are available:
Surround Show As pop-up menu: Sets the surround format. The choice you make automatically updates the remaining pop-up menus in
the Bounce Extensions pane.
Surround Initialize button: Resets the bounce extension to its default value.
Input preferences
Input preferences are only available when Additional Surround Options is selected in Advanced preferences.
These preferences let you set the surround format.
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Surround Show As pop-up menu: Sets the surround format. The choice you make automatically updates the remaining pop-up menus in
the Input pane.
Surround Initialize buttons: Choose between the default setup of Logic Pro, the ITU (International Telecommunications Union) standard,
and the WG-4 standard.
"Warning before processing function by key command" checkbox: Provides a warning before carrying out a destructive edit in the Audio
File Editor when you use a key command. This gives you the opportunity to cancel the edit before altering the data.
"Clear Undo History when closing project" checkbox: Deletes the Undo History automatically when you close the project.
"Record selection changes in Undo History" checkbox: Select if you want to be able to undo and redo selection changes in the Audio File
Editor.
"Record Normalize operations in Undo History" checkbox: Select if you want to be able to undo and redo Normalize function changes in
the Audio File Editor.
Number of Undo Steps slider: Determines the maximum number of undo steps that are retained.
External Sample Editor chooser: Lets you choose an external application for sample editing tasks.
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External Sample Editor chooser: Lets you choose an external application for sample editing tasks.
MP3 preferences
MP3 preferences are only available when Show Advanced Tools is selected in Advanced preferences.
Bit Rate (Mono/Stereo) pop-up menus: You can choose bit rates between 32 kbps and 320 kbps. The defaults are 80 kbps mono and
160 kbps stereo. These rates offer acceptable quality and good file compression. If you can afford the increased file size, you should choose
96 kbps for mono and 192 kbps for stereo streams. These settings will deliver better audio quality. You can choose even higher rates, but
the quality of improvement in bit rates above 96/192 kbps is minimal.
Use Variable Bit Rate Encoding (VBR) checkbox: Variable Bit Rate (VBR) encoding compresses simpler passages more heavily than
harmonically rich passages, generally resulting in better-quality MP3s. Unfortunately, not all MP3 players can accurately decode VBR-encoded
MP3s, which is why this option is unselected by default. If you know that the audience for your MP3 files can decode VBR-encoded MP3s,
you can select this option.
Quality pop-up menu: Keep this set to Highest whenever possible. Reducing the quality accelerates the conversion process, but at the
expense of audio quality. This option is only accessible when the Use Variable Bit Rate Encoding (VBR) checkbox is selected.
Use Best Encoding checkbox: If you deselect this option, you will gain encoding speed at the price of audio quality. Keep selected, unless
conversion time is an issue.
Filter Frequencies Below 10 Hz checkbox: Frequencies below 10 Hz are removed, leaving slightly more data bandwidth for the frequencies
that humans can hear, resulting in an improvement in perceived quality. Such frequencies are usually not reproduced by speakers, and aren't
audible to human ears. Only deselect this option if you're experimenting with subsonic test tones, or exporting MP3s for whales.
Stereo Mode pop-up menu: Choose between Joint Stereo and Normal Stereo. Depending on the original file, these settings may or may
not offer any audible difference. Experiment with both settings to determine your preference.
MIDI preferences
General MIDI preferences
General MIDI preferences are only available when Show Advanced Tools is selected in Advanced preferences.
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"External stop message ends recording" checkbox: If using external synchronization and the timecode stops while recording, record mode
is turned off. If this checkbox is unselected, Logic Pro stops, but remains in record mode (record mode is paused).
Reset All MIDI Drivers button: Resets all MIDI drivers. This can help if you experience MIDI communication problems.
Sync preferences
The Sync pane contains the following preferences:
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When Show Advanced Tools is selected in Advanced preferences, the following are available:
All MIDI Output: Delay slider: Delays or advances the MIDI output for all ports, so you can compensate for any timing differences between
MIDI tracks and audio or software instrument tracks.
MIDI Clock: "Allow to send Song Position Pointer while playing" checkbox: Allows Logic Pro to send Song Position Pointer (SPP) data while
playing. In accordance with the MIDI Standard, Song Position Pointer (SPP) data is not normally sent in playback mode. The advantage is
that external devices can also follow Logic Pro in Cycle mode. If your external devices cannot process SPP, you should deselect this option. If
your devices can follow MTC (MIDI Time Code), you should leave this option unselected (default), and use the MTC functions of Logic Pro.
MTC Pickup Delay slider: This should generally be set to zero, to ensure the quickest possible pickup time while Logic Pro is in MIDI Time
Code (MTC) Sync mode. There are, however, some devices that seem to transmit imprecise MTC commands when first started. As a result,
synchronization may be unreliable, and there could be an offset every time synchronization is established. In such situations, you can set a
delay time before incoming MTC is picked up. Essentially, Logic Pro will ignore the incoming MTC commands that occur in this time period. A
(frame) value of 25 to 30 corresponds to a delay of about one second, depending on the frame rate. Use when synchronizing to hard disk
recorders and other devices, if synchronization doesn't appear to be consistent.
"Delay MTC transmission by" slider: Delays the transmission of MIDI timecode. Negative values result in MTC being transmitted earlier,
allowing you to compensate for any reaction delays (to incoming MIDI timecode) in external MTC slave devices.
Transmit locate commands when: "Pressing Stop twice" checkbox: Transmits MMC Locate commands when the Stop button (or Stop key
command) is used twice.
Transmit locate commands when: "Dragging regions or events" checkbox: Transmits MMC Locate commands with the position of a region
that is dragged in the Tracks area when Logic Pro is stopped.
When Additional MIDI Options is selected in Advanced preferences, the following are available:
MMC Uses pop-up menu: Choose between MMC standard messages and the old Fostex format.
MMC standard messages: The MIDI MMC specification is strictly followed.
Old Fostex format: The old Fostex format is used for MIDI Machine Control.
Output ID (Transport) checkbox: The All checkbox sends MMC to all ports. Use the field to the right to specify an output port ID.
Input ID (Transport) checkbox: The All checkbox sends MMC to all ports. Use the field to the right to specify an input port ID.
"Transmit record-enable commands for audio tracks" checkbox: Transmits MMC record-enable and record-disable commands when audio
tracks are record-enabled or disabled. In addition, any received MMC record-enable commands will set the record-enabled state of audio
tracks.
Display preferences
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General Display preferences
General Display preferences are only available when Show Advanced Tools is selected in Advanced preferences.
"Large local window menus" checkbox: When selected, local menu items are displayed in a larger font.
"Large inspectors" checkbox: When selected, inspector settings are displayed in a larger font.
"Wide playhead" checkbox: When selected, a thicker playhead is used in all windows.
Show Help Tags checkbox: When selected, help tags appear throughout Logic Pro when you move the pointer over interface elements
and tools. When editing, the function name, region or event name or number, position, and parameter values are shown.
"Show default values" checkbox: When selected, default parameter values are displayed in help tags. This makes it easier to determine
the amount of variance from the default value.
"Show icons in New Tracks dialog" checkbox: When selected, an icon-style New Tracks dialog is shown. Otherwise, a text-style New
Tracks dialog is displayed.
"Display Middle C as" pop-up menu: Affects the description of notes in the editors. The bottom C on a five-octave keyboard (note # 36)
is labeled C1, and middle C (note # 60) is labeled C3. According to this standard, the lowest MIDI note (note # 0) is called C-2. This is the
official standard used by most manufacturers. Use of the C3 (Yamaha) setting will set Logic Pro to this standard mode. If you select the C4
(Roland) setting, the bottom C on a five-octave keyboard is labeled C2, and middle C is labeled as C4. In this standard, the lowest MIDI note
is C-1.
"Display Time as" pop-up menu: Use to customize the Time display in the control bar.
"Display Tempo as" pop-up menu: Use to customize the Tempo display in the control bar.
Clock Format pop-up menu: Use to customize the Beats display in the control bar.
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Shaded Loops checkbox: When selected, looped sections of regions in the Tracks area are shown in a shaded color. Otherwise, they
reflect the full color of the original region.
"Open plug-in window on insertion" checkbox: Opens the window of a plug-in automatically after it is inserted in the channel strip.
Level Meters Scale pop-up menu: Switches level meters between an Exponential scale and a Sectional dB-linear scale.
Exponential: Provides higher display resolution in the upper range of the meter.
Sectional dB-linear: Provides the best possible display resolution across the entire level range.
Level Meters Channel Order pop-up menu: Determines the order of channels in multichannel (surround) level meters.
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"Bright background" checkbox: Switches between a dark and light background in the Piano Roll Editor.
Score preferences
The Score pane contains the following preferences:
When Show Advanced Tools is selected in Advanced preferences, the following are available:
"Double-click to open" pop-up menu: Determines the window that opens when you double-click a note head: Note Attributes, Event List,
Piano Roll, or Step Editor.
"Auto split notes in polyphonic staff styles" checkbox and "Split notes at" slider: Saves newly recorded notes automatically with the
different MIDI channels used in the corresponding staff style. This preference is only relevant if the chosen default staff style (on the
recording track) is polyphonic, and is using MIDI channels for voice assignment.
When Additional Score Options is selected in Advanced preferences, the following are available:
"Show region selection colored" checkbox: Displays the staff lines of the currently selected MIDI region in color. All other regions are
displayed with black staff lines. This can be useful when changing the display parameters of regions, as the parameters in the Region
inspector only affect the currently selected regions. If this option is unselected, all staffs are displayed in black, whether selected or not.
"Display distance values in inches" checkbox: Displays units in the Page Score view ruler in inches. If not selected, the unit defaults to
centimeters.
Selection Color button: Choose the color of selected objects in the Score Editor. Click the Reset button to revert to the default color.
Camera Tool: Write to buttons: Choose either the Clipboard or a PDF File as the destination for image exports with the Camera tool.
Movie preferences
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Movie preferences are only available when Show Advanced Tools is selected in Advanced preferences.
Automation preferences
Automation preferences are only available when Show Advanced Tools is selected in Advanced preferences.
"Move track automation with regions" pop-up menu: Determines what happens to automation data when you move regions.
Never: Does not move automation when you move regions.
Always: Always moves automation when you move regions. The automation data area encompassed by the region boundaries is
moved.
Ask: A dialog prompts you to move the automation data--or leave it where it is--whenever you move a region.
"Include trails, if possible" checkbox: Includes the automation trails of regions (automation parameter movements in the empty space that
follows a region) with all Copy or Move actions.
Snap Offset slider: Allows a specific number of ticks to be added to, or subtracted from, the current snapped position of all automation
data (as set in the Snap pop-up menu in the Tracks area).
Ramp Time slider: Determines the time required by a parameter to return to its previously recorded setting.
"Write mode changes to" pop-up menu: Determines the mode that faders automatically switch to once automation data recording has
been completed.
"Write automation for" checkboxes: Determine the types of automation data that can be written in Touch, Latch, and Write modes.
Automation Quick Access controls: Allow you to use a single hardware controller to automate the currently active automation parameter
of the selected track. This preference is discussed in detail in Automation Quick Access.
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Control Surfaces preferences
General Control Surfaces and Help Tags preferences are only available when Additional Control Surfaces Options is selected in Advanced
preferences.
These preferences affect the onscreen appearance and performance of control surfaces.
These preferences are discussed in detail in the Logic Pro Control Surfaces Support manual.
My Info preferences
The My Info pane contains song sharing preferences, which Logic Pro uses to identify your songs when sharing them via iTunes or
SoundCloud, for example.
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Advanced preferences
Advanced preferences are only available when Show Advanced Tools is selected in Advanced preferences.
These preferences provide access to a number of advanced features and additional options.
For details, see Work with advanced tools and additional options.
Project settings
Project settings overview
In Logic Pro, you can define and modify settings that apply to individual projects. You do this in the Project Settings window. These settings
are automatically saved with each project, which means that different projects can have different settings. You can save your preferred settings
in a default template, which can be used to automatically create a new project when you open Logic Pro. You can also import project settings
from other projects.
In some instances, you'll see a button in the Project Settings window that links to related settings in the Preferences window, and vice
versa. Both the Project Settings window and the Preferences window can be visible at the same time.
Tip: You can access some project settings using local menus (in the Score Editor, for example), buttons in the control bar, or shortcut
menus.
General settings
When Show Advanced Tools is selected in Advanced preferences, you can use the musical grid setting to determine the view option for
the ruler, and whether or not tempo information is written into recorded audio files.
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"Use musical grid" checkbox: Sets the ruler to bars and beats, and tempo information is recorded into audio files. When unselected, the
ruler is set to time, and tempo information is not recorded into audio files.
"Region automation takes priority over track automation" checkbox: If selected, track-based automation is suspended between the region
start and end, if the region contains automation data for the same parameter. It is on by default in new projects--and off by default in
projects that were created in older Logic versions.
"Use preset parameter value for regions without region automation (if no track automation is present)" checkbox: If selected, the
parameter value you set in the channel strip or plug-in is applied to all regions that do not have automation data for that parameter. If not
selected, the final parameter value of the preceding region with automation data will be used for regions without automation data.
Synchronization settings
General Synchronization settings
General Synchronization settings are only available when Show Advanced Tools is selected in Advanced preferences.
These settings are used when running Logic Pro as a slave--when Logic Pro is being controlled by another device.
Sync Mode pop-up menu: Defines the master (timecode type) that Logic Pro is synchronized to.
Internal: Selects the internal timer of Logic Pro, with Logic Pro running as the master. External devices can be synchronized via MIDI
Clock or MTC.
MTC: Selects MIDI Time Code mode, with Logic Pro running as a slave. MIDI timecode can either arrive at a MIDI In port, or be
generated by a MIDI interface that translates it from incoming SMPTE timecode--the Unitor8, for example.
Manual: Selects Tempo Interpreter mode, with Logic Pro running as a slave to impulses that are recognized as valid beats by the
Tempo Interpreter. The parameters that control how Logic Pro responds to Tap Tempo commands can be found in the Tempo
Interpreter window .
Auto-enable External Sync and Tap Tempo checkbox: When selected, Logic Pro runs as the master until it receives a synchronization
signal--either in the form of MTC, or from the Tempo Interpreter.
Logic Pro automatically locks to the first synchronization signal it receives.
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Important: Make sure that different synchronization signals don't arrive simultaneously; remember that there can only be one timecode
master.
Frame Rate pop-up menu: Defines the frame rate, which applies to both transmitted and received timecode.
Note: In drop frame formats, certain frames are left out. (This follows a regular pattern.) To distinguish between formats, those without
dropped frames are sometimes referred to as NDF or non-drop frame.
24 fps: Film, high definition video
25 fps: PAL video/television broadcasts
30 fps (drop frame): NTSC video/television broadcast; rarely used
30 fps: High definition video; early black-and-white NTSC video; an older rate that is rarely used today
29.97 fps (drop frame): NTSC video/television broadcasts
29.97 fps: Standard definition NTSC
23.976 fps: 24 fps running at 99.9%, which facilitates easier transfer of film to NTSC video
Auto detect format of MTC checkbox: When selected (recommended), the incoming timecode is analyzed and the correct frame rate set
automatically.
Note that it's not possible to automatically distinguish between the 29.97 and 30 fps MTC frame rates:
The MTC standard does not allow a distinction.
A measured rate of 30 fps could also be 29.97 fps timecode running too fast, and vice versa.
Logic Pro automatically interprets frame rates of "approximately 30 fps" as either 29.97 (drop frame) or 30 fps (non-drop frame),
depending on whether or not the drop frame format is used. This interpretation will usually be correct, because these two formats are used
as a standard.
The "Auto detect format of MTC" option only switches to 29.97 (drop frame) or 30 fps (non-drop frame) if one of the other conventional
formats was previously set. If you want to synchronize Logic Pro to one of these nonconventional frame rates, you need to define the
format manually. This setting will not be altered by the "Auto detect format of MTC" function.
Validate MTC pop-up menu: Specifies how often Logic Pro checks for incoming timecode, in order to ensure synchronization integrity. In
general, you should leave this option on "always."
There are some devices that generate timecode pulses that may require a specific number of frames to be set, in order to maintain
synchronization. The "never, Jam Sync" setting basically sets Logic Pro to freewheel if the synchronization signal is lost. In other words, Logic
Pro will run on its own internal clock (at the most recently received tempo) if the synchronization pulse is lost. This approach ensures that
recording will continue, even if the incoming timing pulse fails.
Bar Position plays at SMPTE sliders: Defines the SMPTE offset for the project. As projects don't always need to start precisely at bar 1,
you can select any bar position to be played at the set SMPTE time.
The default is Bar Position: 1 1 1 1 plays as SMPTE 01:00:00:00.
The SMPTE offset of 01:00:00:00 (one hour) is normally used, because it allows you to pre-roll an amount of timecode.
Enable Separate SMPTE View Offset checkbox: Shows the absolute time from the start of the project in the time display, rather than the
actual SMPTE time.
Bar Position displayed as SMPTE sliders: Becomes available if you select the Enable Separate SMPTE View Offset checkbox. Choose Bar
Position 1 1 1 1 displayed as SMPTE 00:00:00:00 (preset). If necessary, you can set other view offset values here.
The Tempo List always shows the real SMPTE time, never the SMPTE View Offset. The SMPTE View Offset is used in all other windows
(including the control bar).
Tip: It's common practice in many video (and audio) post-production houses to set a one-hour SMPTE offset (01:00:00:00). This avoids a
problem commonly referred to as midnight, where a pre-roll passes through SMPTE time 00:00:00:00, which causes issues with some tape
machines (such as the ADAT).
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When Show Advanced Tools is selected in Advanced preferences, the following are available:
MTC slider:Shows the deviation between the incoming MTC and its nominal frame rate. If the deviation is significant, make sure that the
correct frame rate is set in the General Synchronization pane. If in doubt, set the frame rate to 24 fps and select "Auto detect format of
MTC" in the General pane. If the frame rate is correct, you can use this display to adjust the tape speed of the master machine to the
nominal value (the same speed used when the timecode was recorded). Adjust the varipitch control on the master machine, until the slider
is centered.
Sample Rate slider:Shows the deviation of the sample rate from its nominal value. Note that some audio hardware does not allow any
variation in the sample rate.
Deviation slider:Shows the current phase deviation of the Word Clock from the timecode master--in other words, the deviation between
audio and MIDI. Varying timecode signals shown in this display indicate how Logic Pro regulates the sample rate of the hardware when in MTC
Continuous sync mode. Even large timecode variations result in no deviation between audio and MIDI synchronization. Your audio hardware
must be capable of continuously variable sample rates for this to function. Small deviations between audio and MIDI are unavoidable, because
MIDI can (and should) follow the timecode master directly.
Note: The real-time sample rate conversion feature of Logic Pro allows it to follow an external MTC signal (MTC Continuous), while
maintaining the correct audio playback pitch and speed. This feature even works when recording in MTC-slave mode.
When Additional Audio Options is selected in Advanced preferences, the following is available:
Core Audio pop-up menu:Defines how your Core Audio hardware is synchronized to an external timecode master.
MTC Continuous: Audio regions are started in sync, and the sample rate is continuously regulated to match variations in the timecode
master signal. Even very long audio regions stay in sync in this mode.
MTC Trigger + Auto Speed Detection: Similar to MTC Trigger (see below), but the tempo of the timecode master is constantly
monitored while Logic Pro is running. The next time you start Logic Pro, it will use an adapted sample rate. This mode keeps long regions
in better sync with the timecode master, although not as closely as MTC Continuous. It does, however, use a constant sample rate,
which is not affected by variations in the timecode master signal.
MTC Trigger: Audio regions are started in sync, but are then played at a constant sample rate, regardless of any variations in the
timecode master signal. Logic Pro always uses the set nominal sample rate (44.1, 48, 88.2, 96, 192 kHz). This mode is suitable when it is
vital to retain the absolute pitch of a recording. If the speed of the timecode master deviates from the nominal value, you may need to
split long audio regions into shorter sections.
External or Free:Logic Pro has no influence on the sample rate. The audio hardware is responsible for ensuring that the position and
sample rate of audio regions match. This mode is only advisable if you are sure that the Word Clock and timecode master are running in
sync--by using an external SMPTE or Word Clock synchronizer, for example.
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You can use these settings to synchronize external slave devices to Logic Pro, which acts as the master.
Deferred Play is a special command for mechanically slow synchronization slaves such as reel-based tape recorders. Rather than having the
machine play immediately, it is asked to reach the desired SMPTE position before playback is started. There is no noticeable difference in the
response of Logic Pro to the Play and Deferred Play commands, as Logic Pro can start playback at any position almost instantly.
Logic Pro ignores these messages when incoming external MTC (MIDI Time Code) commands are detected.
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Logic Pro also obeys Full Frame Messages, and sets the playhead to a new location, without starting playback. Once again, incoming MTC
data has higher priority, if conflicting information is received.
Some synchronizers send Full Frame Messages (instead of MTC) to locate the slave device (Logic Pro in this case) to a new position,
without implicitly starting playback. This is useful when in Slow Shuttle or Single Frame Advance mode with video machines, because the
slave device is perfectly located, without being in playback mode.
SMPTE Mode buttons:You can instruct the Unitor8 to read or write SMPTE data.
Read: Select to read SMPTE data.
Generate: Select to write SMPTE data.
SMPTE Mode Refresh checkbox:Activates Refresh mode, where fresh timecode is generated, in sync with received timecode. Refresh
mode works with both VITC and LTC (see below). You should always use Refresh mode whenever you need to copy an LTC track, because
you can't directly copy LTC without a considerable loss of quality. When copying entire multitrack tapes, you should patch all tracks directly,
but refresh the timecode track via the Unitor8.
Note: You should only use Refresh mode if you are copying timecode.
SMPTE Type buttons:Define the SMPTE format that you want to use.
LTC: Longitudinal (also called Linear) Time Code is written to a tape track.
VITC: Vertical Interval (or Vertically Integrated) Time Code is written invisibly to a videotape.
Off: No timecode is written.
Freewheel slider: You can set the freewheel time (in frames) for LTC and VITC. Specifies how long the synchronizer continues transferring
MTC to the sequencer, after timecode ceases to be read. The freewheel parameter affects the SMPTE reader.
Long freewheel times can maintain synchronization, even if there are dropouts in the timecode, but they also increase the reaction time
of Logic Pro after the timecode master stops. In practice, you should set a value that is as large as necessary (for sustained operation), and
as small as possible (to reduce waiting times).
TV Format pop-up menu:Defines the television format for timecode burn-in.
PAL: The video format used in Europe, South America, most Asian and African countries, and Oceania. If you're working with video in
SECAM format (used in France and French-speaking nations in Africa), choose PAL.
NTSC: The video format used in the U.S., Central America, Japan, and Canada.
VITC Line 1 and VITC Line 2 pop-up menus:VITC is written into two lines of the video picture, which are normally invisible. The lines
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should not be adjacent, and are usually situated between 12 and 20.
If the Scan option is selected, the VITC lines are automatically recognized. You should only enter the lines manually if there are problems
with Scan mode.
Visible Timecode Display: Size pop-up menu:Sets the size of the timecode counter window, which is burned in to the video picture.
Visible Timecode Display: Style pop-up menu:Sets the style of the timecode counter window, which is burned in to the video picture.
Horizontal Position and Vertical Position sliders:Sets the position of the timecode counter window, which is burned in to the video picture.
Metronome settings
The Metronome project settings combine all parameters for speaker click, MIDI click, and Klopfgeist--a virtual metronome sound source.
Klopfgeist can be used in addition to, or in place of, the speaker and MIDI click sources.
Note: Klopfgeist is a software instrument found in the Plug-in pop-up menu of instrument channel strips. Klopfgeist is inserted into instrument
channel 256 by default. Logic Pro automatically creates instrument channel 256 (and inserts Klopfgeist) when the Software Click Instrument
(Klopfgeist) checkbox is selected. Theoretically, any other Logic Pro or third-party software instrument could be used as a metronome sound
source on instrument channel 256. For full details about Klopfgeist, see the Logic Pro Instruments manual.
"Click while recording" checkbox:Turns the metronome on during recording. This is the same as clicking the Metronome button in the
control bar.
"Only during count-in" checkbox:The metronome is only audible during the project count-in, and is then turned off.
"Click while playing" checkbox:Turns the metronome on during playback. This is the same as clicking the Metronome button in the control
bar.
"Polyphonic clicks" checkbox:The metronome sends notes, as defined for bars, beats, and divisions. Two or three notes may be sent
simultaneously at the beginning of each measure, for example. If this option is unselected, the metronome only transmits one note at a time.
Audio Click (Klopfgeist) checkbox:Turns the Klopfgeist metronome on or off.
Note fields: Defines the note number of generated notes.
Velocity fields: Defines the velocity of generated notes.
Tonality slider:Changes the sound of the virtual metronome from a short click to a pitched percussion sound, similar to a wood block or
claves.
Volume slider:Sets the output level of the virtual click sound.
Output pop-up menu:Allows you to route the Klopfgeist metronome sound to a different set of hardware outputs, if the audio hardware
used by Logic Pro offers more than two outputs.
When Show Advanced Tools is selected in Advanced preferences, the following are available:
Bar checkbox:Generates separate note events for bars.
Beat checkbox:Generates separate note events for beats.
Division checkbox:Generates separate note events for divisions.
Recording settings
You can use Recording settings to determine how Logic Pro responds while in record mode.
When Show Advanced Tools is selected in Advanced preferences, the following are available:
When Beginning buttons:Use to choose between a count-in or pre-roll period when starting to record.
Count-in: When selected, you can use the "Count-in" pop-up menu to set the count-in period that precedes a recording.
Record pre-roll: When selected, you can set a pre-roll time in seconds and milliseconds. When recording, this value is deducted from
the current project position.
"Allow tempo change recording" checkbox: Records all tempo changes made while in record mode.
"Auto-colorize takes" checkbox:Assigns a take folder the color chosen from the Color palette for the first take recording, but different
colors for each of the following takes in that take folder. All colors used in a take folder are chosen from the same color row in the Color
palette, advancing by a predefined number of columns after each take.
MIDI: Overlapping Recordings pop-up menu:Sets the behavior when your MIDI recordings overlap.
Create Take Folders: A new take folder is created when recording over an existing MIDI region.
Join with Selected Regions: Newly recorded data is merged with all selected regions, to form a single region. This takes place after
each recording is completed.
Join when Cycling: When recording in Cycle mode, this function merges the data recorded in all cycle passes into a single region. If not
in Cycle mode, each newly recorded MIDI region will be independent (not merged).
Create Tracks when Cycling: When recording in Cycle mode, this function automatically creates a new take track for each cycle
repetition. Each previous track plays while you're recording.
Create Tracks and Mute when Cycling: When recording in Cycle mode, this function automatically creates a new take track for each
cycle repetition. Each previous track is muted while recording.
"Auto demix by channel if multitrack recording" checkbox:Switches between layer recording and multiplayer recording, when recording to
multiple software instrument tracks.
When layer recording: Incoming MIDI events are sent to all record-enabled MIDI tracks. A MIDI region is recorded to the selected
track. Aliases of the MIDI region on the selected track are recorded to the other record-enabled tracks. Any subsequent edits to the
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"parent" MIDI region will affect all aliases, ensuring that all layered tracks remain identical.
When multiplayer recording: Incoming MIDI events are distributed to the various record-enabled tracks, in accordance with transmitted
MIDI channel numbers. The channel of the incoming event must correspond to the channel of a record-enabled track for this to work. If
no track with a corresponding channel number is found, the event will be routed, and recorded, to the selected track. You should ensure
that each of your MIDI controllers transmit on different channels. If this is not possible, simply use different inputs on your MIDI interface
and change the MIDI channel of each input, using a transformer object between the Physical Input and Sequencer Input objects.
When Additional Audio Options is selected in Advanced preferences, the following is available:
Audio Recording Path buttons: Use to set or reset the audio recording path.
Set button:Allows you to select or create a recording folder outside of the project.
Project button:Resets the recording path back to the project.
When Additional MIDI Options is selected in Advanced preferences, the following is available:
"MIDI data reduction" checkbox:Controller events are thinned out during recording, to reduce the data load on the MIDI bus during
playback. This improves the timing of dense arrangements when using interfaces with only a few MIDI ports. The function actually reduces
the duration of controller events, using an intelligent algorithm which retains the value at the end of a series of controller messages.
Tuning settings
Tuning overview
The 12-tone scale used in Western music is a development that took centuries. Hidden in between those 12 notes are a number of other
microtones--different frequency intervals between tones.
To explain, look at the harmonic series: Imagine that you have a starting (or fundamental) frequency of 100 Hz (100 vibrations per second).
The first harmonic is double that, or 200 Hz. The second harmonic is found at 300 Hz, the third at 400 Hz, and so on. Musically speaking, when
the frequency doubles, pitch increases by exactly one octave (in the 12-tone system). The second harmonic (300 Hz) is exactly one octave--and
a pure fifth--higher than the fundamental frequency (100 Hz).
From this, you could assume that tuning an instrument so that each fifth is pure would be the way to go. In doing so, you would expect a
perfectly tuned scale, as you worked your way from C through to the C above or below.
The following table provides a summary of the various calculations.
F (E#) 135.1524
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G# 160.1807
A 168.75
A# 180.2032
B 189.8438
C 202.7287
As you can see from the table, although the laws of physics dictate that the octave above C (100 Hz) is C (at 200 Hz), the practical exercise
of a (C to C) circle of perfectly tuned fifths results in a C at 202.7287 Hz. This is not a mathematical error. If this were a real instrument, the
results would be clear. As a workaround, choose between the following options:
Each fifth is perfectly tuned, with octaves out of tune.
Each octave is perfectly tuned, with the final fifth (F to C) out of tune.
Detuned octaves are more noticeable to the ears, so your choice should be obvious.
Hermode Tuning
Hermode Tuning automatically controls the tuning of electronic keyboard instruments (or the Logic Pro software instruments) during a musical
performance. In order to create clear frequencies for every fifth and third interval in all possible chord and interval progressions, a keyboard
instrument would require far more than 12 keys per octave. Hermode Tuning can help with this problem: it retains the pitch relationship
between keys and notes, while correcting the individual notes of electronic instruments, ensuring a high degree of tonal purity. This process
makes up to 50 finely graded frequencies available per note, while retaining compatibility with the fixed tuning system of 12 notes per octave.
Frequency correction takes place on the basis of analyzed chord structures. The positions of individual notes in each chord are analyzed, and
the sum of each note's distance to the tempered tuning scale is zeroed. In critical cases, different compensation functions help to minimize the
degree of retuning, at the expense of absolute purity, if necessary. For example:
The notes C, E, and G form a C Major chord.
To harmonically tune these, the third (the E) needs to be tuned 14 cents higher (a cent is 1/100th of a tempered semitone) and the
fifth (the G), needs to be 2 cents higher.
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It should be noted that Hermode Tuning is dynamic, not static. It is continuously adjusted in accordance with the musical content. This is
done because, as an alternative to tempered, or normal, tuning, fifth and third intervals can also be tuned to ideal frequency ratios: the fifth to a
ratio of 3:2, the major third to 5:4. Major triads will then sound strong. With clean (scaled) tuning, Hermode Tuning changes the frequencies to
values that are partly higher or partly lower.
Settings
Logic Pro includes a real-time tuning system, for use with the included software instruments. You can configure the tuning system in the
Tuning settings.
When Show Advanced Tools is selected in Advanced preferences, the following are available:
Software Instrument Pitch: Tune slider:Determines the global tuning of all software instruments. The default is concert pitch A (440 Hz).
Detuning is in cent (1/100th of a semitone) steps.
Software Instrument Scale: Equal Tempered:Disables any tuning, and uses an equal tempered scale.
Software Instrument Scale: User:Allows you to detune each semitone in steps. Drag vertically in each semitone box until you reach the
value you want, or double-click in a box and enter a value. Click the Reset button to reset all of your tuning adjustments to their default
values.
Software Instrument Scale: Hermode Tuning (HMT):Allows you to set different Hermode Tuning (HMT) modes and degrees of effect.
When Advanced Editing is selected in Advanced preferences, the following are available:
Software Instrument Scale: Fixed:Activates a number of fixed tuning scales and keys. Fixed Tuning mode tunes musical keys (to different
degrees) for scaled tuning systems, and delivers a key signature character. When playing mostly white keys (in the Pure setting, and with C
as the root key), C major is the main focus, and tuning is scaled to that chord. An A major chord that is played immediately after a C major
(and is therefore subject to C major scaled tuning) is affected somewhat by the scaled tuning effect, but will not sound completely
tempered. If you normally play polyphonic music, this mode (when using the Pure setting) will sound most pleasing to your ears. The Fixed
Tuning scales are ideal for a number of Baroque and Medieval instruments and styles of music.
Fixed: Type pop-up menu:Offers the most important historic tuning scales, as well as a few others.
Fixed: Root Key pop-up menu:Allows you to choose a global key (C-B) for the chosen scale. This provides an easy way to reference the
chosen scale to any root note.
User: Stretch Upper slider:Determines the deviation (from the equal tempered scale) in the treble end of the sound. The higher the
value, the farther down the low notes are tuned. A setting of 0 results in an equal tempered scale tuning.
User: Stretch Lower slider:Determines the deviation (from the equal tempered scale) in the bass end of the sound. The higher the value,
the farther down the low notes are tuned. A setting of 0 results in an equal tempered scale tuning.
User: Root Key pop-up menu: Allows you to choose a global key (C-B) for the chosen scale. This provides an easy way to reference the
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chosen scale to any root note.
Hermode Tuning: Type pop-up menu:Allows you to set different Hermode Tuning modes.
Classic (3/5-all): This mode provides a broad and regular tuning of pure 5ths and 3rds. In cases of conflict, the degree of purity is
temporarily reduced. This mode can be used for all types of music. The value of the Depth parameter indicates the degree of the 5th and
3rd purity. A setting of 100% determines maximum purity. A 10% value is the lowest purity setting. Off sets the tuning to an equal
tempered scale.
Pop/Jazz (3/5/7-all): 5ths, 3rds, and 7ths are changed in this mode. It's great for Pop and Jazz styles, especially when using sustained
chords. It's less suitable for polyphonic music, as the detuning of the natural 7th is significant. This mode should always be used with a
Depth of 90% or 100%, as other values will render the natural 7th acoustically ineffective.
Baroque (3/5-adaptive): This mode tunes pure 5ths and 3rds (with changing characteristics). In tonal music, with a clear harmonic
center, the middle chords are tuned very purely, whereas more distant chords are tuned with less purity. If the harmonic center becomes
unclear, all chords are tuned with equal purity. As with the other mode parameters, a Depth value of 100% determines the highest
purity, and a value of 10%, the lowest purity.
Hermode Tuning: Depth slider:Allows you to set degrees of effect between 0% and 100%.
Audio settings
Audio settings are used to determine the audio behavior in Logic Pro.
Sample Rate pop-up menu:Use to choose the sample rate for the project.
When Show Advanced Tools is selected in Advanced preferences, the following are available:
"Playback pre-roll" checkbox:When selected, all start commands force Logic Pro to start playback a little earlier. The exact pre-roll value
depends on the current delay compensation value for plug-ins. This option ensures that transients that fall exactly on the start position are
played back correctly. If this option is unselected, transients that fall precisely on the start position can be missed, or seem to fade in.
Pan Law pop-up menu:Signals panned to the center position may sound louder than signals panned hard left or right. The Pan Law value
determines the amount of volume reduction on signals that are panned to the center position. You can choose from the following settings:
0 dB: With no change to the volume level, signals will seem louder when panned to the center position, in comparison with extreme
left or right pan positions.
-3 dB: A full scale signal (0 dBfs) will have a level of -3 dB when panned to the center position.
-3 dB compensated: A full scale signal (0 dBfs) will have a level of 0 dB when panned to the center position (or +3 dB when panned to
extreme left or right positions).
Apply Pan Law Compensation to Stereo Balancers checkbox:Applies Pan Law compensation to Stereo Balance controls.
Note: For compatibility purposes, this checkbox is selected by default when older projects are opened.
When Additional Surround Options is selected in Advanced preferences, the following is available:
Surround Format pop-up menu:Use to choose the surround format for the project.
When Advanced Editing is selected in Advanced preferences, the following are available:
"Automatic management of channel strip objects" checkbox:Makes the creation and management of tracks and channel strips a
transparent experience. You should only deselect this setting when you need to make manual changes to channel strips in the Environment
window.
"Automatic naming of channel strip objects" checkbox: Allows the automatic naming of channel strips according to the last loaded setting,
until the user enters a channel strip name manually.
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MIDI settings
General MIDI settings
The General pane of the MIDI project settings contains the following settings:
When Show Advanced Tools is selected in Advanced preferences, the following are available:
Control Change 7/10 controls Volume/Pan of Channel Strip Objects checkbox:Keep unselected to ensure that all MIDI plug-ins and Smart
Control mappings work as intended.
Instrument Without MIDI Thru Function pop-up menu:The instrument selected here will not pass events through the computer when
the instrument is assigned to the selected track. Normally, you would set the No Output instrument here (chosen by default).
If your master keyboard doesn't have a Local Off setting, you can use this feature to avoid unwanted note doubling when recording:
With multi-timbral sound sources, assign the instrument (usually channel 1) that plays the part that is heard when playing with the
computer turned off.
With mono timbral sound sources, assign the instrument that represents the sound-generating part of your master keyboard.
In either case, you should turn down the volume control of your master keyboard whenever you're recording tracks for any other
instrument.
It's possible to disable MIDI Thru for any MIDI track in the Main window, by simply disabling the Record Enable button beside the track
name.
When Additional MIDI Options is selected in Advanced preferences, the following are available:
Send After Loading Project: "Used instrument MIDI settings" checkbox:Sends the active instrument MIDI settings automatically after
loading a project.
Send After Loading Project: "All fader values" checkbox:Sends all Environment fader values automatically, once a project is loaded.
"SysEx with MIDI Thru function" checkbox:Incoming SysEx messages are passed through the computer to the MIDI outputs, along with
other MIDI data. This is particularly important when using hardware programmers, as you can immediately monitor parameter changes to the
synthesizer you're editing.
If you want to record SysEx dumps, do not select this checkbox. It rarely makes sense to divert dumps through the computer unless you
want to record a dump and simultaneously transmit it to a second device of the same type.
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For information on the individual checkboxes, see Edit events overview .
Chase settings
MIDI Chase settings are only available when Show Advanced Tools is selected in Advanced preferences.
If you start playback in the middle of a project, some events might not be heard (such as notes, sustain pedal events, and pitch bend events
that start before the point where playback begins). Using the Chase Events function, you can have Logic Pro analyze the project and include
some or all of these events when the project plays back.
Notes checkbox: Sends any notes due to start playing at the playback start point.
Notes: Sustained checkbox: Sends any notes that are still playing at the playback start point (due to a sustain pedal event).
Notes: In 'No Transpose' Instrument Channel Strips checkbox: Instrument channel strips (particularly drums) can be assigned No
Transpose status in the inspector. This is a playback parameter that is ignored if the region containing the instrument notes is started midway
through.
Program Change checkbox: Sends any program changes in regions that fall across the playback start point.
Pitch Bend checkbox: Sends pitch bend events that immediately precede the playback start point.
Control Changes, 0-15, 64-71, and All Other checkboxes: Select to search for continuous controllers 0 to 15, continuous switch
controllers 64 to 71, or all other controllers.
Aftertouch checkbox: Looks for monophonic (channel) aftertouch messages.
Polyphonic Aftertouch checkbox: Scans for polyphonic aftertouch messages.
System Exclusive checkbox: Transmits the most recent SysEx message before the playback start point.
Text Meta Events checkbox: Transmits the most recent Text Meta Event message before the playback start point.
"Chase separate channels in 'All Channels' instruments" checkbox: Scans for events on each MIDI subchannel, rather than the global multi-
instrument channel. Multi-instruments (found in the Environment) have a global channel, and can have up to 16 MIDI subchannels.
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Chase on Cycle Jump checkbox: Scans for, and sends, all event types if the cycle start and end points fall across regions.
Chase on Cycle Jump: Notes checkbox: Limits cycle jump scan to note events.
"Send full MIDI reset before chasing" checkbox: Sends a MIDI reset message before chasing, ensuring that all MIDI devices being triggered
are set to their defaults.
Score settings
Global Score settings
Global Score settings define global formatting options such as page margins, note spacing, bars per line, and more.
When Show Advanced Tools is selected in Advanced preferences, the following are available:
Top, Bottom, Left, and Right Margin fields: These values show the margin distances (in cm or inch) to the outer border of the printable
area on the page. A "Top Margin 0.0 inches" value means that printing will start as close to the top of the paper as the selected printer
driver will allow. This also means that the size of the printable area can vary between printers, although the difference should be minimal.
Margins are only visible in Page Print view, where they are displayed as orange lines (are not printed) on the screen. You can also change
margins directly in the score by dragging them with the Pointer or Layout tool.
Add Bracket Space checkbox: Creates additional space between the left margin line and the beginning of staffs, for braces and brackets.
If unselected, staffs are aligned directly along the left margin line.
Alternating Margins checkbox: If selected, the left and right page margin settings are swapped on every second page. This can be useful
if a score is going to be bound as a book: the inner margin usually needs to be a little bigger than the outer one. It's also possible that the
opposite might be preferable, in cases where extra space is needed for remarks that may be added to the score at a later date.
Header Space field: Defines the height reserved for headers, between the top margin of the first page and the top margin of the first
staff on the page (as per the assigned staff style).
Note: Text objects inserted directly into this area automatically become global text elements, and are displayed as headers in all score sets
(full scores and parts).
You can also be change this value directly in the score, by dragging the purple line above the first staff.
Line Distance field: Defines additional vertical distance between staff systems (single, multiple, or bracketed staffs can constitute a system)
on the same page. It applies to full scores, as well as single staff parts.
Maximum Bars/Line field: This parameter can be useful when using small spacing values (see below), to prevent too many bars from being
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Maximum Bars/Line field: This parameter can be useful when using small spacing values (see below), to prevent too many bars from being
displayed on one line. The number set here limits the number of bars that can be displayed per line.
Note: This setting can be overridden when using the Layout tool to change line breaks.
Constant Spacing field: Determines the amount of horizontal distance between notes, affecting the distance from note to note,
regardless of rhythmic value.
Proportional Spacing field: Determines the amount of horizontal distance between notes, taking the note durations into consideration.
If you only use Proportional Spacing (and set Constant Spacing to 0), every bar receives the same amount of horizontal space. A whole
note uses as much space as four quarter notes. In the opposite situation (high constant value, proportional value set to 0), the distance
from one note to the next is always the same, regardless of note duration. A half note takes the same amount of space as an eighth note.
Other factors, such as accidentals, ties, and so on, are also considered for note distance calculations.
Slash Spacing field: This is the distance parameter for slashes (used in staff styles that display beat slashes instead of automatic rests), and
is especially important when inserting notes into staffs that display slashes. For example, musical styles such as funk use a lot of sixteenth
notes, so you are likely to choose a higher slash distance than you would for music that doesn't go beyond eighth notes. This way, the
proper relationships between notes and passages (containing only slashes and chord symbols) can be maintained.
Beaming Slant Factor, Minimum Slant, and Maximum Slant fields: These three parameters affect the slant angle of beams. As with the
Spacing parameters, these parameters work together. Appropriate settings need to be found by trying different combinations. The final
settings will vary, depending on the style of the music and on personal preference.
Beaming Slant Factor: Determines the general amount of beam slanting, in relation to the intervals of the notes connected by beams.
Minimum Slant: Determines the minimum interval of notes that causes beams to be slanted.
Maximum Slant: Determines the maximum beaming slant angle.
These parameters work relative to a particular scoring situation, which is why no explicit settings can be given. Again, it's essential to try
different combinations when working on the final layout of a piece.
Default Pedal Position field: Determines the vertical position of automatic pedal symbols (those created when you use the MIDI sustain
pedal during a real-time recording). If set to zero, recorded MIDI sustain pedal events are hidden in the score. Pedal marks that you manually
insert from the Part box are not affected by this parameter.
"'Open' single staffs" checkbox: Displays single staffs without vertical lines at their start point (left side of the clef).
"Justify last staff" checkbox: Lengthens the last line (the last staff system, in full scores) to the right page margin.
"Alternate repeat symbols" checkbox: If selected, all repeat signs in the project are displayed with real book-style brackets.
"Hide muted notes" checkbox: Excludes muted notes from the score display. If unselected, muted notes are displayed in the score, even
though they won't be heard during MIDI playback.
"Hide muted regions" checkbox: Excludes muted regions from the score display. If unselected, muted regions are displayed in the score,
even though they won't be heard during MIDI playback.
"Hide muted tracks" checkbox: Excludes muted tracks from the score display. If unselected, muted tracks are displayed in the score, even
though they won't be heard during MIDI playback.
Choose Font pop-up menu: Choose from any installed scoring (symbol) fonts, such as the Sonata font.
When Additional Score Options is selected in Advanced preferences, the following are available:
"Allow alias/loop editing" checkbox: Switches alias/loop editing on or off.
"Fill gaps" checkbox: Fills gaps between regions to display a continuous staff.
Breve pop-up menu: Choose between four different shapes of breve notes, as well as the default no breve setting (which disables any
breve notes).
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Page Numbers settings
Page Numbers checkbox: Select to turn on the display of page number parameters.
Horizontal Position pop-up menu: Alters the horizontal alignment on the page.
Alternating: Alternating, beginning on the right side
Left, Right, or Centered: Self-explanatory
Rev. Alternating: Alternating, beginning on the left side
Vertical Position pop-up menu: Alters the vertical alignment on the page. You can choose either Top or Bottom.
Page Offset field: This value is added to each actual page number, for display purposes. This setting can be useful when writing a piece
consisting of several parts, which are saved as separate project files. To retain continuous page numbers throughout the score, set this
parameter to the number of pages contained in all preceding parts (project files).
Horizontal Distance field: The horizontal distance from the outermost printing position on the page. This is only relevant for page numbers
with the Horizontal Position parameter set to Alternating or Rev. Alternating.
Vertical Distance field: The vertical distance to the highest or lowest printing position on the page (depending on whether Vertical
Position is set to Top or Bottom).
Hide 1st Page Number checkbox: Prevents the display (and printout) of the page number on the first page. (All others are displayed and
printed.)
Prefix checkbox: Select to enter text that will be displayed with every page number.
For example, if you use the prefix Page, the word Page, followed by a space and the actual page number, is displayed on each page. This
means that page three will display Page 3. If you want the page number in the middle of the prefix, you need to use the # symbol as a
variable for the page number. For example, "- pg.# -" on the second page prints as "- pg.2 -."
You can also use the following text symbols to include automatically generated text in the prefix:
"\ i" for the score set name
"\ n" for the project (file) name
"\ s" for the name of the currently shown display level, which can be the MIDI region or folder name (or even the project name, on
the highest level)
"\ d" for the current date (at the time of printout)
Tablature settings
Score Tablature settings are only available when Additional Score Options is selected in Advanced preferences.
Guitar tablature is a method of notating music for fretted string instruments--especially for guitar and electric bass--but also for other fretted
instruments, with four to six strings. In this system, the horizontal lines represent the strings of the instrument. Notes are always written on the
line/string at which they are played. The fret numbers are shown instead of regular note heads. Logic Pro automatically converts notes into
tablature, if a staff style containing a Clef parameter set to one of these tuning sets is used. The exact characteristics of these tuning sets are
determined in the Tablature pane.
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Twelve different tuning sets can be defined. Each of them corresponds to one line in this pane. The regular guitar and bass tunings are
already included as defaults (first line and last five lines), as are some of the more common guitar tunings.
Common parameters
Head Style button group: Choose one of the four head styles:
Numbers only
Numbers in circle
Circle 1/1, 1/2 notes only
Black and white (1/1, 1/2 notes) circles
Bass String buttons: Click to determine the display of the lowest string. It may be the same as other strings, or slightly thicker.
Up- and Down Strum buttons: Click to change the style of the Up- and Down Strum objects displayed in the Chord Grid and Tablature
Markings Part box.
If you want to force even higher positions, you need to use one of the other assignment modes.
Channel
In this mode, the number of the string (1 to 6, counted from the lowest string) corresponds to the MIDI channel. Channels 7 to 16
are assigned to the highest string.
Inv. Channel
Like Channel, but counted from the highest string (1) to the lowest (6 and above). This way of numbering the strings is generally
used in traditional guitar tablature.
Note: As most Guitar-to-MIDI Converters send notes (played on different strings) on different MIDI channels, the Channel and Inv.
Channel modes are suitable if you're using a MIDI guitar to record MIDI regions. The tablature notation is displayed exactly as the music
was played during recording.
Inv. Ch-1 and Inv. Ch-2
These modes should be used when recording and notating electric bass parts with Guitar-to-MIDI Converters.
"[?]1" is designed for five-string bass (with an additional high B string).
"[?]2" is designed for four-string bass.
The principle is the same as Inv. Channel mode, but the number of the MIDI channel is reduced by 1 or 2, in order to properly convert
the channels for bass string assignment.
The string assignment for a four-string bass will be 3 to 6, and 2 to 6 (counted from highest to lowest string in both cases) for a five-
string bass, just as with guitar strings that sound one octave higher. Notes on channel 1 will be assigned to the highest string.
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Chord settings
Root Font field: Defines the font for the chord symbol's root note.
Extension Font field: Defines the font for the chord symbol's extensions.
"Follow staff size" checkbox: Displays chord symbols according to staff size.
Slash Note Position pop-up menu: Defines the position of the slash note.
Accidental Scale field: Changes the accidental size, in relation to the font size setting: positive values result in an increased size, negative
values in a diminished size of chord symbol accidentals.
Language pop-up menu: Choose between seven chord symbol languages.
Alignment pop-up menu: Determines the general horizontal alignment of chord symbols--with an Align parameter set to def (default)--in
relation to their bar position.
Grid settings
Font field: Sets the general grid font.
Grid Scaling: Reduced field: Sets the size of the first chord grid when added in the Score Editor.
Grid Scaling: Normal field: Sets the size of the second chord grid when added in the Score Editor.
Grid Scaling: Enlarged field: Sets the size of the third chord grid when added in the Score Editor.
Chord Scaling: Reduced field: Sets the size of the chord on the first chord grid when added in the Score Editor.
Chord Scaling: Normal field: Sets the size of the chord on the second chord grid when added in the Score Editor.
Chord Scaling: Enlarged field: Sets the size of the chord on the third chord grid when added in the Score Editor.
Show Fingering checkboxes: Select to show the fingering numbers on the chord grid symbols in the Score Editor.
Minimum Number of Frets field: Defines the number of frets (four, five, or six) on chord grids.
Barre buttons: Define the Barre style on chord grids, whether Tie or Block.
Thumb buttons: Define the representation of the Thumb fingering marking on chord grids. It can be represented by a 5 or a T.
Left-Handed checkbox: Changes the chord grid orientation for a left-handed user.
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Clefs & Signatures settings
Clefs and Signatures settings are only available when Additional Score Options is selected in Advanced preferences.
These settings define the display of clefs and signatures in the score, and other settings.
Clefs settings
Clefs pop-up menu: Choose between the following clef display parameters: Every Staff, First Staff on Every Page, First Staff on Page 1,
and Hide All.
"Display warnings at line breaks" checkbox: Causes warning clef changes to be displayed at the end of a staff or staff system (if the actual
change is at the beginning of the subsequent staff or staff system).
Smaller Clef Changes pop-up menu: Clef changes (whether caused by a change of staff style, or by a new clef inserted from the Part box)
can be displayed at a smaller size than the clefs at the beginning of staffs, depending on this setting.
"Show grace note accidentals" checkbox: If selected, courtesy accidentals are automatically displayed. This means wherever a diatonic
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"Show grace note accidentals" checkbox: If selected, courtesy accidentals are automatically displayed. This means wherever a diatonic
note is altered by an accidental, another accidental (a natural symbol, in many cases) is displayed when that note appears (unaltered) in a
subsequent bar.
Time Signatures pop-up menu: Choose between the following time signature display parameters: Every Staff, First Staff on Every Page,
First Staff on Page 1, and Hide All.
"Display warnings at line breaks" checkbox: Displays a warning if time signature changes occur at the end of a staff or staff system (if the
actual change is at the beginning of the subsequent staff or staff system).
Size pop-up menu: Alters the appearance of the meter (often much larger, for conducting purposes) on the staff. It is expressed as
regular and percentage values. Single systems will show both numbers (4/4, for example) on the system. Double systems will show the upper
number on the upper system, and the lower number on the lower system.
"Hide bar lines" checkbox: Use to hide all bar lines, which can be useful for educational material, Gregorian plain chant notation, and other
special situations.
Note: Only automatically displayed bar lines are hidden, so it's still possible to insert bar lines from the Part box, including the regular bar
line, which will be displayed and printed.
Layout settings
Score Layout settings are only available when Additional Score Options is selected in Advanced preferences.
These settings define the display of staff line thickness, stem length, and distance between notes and ties, or notes and dots, and other
settings.
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Line Thickness settings
Line Thickness parameters: This group of parameters determines the line thickness of the following objects: staff lines, stems, ledger lines,
bar lines, repeat and end lines, tuplet brackets, text boxes (for boxed text styles), crescendi/decrescendi (also affects line objects and
arrows), ties, and slurs.
Note: If you have a high-resolution printer, try to use smaller line thickness settings (2, or maybe even 1). Smaller staff lines, in particular,
look much better. The other parameter settings are more a matter of personal preference. These changes are only visible at high zoom levels
on the screen. To really judge the results, try some printouts with different settings. The Slur and Tie Thickness parameters are affected by
the Scale parameter in score sets, and the Size parameter in staff styles.
Spacing settings
Bar Start Spacing and Bar End Spacing fields: Change the relative distance between the first and last note of a bar, and the preceding or
subsequent bar line. Keep in mind that changing the default settings of these parameters only makes sense if rather extreme values have
been chosen for the general Spacing parameters in the Global Score pane.
Dot to Note Distance and Dot to Dot Distance fields: Determine the distance between the note heads and dots, for dotted notes.
Dot/Dot Distance refers to double dotted notes.
Accidental to Note Distance field: Use to globally alter the horizontal distance of accidentals from the corresponding note heads. The
default setting should only be changed if very small values are used for the Spacing parameters, which results in a tiny distance between
notes. This global setting can also be combined with the Accidental Distance parameter of individual notes, in the Note Attributes window.
Accidental to Accidental Distance field: Use to globally alter the horizontal distance between several accidentals, in chords.
Others settings
Stem Length field: Determines the default setting for stem length.
Horizontal Tie Position and Vertical Tie Position fields: Determine the distances between note heads and related ties (which are displayed
automatically).
Factory Defaults button: Click to reset all parameters to their default settings.
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The above symbols change the MIDI output of all notes they are attached to. The following two parameters can be determined for each
symbol:
Velocity: This value is added to, or subtracted from, the original velocity value of the corresponding note.
Length: The original note length is shortened by the percentage chosen here. This only affects the playback of the note, not the score
display. The note length change can be seen in the Event inspector or in the Event List.
The MIDI Meaning functions are most useful when you're inserting notes with the mouse. This makes it possible to work as if writing music on
paper.
First, you write/insert the notes. They will all have the same velocity, and identical rhythmic note values will have exactly the same length.
Accents and phrasing marks are then attached to some of the notes, which change the velocity and (playback) length of these notes.
This technique makes playback sound much more realistic and alive.
The default settings in the MIDI Meaning pane (in new projects) are 0 for velocity, and 100% (no change) for length. If you don't change
these values, the symbols remain purely graphical, and don't affect MIDI playback. If you record your regions in real time (using a keyboard), it's
better to use these default settings, as the notes probably already sound the way you want them to.
Important: If you do use MIDI Meaning, you need to adjust the settings before you begin to insert accents and so on. This is because the
settings have no influence on accents and phrasing marks that have already been inserted.
Once set, the velocity and length of notes will be changed as soon as you attach one of these symbols to a note. When you delete the
symbol, note velocity and length are reset to their initial values.
Colors settings
Score Colors settings are only available when Additional Score Options is selected in Advanced preferences.
These settings define the pitch, velocity, and note color options.
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Pitch Colors settings
Pitch Colors Type buttons: Each note of the octave is assigned a color. They are arranged like piano keys. You have the following two
choices when it comes to pitch color:
Diatonic: Allows you to use 7 different colors.
Chromatic: Allows you to use 12 different colors.
Pitch Color buttons: Click any color to open the standard Colors window and change that particular color.
Other settings
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Factory Defaults button: Click to reset any changes you made in the Colors pane.
Movie settings
Movie settings are used to determine the movie offset, volume, and tempo value.
When Show Advanced Tools is selected in Advanced preferences, the following are available:
Movie Position field: Moves the position of the full movie to the left or right.
Region Position field: Moves the position of the movie region to the left or right.
Region Borders Start field: Determines the start position of the movie region. This will reflect the same SMPTE position as the Movie
Position field if the movie region covers the full movie file.
Region Borders End field: Determines the end position of the movie region.
Region Borders Length field: Shows the length of the movie region, based on the start and end positions.
Movie Volume slider: Sets the volume of the audio track.
Mute button: Mutes the volume of the audio track.
Assets settings
Assets settings are only available when Show Advanced Tools is selected in Advanced preferences.
These settings let you select which asset types are copied to the project package--audio files, EXS instruments, and other data, for example.
Ideally, you should save all project assets with the project file, but on certain occasions you may prefer not to.
You can choose to copy the following assets into the project package:
Key commands
Key commands overview
You can perform nearly every Logic Pro function with a key command, greatly accelerating your workflow.
You can use the Key Commands window to browse, import, and save key command sets, as well as to assign Logic Pro functions that you
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use most often to computer keyboard keys. There are also a number of functions that are only available as key commands. Some of these may
not have a default key command assignment. In those cases, you'll need to create a suitable key command, in order to make use of the
function.
You can only access the Key Commands window when Show Advanced Tools is selected in Advanced preferences.
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You can also switch between key command sets, or import and export them. This is particularly useful if you need to work temporarily on
another user's Logic Pro system, because you can use your personal key assignments without altering the settings of the other system.
Choose Options > Expand All to show the contents of all key command groups.
When you expand key command groups, your key command selection may no longer be visible. You can quickly return to the selected
key command by choosing Options > Scroll to Selection.
You can click the small "x" at the right side of the search field to clear the search term. Click the magnifying glass icon at the left side of the
search field to choose a search term from the pop-up menu.
All key command sets saved in the ~/Library/Application Support/Logic/Key Commands folder are displayed, allowing you to quickly switch
between key command sets.
You can save the current key command assignments to any location using the dialog that appears. You should do this whenever you make
changes to your personal key command set. The default location is ~/Library/Application Support/Logic/Key Commands.
3. Press the relevant keyboard key, along with the modifier key or keys--Shift, Control, Option, Command.
4. If the key command assignment is already used, an alert appears. You have the following options:
Cancel: Click Cancel if you don't want to change the existing assignment.
Replace: Click Replace if you want to replace the existing assignment with the selected function.
OK: Click OK if you want to assign the key command combination to the selected function, while retaining the existing key command
or function.
The Learn by Key Position button works in a similar way, differing in that you can assign, for example, different commands to the
alphanumeric keyboard and the numeric keyboard.
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2. Select the command in the Command column.
The Assignments field displays the learned assignment, showing one or all of the following:
The name of the control surface--or the MIDI string, if the assignment is from an unsupported control surface
The name of the control
The zone and mode that the assignment belongs to
The Learn New Assignment button becomes unavailable when the entire message has been received. This avoids reception of further
messages that may be sent by the device when you release the button.
To delete a controller assignment: Select the relevant command in the Command column, then click the Delete Assignment button.
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Print key commands
You can print a list of the currently visible key command assignments by copying and pasting them using the Clipboard.
2. Paste the results into any word processor, format the results, then print the list.
Record R
Play ?? [?]
Stop ?? 0
Forward ?? V
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Play from Left Window Edge Shift-[?] Show Advanced Tools
Go to Position... ?? Z
Go to Beginning -
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rounding
Create Marker for Selected Option-Shift-'
Regions
Go to Marker Number 1 ?? 1
Go to Marker Number 2 ?? 2
Go to Marker Number 3 ?? 3
Go to Marker Number 4 ?? 4
Go to Marker Number 5 ?? 5
Go to Marker Number 6 ?? 6
Go to Marker Number 7 ?? 7
Go to Marker Number 8 ?? 8
Go to Marker Number 9 ?? 9
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Go to Marker Number 10 ?? Control-0
Cycle Mode C
Replace ?? /
MIDI/Monitor Metronome K
Click
Count In Shift-K
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Recall Screenset 2 ?? 2 Show Advanced Tools
Show/Hide Mixer X
Show/Hide Library Y
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Open Tempo List... Option-Shift-T Show Advanced Tools
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Select Next Track Down Arrow
New Empty Project Shift-Command-N Show Advanced Tools
Open... Command-O
Save Command-S
Print Command-P
Quit Command-Q
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Copy Channel Strip Setting Option-Command-C
Control Surfaces
Function Key command Available when
Various windows
Function Key command Available when
Undo Command-Z
Redo Shift-Command-Z
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Cut Command-X
Copy Command-C
Paste Command-V
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Recall Zoom 2 Control-Option-Command-2
Page Up |
Page Down |
Page Left \
Page Right \
Hide/Show Inspector I
Audio files
Function Key command Available when
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Select Similar Regions/Events Shift-S Show Advanced Tools
Select Same Subpositions Shift-P Show Advanced Tools
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Delete Duplicated Events Option-D Show Advanced Tools
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Set Nudge Value to Division Control-Option-D
Bounce... Command-B
Editors
Function Key command Available when
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Notes (Force Legato)
Select Highest Notes Shift-Up Arrow Show Advanced Tools
Tracks
Function Key command Available when
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Every Region Border
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Toggle Hide Group 7 Control-Shift-7 Show Advanced Tools
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Insert Silence Between Control-Command-Z Show Advanced Tools
Locators (Global)
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Set Optimal Region Sizes Control-\
Rounded by Bar
Shuffle Regions Left within Option-[ (left rectangular Show Advanced Tools
Selection bracket)
Shuffle Regions Right within Option-] (right rectangular Show Advanced Tools
Selection bracket)
Trim Region End to Previous Control-[ (left rectangular Show Advanced Tools
Transient bracket)
Trim Region End to Next Control-] (right rectangular Show Advanced Tools
Transient bracket)
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Color Regions by Track Color Option-Shift-C
Hide/Show Editor E
Mixer
Function Key command Available when
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Select MIDI Channel Strips Shift-E
Score Editor
Function Key command Available when
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Defeat Interpretation Control-I Show Advanced Tools
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Set main finger 2 Control-Option-Shift-2
Event List
Function Key command Available when
Articulation ID Control-Shift-D
Step Editor
Function Key command Available when
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Toggle Auto Define Control-A
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Function Key command Available when
Invert Selection Shift-I
Note 'C' A
Note 'C#' W
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Note 'D' S
Note 'D#' E
Note 'E' D
Note 'F' F
Note 'F#' T
Note 'G' G
Note 'G#' Y
Note 'A' H
Note 'A#' U
Note 'B' J
Chord Mode `
Delete Control-Delete
Octave - 2 Shift-Z
Octave - 1 Z
Octave + 1 X
Octave + 2 Shift-X
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1/1 Note 1
1/2 Note 2
1/4 Note 3
1/8 Note 4
1/16 Note 5
1/32 Note 6
1/64 Note 7
1/128 Note 8
Velocity 16 (ppp) C
Velocity 32 (pp) V
Velocity 48 (p) B
Velocity 64 (mp) N
Velocity 80 (mf) M
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Glossary
AAC Abbreviation for Advanced Audio Codec. A compression and decompression algorithm and file format for audio data.
AAF Abbreviation for Advanced Authoring Format. A cross-platform, project exchange file format you can use to import multiple audio tracks,
inclusive of references to tracks, time positions, and volume automation.
accelerando A gradual increase in tempo. See tempo.
AD converter (ADC) Short for analog-to-digital converter. A device that converts an analog signal to a digital signal.
ADAT Abbreviation for Alesis Digital Audio Tape. The ADAT is an eight-track digital multitrack cassette recorder that uses an S-VHS video
tape to record audio at 16- or 20-bit depth.
ADAT optical An optical interface for parallel transmission of eight audio channels via fiber optic cable. ADAT optical is a well-established
standard for digital multichannel interfaces.
AES/EBU Abbreviation for Audio Engineering Society/European Broadcasting Union. This association has a standard transmission format for
professional stereo digital audio signals also called AES/EBU. The format is similar to S/P-DIF, but uses balanced line drivers at a higher voltage.
Depending on the type of devices involved, AES/EBU and S/P-DIF coaxial interfaces can communicate directly. See also S/P-DIF.
aftertouch A MIDI data type generated by pressure on keys after they have been struck. There are two types -- channel aftertouch, the
value of which is measured by a full length keyboard sensor and that affects all played notes, and polyphonic aftertouch, which is individually
measured and transmitted for each key. Aftertouch is also known as key pressure or pressure sensitivity.
AIFF Abbreviation for Audio Interchange File Format. A cross-platform file format supported by a large number of digital audio and video
editing applications. AIFF audio can use a variety of bit depths, most commonly 16- and 24-bit.
ALAC Abbreviation for Apple Lossless Audio Codec. An encoding/decoding algorithm that delivers lossless audio compression.
alias A pointer to a MIDI region in the Tracks area. An alias doesn't contain any MIDI data, but points to the data of the original MIDI region.
You can create an alias by Option-Shift-dragging a MIDI region to a new location. An alias can't be edited directly; however, any change to the
original region also affects the alias.
All Files Browser One of the browsers in the Browsers area used for file management and data import tasks. See also Browsers.
allpass filter A filter that allows all frequencies to pass, providing only phase shift or phase delay without appreciably changing the amplitude
characteristic.
amplifier A device that increases the level of a signal. Sometimes called amp for short.
alternative A different version of a project, with a unique name and different settings. Alternatives are saved as part of the project, and
share the same assets. Alternatives for the current project appear in the File > Alternatives submenu.
amplitude A term used to describe the amount of a signal. If you have an audio signal, amplitude refers to the volume of the sound,
measured in decibels (dB).
amplitude peak The loudest point of an audio signal.
analog signal Refers to audio data that consists of an endlessly varying voltage level. Analog signals must be digitized, or captured, for use in
Logic Pro. Compare digital.
anchor point The start point of the audio file that an audio region is based on. See also Audio File Editor.
Apple Loops Prerecorded audio or MIDI regions commonly used for recurring rhythmic musical elements or elements suitable for repetition.
Apple Loops contain tags so you can quickly locate files by instrument, genre, or mood in the Loop Browser. Audio Apple Loops also contain
transients that are used by Logic Pro for time-stretching and pitch-shifting tasks.
ASCII Acronym for American Standard Code for Information Interchange. A standard computer character set, allowing computers to deal
with text characters. When you type ASCII characters on the keyboard, the computer interprets them as binary so they can be read,
manipulated, stored, and retrieved. See also scan code.
attack The start phase of a sonic event. Also part of an envelope. See also envelope.
attenuate The act of lowering the level of an audio signal. See also boosting and cutting.
audio channel strip A channel strip in the Mixer, used as a target for audio tracks in the Tracks area. All data on the audio track is
automatically routed to the audio channel strip that was assigned in the Tracks area.
audio file Any digital recording of sound, stored on your hard disk. You can store audio files in the AIFF, WAV, Sound Designer II (SDII), and
CAF formats in Logic Pro. All recorded and bounced WAV files are in Broadcast Wave format.
Audio File Editor The area in Logic Prothat allows audio files to be destructively edited and processed in a number of ways. The Audio File
Editor allows editing of individual samples within an audio file, and also provides access to a number of special sample processing tools.
audio interface The device used to get sound into and out of your computer. An audio interface converts analog signals (from microphones
or musical instruments, for example) into digital audio data that can be processed by your computer, and, in the other direction, converts digital
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audio data from your computer into analog signals that speakers can broadcast.
Audio MIDI Setup (AMS) A utility used to configure the audio and MIDI input and output devices connected to your computer. Logic Pro
uses the settings defined in the AMS utility, which can be found in the Applications/Utilities folder.
audio region A segment of an audio file that can be placed on audio tracks in the Tracks area. Audio regions appear as colored rectangles in
the Tracks area, and are aliases (or pointers) to portions of audio files. They can be as short as a single sample, or as long as the underlying audio
file. Logic Pro allows you to edit audio regions without altering the original audio file. See also region and MIDI region.
audio track A track in the Tracks area that is used for playback, recording, and editing of audio regions. It is routed to an audio channel strip
in the Mixer.
Audio Track Editor An editor in Logic Pro that shows a close-up view of part of an audio track, displaying the audio waveform of the regions
on the track. You can move and trim audio regions, split and join them, and edit them in other ways. You can also quantize and edit the pitch of
audio material in the Audio Track Editor using Flex Pitch. See also Flex editing.
Audio Units (AU) The standard Mac OS X format for real-time plug-ins. Audio Units plug-ins can be used for audio effects, software
instruments, and generators. The AU format is incorporated into the operating system, and installed AU plug-ins can be accessed by all applicable
programs. Logic Pro supports all AU format plug-ins.
Auto Track Zoom A function in the Tracks area View menu that automatically enlarges the currently selected track.
automation Refers to the ability to record, edit, and play back the movements of all knobs, controls, and buttons, including volume faders,
pan, EQ, and aux send controls, plus most effect and instrument plug-in parameters.
automation point The circular indicator on an automation curve that shows the value of the automation parameter at a particular point in
time. You add and edit automation points to control automation for the parameter.
Automation Curve tool A tool used to bend the line between two automation points, creating a nonlinear transition between the points.
Automation Select tool A tool used to select automation data and create automation points at region borders.
Autopunch button A button (with up and down arrows) in the control bar, used to activate the Autopunch function. See also Autopunch
function.
Autopunch function A function that allows you to start and stop recording at predefined positions. Autopunch mode is most commonly
used to re-record a section of an otherwise successful recording. The advantage is that you can concentrate on playing, rather than the
mechanics of starting and stopping recording. See also Autopunch button.
aux channel strip A channel strip found in the Mixer that can be used as a send/return (bus) and subgroup control.
backup A saved version of the current project. Backups for the current alternative are listed in descending order from newest to oldest in
the Project > Revert to submenu,
Balance control A rotary knob above the Volume fader of stereo channel strips. It controls the relative level of the left and right signals at
their outputs.
band rejection filter A filter that cuts the frequency band centered around the cutoff frequency, while allowing the frequencies that lie
further away on either side to pass. Frequencies close to the cutoff frequency are attenuated, while the lows and highs remain unchanged. See
also filter.
bandpass filter A filter that allows only the frequency band centered around the cutoff frequency to pass, while frequencies that lie further
away are cut. Frequencies close to the cutoff frequency are emphasized, while the lows and highs are attenuated, resulting in a sound
containing mostly mid-range frequencies. See alsofilter.
bar In musical notation, a measure that contains a specified number of beats, defined by the project time signature. See also time signature.
bass (1) A musical instrument. (2) Low-frequency sounds or components within a sound. See also frequency.
beat A musical time interval, commonly a quarter note, that marks the basic pulse of a piece of music.
Beat Mapping track A Global track used to analyze audio or MIDI regions, and create tempo events based on note or transient events in
these regions, allowing you to more easily synchronize recordings made without a metronome click with other material in a project.
binaural hearing Refers to the way human beings process audio positioning information, allowing the direction of a signal source to be
recognized (in front, behind, above, below, and to the left or right of the listening position).
binaural panning A process that emulates binaural hearing.
bit depth The number of bits used by a digital recording or digital device. The number of bits in each sample determines the (theoretical)
maximum dynamic range of the audio data, regardless of sample rate.
bit rate When talking about MP3 files, refers to the transfer bit rate at which the files are encoded. Conversationally, the term is more often
used to describe the relative quality of the file, with lower bit rates resulting in less defined audio.
bit resolution An alternative term for bit depth. See bit depth and sample rate.
blue noise Refers to highpass-filtered white noise, which sounds like tape hiss.
boosting The act of raising an audio level. See also cutting.
bounce To process MIDI or audio regions with any applied effects, such as delay or compression, combining (rendering) them into an audio
file. In Logic Pro, you can choose between real-time and offline bouncing. Offline bouncing is faster, but doesn't allow you to apply live
automation or record real-time audio input. You can also bounce to several files when performing a Surround bounce. See also surround.
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Bounce button The button you click to bounce the output of any output channel to an audio file. See also bounce.
bpm Abbreviation for beats per minute. A measure of the tempo of a musical piece. For example, 120 bpm means that in one minute, there
will be 120 musical beats (quarter notes). See also tempo.
Broadcast Wave See Wav and Wave.
BrowsersAn area that appears to the right of the Tracks area when you click the Browsers button in the control bar. The Browsers area
contains the Project Audio Browser, Media Browser, and All Files Browser, providing access to all media types supported by Logic Pro.
bus A type of signal routing that sends audio to aux channel strips for processing or submixing tasks.
bus channel strip A type of channel strip in the Environment Mixer layer included for backward compatibility with projects created in older
versions of Logic. Aux channel strips perform the functions that the bus channel strips performed in earlier versions of the application.
bypass To deactivate a plug-in. Bypassed plug-ins do not drain system resources. In Logic Pro, you can bypass a plug-in by either clicking a
plug-in's Bypass button in the channel strip or the Bypass button in the plug-in window.
cable In Logic Pro, the term is used to describe the virtual cables that represent a MIDI connection between Environment objects.
CAF Abbreviation for Core Audio Format. This file format can be used as a container for compressed or uncompressed audio files of (almost)
any size, sample rate, or bit depth. The CAF file format can handle audio recordings of around three hours in length (at a 44.1 kHz sample rate--
shorter at higher sample rates).
Camera tool A tool in the Score Editor used to select and export sections of the score as an image or PDF file.
carrier In FM synthesis, the carrier is the equivalent of an analog synthesizer oscillator that is producing a sine wave. The carrier frequency is
modulated by the modulator.
Catch button The button that enables horizontal scrolling during playback, ensuring that the area of the project near the current playhead
position is always visible. The Catch button is located in the Tracks area and some editors.
CD Audio A standard for stereo music CDs: 44.1 kHz sampling rate and 16-bit depth.
cent A tuning division of a semitone. There are 100 cents in a semitone. Many Logic Pro software instruments contain a Fine parameter that
allows sounds to be tuned in cent steps.
channel strip A virtual representation of a channel strip on a mixing console. Each channel strip contains a number of similar controls,
including a Mute button, Volume fader, Pan/Balance knob, Input slot, Output slot, Send slots, Effect slots, and Format button. The channel
strips shown in the inspector and in the Mixer are used to process audio or MIDI information that is routed from tracks.
channel strip setting Refers to the routing of a channel strip, including all inserted effects or instruments (plus their presets). Logic Pro
allows these settings to be saved and recalled, which simplifies the task of re-creating complex serial effect routings between channels or
projects.
chorus effect An effect achieved by layering two identical sounds with a delay, and slightly modulating the delay time of one, or both, of
the sounds. This makes the audio signal routed through the effect sound thicker and richer, giving the illusion of multiple voices.
click The sound a metronome makes, also sometimes used to indicate the metronome.
clipping In digital recordings, the result of feeding too much signal through a channel strip, thereby exceeding the limit of what can be
accurately reproduced and producing a distorted sound. Logic Pro audio channel strips feature a clip indicator, which indicates signal level peaks
above 0 dB.
clock An electrical synchronization impulse, transmitted every 1/96 note. A clock was used in older drum machines before the advent of MIDI.
MIDI Clock is a modern implementation of simple clock signals. It runs at 24 pulses per quarter note (ppqn), or 96 pulses per note.
cloned audio region A pointer to the original audio region. When you adjust the start or end point of a cloned region, all other regions
cloned from the same original region are adjusted in the same way.
comb filter effect The general term for a short delay of feedback that emphasizes specific harmonics in a signal. The name is derived from
the appearance of the frequency spectrum graphic, which resembles the teeth of a comb.
comping A process where multiple recording takes are combined into a single composite take. See also take.
compressor An effect that restricts the dynamic range of an audio signal. Compare expander.
Content Link mode A mode useful for situations where multiple MIDI regions are horizontally aligned along a single track, and you're viewing
the MIDI region contents in the Piano Roll Editor, for example. In this scenario, the Piano Roll Editor will only show the contents of the selected
MIDI region. If you want to view the contents of each MIDI region (selected or not) in the Piano Roll Editor as the project plays, you need to
activate Content Catch mode. See also Link button.
control bar A collection of buttons located at the top of the main window, giving you easy access to some of the most frequently used
inspectors, editors, and other areas of Logic Pro. You can customize the control bar to meet your individual needs.
controller A MIDI data type that controls a particular parameter, such as volume or pan, or sustain. The type of command is encoded in the
first data byte, while the value being sent or received is encoded in the second data byte.
control surface A hardware device that communicates with Logic Pro via MIDI (or other communication protocol). It can be used to write
automation data and control parameters, such as mixing levels and panning, and effects and instruments, as well as transport and navigation
functions, among others.
Controls view A nongraphical alternative to the Editor view of plug-in parameters. All Logic Pro plug-ins (and Audio Units) offer a Controls
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view, which you can open by choosing Controls in the View pop-up menu at the top of the plug-in window. Controls view allows access to
additional parameters and often requires less screen space. Compare Editor view.
Core Audio A standardized audio driver system for all Macintosh computers running Mac OS X. Core Audio is an integral part of Mac OS X,
allowing access to all audio interfaces that are Core Audio compatible. Logic Pro is compatible with any audio hardware that is Core Audio
compliant.
Core MIDI A standardized MIDI driver system for all Macintosh computers running Mac OS X. Core MIDI is an integral part of Mac OS X,
allowing the connection of all MIDI devices that are Core MIDI compatible. Logic Pro is compatible with any MIDI hardware that is Core MIDI
compliant.
count-in Several metronome beats sounded prior to the start of a recording (or playback), typically for one bar. The control bar features a
Count-In button to control the count-in.
cutoff frequency The frequency at which the audio signal passing through a low or highpass filter is attenuated (typically by 3 dB).
cutting The process of reducing a level or frequency when using EQ or other filters. The term is also used to describe dividing and removing
sections of files, regions, and other items. See also boosting and attenuate.
cycle area In Logic Pro, an area used to repeatedly play a particular part of a project for composing, practicing, recording multiple takes, and
other purposes. When Cycle mode is on, the cycle area is displayed as a yellow strip in the upper part of the ruler (or in the center, when the
secondary ruler is visible).
DA converter (DAC) Short for digital/analog converter. A device that changes an analog signal into a digital signal.
data bytes Elements that define the content of a MIDI message. The first data byte represents the note, or controller number, and the
second represents the velocity, or controller value.
DAW Acronym for digital audio workstation. A computer system used for recording, arranging, mixing, and producing audio files.
dB Abbreviation for decibel. A unit of measurement that describes the relationships between voltage levels, intensity, or power, particularly in
audio systems.
DC offset An error that can result in direct current (DC) being layered over the audio signal, producing a vertical shift in the waveform
position shown in the Audio File Editor.
decay An envelope parameter that determines the time it takes for a signal to fall from the maximum attack level to the sustain level. See
also envelope.
deesser A signal processor that removes hissing or sibilance in audio signals.
default The preset value of a parameter.
delay (1) In the main window, a region parameter that letes you move a selected region ahead or behind the beat by a given number of
milliseconds. (2) An effect that delays the incoming audio signal, typically resulting in a sense of audio space in which the signal is taking place. (3)
In the Environment, an object that can create a series of repeats.
destructive A type of audio processing in which the actual data of an audio file is changed, as opposed to just editing peripheral or playback
parameters. Edits in the Audio File Editor are destructive, while those in the Audio Track Editor are nondestructive. See also Audio File Editor.
DFS Abbreviation for Digital Full Scale. Sometimes expressed as 0 dB DFS. This value--0 dB, as shown on the Logic Pro channel strip level
meters--is the maximum theoretical level that a digital signal can reach before clipping and other types of distortion may be introduced.
digital A description of data that is stored or transmitted as a sequence of ones and zeros. Most commonly, digital data refers to binary data
represented by electronic or electromagnetic signals. All files used in Logic Pro are digital. Compare analog.
Display Level button A button (located in the upper-left corner of many windows) that takes you to the next higher display level. For
example, if you're viewing events of a MIDI region inside a folder and you click the Display Level button, you'll move to the MIDI region in the
parent folder. A second click switches the display to the folder itself.
distortion The effect that occurs when the limit of what can be accurately reproduced in a digital signal is surpassed, resulting in a sharp,
crackling sound.
division value An adjustable value (shown in notes) for the grid used in displays and operations. The division (marked div) is the third
number displayed in the control bar's Position display.
Drag pop-up menu A pop-up menu found in the menu bars of linear editing windows. It determines the behavior of regions or events
when dragged to an overlapping position.
driver A software program that enables various pieces of hardware and software to be recognized by computer applications. If the proper
driver is not correctly installed for your audio hardware, your computer may not recognize or work properly with it. See also Devices pane.
Drummer A feature in Logic Pro that allows you to add a virtual drummer to your project, using a Drummer track. You edit the drummer's
performance in the Drummer Editor.
Drummer Editor The editor you use to modify a virtual drummer's playing style by choosing presets and adjusting individual settings,
including kit piece pattern variations and fill settings.
Drummer region A realistic drum performance you can edit using various settings in the Drummer Editor.
Drummer track A track in the Tracks area that is used for the playback and editing of Drummer regions. You can only have one Drummer
track per project.
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DSP (digital signal processing) In Logic Pro, the mathematical processing of digital information to modify a signal. For example, the Effect
slot on channel strips assigns DSP effects--such as dynamic compression and delay--to a channel signal. Even simple operations such as changing
volume and pan are DSP calculations.
dynamic range The difference in level between the loudest and softest signals that an audio system (or device) can reproduce. Technically,
dynamic range is the difference between the highest signal peak that can be reproduced and the amplitude of the highest spectral component
of the noise floor. It is measured in decibels. See also dB.
dynamics Refers to changes in volume, or other aspects of a piece of music, over time.
editor In Logic Pro, an area or window for editing MIDI or audio data. Logic Pro includes the Piano Roll, Step, Event List, and Score Editors
for MIDI event data, the Audio Track and Audio File Editors for audio data, and the Drummer Editor for Drummer regions. The Event List can also
be used for region editing and positioning.
Editor view The default, graphical view of plug-in parameters. If Controls view is visible, you can open Editor view from the View pop-up
menu at the top of the plug-in window. Compare Controls view.
effect A type of software algorithm that alters the sound of an audio signal in a specific way. Logic Pro includes a complete set of EQ,
dynamics, time-based, modulation, and distortion effects in the Logic Pro native and Audio Units plug-in formats.
Effect slot A panel on Logic Pro channel strips where you can insert an audio or MIDI effect plug-in.
envelope An element that graphically represents the variation in amplitude (or, sometimes, spectral content) of a sound over time. An
envelope, used as a controlling device, determines how a sound starts, continues, and ends. Synthesizer envelopes usually consist of attack,
decay, sustain, and release phases (abbreviated as ADSR).
Environment A workspace in Logic Pro that graphically reflects the relationships between hardware devices outside your computer and
virtual devices within your computer. Beyond basic input and output handling, the Environment can be used to process MIDI data in real time,
and can even be used to create processing machines, such as virtual rhythm generators and step sequencers or complex synthesizer editors.
Environment layer A page in the Environment used to organize objects. Objects of the same type (MIDI objects, for example) are generally
placed on the same layer, making usage easier.
Environment Mixer layer An Environment layer that shows all channel strips in a project (except MIDI channel strips). For most purposes,
you can use the Logic Pro Mixer to mix your project.
EQ Short for equalizer. Equalizers are used to boost or cut frequencies in an audio signal. Several EQ types are available in Logic Pro.
equalizationThe process of adjusting the relative volume (level) of different frequency bands, using an equalizer. See EQ.
Eraser tool A tool used for deleting items. You click a selected item or items with the Eraser tool to delete them.
event An individual MIDI command, such as a note on command. Continuous controller movements (such as are made with a modulation
wheel) produce a quick succession of individual events--each with an absolute value.
event definition Parameters used to define the event type displayed in the lanes of the Step Editor. See also Lane Set.
Event List A list that shows all events or regions in a project. The Event List allows you to directly manipulate events and regions in a
precise, numerical way. It also allows you to add different types of events.
expander An effect that increases the dynamic range of an audio signal. Compare compressor.
export To create a version of a file, such as a Logic Pro project, in a different format that can be distributed and used by other applications.
Fade tool A tool used to create and edit fades, or to change the shape of fade curves.
Filter button A button in the Event List and Mixer that you can use to hide or show specific event types or channel strip types.
filter Filters are effects used to increase (boost) or attenuate (cut) a specific frequency or frequency range in an audio signal. For example, a
lowpass filter allows frequencies below the cutoff frequency to pass unaltered, while those above are attenuated. See alsocutoff frequency.
filter slope The steepness, or amount, of filter attenuation (level reduction), typically measured per octave. For example, a filter slope of 12
dB per octave would sound much more dramatic than a filter slope of 6 dB per octave.
Finger tool A tool in the Piano Roll Editor used to edit the length of events.
FireWire Apple trademarked name for the IEEE 1394 standard. A fast and versatile serial interface, often used to connect audio interfaces
and other audio devices to computers. There are two versions of FireWire: FireWire 400 and FireWire 800, each of which uses a different
connector type. FireWire signals can be transmitted using a Thunderbolt adapter.
flanger An effect similar to the chorus effect, where a slightly delayed signal (which is shorter than that of the chorus) is fed back into the
delay line input. Flanging makes a sound thicker, and slightly out of phase.
Flex button A button in the Tracks area used to show or hide flex editing controls on audio track headers. A similar button is also available
on audio track headers and in the Audio Track Editor, to turn flex on or off for the track.
Flex checkbox A checkbox in the Region inspector used to turn flex on or off for selected audio regions.
Flex editing A process of editing the timing and pitch of notes, beats, and other events in audio regions. See also Flex Time and Flex Pitch.
flex marker A marker that allows you to alter the timing of audio material.
flex mode A track-based setting that determines how the timing or pitch of your audio is altered.
Flex PitchA track-based setting that determines how the pitch of your audio material will be altered.
Flex TimeA setting that simplifies the process of editing the timing of notes, beats, and other events in audio regions. Flex Time is similar to
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what is often referred to as elastic audio in other applications. You can compress or expand the time between specified events in an audio
region without the need for trimming, moving, nudging, or crossfading.
Flex tool A tool that gives you quick access to the basic flex editing functionality, without having to turn on Flex view in the Tracks area. See
alsoFlex view.
Flex view A Tracks area view that allows you to edit the timing and pitch of audio material.
folder In Logic Pro, a container for regions in the Tracks area. A folder can contain other folders or regions, much like a folder in the Finder
can contain other folders or files. You can imagine a folder as a project within a project. The inside of a folder looks just like the Tracks area.
folder stack A type of Track Stack that lets you combine multiple tracks and control them as one unit, without changing the audio routing
of the individual subtracks. When you create a folder stack, the channel strip assigned to the main track is called the stack master. Using the
main track or the stack master channel strip, you can mute, solo, and adjust the volume level for the folder stack. See also Track Stack.
Format button A button on audio channel strips from which you choose the input format of the channel strip. Click-hold this button to
access the Format pop-up menu.
frame A unit of time. A second in the SMPTE standard is divided into frames that correspond to a single still image in a video file or on video
tape.
Freeze function A process that performs individual offline bounces for each frozen track, saving almost 100 percent of the processing power
used for software instruments and effect plug-ins. All track plug-ins (including software instrument plug-ins, if applicable, along with all related
automation data) are rendered into a freeze file.
frequency A measure of the vibration of a sound signal over time, expressed in cycles per second, or Hertz (Hz). Frequency corresponds to
what users hear as pitch (the highness or lowness of a musical tone).
global tracks Tracks you can use to view, create, and edit markers, tempo events, and key changes, as well as perform beat mapping and
other operations. Global tracks are available at the top of all linear editing windows.
Glue tool A tool used to merge regions or events by selecting and clicking them.
GM Abbreviation for General MIDI. A standard for MIDI sound modules specifying a uniform set of instrument sounds, a standard key
assignment for drum and percussion sounds, 16-part multitimbral performance and at least 24-voice polyphony. A musical sequence generated by
a GM instrument should play correctly on any other GM synthesizer or sound module.
grid An element of the Tracks area and some editors represented by vertical lines that indicate the positions of measures, beats, and sub-
beats.
Groups inspector A Logic Pro inspector used to define which controls can be edited for an entire channel strip group at the same time,
including automation, volume, pan, and sends.
GS An extended General M standard, developed by Roland Inc.
Hand tool A tool in the Audio File Editor used for selection tasks.
headroom A specified range (safety margin, measured in decibels) between the actual audio level and the maximum permitted level (0 dBfs)
that allows for unexpected signal peaks. In the Score Editor, headroom is the margin of white space above the top staff.
Hermode Tuning A process that automatically controls the tuning of electronic keyboard instruments, or the Logic Pro software
instruments, during a musical performance. Hermode Tuning retains the pitch relationship between keys and notes, while correcting the
individual notes of electronic instruments, ensuring a high degree of tonal purity.
high cut filter A type of filter that is essentially a lowpass filter with no slope or resonance controls. As the name suggests, it attenuates
frequencies above the cutoff frequency.
highpass filter A filter that allows frequencies above the cutoff frequency to pass. A highpass filter possessing no slope or resonance
controls is known as a low cut filter.
import, importing The process of bringing files of various types (formats) into a Logic Pro project. Imported files can be created in another
application, captured from another device, or taken from another Logic Pro project.
input channel strip A type of channel strip in the Environment Mixer layer included for backward compatibility with projects created in older
versions of Logic. An input channel strip represents the physical inputs of your audio interface and directs input from your audio interface into
Logic Pro. In general, you won't need to access this channel strip type in Logic Pro.
input monitoring A function that allows you to hear incoming audio when audio tracks are playing, record-enabled, or recording. Click the
Input Monitoring button on an audio track to turn input monitoring on or off for the track.
inspector An area on the left side of the main window that contains the inspectors and channel strips for the selected track. The inspector
updates to reflect the parameters relevant to the area with key focus (such as the selected track, regions, events, or objects).
instrument object An object in the Logic Pro Environment designed to communicate with a single-channel MIDI device. An instrument
object represents a physical or virtual device that handles MIDI information. See also multi-instrument object.
interleaved audio fileLogic Pro typically handles multichannel (stereo or surround) audio files as interleaved. Edits to interleaved files affect
both (for stereo, or all for surround) channels equally. See alsosplit channel audio files.
key The scale used in a piece of music, centered around a specific pitch. The specified pitch is called the root of the key. A key can also refer
to a black or white key on a musical (MIDI) keyboard.
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key command A function that you can execute by pressing a specific key (or key combination) on your computer keyboard or MIDI
controller.
Key Commands window A window used for assigning key commands to computer keys or to MIDI messages.
key focus In Logic Pro, the selected, active window is said to have key focus. Many key commands will only function when a window has key
focus. The inspector also updates to reflect the parameters of a window with key focus.
key signature Refers to musical notation that indicates the key (and scale) of the piece, or the current section. In the Score Editor, the key
signature appears at the start (the left edge) of each staff. See also key.
Lane Each MIDI event type (a note or MIDI controller) is arranged from top to bottom in horizontal lanes similar to tracks in the Tracks area.
You can configure the type of event shown and controlled on each lane by setting parameters in the Lane inspector.
Lane inspector A Logic Pro inspector used to alter the settings of the selected lane.
Lane Set A term for all simultaneously displayed event definitions in the Step Editor. See also event definition.
latency A short delay between playing a note on your keyboard and hearing the sound. A variety of factors contribute to latency, including
the audio interface in use and audio and MIDI drivers. You can control the amount of latency (to an extent) using the I/O buffer size, which is
set in the Devices preferences.
Layout tool A tool in the Score Editor used to graphically move events or global text objects.
legato Method of musical performance that smoothly connects one note to the next.
level meter An indicator that displays audio input or output levels to or from your computer. Each channel strip in the Mixer (except the
master channel strip) includes a level meter. You use the level meters when recording, arranging, and editing audio files, and when creating a
mix.
LFO Abbreviation for Low Frequency Oscillator. An oscillator that delivers modulation signals below the audible frequency range--in the
bandwidth that falls between 0.1 Hz and 20 Hz, and sometimes as high as 50 Hz or 400 Hz.
Library The workspace to the left of the Tracks area where you access patches and settings files for plug-in presets and channel strips.
Line tool A tool in the Step Editor used to edit multiple steps by clicking a start and end position on the lane, which changes the values of
the steps between the start and end.
Linear view A view in the Score Editor that displays a single track in a continuous, scrolling horizontal view.
Link button A button in the Piano Roll Editor and Score Editor with a chain link icon that controls how content is linked in related
workspaces. You can show all content or the content of the selected region only. Or you can unlink related workspaces from one another.
Lists area A workspace to the right of the Tracks area with four independent tabs that show vertical lists for the following data types:
events, regions, markers, tempo changes, and time/key signatures.
local menu bar Refers to a menu bar in one of the working areas of Logic Pro that contains functions that are only relevant to that area.
Local Off mode An operating mode on a MIDI keyboard where the keyboard does not directly play its own integrated sound generator. This
is useful when using the device as a master keyboard for Logic Pro.
locators Left and right indicators that define the cycle area, which is used for cycle or skip playback and cycle recording operations. The
locators are also used to define the editing area for certain functions. When the LCD is set to Custom, the locators are displayed to the right of
the position indicators in the LCD. The number on top is the left locator; the number below is the right locator.
Logic Pro main window The primary working window of the application. The Tracks area appears in the central area of the window, and it
can incorporate all other working areas and editors. Also referred to simply as the main window.
loop An audio or MIDI file that contains recurring rhythmic musical elements or elements suitable for repetition. Logic Pro supports Apple
Loops as well as other file formats.
Loop Browser An area shown to the right of the Tracks area when you click the Apple Loops button in the control bar. The Loop Browser
is used to access and manage Apple Loops and ReCycle files.
Loop function The Loop region parameter that creates loop repeats for an audio or MIDI region. You can loop a region using the Loop
pointer or by selecting the Loop checkbox in the Region inspector. The loop repetitions continue until the project end point is reached, or until
another region or folder is encountered on the same track.
low cut filter A type of filter that is essentially a highpass filter with no slope or resonance controls. It attenuates all frequencies below the
cutoff frequency.
lowpass filter A filter that allows frequencies below the cutoff frequency to pass unaltered, while frequencies above the cutoff are
attenuated. A lowpass filter with no slope or resonance controls is known as a high cut filter.
main menu bar The menu bar at the top of the screen, offering global functions such as opening, saving, exporting, and importing projects.
The Edit menu in the main menu bar includes commands that apply to the window with key focus. See also local menu bar.
marker An indicator that is tied to a specific time position in a project. For example, a marker can contain text to provide notes for different
versions of a project. Markers can also be used for a number of selection and navigation tasks.
Marker List A window (or tab) in the Lists area that shows a list of all marker events. The Marker List also includes a Marker Text area where
you can add text information (notes) to particular marker events.
marker text Text attached to a particular marker event, for notes or other information. You add marker text in the Marker Text window or
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the Marker Text area of the Marker List.
Marker track One of the global tracks, used for the creating, editing, and viewing marker events.
Marquee tool A crosshair-shaped tool used to select and edit region parts.
master channel strip A channel strip in the Mixer that acts as a separate (final) attenuator stage, changing the overall gain of all output
channel strips while maintaining the level relationships between them.
Media Browser One of the browsers in the Browsers area used to find and import songs from your iTunes library and movies from your
Movies folder. See also Browsers.
merge To mix or combine two or more MIDI events or regions into a single event or region.
metadata Refers to additional descriptive information that is stored in the file header of a number of file types (AAF, for example). Metadata
is used to reference external media, to simplify searches, and more.
metronome A device that produces a regular, metrical tick or other sound to mark the musical beat (in bpm). Logic Pro features a
metronome for practice and recording. It can be configured in the Metronome project settings.
MIDI Acronym for Musical Instrument Digital Interface. MIDI provides a standardized hardware and software interface for electronic musical
instruments, allowing devices such as synthesizers and computers to communicate with each other. It controls the pitch, length, and volume of
a musical note event, among other characteristics.
MIDI channel Tracks recorded in Logic Pro can be directed to different MIDI channels, which can contain different information and play back
through different sounds assigned to each channel; for example, channel 1: piano, channel 2: bass, channel 3: strings, and so on. Up to 16
separate MIDI channels can pass through a port simultaneously, if the receiving devices are capable of receiving data on more than one channel
and are capable of playing back different sounds simultaneously. See also multitimbral.
MIDI Clock A short MIDI message for clock signals used to provide a timing pulse between MIDI devices. MIDI Clock is accurate to 24 ppqn
(pulses per quarter note), although some devices interpolate these pulse values, resulting in a more precise clock signal if each device is capable
of interpreting this additional information correctly. See also SPP.
MIDI Draw function A function that allows you to record, manually create, and edit MIDI controller data graphically. MIDI Draw data appears
as a set of points, which are connected by lines. MIDI Draw can be used in the Tracks area and MIDI editors.
MIDI In button The button used to turn on Step Input mode in the editors. See alsoStep Input function.
MIDI interface A hardware component that allows you to connect MIDI controllers and other MIDI devices to your computer. See also audio
interface.
MIDI Machine Control (MMC) A set of MIDI commands that Logic Pro uses to control the transport functions of any MMC-capable tape
machine. The recording process can also be controlled and automated from Logic Pro via MMC.
MIDI message A message transmitted via MIDI that consists of one status byte and zero, one, two, or many data bytes (with system
exclusive commands). See also event.
MIDI Multi mode A multi-timbral operating mode on a MIDI sound module where different sounds can be controlled (polyphonically) on
different MIDI channels. A multi mode sound module behaves like several polyphonic sound modules. General MIDI describes a 16-part multi mode
(the ability to control 16 different parts individually). Most modern sound generators support multi mode. In Logic Pro, multi mode sound
modules are addressed via multi-instrument objects. This MIDI mode and multi mode sound modules are generally referred to as multi-timbral.
See also multitimbral.
MIDI region A data container for MIDI events, shown in the Tracks area as a rounded rectangular area.
MIDI Thru tool A tool in the Environment used to assign an Environment object to the selected track in the Tracks area.
MIDI Time Code (MTC) Refers to the translation of a SMPTE timecode signal into a MIDI standard timecode signal. MTC is used to
synchronize Logic Pro with MIDI devices, other sequencers, video and audio tape, or hard disk machines that support MIDI Time Code. MTC
determines absolute time positions and supports start, stop, and continue messages.
mixdown A term commonly used to describe either the bouncing or merging of tracks. See also bounce and merge).
Mixer The area in Logic Pro that displays the audio, instrument, and MIDI channel strips in a project. These channel strips allow you to control
all aspects of track output and processing, including level, panning, plug-in processing, routing, and more.
mix, mixing The process of shaping the overall sound of a project by adjusting the volume levels, pan positions, adding EQ and other
effects, and using automation to dynamically alter these and other aspects.
M-LAN A Yamaha-designed variant of the FireWire interface. M-LAN enables Yamaha digital mixers and other devices to be directly connected
to a Macintosh FireWire port. See alsoFireWire.
modulation A slight, continuously varying change. Many Logic Pro effects and synthesizers contain modulators.
modulation amount The strength, or intensity, of modulation.
modulation matrix The EXS24 mkII (and some other Logic Pro instruments) contains a grid that allows you to vary a number of target
parameters, such as pitch, with a number of modulation sources (modulators). This grid is referred to as the modulation matrix in the EXS24
mkII.
modulation routing The path that determines which target parameter will be affected by a specific modulator (modulation source).
modulation wheel A MIDI controller found on most MIDI keyboards.
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mono Short for monophonic sound reproduction. The process of mixing audio channels into a single track, using equal amounts of the left
and right audio channel signals. Compare stereo.
Movie track A global track that allows you to view movie clips within a project.
MP3 Abbreviation for MPEG-2 Audio Layer 3. A compressed audio file format, frequently used to distribute audio files over the Internet.
multi-instrument object An object in the Logic Pro Environment that represents a multi-timbral hardware or software device that reacts to
MIDI. The multi-instrument object is essentially 16 instrument objects in a single package. Each instrument, called a subchannel, has a fixed MIDI
channel, while all share the same MIDI port. Other parameters can be set individually. The multi-instrument object allows you to address
multichannel MIDI devices, which can receive MIDI data (and play different sounds) on separate MIDI channels.
multi-timbralA term that describes an instrument or other device that can play several different sounds at the same time, using multiple
MIDI channels. See also MIDI Multi mode.
Multi Trigger mode A mode associated with synthesizers such as the ES1. In this mode, a synthesizer envelope is usually retriggered by
each incoming note event.
Musical Typing keyboardAn onscreen keyboard that allows you to use the computer keyboard as a real-time MIDI keyboard, so that you
can record MIDI when no music keyboard is connected.
mute To turn off (silence) the audio output of a channel or track. You can mute a track or channel by clicking the Mute button in the track
header or at the bottom of the channel strip.
Mute tool A tool used to silence individual regions or events.
native 1) The host-based processing of effects and software instruments in Logic Pro. The computer processor natively calculates the
effects and instruments. 2) The internal Logic Pro plug-in format, as opposed to the Audio Units format. Logic Pro native plug-ins only work in
Logic Pro.
normal window See window type.
normalize To raise the volume of a recorded audio file to the maximum digital level, without altering the dynamic content. For MIDI regions,
normalizing applies the current parameter settings to the selected MIDI events (by altering the actual events themselves), and clears existing
parameter settings.
notch filter A filter that cuts the frequency band near the cutoff frequency, allowing all other frequencies (both below and above) to pass.
note attributes Functions found in the Attributes menu of the Score Editor that determine the stem direction, color, enharmonic symbols,
and additional aspects for the display (and printing) of note events.
note number The pitch of a MIDI note, controlled by the first data byte of a MIDI note event.
object A term that refers to the graphical representation of elements in the Logic Pro Environment. Objects can be used to both create and
process MIDI data in real time, and to create processing machines, such as virtual rhythm generators or step sequencers. Examples of
Environment objects include instruments, multi-instruments, faders, and arpeggiators. The Environment Mixer layer contains objects that process
audio data.
offset 1) Refers to a situation where the playback point in a source audio file differs from the start point (anchor) of the file. Also known as
start point offset. 2) In conjunction with video timecode, when the start time of the Logic Pro project and QuickTime movie file are offset
(different) from each other. 3) The situation when the amplitude of a waveform is off-axis from the center line (due to a recording error caused
by hardware). This can be rectified with the DC Offset function in the Audio File Editor. See also DC Offset.
oscillator The part of a synthesizer (often the first stage) that generates the basic sound, using a selection of waveforms containing
different amounts of harmonics, that is then modified using other synthesizer controls.
output channel strip A channel strip in the Mixer that controls the output level and pan/balance for each physical output of your audio
interface.
Page view A view in the Score Editor that displays music notation as it will appear on facing, printed pages.
pan, pan position Describes the placement of mono audio signals in the stereo field, by setting different levels on both sides..
Pan control A rotary knob (directly above the Volume fader) on mono channel strips, used to determine the position of the signal in the
stereo image.
patch An element that contains the instrument, effects, and routing settings that control the sound of a track. When you choose a patch in
the Library, those settings are applied to the currently selected track.
peak 1) The highest level in an audio signal. 2) Portions of a digital audio signal that exceed 0 dB, resulting in clipping. You can use the level
meters on each channel strip to locate peaks and remove or avoid clipping. The Search Peak command in the Audio File Editor Functions menu
searches for the sample bit with the greatest amplitude value.
peak level display A digital audio meter that displays the absolute volume of an audio signal as it plays, making it easier to accurately view
every peak in the signal.
Pencil tool A tool used to create empty MIDI regions in the Tracks area. You can also use the Pencil tool to add audio regions to the Tracks
area, when used in conjunction with the Shift key. In the Audio File Editor, the Pencil can be used to draw out transient signal spikes (pops and
clicks) in signals.
Piano Roll Editor A MIDI track editor in Logic Pro that displays note events in MIDI regions as horizontal beams. Events can be cut, copied,
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moved, resized, and edited in other ways.
pink noise A type of harmonic noise that contains more energy in the lower-frequency range.
pitch The perceived highness (treble) or lowness (bass) of a musical sound. Pitch corresponds to the frequency of the sound wave. See also
frequency.
pitch bend message A MIDI message transmitted by the pitch bend wheel of a MIDI keyboard.
playback Refers to playing a project, an individual region, or an audio file, so that you can hear it.
playhead A vertical white line that indicates the current playback position in the Tracks area and in time-based editors (such as the Piano Roll
Editor and Audio Track Editor). You can drag the playhead to change the playback position. See also scrubbing.
plug-in A software application that enhances the functionality of Logic Pro. Plug-ins are typically software instruments or effects that can be
used on Logic Pro tracks.
plug-in window A window where you can interact with the plug-in parameters. You open a plug-in window by double-clicking the Effect
slot containing the plug-in.
Pointer tool A tool used to select or edit regions, events, menu or interface items, and more in Logic Pro.
post fader A send in an analog mixer that is positioned after the Volume fader in the signal flow, so that the level of signals going to the
send changes with the fader movements.
pre fader A send in an analog mixer that is positioned before the Volume fader in the signal flow, so the level of a signal routed pre-fader to
a send remains constant, regardless of any fader movements.
preset A set of plug-in parameter values that can be loaded, saved, copied, or pasted via the Library or the Settings pop-up menu in the
plug-in window header. See also setting and Settings pop-up menu.
pressure See aftertouch.
project A Logic document. It contains all MIDI regions and references to the audio files to be played back. A project file can be saved within
a project folder, which can contain the project's audio files and other assets (such as movie, sample files, and so on). Saving a project with assets
simplifies archiving and exchanging projects, but increases the project's size.
Project Audio Browser One of the browsers in the Browsers area used for managing project audio files and regions and conversion tasks.
See also Browsers.
project folder A folder that can contains a Logic Proproject as well as all media files used by the project, which can include audio files,
sampler instruments and samples, a movie, and other files.
project settings A collection of program settings that are specific to the current project. These are different from the global preferences
that affect all Logic Pro projects. .
protected track A track that can't have its contents moved or changed.
punch in, punch out Describes going into and out of record mode while a project is playing, to replace a section of an existing recording.
This process can be automated in Logic Pro. See also Autopunch function.
PWM Abbreviation for Pulse Width Modulation. Synthesizers often feature this facility, where a square waveform is deformed by adjusting its
pulse width. A square waveform usually sounds hollow and woody, whereas a pulse width modulated square wave sounds more reedy and nasal.
Q factor A term associated with equalizers. Q factor is the quality factor of the equalization, and is used to select a narrower or broader
frequency range within the overall sonic spectrum of the incoming signal.
quantization The process of time-correcting note start positions by moving them to the nearest point on a time grid. When quantization is
applied to any selected event or region, Logic Pro moves all note events to align perfectly with the nearest grid position. Logic Pro quantization is
nondestructive, allowing you to try out different quantize values without losing the original timing.
Quantize button The button (labeled with a Q) that you click to quantize selected events. See also Quantize tool and quantization.
Quantize pop-up menu The Logic Promenu from which you choose the quantize value. See also Quantize tool and quantization.
Quantize tool A tool used to quantize specific selected events, using the quantize value specified in the Quantize pop-up menu.
Quick Help An area at the top of the inspector that shows a brief description of whatever part of the Logic Pro interface you move the
pointer over. Quick Help can also be opened as a floating window. Some Quick Help descriptions contain links to more detailed information.
Quick Swipe Comping mode A mode available in a selected take folder. When Quick Swipe Comping mode is turned on, you can create
and edit comps. When you turn it off, you can cut, drag, and move take folder and take region elements in the selected take folder.
QuickTime An Apple cross-platform standard for digitized, data-compressed movie playback and encoding. QuickTime movies can be shown in
a Logic Pro window or on the global Movie track, in sync with the project. When you move the playhead, the movie follows, and vice versa.
real-time effects Effects that can be applied to regions in real time during playback.
record-enable Audio tracks must be manually armed (record enabled) before you can record on them. MIDI and software instrument tracks
are automatically record enabled when selected.
record, recording 1) The act of capturing a performance as audio or MIDI data. 2) A term that refers to the actual data in Logic Pro.
Recordings are typically referred to using the words region or file to make things clearer.
ReCycle An application from software manufacturer Propellerhead, which mainly serves as an editing and production tool for loops. ReCycle
uses specific file formats (.rex) which can be imported by Logic Pro.
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region A rectangular segment in the Tracks area that represents the recordings and added media files in a project, and acts as a container
for audio or MIDI data. There are four different types of regions--audio regions, MIDI regions, Drummer regions, and folder regions (usually
referred to as folders)--each represented by a different color. See also audio region, MIDI region, Drummer region, and folder.
Region inspector A Logic Pro inspector used to nondestructively set the playback parameters--including quantization, transposition, velocity,
compression, and delay--for individual regions. These parameters affect how the events are played back, but don't alter the stored data.
release An envelope parameter that determines the time it takes for a signal to fall from the sustain level to an amplitude of zero when the
key is released. See also envelope.
Replace mode A type of overwrite recording mode where the existing audio regions in a section of the Tracks area are replaced by a new
recording. To turn on Replace mode, click the Replace button in the control bar.
Resize tool A tool in the Score Editor used to change the size of a note or other symbol.
resonance A term generally associated with filters, particularly synthesizers. Resonance emphasizes the frequency range surrounding the
cutoff frequency. See also cutoff frequency.
reverb Short for reverberation. Reverb emulates the sound of a physical space, or, more specifically, the reflections of sound waves within a
space. For example, a handclap in a large cathedral reverberates for a long time as sound waves bounce off the stone surfaces, while a handclap
in a small broom closet hardly reverberates at all. The difference in size, and in the materials of the wall surfaces, accounts for the difference in
the amount and quality of reverberation. Logic Pro features a variety of reverb effects that you can use to create a sense of space or ambience
for your recordings.
ReWire An audio streaming and synchronization technology from Propellerhead software. The output of ReWire applications can be routed
into (and processed with) the Logic ProMixer. Logic Pro can also control the transport operations of ReWire programs, and Logic Pro instrument
tracks can drive the software instruments of ReWire applications.
ritardando A gradual slowdown of tempo. See also tempo.
routing Generally refers to the way audio is sent through channels or other processing units. Routing is also used to describe specific input
and output assignments.
ruler A tool located at the top of the main window, Piano Roll Editor, Step Editor, and Score Editor. The ruler displays the units of musical
time, including bars, measures, beats, and beat divisions. It is used to set and display the project position, the cycle area, and punch locators.
See also Autopunch function and playhead.
sample 1) A term for digital data that represents a sound at a particular instance in time. 2) The process of capturing sound digitally.
sample rate The number of times per second that audio is sampled when an audio signal is captured digitally. Logic Pro can record and edit
audio at sample rates ranging from 44.1 kHz (44,100 times per second) up to 192 kHz (192,000 times per second).
sample rate converter A device or algorithm that translates one sample rate to another.
sampler A device used for sampling. In Logic Pro, this generally refers to the EXS24 mkII software-based sampler.
sampling The process of converting analog audio into digital data. The sample rate of an audio stream specifies the number of samples that
are captured per second. Higher sample rates yield higher-quality audio. See also sample rate.
saturation A term commonly associated with a slight tape distortion or the characteristics of tube amplifiers. It describes a very high gain
level that causes a slight distortion of the incoming signal, resulting in a warm, rounded sound.
scale A group of related musical notes (or pitches) that forms the basis of the melody and harmony in a piece of music. The most common
scales are the major scale and minor scale. When you create a project, you can choose the scale (and key) for the project.
scan code Each key on a computer keyboard has a scan code rather than an ASCII symbol associated with it. For example, the Plus and
Minus keys on the numeric keypad and the corresponding keys above the keyboard have a different scan code, but use the same ASCII symbol.
scene markerLogic Pro can automatically extract information from (abrupt) transitions in QuickTime movie files, and create a marker, making
the process of scoring to film much faster and easier. Such transitions in a movie generally indicate a scene change.
Scissors tool A tool used for splitting regions or events.
Score Editor An editor in Logic Prothat displays MIDI regions as standard musical notation. MIDI note events are represented as musical
notes, and the spaces between them as rests. Many other musical symbols such as clefs, key and time signatures, accents, and articulations, can
also be displayed. The Score Editor allows you to adjust and edit the layout of the score, and print it.
score set A saved collection of multiple staff styles, staffs, and other elements shown in the Score Editor. You can use score sets to quickly
switch between (and edit and print) different portions of the score--such as a brass section--separately from the entire score. It also simplifies
experimentation with different layouts.
screen control Each Smart Control has a set of screen controls. Adjusting a screen control can change one or more parameters of the
track's channel strip, instrument, and effect plug-ins. Screen controls are labeled to help you understand which aspect of the sound each one
affects. See also Smart Control.
screenset A layout of various windows, including all display parameters (zoom, position, size, and so on). You can save, recall, and switch
between different screensets, much as you might swap between different computer monitors.
SDII Short for Sound Designer II. An audio file format very similar in structure to the AIFF file format.
self-oscillation A typical characteristic of analog filter circuits that occurs when the filter, at high resonance values, feeds back into itself and
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begins to oscillate at its natural frequency.
semitone The smallest interval between two pitches in the standard diatonic scale. A semitone is also called a half step or half tone.
send Short for aux send. An output on an audio device used for routing a controlled amount of the signal to another device. Sends are
often used to send several signals to the same effect, letting you use computationally intensive effects such as reverb more efficiently.
Send slot A panel on mixer channel strips used to send (via a bus) some or all of the audio signal to an aux channel strip. You can use
multiple sends on channels.
sequencer A computer application used to record both audio and MIDI data and blend the sounds together in a software mixing console.
Early sequencers controlled synthesizers via a series of control voltages and gates, or via MIDI only. No audio recording or control was available.
See also DAW.
setting 1) A parameter value. 2) A set of plug-in parameter values that can be loaded, saved, copied, or pasted via the Settings pop-up
menu. A plug-in setting is also known as a preset. See also preset, Setting button, and Settings pop-up menu.
Setting button A panel on mixer channel strips used to load, copy, and save channel strip settings. These settings contain setup
information for a channel strip, including plug-ins.
Settings pop-up menu The menu in the gray header at the top of all plug-in windows used to save, load, copy, and paste settings (the
parameter values of effects and software instruments).
sharing Refers to the process of distributing your projects. Logic Pro provides several options: the Media Browser, iTunes, SoundCloud, XML,
MusicXML, and others.
shelving EQ A type of EQ that allows the frequency range above or below the specified frequency to be increased or decreased.
side chain An alternativee input signal--usually routed into an effect--used to control an effect parameter. For example, you could use a side-
chained track containing a drum loop to act as the control signal for a gate inserted on a sustained pad track, creating a rhythmic gating effect of
the pad sound.
Signature List A window (or tab) that lists all time and key signatures of a project.
Signature track A global track that shows all time and key signatures of a project.
Single Trigger mode A term associated with synthesizers such as the ES1. In this mode, envelopes are not retriggered when tied (legato)
notes are played.
Smart Control Smart Controls let you control the sound of the selected track using a set of onscreen controls. Smart Controls can control
both channel strip and plug-in parameters, including software instruments and effects. See also screen control.
SMPTE Abbreviation for Society of Motion Picture and Television Engineers. The organization responsible for establishing a synchronization
system that divides time into hours, minutes, seconds, frames, and subframes (SMPTE timecode). SMPTE timecode is also used for synchronizing
different devices. The MIDI equivalent of SMPTE timecode is MIDI Time Code (MTC). See also MTC.
SMPTE Time ruler Refers to the Logic Pro ruler when set to display time in SMPTE format. The SMPTE Time ruler can display timecode if a
movie is imported into a project.
Snap pop-up menu A pop-up menu found in the local menu bar of linear editing windows that determines the behavior of regions or
events when edited. Lengths and cuts will snap to the nearest possible position as determined by the value chosen in the Snap pop-up menu.
software instrument A virtual instrument for which the sound is calculated by the computer processor, and played via the audio interface
outputs. Often colloquially called softsynths or softsamplers. Logic Pro includes a large collection of native software instruments to use in your
projects.
software instrument channel stripLogic Pro supports the use of software-based instruments. Software instrument plug-ins are inserted
into the Instrument slot of instrument channel strips. Software instrument recording takes place on instrument tracks in the Tracks area.
Playback of these tracks is routed via the instrument channel strip in the Mixer.
solo To temporarily isolate one or more tracks, regions, or events, allowing them to be heard without the rest of the project.
Solo tool A tool used to play a region or event in isolation.
S/P-DIF Short for Sony/Philips Digital Interface. A standard transmission format for professional stereo digital audio signals. The format is
similar to AES/EBU, but uses 75 ohm coaxial or optical connectors and cabling. Depending on the type of devices involved, AES/EBU and S/P-DIF
coaxial interfaces can communicate directly. Most digital audio interfaces available today will feature S/P-DIF connectors.
split channel audio files Often the channels of multichannel audio files (stereo or surround) are interleaved, so that edits to one channel
affect the others equally. Logic Pro allows you to separate these files into split channel audio files, so that you can edit each channel
independently. See also interleaved audio file.
SPP Abbreviation for Song Position Pointer. A MIDI Clock timing pulse sub-message that indicates the current "song" (project) position. It is
accurate to bars (and beats for some devices), but is not as accurate as MIDI Time Code (MTC), which is preferred when you have a choice
when synchronizing Logic Pro. See also MIDI Clock and MTC.
staff style Determines the appearance of notation on a musical staff. You can define note sizing and spacing, number of staff lines, fonts,
and more for each staff style.
Standard MIDI file (SMF) The standard file format for exchanging songs between different sequencers or MIDI file players. Standard MIDI
files are not specific to a particular sequencer program, type of computer, or device. Any sequencer should be able to interpret at least the type
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0 MIDI file format. Standard MIDI files contain information about MIDI events, including time positions and channel assignments, names of
individual tracks, instrument names, controller data, and tempo changes.
status byte The first byte in a MIDI message, which determines the type of message.
step A beam in the Step Editor that represents a MIDI event. The value of the event is denoted by the beam height, providing an at-a-
glance view of one, or dozens, of different events and their values.
Step Editor A graphical editor in Logic Pro that can be used to create and edit MIDI note and controller data. The Step Editor is ideal for
drawing drum parts and creating crescendi, among other tasks. See also event definition.
Step Input function A feature that allows you to insert MIDI notes into a MIDI region, one at a time, when real-time recording is not
active. This technique allows you to input notes accurately, even when they may be too fast for you to play "live." Step input can be performed
onscreen with the mouse or with the computer or MIDI keyboard, or any combination of these devices. See also MIDI In button.
step sequencer While all sequencers, including Logic Pro, step through a series of events, this term is used to describe a device from the
early years of analog synthesizers. Essentially, two rows of knobs (usually eight) were individually adjusted to control the gate time (note length)
and pitch of a connected synthesizer. The sequencer would step through these knob settings once, or repeatedly. Many modern software
instruments, particularly drum synthesizers, include an integrated step sequencer that synchronizes with project playback. Ultrabeat incorporates
a step sequencer that is considerably more flexible than its ancient analog cousins.
stereo Short for stereophonic. Refers to the sound reproduction of two different audio channels. Compare mono.
subframe A subdivision of a SMPTE frame, corresponding to its individual bits. One frame consists of 80 bits.
summing stack A type of Track Stack that lets you combine multiple tracks and route their output to an audio subgroup. When you create
a summing stack, the outputs from the subtracks are routed to a bus, the destination aux of which is assigned to the main track. When the
main track is selected, you can mute, solo, and adjust volume and send levels for the summing stack, and add and edit plug-ins, affecting the
sound of all the subtracks in the summing stack. See alsoTrack Stack.
surround Describes playback systems that make use of multiple speakers. The most common surround format is 5.1 channels (front left,
front center, front right, left surround, right surround, and an LFE, or subwoofer, channel), typically used in home theater systems and in
cinemas. Logic Pro supports all common surround formats, and provides surround recording, plug-in, and mixing facilities.
Surround Panner control Replaces the standard Pan/Balance knob of channel strips for surround projects. The Surround Panner control
allows you to control the relative positioning of the channel signal between the available speakers (in the chosen project surround format).
sustain An envelope parameter that sets the steady amplitude level produced when a key is held down. See also envelope.
sustain pedal A momentary footswitch connected to a MIDI keyboard. The sustain pedal transmits MIDI controller number 64, which is
recorded and played back by Logic Pro, and which can be edited as an automation parameter.
Swing parameter A parameter that alters the rigid timing of a quantization grid by delaying every other note of a specified subdivision by a
definable amount.
Sync button A button in the control bar used to turn external synchronization mode on and off.
synchronization Refers to the method of keeping several recording or playback devices time-locked with one another. In virtually all
synchronized setups, there is one master device and one or more slave devices that derive their synchronization clock from the master.
synchronizer The central unit used to control the synchronization of several devices. In most situations, Logic Pro will act as the master
synchronizer.
synthesizer A hardware or software device that can generate sounds. The word is derived from early attempts with mechanical and
electronic machines to emulate (or synthesize) the sounds of musical instruments, voices, birdsong, and so on. Logic Pro features several
software synthesizers, including the ES1, ES2, EFM1, ES E, ES P, and ES M.
SysEx Abbreviation for System Exclusive data. SysEx data forms the top tier in the hierarchy of MIDI commands. These messages are tagged
with an identification number for each manufacturer (the SysEx manufacturer ID number). The actual content of these MIDI commands is left to
the manufacturer. SysEx data is often used to transfer sound programs or system settings, or to address individual sound generation or signal-
processing parameters.
take folder A container for multiple take recordings.
take A term used to describe a recording. Logic Pro allows you to create several takes, one after the other, without leaving record mode.
These takes can then be compiled into a composite take, or comp. See also comping.
template A project that contains a defined collection of settings and preferences. Templates serve as a starting point for new projects
(scoring tasks, audio-only projects, MIDI-only projects, and so on). Any project can be used as a template, and you can create and save multiple
templates.
tempo The playback speed of a piece of music, measured in beats per minute. Logic Pro allows you to create and edit tempo changes in the
Tempo track.
tempo change An event inserted into the Tempo track (as a tempo point) that indicates a change in tempo at a particular bar/beat
position.
Tempo track One of the Logic Proglobal tracks. A Tempo track displays tempo changes as nodes.
Text tool A tool used for editing the name of items. In the Score Editor, you can use the Text tool to add text.
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tick The smallest unit of timing resolution in a MIDI sequencer. In Logic Pro, this equals 1/3840 of a note. Logic Pro allows edits at single
sample accuracy (at sufficient zoom levels) for edits and positioning, which exceeds what the MIDI protocol is fast enough to support for
playback.
timecode A format for assigning a unique, sequential time unit to each frame of video (or project) position. The SMPTE timecode format is
measured in hours, minutes, seconds, frames, and subframes.
timing A measure of the ability to play notes in time (in keeping with the tempo). Timing can also refer to synchronization between events,
regions, and devices.
Tool menu A menu in a local menu bar that contains the tools for editing, zooming, cropping, and otherwise manipulating items in that
specific window.
toolbar A collection of buttons and other controls used for working with regions in the Tracks area. By default the toolbar is hidden, but you
can make it visible by clicking the Toolbar button in the control bar. You can customize the toolbar to meet your individual needs.
track A horizontal row in the Tracks area that contains either audio or MIDI regions that can be played back over time. Each track has a
specified channel strip that data is routed to. A Logic Pro project can contain hundreds of tracks.
track arming See record-enable.
Track inspector A Logic Pro inspector used to nondestructively set the playback parameters for each track, including channel and MIDI
channel, Freeze mode, transposition, and velocity. These parameters do not alter the regions on the track.
Track Protect button A button in the track header that protects or unprotects tracks from further editing. See also protected track.
Track Stack Track Stacks provide a convenient way to organize and control tracks, to manage projects with high track counts, and to create
and manage audio subgroups. There are two types of Track Stacks: folder stacks and summing stacks. Both types have a main track and one or
more subtracks. See also folder stack and summing stack.
Tracks area The primary working space of Logic Pro. The Tracks area is used to record, edit, and arrange the audio, MIDI, and Drummer
regions in a project. It is also used for recording and playback of automation.
transform set A collection of saved transform operations. Transform sets can be quickly accessed via the Presets menu in the Transform
window. You can also import transform sets from other projects. See also Transform window.
Transform window An editor used to define a set of conditions and operations for selecting and manipulating specific MIDI events.
transient The position in an audio recording where the signal becomes a lot louder over a short time span (a signal spike, in other words).
Because this behavior is typical for drum recordings, transients can be used to indicate where beats occur in an audio signal.
transient detection A process in which audio files are analyzed for transients the first time you enable a track for flex editing. See also flex
editing.
transient marker A marker that denotes a significant point or peak in an audio file.
transport controls A set of buttons and other controls located in the center of the control bar, used to control recording and playback
functions. The transport controls include the Record, Pause, Play, Stop, and Rewind/Forward buttons and other functions. You can also open a
floating Transport window.
transposition The process of changing the pitch of a project, a region, or individual notes or chords by a number of semitones.
Transposition track One of the Logic Proglobal tracks. A transposition track allows you to transpose parts of a project and view
transposition events.
treble A term that refers to high-frequency sounds or components within a sound. See also frequency.
unicode Fundamentally, computers deal only with numbers. They store letters and other characters by assigning a number for each one.
Unicode provides a unique number for every character, no matter what the platform, program, or language.
varispeed A way of speeding up or slowing down the entire project, similar to the original varispeed feature of tape machines. You can
change both pitch and speed, or only speed (while pitch remains constant).
velocity Refers to the force with which a MIDI note is struck. Velocity is controlled by the second data byte of a note event.
Velocity tool A tool in the MIDI editors used to adjust the velocity of individual, or grouped, note events.
Vibrato tool A tool in the Audio Track Editor used to adjust the amount of vibrato on notes in Flex Pitch mode.
Voice Separation tool A tool in the Score Editor used to separate polyphonic voices onto different staffs by drawing a dividing line (if you're
using a polyphonic staff style).
Volume tool A tool in the Audio Track Editor used to adjust the amount of gain applied to notes in Flex Pitch mode.
VU meter Abbreviation for Volume Unit meter. An analog meter used to monitor audio levels, typically with a circular face and a moving
needle.
WAV, WAVE The primary audio file format used by Windows-compatible computers. In Logic Pro, all recorded and bounced WAV files are in
Broadcast Wave format, which includes high-resolution timestamp information that stores positional information. This makes it easy to align these
files in other audio and video applications.
waveform A visual representation of an audio signal. Waveform graphics run from left to right, and are centered on a horizontal line. Louder
portions of the waveform (amplitude peaks) are indicated as taller peaks or curves in the waveform.
wet/dry mix Refers to the ratio of a signal that effects have been added to (wet), and the original, unprocessed signal (dry).
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white noise A type of noise in which all frequencies in a given frequency band sound simultaneously, at the same intensity. Its name is
analogous to white light, which consists of a mixture of all optical wavelengths (all rainbow colors). Sonically, white noise falls between the sound
of the consonant F and breaking waves (surf). Synthesis of wind and seashore noises, or electronic snare drum sounds, typically makes use of
white noise.
Word Clock The clock signal required by digital audio interfaces to ensure that the sampling rates of connected devices run synchronously.
When two devices are connected via a standard digital audio interface (such as S/P-DIF or ADAT optical), Word Clock is transmitted via the audio
circuit. If you want more than two digital audio devices to communicate with each other, you need to use separate Word Clock ports for
synchronization, in most cases.
Wrapped view A view in the Score Editor that displays the selected track or tracks in a line-wrapped, lead sheet-style view.
zero crossing A point in an audio file where the waveform crosses the zero amplitude axis. If you cut an audio file at a zero crossing, there
will be no click at the cut point.
zoom control The control that appears at the bottom-right corner the Tracks area and some other windows. The zoom control slider allows
you to navigate through the entire length of the currently displayed project. The lines on the left and right of the slider can be clicked to zoom
in and out by a fixed percentage.
Zoom tool A tool used to zoom in on any part of the active area. The Zoom tool can also be accessed using Control-Option. Click the
background with the tool to revert to the normal zoom level.
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Copyright (c) 2015 Apple Inc. All rights reserved.
Your rights to the software are governed by the accompanying software license agreement. The owner or
authorized user of a valid copy of Logic Pro software may reproduce this publication for the purpose of learning
to use such software. No part of this publication may be reproduced or transmitted for commercial purposes,
such as selling copies of this publication or for providing paid for support services.
The Apple logo is a trademark of Apple Inc., registered in the U.S. and other countries. Use of the
"keyboard" Apple logo (Option-Shift-K) for commercial purposes without the prior written consent of Apple may
constitute trademark infringement and unfair competition in violation of federal and state laws.
Every effort has been made to ensure that the information in this manual is accurate. Apple is not
responsible for printing or clerical errors.
Because Apple frequently releases new versions and updates to its system software, applications, and
Internet sites, images shown in this manual may be slightly different from what you see on your screen.
Apple
1 Infinite Loop
Cupertino, CA 95014
408-996-1010
www.apple.com
Apple, the Apple logo, Final Cut, Final Cut Pro, Finder, FireWire, GarageBand, iMovie, iPad, iPhone, iPhoto,
iPod, iTunes, iTunes Store, Jam Pack, LaunchPad, Logic, Logic Pro, Mac, Mac OS, Macintosh, MainStage, OS X,
QuickTime, and Ultrabeat are trademarks of Apple Inc., registered in the U.S. and other countries.
App Store and iBooks Store are service marks of Apple Inc.
IOS is a trademark or registered trademark of Cisco in the U.S. and other countries and is used under
license.
Other company and product names mentioned herein are trademarks of their respective companies. Mention
of third-party products is for informational purposes only and constitutes neither an endorsement nor a
recommendation. Apple assumes no responsibility with regard to the performance or use of these products.
Demo project screenshots from Foster the People's "Helena Beat" provided courtesy of Sony Music
Entertainment. "Helena Beat" (c) 2010, 2011 Sony Music Entertainment. All rights reserved.
019-00104/2015-01/en
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Indice
What’s new in Logic Pro X 2
Get started with Logic Pro X 4
If you are upgrading 37
Logic Pro basics 44
Connect external devices 86
Work with projects 93
Work with tracks 120
Record your voice or a musical instrument 152
Use prerecorded media 188
Create a song arrangement 214
Edit audio regions in the Audio Track Editor 261
Edit MIDI regions in the Piano Roll Editor 266
Add drummers to your project 284
Edit the timing and pitch of audio 303
Advanced edit features 319
Mix a project 383
Automate mix and effects settings 426
Use Smart Controls 439
Make global changes to a project 449
View and edit music notation 489
Share projects 575
Surround in Logic Pro X 588
Work in the Environment 608
Video and synchronization 666
Preferences, project settings, and key commands 678
Glossary 757
Copyright 772
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