Vegas20b Manual
Vegas20b Manual
To register online with Sonic Foundry, please follow the steps outlined in the registration
wizard upon installation of this product.
Registering your product will provide you with notification of product updates and special
promotions exclusive only to Vegas 2.0 registered users.
Sonic Foundry product registration helps protect against software copyright infringement
and allows us to provide support exclusively to registered users.
If you do not have access to the Internet, registration assistance (in English) is available.
Please contact our Customer Service Department at:
• Telephone*: 1-800-577-6642 (toll-free) in the US, Canada, and Virgin Islands.
+800-000-76642 (toll-free) in Australia, Denmark, France, Germany, Italy,
Sweden, UK, Netherlands, and Japan.
+608-256-3133, extension 2300 in all other countries.
• E-mail: customerservice@sonicfoundry.com
• Fax: 1-608-250-1745
* Registration assistance is available by telephone 24 hours per day, seven days per week.
Sales/Customer Service Only (in North America): 1-800-57-SONIC
Chapter
Overview
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
2. Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
3. Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
4. Basic Editing Techniques . . . . . . . . . . . . . . . . . . . . . 109
5. Advanced Editing Techniques . . . . . . . . . . . . . . . . . 141
6. Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
7. Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
8. Audio FX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
9. Using the Audio Mixer . . . . . . . . . . . . . . . . . . . . . . . . 213
10. Recording Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
11. Advanced Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
12. Video FX and Masks . . . . . . . . . . . . . . . . . . . . . . . . . 263
13. Video Transitions and Motion . . . . . . . . . . . . . . . . 297
14. Saving and Rendering Projects . . . . . . . . . . . . . . . 323
15. Customizing Vegas . . . . . . . . . . . . . . . . . . . . . . . . . . 341
Troubleshooting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 373
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 385
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i
4
5
Table of Contents
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Welcome to Sonic Foundry Vegas™ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
System requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
About this version of Vegas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Installing Vegas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Starting Vegas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Registration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Registering online. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Registering by telephone. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Registering online from another computer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Using the online Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Accessing the Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Main window. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Marker bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Ruler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Track Header . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Track View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Transport bar controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Status bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Scrub control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Window Docking Area. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Keyboard command reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Cursor indications. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Audio Signal Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
6
2. Tutorial. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Getting the tutorial folder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Getting Started. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
1. Voiceover narration (01_voiceover.veg) . . . . . . . . . . . . . . . . . . . . . . . 47
Using the Explorer window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Placing the video. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Displaying a Video Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Playing back the video. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Placing the new voiceover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Aligning the new voiceover with video. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Editing the voiceover. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Aligning the remaining voiceover events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Unlocking the events. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Grouping the new voiceover and video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Saving a Vegas project (*.veg) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
2. Music bed (02_musicbed.veg) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Placing the music bed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Repositioning the voiceover. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Adding a volume envelope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Setting the volume envelope. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Adding equalization (EQ) to the voiceover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
3. Background video (03_background.veg). . . . . . . . . . . . . . . . . . . . . . . 62
Creating a new video track. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Crossfading to a new video event. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Inserting a transition effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
4. Overlay titles (04_overlay.veg). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Repositioning the project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
7
Inserting the introduction splash. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
5. Pan/Crop motion (05_panning.veg) . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
6. Fades (06_fades.veg) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
7. Track Motion (07_trackmotion.veg). . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
8. Velocity (08_velocity.veg) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
9. Rendering the project as an *.avi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Setting the format. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Applying compression. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
6. Events. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163
Accessing event properties. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Event switches. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Muting an event. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Locking an event. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Looping an event . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Normalize (audio only) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Maintain aspect ratio (video only). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Resample (video only). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Event switches in the Event Properties dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Event switches in the Edit Details window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Audio event envelopes (ASR). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Setting an audio event’s volume . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Setting an event’s fade in and out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Video event envelopes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Opacity envelopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
11
Velocity envelope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Envelope Edit Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Grouping events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Creating a new group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Removing events from a group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Clearing a group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Selecting all members of a group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Temporarily disabling grouping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
7. Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Working with Tracks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Adding an empty track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Duplicating a track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Deleting a track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Naming or renaming a track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Organizing tracks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Reordering tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Changing track color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
Changing track height . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
Track Headers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Using the audio track fader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Muting a track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Muting all audio or video tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Soloing a track. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Audio track envelopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Adding a volume or pan envelope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
Hiding the audio track envelopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
Removing audio track volume envelopes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
Video track envelopes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Composite Level envelopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Fade to Color envelopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Envelope Edit tool. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
12
Locking envelopes to events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Rendering to a new track. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
8. Audio FX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .189
Assigning an audio track to a bus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Assigning an audio track to an auxiliary bus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Assigning audio tracks to an Assignable FX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Setting up to record into audio tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
Using Audio FX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Bus FX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Assignable FX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Adding plug-ins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Saving customized FX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Plug-in chains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Removing plug-ins from a chain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Saving plug-in chains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Editing saved plug-in chains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
Organizing your plug-ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
Non Real-Time Event FX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Audio plug-ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Equalization (EQ). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Compression. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Using the Noise Gate plug-in. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209
Using the Dither plug-in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Additional plug-ins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Introduction
1
Welcome to Sonic Foundry Vegas™
Sonic Foundry Vegas is an innovative and advanced multitrack media-editing system. Vegas
was designed to create an efficient audio/video production environment without sacrificing
the quality and processing power that you expect from Sonic Foundry. Whether it’s the
standard and familiar Windows navigation commands or the clean and uncluttered
interface, you’ll find Vegas to be a tool that will be mastered in minutes. Beneath the unique
and customizable interface, you’ll find a product that is both powerful and flexible. This
table lists some of the features available in Vegas, the perfect multitrack media-editing
system for your studio or production environment:
CHP. 1 INTRODUCTION
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System requirements
Minimum requirements
• Microsoft® Windows™ 98SE, Me, 2000, or NT 4.0 SP4
• CD-ROM drive
• 40 MB hard-disk space for program installation
• Windows-compatible sound card
• Internet Explorer™ 4.0 (included on CD-ROM) or later to view online Help
• 400 MHz processor
• 128 MB RAM
• 16-bit color display
Technical Support
Visit our Web site at http://www.sonicfoundry.com/support. You will find technical information,
reference information, program updates, tips and tricks, and a Frequently Asked Questions
(FAQ) archive.
INTRODUCTION CHP. 1
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Most versions can be immediately upgraded to a more advanced version over the Internet.
From the Help menu, select Instant Upgrade to purchase a license and unlock these more
powerful features.
This manual covers all of the features available in all of the various versions of Sonic Foundry
Vegas. Since different versions have different features, more advanced features available only in
certain versions of Vegas are marked with a special icon.
CHP. 1 INTRODUCTION
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Installing Vegas
To install Vegas:
1. Insert the Vegas CD-ROM. The Vegas Installation screen appears (if CD-ROM AutoPlay
is enabled).
If CD-ROM AutoPlay is disabled, click on the button and choose Run. In the Run
window that appears, type the CD-ROM drive’s letter and add :\setup.exe. Click the OK
button to start the installation.
2. Click Install Software. The installation process begins.
3. Follow the screen prompts and enter the necessary information when required.
4. At the last screen prompt, click to conclude the installation.
Starting Vegas
After Vegas has been installed on your computer, there are two ways to start the program.
Double-click the Vegas icon on your desktop upon completion of the installation
procedure. This icon is a shortcut to the Vegas program located on your hard drive.
INTRODUCTION CHP. 1
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This graphic displays the default Start Menu location where Vegas was
installed. If you specified a different location during installation, navigate
to that menu location via this menu.
3. From the Programs menu, choose Sonic Foundry Vegas. A submenu appears.
4. From the submenu, choose Sonic Foundry Vegas to start the program. The registration
dialog window appears the first time you run Vegas. Select whether you want to use a
limited demonstration version of Vegas, purchase Vegas or if you have already purchased
Vegas you can enter your serial number. Once you have registered, this will not appear
again.
Registration
The registration dialog that appears when you start Vegas allows you to quickly and easily
register:
• Register online - instantly registers the product over the Internet.
• Register by phone - call Sonic Foundry to register manually.
• Register online from another computer - if the computer Vegas is installed on does not
have an Internet connection, but you have another computer that does.
• Not register at this time - allows you to continue using Vegas for a limited time without
registering.
Registering online
When you register online, one click is all it takes to instantly register Vegas.
To register online:
1. Connect your computer to the Internet.
2. Start Vegas. In the dialog that opens, select I would like to register online.
3. Another dialog opens that asks you if you want to Provide information or simply Finish my
registration. Select one of these options and click Next.
• Provide information - If you select this option, another dialog opens and allows you to
enter some information about yourself. At your request, this information will be held in
strictest confidence and will only be used by Sonic Foundry internally to improve our
products and services. You may also elect to allow Sonic Foundry to occasionally send
you information about the latest updates to Vegas and other exciting multimedia
products.
CHP. 1 INTRODUCTION
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• Finish my registration - If you select this option, registration will be completed without
any further delay.
Vegas now automatically connects to Sonic Foundry’s registration utility and registers your
product.
Registering by telephone
When you register by telephone, a Customer Service Representative will help you to obtain
your activation code.
To register by telephone:
1. Select Register by phone.
2. Click the button. A new dialog appears with a box where you can enter the
activation code. Your Computer ID number appears below this.
INTRODUCTION CHP. 1
27
identity, it is necessary to generate a registration number based on the computer that Vegas
is installed on. Therefore, you need to begin the registration on that computer, save an
HTML file with that computer’s identity on it to a floppy, and then use that floppy on a
computer with an Internet connection to register. The Activation Code and an *.reg file
will then be sent to you via e-mail, at which point you can write the number down to use it
on the other computer, or transfer the *.reg file to the computer without the Internet
connection and double-click the file to automatically register. The Acivation Code and
*.reg file is based on your computer’s ID number and cannot be used on another machine.
Information
pane
The Contents tab provides a list of available help topics. Click on a closed book ( ) to open
the pages, and then on a topic page ( ).
The Index tab provides a complete listing of the Help topics available. Scroll through the list
of available topics or type a word in the text field to quickly locate topics related to that
word. Select the topic and click the button.
CHP. 1 INTRODUCTION
28
The Search tab allows you to enter a keyword and display all of the topics in the online Help
that contain the keyword you have entered. Type a keyword in the text field and click on
the button. Select the topic from the list and click the button.
PDF manual
There is a *.pdf version of the manual available on the Vegas CD-ROM. The PDF version of
the manual contains some information that was written after this manual went to press. To
view this manual, you will need Adobe® Acrobat® Reader (also included on the Vegas CD-
ROM). Please read the vegas_readme.doc for more information on the latest updates and
changes.
INTRODUCTION CHP. 1
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Overview
Vegas is designed to be an easy-to-use program with many tools that provide power and
flexibility when creating and working with multimedia files. Many Vegas operations, menu
items, and shortcut keys are consistent with other popular Windows software applications.
The following sections are a graphical tour of the Vegas workspace.
Main window
This is the window that appears when you open Vegas. The work area is subdivided into
three primary areas: the Track Header, the Track View (or timeline), and the Window
Docking Area.
Menu Bar
Toolbar
Marker Bar
Time Display
Ruler
Track View
Track (timeline)
Header
Scrub Control
Window
Docking
Area
Status Bar
Transport Bar
The full version of Vegas Video has many advanced video editing features, as pictured above. Other
versions of Vegas have more limited video capabilities (for example limited to only one video track).
Please see the README file for more information.
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Toolbar
The Toolbar allows you to quickly access the most commonly used functions and features in
Vegas. From the Options menu, choose Customize Toolbar to specify which buttons are
displayed.
Marker bar
The Marker bar is the area where informational tags may be placed, named, and positioned
along the project’s timeline. These can serve as cues or reminders highlighting important
events in your project.
INTRODUCTION CHP. 1
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Ruler
The Ruler is the timeline for your project. You may specify how the Ruler measures time:
seconds, measures and beats, frames, etc.
Right-click
on Ruler
Track Header
This area identifies the track order in your project and contains controls used to determine
track compositing and mixing.
Track mode
controls
Parent/Child
Compositing
controls
Video Tracks
Track Number
Audio Track
Multiple video tracks, compositing, and video effects are only available in the full version of Vegas
Video.
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Track View
All arranging and editing is done in the Track View. This area contains all of a project’s
events.
Track View
Status bar
The Status bar is located at the bottom of the main program window and displays
information about roughly how much space is left on your computer to record audio (Record
Time). During the rendering processes, the left side of the Status bar also contains
information about the progress of the render.
The Video Preview window also has its own status bar that displays project specific
information.
INTRODUCTION CHP. 1
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Scrub control
The Scrub control is used to play your project forward or backward for editing purposes. You
may adjust playback speed by setting the Speed Control Marker located beneath the Scrub
control.
Click and drag either forward
or backward for playback
Set play-
back speed
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Trimmer window
Transport bar
Right-click on a
meter to change
its settings
INTRODUCTION CHP. 1
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Plug-ins window - Alt+5
This window organizes all of the plug-ins, effects, and transitions available in Vegas. These
are organized in a folder structure and include both audio and video plug-ins.
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INTRODUCTION CHP. 1
37
Description Keys
Create new project Ctrl+N
Open existing project or media file Ctrl+O
Save project Ctrl+S
Open project’s properties Alt+Enter
Edit commands
These commands refer to the event editing that you can use while you are working on a
project.
CHP. 1 INTRODUCTION
38
Selection commands
These commands refer to creating time selections or preview ranges.
Description Keys
Range selection (events) Shift+click range of objects
Multiple selection (events) Ctrl+click individual objects
Snap select to event edges Ctrl+Shift+Alt+ Left or Right Arrow
Recover previous selection areas Backspace
Select all Ctrl+A
Unselect all Ctrl+Shift+A
Select left by grid marks Shift+Page Up
Select right by grid marks Shift+Page Down
Make a selection during playback I (in) and O (out)
Create time selection while Ctrl+Shift+drag with mouse
dragging on an event
Expand selection one frame Shift+Alt+Left or Right Arrow
INTRODUCTION CHP. 1
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Playback commands
These commands refer to the playback controls, which are also found on the Transport bar.
Event commands
These commands apply to selected events.
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40
Track commands
These commands refer to editing functions related to the tracks in your project.
View commands
These commands refer to magnification of tracks and the events contained on them.
Miscellaneous commands
These commands allow you to access help related items and refresh the screen.
INTRODUCTION CHP. 1
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Trimmer commands
These commands apply to the Trimmer window.
Description Keys
zoom in on timeline default mouse wheel behavior
vertical scroll Ctrl+wheel
horizontal scroll Shift+wheel
moves the cursor in small increments Ctrl+Shift+wheel
move cursor one frame at a time Ctrl+Shift+Alt+wheel
auto-scrolling press mouse wheel and move mouse left or right
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Cursor indications
The cursor in Vegas changes depending on which functions are available. In Windows, for
example, the cursor changes to an hourglass when the system is busy.
Trim none Position the cursor over the edge of an event and drag to trim
the event, shorter or longer.
Slip Trim Alt Position the cursor over the edge of an event, press Alt, and drag to
trim. The media within the event moves with the edge. This is useful
to preserve the beginning or end of an event while trimming.
Stretch Ctrl Position the cursor over the edge of an event, press Ctrl, and
drag the edge to stretch or compress it. This make the media
in the event play slower or faster.
Slip Alt Press Alt and drag on the middle of a clip to move the media
within the event without moving the event itself.
Trim Ctrl+Alt Position the cursor over the boundary between two adjacent
Adjacent events, press Ctrl+Alt, and drag. Both events are edge
trimmed simultaneously.
Slide Ctrl+Alt Position the cursor over the middle of an event, press Ctrl+Alt, and
drag to simultaneously trim both ends.
Slide Ctrl+Alt Position cursor over a crossfade, press Ctrl+Alt, and drag on a
Crossfade crossfade to move it.
INTRODUCTION CHP. 1
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Pre/Post vol.
Assignable FX send
Auxiliary send
Assignable FX
Track fader
Input Chain
Pan track
Output Mute
Mute track
Bus Assign.
Bus Assign.
Master
Fader
CHP. 1 INTRODUCTION
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10.
Parent/Child
4. Velocity
Compositing
Envelope
5. Event FX &
Pan/Crop
9. Track
Motion
6. Transitions
INTRODUCTION CHP. 1
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CHAPTER
Tutorial
2
Welcome to the Vegas tutorial. This chapter is designed to familiarize you with the basic
features and tools of Vegas while creating an actual project.
This tutorial will teach you how to place media files in the project, edit them, and save them
together into a video file. The files you need to create this sample project are included on
the program’s CD-ROM in the \tutorials folder. The video length is approximately forty
seconds. As you work, you will see how easy it is to master the powerful features that Vegas
has to offer. Some of the techniques are only briefly demonstrated here, however, and many
complex operations are described in a sentence or two.
There are nine separate sections or steps in the tutorial. Each step has a completed project
file included on the CD-ROM. When you have worked through section 1. Voiceover
narration, your project should look something like the included project file 01_voiceover.veg.
These complete project files can also be used as references if you find any of the explanations
in this chapter to be unclear. If you make a mistake during the tutorial, just undo it by
pressing Ctrl + Z .
CHP. 2 TUTORIAL
46
The finished project is called 08_velocity.veg and looks like the illustration below. The
project is designed to highlight a few of the features Vegas Video. Some aspects of the
project are fairly complex. Use the map below to go to the tutorial section that explains a
particular technique.
6. Fades
7. Track Motion
1. Voiceover
narration
2. Music bed
3. Background
video
8. Velocity
TUTORIAL CHP. 2
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Getting Started
This tutorial is designed to walk the beginner through a complete project, while at the same
time demonstrating a few more advanced techniques. This means that some sections are
more difficult than others. By following the instructions explicitly, you should be able to
complete the project even if some of the concepts are unfamiliar. There are also a number of
terms that may be strange if you have never used Vegas or if you are new to NLE (Non-
Linear Editing). Here are some resources outside of this chapter that may be useful.
• Map of the user interface: (pg. 29).
• Glossary of terms: (pg. 385).
• Hold the mouse pointer over items in the user interface to see ToolTips that display the
names of the various controls.
• Press F1 and click on an item for a What’s This? Help definition.
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Media files
Video track
Audio track
A media file as it appears on the timeline in Vegas is displayed in an event. In fact, there
TUTORIAL CHP. 2
49
are two events on the timeline for the talkinghead.avi: a video event that serves as a
window into the video stream of the media file and an audio event that serves as a
window into the audio stream. Edits that are made to either of these events do not affect
the source media file, talkinghead.avi, in any way.
It is a good idea to label the tracks using the Scribble Strip on the Track Header on the
left side of the track. Double-click on the Scribble Strip for the video track and enter
“Talkinghead.” You can name the audio track “Talkinghead narration,” but this track will
eventually be deleted.
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We are preparing to place and work with the new voiceover. Eventually, we will delete
the original audio, but for now it can be used as a reference.
TUTORIAL CHP. 2
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These errors (B and D) will be removed later. Also, during playback you probably saw that
the new voiceover and the video are out of sync. Next, we will align the voiceover with the
video.
Original audio
voiceover
4. On the timeline, click and drag the mouse to select a time region.
CHP. 2 TUTORIAL
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Selection bar
5. Click either the Play ( ) or the Play From Start ( ) button to play just the time
selection. Click the Loop button ( ), on the Transport bar, to have playback loop
continuously within the selection.
6. Watch the Video Preview window to see if the new voiceover is roughly in the correct
position. This will be fine-tuned later.
7. Click the Stop button ( ) to stop playback.
Now would be a good time to double-click the Scribble Strip and rename the new track
“Voiceover”.
TUTORIAL CHP. 2
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2. Click the Play button ( ) to play back the error to ensure that your time selection does
not include part of the voiceover that we need.
3. Increase or decrease the time selection by clicking and dragging an edge of the selection.
4. Once the time selection is made, choose Delete from the Edit menu, or press the Delete
key to remove the “um.”
Next, we will split the event that contains the narrator’s cough and then delete the error.
CHP. 2 TUTORIAL
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2. Click the Play button ( ) to play back the error to ensure that your time selection does
not include part of the voiceover that we need.
3. Increase or decrease the time selection by clicking and dragging an edge of the selection.
4. Once the time selection is made, choose Split from the Edit menu, or press the S key to
split the event.
Editing an event
We have the cough as a new event that can now be deleted.
To delete the cough:
1. Click the event with the cough.
2. From the Edit menu, choose Delete or press the Delete key to remove the cough event.
After the edits have been made, the voiceover should look something like this:
TUTORIAL CHP. 2
55
To align the remaining audio:
1. Select the event that begins “This tutorial will introduce you....”
2. Drag the event to the approximate point where the narrator is saying this. Use the
original audio as a reference.
3. On the timeline, drag the mouse to select a time region.
4. Click either the Play ( ) or the Play From Start ( ) button to play just the time
selection. Click the Loop button ( ), on the Transport bar, to have playback loop
continuously within the selection.
5. Watch the Video Preview window to see if the new voiceover is close.
6. Click the Stop button ( ) to stop playback.
7. Repeat the above steps for the event that begins “found in this new....”
Next, we will group the synchronized events with the video and delete the original audio
from the project.
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4. From the Edit menu, choose Group and then Create New or press the G key to group the
events.
2. Select the drive and folder where you want to store the project.
3. Type the project name “MyTutorial” in the File Name field.
4. Click the Save button.
The subsequent times you save the project, the above Save As dialog is bypassed, your
existing file name is retained, and your project is updated to include any implemented
changes.
TUTORIAL CHP. 2
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Summary
In this section, we replaced the audio from the original video with a cleaner audio track
recorded in a studio. Here is what the project should look like at this point:
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TUTORIAL CHP. 2
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Envelope Line
3. On the musicbed event, place the mouse pointer slightly ahead of the voiceover’s starting
point. The mouse pointer appears as a hand ( ).
4. Right-click and choose Add Point from the shortcut menu. A square point appears on the
envelope line.
5. Repeat step 4 to add three more points on the line, for a total of four. The initial positions
of the points is unimportant.
2. Drag the two inner points so that their volume level is at approximately -7.0 dB.
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3. Set the outer points so that their volume level is at 0.0 dB.
4. Click the Play ( ) or the Play From Start ( ) button to play the project and check the
timing of the volume envelope.
5. Adjust the outer and inner points along the timeline as needed.
You can set the EQ settings by typing in the appropriate field, dragging the slider, or clicking
the arrow buttons between the slider and the setting field. The easiest way to adjust the EQ
is to drag the numbers on the EQ map, however.
2. Set the Frequency to 160 Hz.
3. Set the Gain to -inf.
4. Set the Rolloff to 12 (dB/oct).
5. Close the Track FX dialog by clicking anywhere outside it.
6. Click the Play ( ) or the Play From Start ( ) button to play the project with the new
EQ settings.
TUTORIAL CHP. 2
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Summary
In this section, we added a music bed to a new track below the narration. The video and
audio events from the last section were grouped together so they could be moved further
down the timeline. The volume of the music was faded out (ducked) during the narration
and back in after it was over. In addition, equalization was used to improve the tone of the
voiceover. Here is what the project looks like so far:
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Multimedia projects can get very complicated, so it may be useful to rename the track at this
point. Double-click the Scribble strip on the Track header and enter “Background”.
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The overlapping region between the two events has an “X” across it, indicating a crossfade.
If you preview the project, you can see the smooth transition between the two. Repeat this
procedure to add and automatically crossfade the remaining background video files:
beach.avi, fireweed.avi, boat.avi, and sunset.avi. The total length of these events when
overlapped should be the same as the music bed. The events can be repositioned by dragging
them and trimmed slightly by dragging their edges. The background video track should look
something like the illustration below.
Compositing, or video mixing, in Vegas occurs from the top down. Video in higher tracks
obscures video in lower tracks. Since there are no video events above the powderskier event,
this video is visible on the output. The later part of the powderskier event has a portion of
the talkinghead event over it. The talking head completely obscures the lower video events at
this point in the project.
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This change, from a simple track to a track composed of a number of rolls, is useful in some
situations, but is not really necessary here. You can click the Compact Track button ( ) on
the Track Header to hide this detail and simplify the track’s appearance. In Compact mode,
the two events are split by a diagonal line and the portion of the track to the left of the
transition is shifted slightly upward and the portion of the track to the right of the transition
is shifted slightly downward.
Compact track button Iris transition effect
Before we move on to the next step, select both the musicbed event and all of the video
events in the background video track (hold the Ctrl key while clicking on each of these
events). Right-click one of the selected events and, from the Group submenu, choose Create
New Group. This will allow us to move all of these events as a unit in the next step.
TUTORIAL CHP. 2
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Summary
In this section, a second video track with six new video events was added to the project. The
events were arranged such that they overlapped each other by about one second. This
created an automatic crossfade at each of the overlapping sections. The final duration of all
of the events was made to equal the duration of the musicbed event. Finally, one of the
crossfades was replaced with an Iris transition effect. Here’s what the project should look like
so far:
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TUTORIAL CHP. 2
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To insert the introduction:
1. Locate implosion.avi in the Media Explorer.
2. Drag implosion.avi onto a blank location on the
timeline below the lowest track so that a new track
is created. This new event should start at the very
beginning of the project.
3. Drag vegas_logo.bmp onto the same track. Position it
so that it ends at 13.000, when the powderskier event
begins. This means that it overlaps the implosion
event by approximately two seconds and an
automatic crossfade is created.
4. Click in the Track Header on the left side of the new introduction track and drag the
track to the top of the timeline, above the talking head track. This is necessary if the
logos are to appear as overlays on top of other video events.
The first track in the project now contains the introductory splash and logo. Double-click
the Scribble Strip to rename the track. Like the talkinghead event that appears on top of the
background video, the introduction also appears over all lower tracks.
Track Header
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The corporate_logo event overlaps a large portion of the underlying implosion and vegas_logo
events. Events in upper tracks normally completely obscure lower tracks. In this case,
however, most of the logo is transparent, so the underlying video shows through, and the
corporate_logo appears to float over the rest of the project.
corporate logo
crossfade
Duplicating events
To create a sense of a beginning, a middle, and an end to the project. We are going to
duplicate both of the logos (the corporate_logo and the vegas_logo) and place the copies at the
end of the project.
To duplicate an event:
1. Press and hold the Ctrl key.
2. Drag the corporate_logo event horizontally on the Overlay track. This instantly creates an
identical copy of the event.
TUTORIAL CHP. 2
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3. Position the newly duplicated event so that it ends at the same time as the end of the
music bed.
4. Drag the left edge of the event back to the 30.000 second mark. The duration of the event
is now roughly ten seconds.
5. Duplicate the vegas_logo event in the Introduction track and position it so that it ends with
the end of the music bed.
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Summary
All of the media files that are going to be used have now been inserted into the project. The
events and tracks have all been repositioned to their final locations. The first track contains
the transparent overlay corporate_logo event. The second track has an introductory splash
video (implosion event) that fades into the product’s logo (vegas_logo event). That logo, as
well as the corporate logo, is repeated at the end of the project. The next four tracks contain
the earlier work: the voiceover, the background video, and the music bed. Finally, three
audio events were added to three new tracks at the bottom of the project as sound effects for
the introduction. Here’s what the project should look like so far:
TUTORIAL CHP. 2
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3. Reposition the Crop area off of the left edge of the event at roughly -73 X 63 (as
pictured). Use the Center boxes on the left side of the dialog to enter the coordinates.
Crop Area
Keyframe
Controller
4. On the main workspace, click on a blank space on the timeline at 00:00:32.000 seconds
to move the cursor to that position. Use the left and right arrow keys to position the
cursor more precisely. Watch the Time Display to the upper left of the timeline to find
this position. Then, back in the Pan/Crop Event dialog, click the Sync Cursor button
( ). This button is on the very bottom of the dialog. This will position the cursor on the
Keyframe Controller at 32.000 seconds to match the cursor on the timeline.
5. Drag the Crop area to the right edge of the event to 564 X 59. Use the Center boxes to
enter the coordinates. The Crop area will now animate, scrolling right across the
CHP. 2 TUTORIAL
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corporate_logo event, ending at 32 seconds. Notice that a new, gray keyframe diamond
has been created on the keyframe controller.
Keyframes
6. Click on the main workspace timeline at 33.000 seconds to navigate to that point. Click
the Sync Cursor button ( ) in the Pan/Crop Event dialog.
7. Resize the Crop area to its original size (640 X 480) and position (320 X 240). A new
keyframe is created. The result is that the logo appears to zoom out and away between the
two final keyframes.
Third keyframe
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Preview the project to see the results of this procedure (click the Play button below the
timeline or press the Spacebar on your keyboard). Again, there is a lot going on here that we
have only touched on briefly. If you are not familiar with keyframe animation techniques,
much of this might be confusing. Even if you are familiar with keyframe animation, the Pan/
Crop Event tool is a complex and powerful tool. For more information, see Pan/Crop on page
241.
Summary
In this section, motion was added to the last corporate_logo event using the Pan/Crop Event
tool. The logo flies in from the right across the screen and finally zooms back to its final
position. All of this was accomplished using keyframe animation techniques in the Pan/
Crop Event dialog.
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6. Fades (06_fades.veg)
Fading, whether fading the volume in and out on an audio event or fading to and from black
on a video event, is a very easy process in Vegas.
To fade into a video event:
1. Position the cursor at the upper-left corner of the implosion
event. The cursor changes to a fade icon.
2. Drag the corner towards the center (right) of the event to
about 0.500 seconds.
The blue diagonal line that appears represents a fade in from
black that lasts half of a second.
To fade the volume (gain) of an audio event:
1. Position the cursor at the upper-right corner of
the introgong event. The cursor changes to a
fade icon.
2. Drag the corner left towards the center of the
event to about 11.000 seconds.
This time, a curved white line appears. The audio will smoothly and gradually fade out. This
effective technique is used repeatedly (seven times) throughout this project:
• Fade out of the introtabla audio event.
• Fade in and out of the first corporate_logo event.
• Fade in and out of the talkinghead event (very briefly).
• Fade out from the first vegas_logo event for a duration of about one second.
• Fade into the last vegas_logo event for a duration of about three seconds.
Summary
In this easy tutorial section, instant fades, both audio and video, were created to fine tune
and polish the project.
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keyframe
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keyframe
Keyframe Controller
In the one-half second between the two keyframes, the talkinghead event will quickly shrink
from full screen to a smaller window in the lower-left corner, revealing the underlying
background video. In this project, two more details were added:
• Select the Shadow option on the Keyframe Controller
in the Track Motion dialog. This adds a drop shadow
behind the track’s contents. The Track Motion Tool
and dialog can also be used to create a shadow behind
the corporate logo track.
• The talking head track is also spun around. Click the
last keyframe on the Position bar on the Keyframe controller and set the Angle to -360°.
The track makes one complete rotation in the half-second between the two final
keyframes.
Summary
In this section, the Track Motion tool was used to create an animated picture-in-picture
effect of the talking head narration. Keyframe animation techniques were used, and a drop
shadow was added behind the insert picture for emphasis. As a result of these changes, the
previously hidden background video was revealed.
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8. Velocity (08_velocity.veg)
Speeding up and slowing down a video event in Vegas can be done a number of ways. One of
the easiest is to use a Velocity envelope. This feature is used to speed up the powderskier and
then dramatically slow her down again towards the end of the event.
To change the velocity:
1. Right-click the powderskier event and, from the Insert/Remove Envelope menu, choose
Velocity. A horizontal blue line appears on the event. This is the envelope.
2. Drag the line up. A ToolTip appears telling you the
percent speed increase. Release the line to set the
speed increase to approximately 160%.
3. Move the cursor to the 16.000 second mark in the
project above the powderskier event and double-click
the envelope. This adds a point (node) to the line that serves as a type of keyframe.
4. Double-click further down the line to add another point. Reposition the new point below
the first point you added. The ToolTip displays the percentage again. Set this point to
about 28%. The entire line after this point moves. The event now plays at 160% speed
until it gets to the pair of points, where the video slows to 28% speed.
5. Drag the right edge of the powderskier event left to 19.000 seconds. Trim the left edge of
the mountain event to be flush with the end of the powderskier event. This needs to be
done to keep the duration of the event consistent with the velocity changes. If this was
not done, the event would run out of media to play back and would display a freeze frame
after 19.000 seconds project time.
Summary
In this section, the powerskier event’s speed was changed using a Velocity envelope. The
envelope was animated so that the video started out playing very quickly and then
dramatically slowed down near the end.
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2. Select the drive and folder where you want to save the rendered project.
3. Type a new name in the File name field, if necessary.
4. In the Save as type drop-down list, select Video for Windows (*.avi).
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Applying compression
Compressing video files is an important part of creating a movie. In video, the program that
compresses the video is called a codec. It is important in determining the quality and size of
the final media file.
To configure the compression:
1. On the Render As dialog, click the
Custom button. The Custom Settings
dialog appears.
2. Click the Video tab, select Cinepak Codec
by Radius (or Indeo Video) from the Video
Format list.
3. Click the OK button to close the Custom
Settings dialog.
4. Click the Save button on the Save As
dialog.
A status bar appears in the lower-left portion
of Vegas and a dialog pops up displaying the
progress of the render. Upon completion of
the render, your new media file is ready for
distribution and playback.
Status bar
Note: You may cancel the rendering process Cancel
by clicking the Cancel button ( ) on the button
status bar.
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CHAPTER
Getting Started
3
Vegas is a new way of creating multimedia productions. Whether you are an experienced
multimedia author or a budding novice, the powerful features and capabilities of Vegas are
organized to increase both your creativity and your productivity. The following chapter
summarizes the basic functions and operations of Vegas.
Projects
The process of creating a multimedia production can be an extremely complicated
undertaking, involving hundreds of shots, takes, voiceovers, music beds, and special effects.
Organization quickly becomes a critical issue in this process. In Vegas, organization is
handled by a small project file (*.veg) that saves the relevant information about source file
locations, edits, cuts, insertion points, transitions, and special effects. This project file is not
a multimedia file, but is instead used to create (render) the final file when editing is finished.
The greatest advantage of working with projects is not the organizational benefits, however,
but the fact that you are working on, and editing, a project file, and not the original source
files. When you copy, cut, paste, trim, and otherwise edit your movie, the process is
nondestructive. You can edit without worrying about corrupting your source files. This not
only gives you a strong sense of security, but it also gives you the freedom to experiment.
To create a new project:
1. From the File menu, choose New. The first time you run Vegas, a new project will
automatically be started for you.
2. Enter your project settings on the various tabs:
3. Click OK.
4. From the File menu, choose Save. Enter a name, browse for a location, and click the Save
button to save your project (*.veg file).
The project settings determined in step 3 can be changed at any time while you are working
on a project. From the File menu, choose Properties to change any of these settings. These
settings automatically determine the overall quality of the rendering (creation) of your final
video. Carefully setting up the properties at the beginning of your project will save a
significant amount of time later. You can override these settings when you are ready to
render the final movie.
Media files (e.g. *.wav or *.avi) are on your computer’s hard drive and can be accessed from
Windows Explorer or from Vegas’ Explorer. Events contain media files, are the most basic
unit of editing in Vegas, and can be found on the timeline or in the Media Pool.
MPEG (*.MPG) files can also be used with the full version of Vegas Video.
2. From the list view, you may place the file into your project by dragging it or double-
clicking it.
When a media file is placed on a track, one or more events are created that contain, or
reference, the entire media file. Each track can contain more that one event. Events can be
trimmed to contain only part of a larger media file.There are two basic types of tracks: audio
and video.You may place events on separate tracks, or place all events of a similar media type
(audio or video) on the same track:
Video tracks have different controls and features, but video events and tracks behave in a
similar way to audio events and tracks. If a video file has associated audio, Vegas
automatically creates a new track and places the video’s audio on it as an audio event.
Views Toggles between the simplified List view and the Detailed views.
The Media Pool can also be used to control some of the more advanced aspects of individual
files and events. For more information, see Pan/Crop on page 241.
them the next time the media file is opened. Audio Peak files are saved to the same folder as
the source media. If the source media folder is read-only (e.g. a CD-ROM), the files will be
saved to a temporary directory.
Normally, Vegas automatically handles Peak files, but there may be times when you need to
recreate the Peak files manually. To do this, from the View menu, choose Rebuild Peaks.
A related concept is the Sonic Foundry Audio Proxy File (*.sfap) that is used for the audio
stream of some types of video files. For more information, see Audio proxy files (*.sfap0) on
page 378.
Event Basics
Events are the most basic objects in a project in Vegas. An event is something that happens
in time, has a specific duration, and can be video or audio. In Vegas, there are two primary
types of events: audio events and video events.
Audio events are created from audio files on your computer (e.g. *.wav, *.au, or *.mp3) or
can be a part of a video file (e.g. *.avi). An audio event can contain an entire audio file or
only a portion of it. It can be modified with effects to change many of its characteristics,
such as speed, volume and equalization. Audio events can be mixed with other audio events.
Video events are created from video files captured to your computer (typically *.avi, *.mov,
*.qt) or images (*.bmp, *.jpg, *.png or *.tga). A video event can be the whole file or a small
section of that file. It can be modified with filters to change many of its characteristics, such
as speed, color, and size. Video events can overlay other video events and are visual elements
that appear on top of a background video, image or color. Overlays can be video files, still
images, titles or other graphics and logos. Vegas can also generate titles that are contained in
an event on the timeline and in the Media Pool.
You can see from the timeline ruler above that the duration of the event is six seconds.
Within the event, many things can happen. This is a rather complex event, with many
envelopes (blue lines) and effects modifying it; typical events may not be quite this complex.
The important concept to understand about this and other events is that it is not a set shot
or scene, but is instead a period of time filled with some type of media. It could be the video
Inserting media
Media files may be inserted into your project by double-clicking them or by dragging them.
Either method places the media file in an event in its entirety in the Track View. After the
file is placed, it becomes an event along the project’s timeline. At this point, the contents of
the event and the media file are identical.
Drag-and-drop
You can create a new track by dragging a media file to a blank area on the timeline and
dropping it in place. Vegas tracks can contain multiple events, so you can place different
events next to each other on a track. Video and audio events cannot be mixed on the same
track.
To place multiple events:
1. Select multiple events in the Media Explorer or the Media Pool. Select a range of
adjacent media files by holding down the Shift key and clicking the first and last files in
the range or select files that are not adjacent by holding down the Ctrl key and clicking
individual files.
2. Right-click and drag the files to the Track View (timeline).
3. Before you drop the files, select a placement option from the pop-up
menu.
• Add Across Tracks
• Add As Takes
For more information, see Working with multiple recorded takes on page 234.
• Video Only and Audio Only allow you to isolate either the video or audio, and add that
stream from a multimedia file either across tracks, across time or as takes.
Double-clicking an event
This method creates a new track and places the event at the cursor’s position along the
timeline. Once the events are placed, you can move them from one track to another or
change their position on the timeline.
When inserting multiple events across time, the events may be set to automatically crossfade
one into the next.
To set the duration of an automatic crossfade:
1. From the Options menu, choose Preferences.
2. Click the Editing tab.
3. Select the Automatically overlap multi-selected media when added option.
4. Set the duration of the automatic crossfade in the Cut to overlap conversion section of
the dialog by entering an Amount in milliseconds (1000ms = one second).
To enable the automatic crossfade feature, from the Options menu, make sure Automatic
Crossfades is selected.
1. Select the event by clicking on it. The event is highlighted in the track’s color.
2. Drag the event along the timeline.
If you move the event along the original track’s timeline, the event’s appearance (color)
remains the same.
However, you may move the event to a different track. When you do, the event appears
as a simple outline and you will see its original track and position on the timeline. Once
you release the mouse, the event will assume the new timeline position and track color.
Once the event is in place, you may move the video event along the timeline, delete its
audio, and preview the event in the Video Preview window. For more information, see Drag-
and-drop or double-clicking a video event on page 92.
Track Basics
Multiple video tracks are only available in the video versions of Vegas. The height of individual
tracks can also be resized by dragging their borders on the Track header. In the example
below, the main video track is fairly large to show the details of the scene while the two
tracks above it, which are overlay titles, have been resized to be smaller. For more
information, see Changing track height on page 180.
Once an event is placed on a track, Vegas automatically displays track controls that you can
use to affect the event or events contained within the track. The following illustration
shows the track controls for an audio track. Multiple busses are only available in Vegas Video
and Audio, and not in the LE versions.
Arm for
Record Mute
Track Track
number View Scribble Strip Bus Effects Solo
Zooming directly controls the accuracy of your editing. Each video event has thumbnail
representations of the frames within the event. Depending on how far you have zoomed in
on a video event, this thumbnail can be one image representing the entire event, or every
frame can be displayed as a thumbnail. At the bottom of the event is a small box with the
frame offset, time or timecode in it that indicates the frame shown in the image thumbnail.
The small black arrow marks the exact position of that frame in time. When the workspace
is zoomed in far enough, each thumbnail is numbered and represents an actual frame in the
source video file. At intermediate zoom levels, marks between the frame numbers show the
location of intermediate frames. These frame marks are not visible at lower magnifications.
Some frames are marked
by black triangles. Most
frames are not represented.
View buttons
These buttons control the track’s appearance (size) in the Track View.
Minimized
Normal
Maximized
Track height can also be controlled by simply dragging the lower edge.
Track FX button
This button accesses Noise Gate, equalization (EQ), and compression FX controls for audio
tracks. For more information, see Using Audio FX on page 193. On video tracks, it accesses the
video filters, effects, and plug-ins. For more information, see Using a video filter on page 264.
Bus assignment
Multiple busses are only available in Vegas Video and Audio, and not in the LE versions. This
button allows you to assign an audio track to a specific output bus. This option is available
for projects being mixed for multiple stereo busses. (A bus is where various track signals are
mixed together and output.) For more information, see Assigning an audio track to a bus on page
189.
Select a bus
for playback
Mute button
This button enables you to temporarily disable playback of the track, so you can focus on
other tracks. When a track is muted, it appears grayed out on the Track View.
Solo button
This button isolates a track’s events for playback, while muting the other tracks. If there is
only one track of a certain type, for example only a single video track, the button is
unnecessary and may not be displayed.
Before applying Solo to the track After applying Solo to the track
Scribble Strip
This area lets you label a track. Double-click in the strip and type the track’s name or right-
click anywhere in the Track Header and choose Rename from the shortcut menu and then
type the track’s name. If you do not see the Scribble Strip, change the track’s height. For
more information, see Changing track height on page 180.
Scribble Strip
Volume fader
This fader controls an audio track volume relative to the other tracks when it is played back.
Vegas audio tracks are preset at 0.0 decibel (dB). Use this fader to emphasize or de-
emphasize a particular track. A track’s volume range is -inf. to 12 dB. Drag the slider left and
right to adjust the volume.
Multipurpose slider
If you do not see this slider on an audio track, drag the track’s bottom edge to change its
height. This slider controls the track’s stereo panning and auxiliary bus volume (if multiple
busses are available). You may select what the slider controls by clicking the label button.
Each item’s slider position is independent from the others.
Panning
Vegas audio tracks are preset to center the signal. Move the slider to adjust the signal’s
output left or right. As you move the slider, Vegas displays the signal’s percentage going to
either the left or right channel. For example, moving the slider to 60%L means that sixty
percent of the signal is mixed to the left channel, while forty percent is mixed to the right.
Auxiliary bus
Multiple busses are only available in Vegas Video and Audio, and not in the LE versions. Vegas
projects that have multiple busses enable you to send audio track signals to primary and
secondary (auxiliary) busses. The primary bus is set using the Bus button ( ) on a track. For
more information, see Bus assignment on page 99. The auxiliary bus sends the audio signal to a
separate bus independent of the primary bus.
When you select an auxiliary bus, you need to adjust its playback volume with the slider.
Auxiliary track volumes are preset to -inf. dB (mute) for playback. For more information, see
Assigning an audio track to an auxiliary bus on page 190.
Assignable FX send
Assignable FX sends are only available in Vegas Video and Audio, and
not in the LE versions. If you add an Assignable FX control to your
project, Vegas adds it to the multipurpose slider’s shortcut menu.
You will be able to adjust the control’s volume using this slider.
For more information, see Customizing the Video Preview window on page 252.
Playback reference
The following table describes all the playback buttons and keyboard equivalents. You may
use these playback functions at any time while working in your project.
Space or Esc Stop playback, cursor stops and returns to prior cursor position
Page Up Moves the cursor to the left in grid increments (if grid is displayed)
Scrubbing
Scrubbing is a type of timeline playback that gives you
precise control over the speed and direction of playback.
There are two simple methods of doing this. First, the Scrub Scrub Control slider
Control slider can be dragged back and forth. The further
from the center that the handle is dragged, the faster the playback, both forward and in
reverse. Below the slider is a small yellow marker that can be used to set the Normal Rate
playback speed. This is the speed that the project plays at when the Play button on the
Transport bar is clicked.
The second way that a project can be srcubbed is by
positioning the mouse pointer over the timeline
cursor at a location that is not over any events and
holding down the Ctrl key on your keyboard. The Press Ctrl over Left-click and
cursor changes to a speaker icon. Now, when you timeline cursor drag to scrub
left-click, the cursor icon changes again to a pan/
scrub icon. When the mouse is dragged left or right,
the timeline is scrubbed.
3. Click OK to begin the mixing and rendering process. A progress dialog appears indicating
the percent complete of the new file.
When mixing is completed, the associated media player opens and begins playback.
There are more detailed instructions for rending to a specific format later in this manual.
Basic Editing
4 Techniques
Vegas projects are multitrack compilations of events that occur over time. The events in
your project are references (pointers) to source media files on your hard drive or other
storage device. Vegas is a nondestructive editor, so altering events in your project will not
affect the source media files in any way. As a result, editing events in Vegas is as simple as
trimming event edges, arranging events, and mixing events along the timeline.
Getting around
When editing and playing back the project, the cursor identifies where you are along the
project’s timeline. The cursor can also be used to control the placement of events in the
project. For more information, see Inserting media on page 91. By clicking and dragging you
may select a time range in which you can perform edits, record into, and play back. For more
information, see Selecting a time range on page 112.
The cursor may be controlled by the following mouse or keyboard commands.
The cursor can also be skipped ahead and back to the grid units on the timeline. The grid
units can be set to display in time units or beats in a measure of music by right-clicking on
the timeline ruler and selecting the type of units. To skip the cursor click the Skip Ahead
( ) or Skip Back ( ) buttons. The cursor will skip two grid units for every click of these
buttons.
Frame-by-frame movement
The cursor can also be moved frame-by-frame (video frame) through a project or media file.
• Press Alt + or Alt + to move one frame at a time back and forth through a project on
the timeline. One frame is defined by the project’s frame rate, configured by clicking the
File menu, choosing Properties, and then going to the Video tab.
• Press Alt + or Alt + to move one frame at a time back and forth through a media file
that is opened in the Trimmer. One frame is defined by the project’s frame rate.
The cursor can also be moved in the same way by pressing Ctrl + Shift + Alt and using the
mouse scroll wheel.
Focus
Focus is used to describe which objects have the attention of a program. The title bars of
windows that do not have focus are gray, while windows that have the focus are colored
(often blue by default). In Vegas, the focus determines the behavior of many commands and
functions. For example, when you double-click a media file in the Explorer, it can be
inserted into the track that has the focus. To instantly switch the program’s focus to the
Track View (timeline), press Alt + 0 or, from the View menu, choose Focus to Track View.
Making selections
Vegas gives you the flexibility to select one or more events, a time range, or events and a
time range. All selection options can apply to a single track or to multiple tracks.
To select an event, simply Selected events
point and click on it.
Whichever method you choose, you may include or exclude events from a selection area by
holding down the Ctrl key and clicking on an event. The most common mode of operation
is to select events by clicking on them while in Normal Edit mode, which is the default
editing mode. Click the Normal Edit tool button ( ) or, from the Edit menu, choose
Editing Tools and the choose Normal to switch back to this mode.
Unless an event is locked, a selected time range affects all events, or portions of events, that
occur within the range.
Only the events within
the time selection will be
affected by edits or be
played back.
There are a few shortcuts to speed up the process of making precise time selections.
Description Keys
Set time selection duration Double-click the event
equal to an event’s duration
Extend selection to the end Ctrl+Shift+Alt+Left Arrow
of the currently selected
event edge
Extend selection to the Ctrl+Shift+Alt+Right Arrow
beginning of the currently
selected event edge
Looping playback
If you want to play back the time range, click Play ( ) to listen to only the events within
the time range. Click the Loop button ( ) or press the L key on your keyboard to toggle
loop playback on and off. Vegas will continually play back the timeline within the time
selection when looping is on.
Selected event
Copying events
Vegas allows you to copy events, or portions of events, to the Clipboard and paste them into
your project. You may copy a single event or multiple events. Copying preserves the original
event information, edits, and other modifications.
To copy events:
Cutting events
Cutting events removes them from their respective tracks, but places the cut information
(events and time) on the Clipboard. Once on the Clipboard, you may paste the information
into your project.
To cut an event:
1. Click on the event to be cut to select it or select a time range.
2. Cut the event to the Clipboard by doing one of the following:
• Press the Ctrl + X keys.
• Click the Cut button ( ) on the Toolbar.
• From the Edit menu, choose Cut.
Cutting events
Selected events are reproduced and placed on the Clipboard. Time information is also
placed on the Clipboard.
Pasting events
Once information is copied to the Clipboard, you may choose a variety of ways to paste the
Clipboard items. Vegas always pastes from the insertion point’s position along the timeline.
To paste events from the Clipboard:
1. Move the cursor to the desired location on the timeline.
2. Click either the track number or within the track where you want to paste the event.
This track is the focus track; there can be only one focus track at a time.
If you are pasting multiple events from different tracks, Vegas automatically creates new
tracks as needed.
3. Paste the event into the track by doing one of the following:
• Press the Ctrl + V keys.
• Click the Paste button ( ) on the Toolbar.
• From the Edit menu, choose Paste.
Clipboard events are pasted at the cursor position on the track.
Existing track events can be overlapped with newly pasted
information.
Paste
position
Punch-In
You can insert video events into the middle of (on top of) existing events without altering
the timing of the project. When the inserted event ends, the video jumps back to the
original event that then continues playing as if it had never stopped. Any associated audio is
inserted into a new track and is mixed with the audio from the other event.
To automatically crossfade Punch-Ins:
1. From the Options menu, choose
Preferences. The Preferences dialog appears.
2. Click on the Editing tab.
3. Select Fade edit edges of video events and
specify a duration for the transition.
Events that have previously been inserted or
punched-in will not be affected by this change. The concept of punching in and out only
applies when you are inserting an event that is shorter than the event that it is being
inserted into, so that the inserted event ends before the original event. In the following
illustration, every frame is numbered so you can see how the original event continues after
the inserted event ends, as if it continued to play underneath the original.
Ripple edits
It is possible to insert a clip into the original, dividing it into two parts and moving the
second part down the timeline. When the inserted event ends, the original resumes playing
at the cut point (this is sometimes referred to as a “film-style insert”).
To perform a ripple edit:
1. Position the cursor at the insertion point for the new event.
2. Make sure ripple editing is turned on. Click the Ripple Edits button ( ) or, from the
Options menu, choose Ripple Edits [CTRL+L] to toggle ripple editing on and off.
3. Open the media file you want to insert in the Trimmer. For more information, see Using the
Trimmer window on page 154.
4. Create a selection area in the Trimmer of the section of the media files that you want to
use.
5. Click the Add media from cursor button ( ).
Note the frame numbers of the original event in the illustration below. For more information,
see Ripple editing on page 145.
Duplicating events
Duplicating is a combination of a copy and paste in one action.
To duplicate an event:
1. Hold the Ctrl key on your keyboard.
2. Drag the event you want to duplicate to the place where you want the new event to be
positioned.
The process is like moving the event to a new position while leaving a copy behind. This
technique is a great way to copy the attributes of an event (e.g. filters, stretching, envelopes)
and apply them to a new media file.
To copy attributes to a new video event:
1. Duplicate the event with the desired attributes (switches, envelopes, filters, etc.).
2. Using Vegas Explorer, locate the video file that you want to copy the attributes to.
3. Right-click the file and drag it to the duplicated (new) event.
Empty events
You can insert events into the timeline that do not have any contents and are not references
to any media files. This can be useful as placeholders in the timeline to be filled with media
at a later time or can be used to create specific events that are to be recorded into at a later
time. In either case, the new media is added to the empty event as a take. For more
information, see Takes on page 151. To add an empty event to a track, from the Insert menu,
choose Empty Event.
It is also possible to make space in a project by inserting time into a track. To insert a period
of time into a track, from the Insert menu, choose Time.
Trimming events
To edge trim a video event:
1. Insert an event into the Timeline.
2. Move the cursor over the edge of the event.
The cursor changes when properly positioned ( ).
3. Drag the edge of the event to trim.
During the trimming process, the last thumbnail image on the
event shows the last frame in the event, allowing you to edit
events very accurately. In the lower-left corner of the thumbnail
you can see the frame number within the event where the
trimming will occur. Events cannot be trimmed back from their
starting point towards an earlier position on the timeline unless
the beginning has been previously trimmed. However, you can
extend a video event beyond its end, in the process making it
longer. The extended section is simply the last frame of the video file repeated (a freeze
frame) for the remaining duration. You can tell that it is a freeze frame because the frame
indicated (the last frame in the event) will not change as you lengthen the event. A notch
also appears at the point in the event where the video ends and the thumbnails begin
repeating. Since a multimedia file often has both a video and an audio component, both
events are trimmed as a group (unless you ungroup them). For more information, see Looping
an event on page 165.
Trimming events removes all media outside the time selection from their respective tracks.
The removed information is not placed on the Clipboard. Trimming is different from cutting
in that the events within the time selection are preserved.
To trim an event based on a time selection:
1. Select a time range.
2. Press the Ctrl + T key or, from the Edit menu, choose Trim.
Events outside the time selection are removed from the project. However, the time
information (space) between events is not removed.
Another method of trimming media files is to use Vegas’ Trimmer. For more information, see
Using the Trimmer window on page 154.
Splitting events
Vegas allows you to create multiple, independently functioning events from a single event
by splitting it. Splitting creates a new ending point for the original event and creates a
starting point for the newly created event.
One event
Split position
Two events
Splitting an event does not alter the original media. The original media file’s information is
there, but omitted for playback based on where the event’s starting or ending point occurs
on the timeline.
Original event
Split position
Two events
Separated events
When initially split, the two new events are flush against one another. The two events can
be moved independently.
To split an event:
1. Select the event to be split.
To split multiple events, use the Ctrl key, the Shift key, or the Selection Edit Tool ( )
to select the events. For more information, see Selecting multiple events on page 111.
2. Place the cursor at the timeline position where the split will occur.
3. Split the event(s) by doing one of the following:
• Press the S key.
• From the Edit menu, choose Split.
The power of working this way is that the event operates as a placeholder or container in
time for the media clip. The project as a whole remains unaltered as you fine tune the exact
contents that will fill a particular event.
Deleting events
Deleting events removes all events within the time selection from their respective tracks.
Multiple events can be deleted and time selections can be used to modify the process. Ripple
editing also applies to delete actions. Deleting operates exactly like a cutting operation, but
the removed information is not placed on the Clipboard. For more information, see Cutting
events on page 116.
To delete an event:
1. Click on the event to be deleted to select it or select a time range.
2. Delete the event(s) by doing one of the following:
• Press the Delete key.
• From the Edit menu, choose Delete.
Crossfading events
Vegas allows you to crossfade between two events Fade in
(audio and video) on the same track. Crossfading volume line
gives you the ability to fade out one audio event’s
volume while another event’s volume is fading in Fade out
volume line
on or to transition between two video events, one
fading out while the other fades in. Lines appear
indicating how and when the event’s volume or
transparency is being affected.
Automatic crossfades
The Automatic Crossfade feature turns the overlapping portions of two events into a
smooth crossfade. Click the Automatic Crossfade button ( ) or press the X shortcut key
to enable or disable Automatic Crossfades.
Events before crossfade Events after crossfade
The crossfade “x” will automatically adjust itself as you move one event over another as long
as one event’s edge is crossing the other event’s edge. In the case where edges do not cross
(one event is wholly contained in another), the shorter event will be placed on top of the
longer event. Automatic crossfade can be toggled on and off: from the Tools menu, choose
Automatic Crossfade. You may still set a crossfade in this situation. Use the event’s handles to
adjust the desired crossfade between the two events.
This is a very fast and effective method of inserting a voice-over on top of a background
music track (although the music will fade out completely) or to replace a bad section of
audio. For more information, see Punch-In on page 119.
Undo command
Pressing the Ctrl + Z keys or Undo button ( ) on the Toolbar will undo the last edit
performed. Repeatedly using the keyboard command or Toolbar button will continue
undoing edits in reverse order, from most recent to oldest. In addition, you may undo the last
edit by choosing it from the Edit menu.
Scroll bar
2. From the drop-down list, choose the edit that you want to undo. Items above it
(subsequent edits) will be selected automatically. Click outside the drop-down list to
cancel the undo.
3. Click the item to undo it and all selected edits. Vegas will restore your project to the state
prior to those edits.
When you undo an edit or a series of edits, they are added to the redo history. This feature
allows you to restore your project to a previous state.
Redo command
Pressing the Ctrl + Shift + Z keys or the Redo button ( ) on the Toolbar will redo the last
undo performed. Repeatedly using the keyboard command or Toolbar button will continue
redoing undos in reverse order, from most recent to oldest. In addition, you may redo the last
edit by choosing it by name from the Edit menu.
Marker
Markers can be repositioned or moved by dragging them left or right on the Marker bar.
To name (rename) a marker:
1. Place the mouse pointer on the marker you want to name or rename. The pointer changes
to a hand icon ( ).
2. Right-click to display a shortcut menu.
3. From the shortcut menu, choose Rename. A text box opens next to the
marker.
4. Type the marker name.
5. Press the Enter key or click anywhere in the Track View to set the
marker’s name.
You can also double-click an existing name or double-click the space just to the right of a
marker to rename it.
Navigating to a marker
The cursor position can be instantly jumped to any marker on the timeline by simply
clicking on the marker. You can also jump to a marker by pressing the number keys along the
top of the keyboard (not the number pad numbers).
Deleting a marker
To delete a marker:
1. Place the mouse pointer on the marker that you want to delete. The pointer will appear as
a hand ( ).
Individual Region Markers can be repositioned independently by dragging the marker left or
right on the Marker bar.
Selecting a region
You may select the events, across all tracks, within the region for editing or playing back.
To select the region:
1. Right-click on one of the region markers to display a shortcut menu.
Selected region
Navigating to a region
The cursor can be moved to a region by simply clicking on either region marker. You may
click in the Track View (timeline) to move the cursor to the current location, press the
Ctrl + or shortcut keys to move the cursor, or use a region to reposition the cursor
more precisely.
Right-click on a region marker to display a shortcut menu that allows you to navigate to the
beginning (Go to Start) or the end (Go to End) of a region.
To remove a region from your project:
1. Place the mouse pointer on the region marker’s starting or ending point. The pointer
changes to a hand icon ( ).
2. Right-click to display a shortcut menu.
3. From the shortcut menu, choose Delete. The marker will be removed from your project.
The region marker numbers will remain the same, Vegas will not renumber the tags as you
remove them. For example, if you have five regions in your project and delete region 3 and
4, the remaining regions will be listed at 1, 2 and 5. However, as you add regions again,
Vegas will begin numbering the missing sequence first, in this case 3 and 4, and then
continue with 6, 7, 8, etc.
Command Description
SCOTT EOM Calculates when the next queued clip will start playing in a Scott Studios system. For more information,
please refer to your Scott Studios documentation.
SCOTT Cue In Set the beginning of a file in a Scott Studios System without performing destructive editing. For more
information, please refer to your Scott Studios documentation.
When you place command markers, the Command Properties dialog will appear (if the
Command Ruler is not displayed, Vegas will automatically make it visible). The Command
Properties dialog can be accessed at any time by double-clicking any command marker.
Use this dialog to define your own command or select a command from the drop-down list.
This dialog is also where you edit the behavior of the selected command markers.
• The Command drop-down list allows you to select the type of command to place.
• The Parameter field defines the behavior of the command.
• The Comments field is simply used to remind you of the command’s purpose while you
work on the project. Its function is similar to naming markers and regions.
• The Position field allows you to specify the timing of the command. Otherwise, command
markers are automatically set to the current cursor position.
Once the command properties are set, click OK to place the command marker on the
Command Ruler. Command Markers can be moved by dragging them to a new location. To
edit command marker properties, double-click the command marker. Command Markers
can be renamed and deleted by right-clicking the marker and selecting the appropriate
option from the shortcut menu.
Advanced
5 Editing
Techniques
This chapter builds on the techniques that were introduced in the last chapter. Ripple
editing, pitch shifting, and takes are just three of the more advanced editing topics that are
covered in this chapter. Later chapters are broken down by specific subject and go into even
greater detail.
Snapping events
Vegas is preset to snap, or jump, dragged events to another event’s edges, grid lines, markers,
the cursor position, or a time selection. As you move an event along the timeline, its edge
will automatically align to designated snap points.
Snap points
Grid Grid
Selection area
Snapping to markers
Vegas allows you place markers in your project. The marker (or region) lines that appear
across all tracks can be used as snapping points for events, cursor, and time selections. For
more information, see Project markers and regions on page 131.
Disable snapping
Vegas allows you to snap events to project markers that you have placed and to grid lines
that appear in the timeline. You may disable snapping to either markers, grid lines, or disable
snapping altogether.
To disable/enable all snapping, click the Snap button ( ) on the Toolbar or toggle the snap
commands located on the Options menu. When a command is enabled, a check mark
appears next to it. To disable a snap command, simply click it again to toggle it off and
disable it.
Select to disable/enable all snapping
Ripple editing
Ripple editing is a timeline-based procedure that allows you to cut, delete, and paste events
or portions of events and simultaneously re-adjust existing events on the timeline. For
example, existing events may be automatically moved out of the way (down the timeline) to
make room for a newly inserted event.
Ripple Edit mode is activated by clicking the Ripple Edits button ( ) on the Toolbar or by
pressing the Ctrl + L shortcut keys.
The next illustration shows what happens when an event is inserted before another event
already on the timeline. The length of the inserted event is longer than the duration of the
available space. This means that, with ripple editing off, it will run into, and overlap, the
original event.
In the final case, ripple editing is turned on. As a result, the original event is pushed out of
the way, down the timeline. The events do not overlap. Notice how the empty space on the
timeline is also preserved. Ripple editing applies only to the selected track. If the selected
track is a video track with an associated audio track, the audio remains locked to the video
and is also rippled. Ripple editing also works with Paste operations.
Inserting time
It is also possible to make space in a track by inserting time into a track. To insert a period of
time into a track, from the Insert menu, choose Time. The empty time is inserted across all
tracks.
Video compositing and multiple video tracks are only available in Vegas Video.
To ripple edit across all tracks:
1. Copy an event to the Clipboard (from the timeline or Trimmer).
2. Move the cursor to the desired timeline location.
3. Position the cursor at the location where you want to paste the event.
4. Paste insert the event into the track by doing one of the following:
• Press the Ctrl + Shift + V keys.
• From the Edit menu, choose Paste Insert.
Clipboard information is pasted at the cursor’s position on the selected track. Existing track
events or portions of events after the cursor are adjusted to occur later in the project (moved
right). The amount of adjustment is based on the total length of the information being
pasted. Vegas does not need to be in Ripple mode for this to work.
Selected
track to
paste
Selected
track to
paste
Paste
Information requires position
three tracks
Original event
Time compressing/stretching
Time stretching and compressing events is the process of using the same amount of source
media to fill a shorter or longer event. While this can be done to both video and audio
events, the two cases are fundamentally different.
To time compress/stretch an event:
1. Hold the Ctrl key on your keyboard.
2. Drag the edge of the event towards the center of the event to compress (shorten) it or
drag the edge out away from the center to stretch (lengthen) it.
When stretching video events or slowing video down, a set number of frames are extended
across a period of time. For example, if you take source footage at 30 frames in a second and
slow it so that only 15 source frames run during that same second, an additional 15 frames
must be created to maintain the project’s 30fps frame rate. Simply duplicating frames is the
easiest way to do this. A more sophisticated method is to resample the frames of an event,
allowing Vegas to interpolate and redraw these intervening frames.
To resample an event:
Takes
A take is a version of a scene, as in “Scene 10, Take 7”, which means the seventh time that
scene number ten has been shot. Vegas has the ability to allow you to include a number of
takes in the same location (event) of the project. You can then rapidly switch between these
separate takes to see which one fits into the project the best. Although this is what takes are
designed for, you can actually use any clips you want as a take, even completely different
shots or scenes. Since an event is just a container of a specific length and at a specific
location, the actual content (media file) is easily changed.
Adding takes
Multiple media files can be added to the timeline at the same time to a single event as takes.
To insert multiple media files to the timeline as takes:
1. Locate the media files that you want to insert as takes in Vegas Explorer and select them.
Select a range by holding Shift and clicking the first and last file in the range, or select
nonadjacent files by holding Ctrl and clicking the various clips individually.
2. Right-click and drag one of the selected clips in the group to the timeline or to a video
track.
3. From the shortcut menu, choose Add As Takes (or Video Only: Add As Takes to insert only
the video and not the audio portion of the clips).
Media files can also be added to existing events as takes.
To add a take to an existing event:
1. Right-click a media file in the Media Explorer and drag it to an existing event.
2. From the shortcut menu, choose Add as Takes.
Selecting takes
When you add an event with multiple takes, a single event is inserted into a video track.
The last clip that was selected determines the duration of the event and is set as the active
take.
Deleting takes
Individual takes can be deleted from an event at any time.
To delete a take:
1. Right-click an event with multiple takes.
2. From the shortcut menu, go to the Take menu item.
3. Choose Delete Active to immediately remove the active take or choose Delete to open a
dialog with a list of all of the takes contained in this event.
Take names
Media file
Loop
Add media
Playback Cursor from cursor
controls navigation Add media
to cursor
To set the Trimmer as the default destination for a clip when it is double-clicked:
1. From the Options menu, choose Preferences.
2. Click the General tab.
3. Choose Double-click on media file in Media Pool or Media Explorer loads Trimmer.
History drop-down This drop-down list displays all the events in your current project. You may
open a media file in the Trimmer by selecting its filename from the list.
Marker bar This area displays the markers that you place along the media file’s timeline.
The marker bar is identical to the one in the timeline (pg. 131).
Save button ( ) If you have added markers or regions to a media file in the Trimmer, you can
save that data to the referenced media file for use in the sound editor or in later
projects.
Selection bar The selection bar is identical to the one found in the timeline. Use it to select
portions of audio that you would like to place on a track or for setting regions
(pg. 112).
Selection tab Click this tab to bring the Trimmer to the front when it is “behind” other
docked windows.
Sound editor button ( ) This button opens the event in your sound editor application (pg. 138).
Transport bar The Transport bar is identical to the one found in the timeline (pg. 32).
Ruler The ruler is identical in functionality as the one in the timeline (pg. 31).
Zoom buttons These buttons are identical to the ones in the timeline (pg. 40).
Ripple editing (if enabled) applies to clips inserted from the Trimmer.
In addition to editing, you may access information about the project, such as the media file’s
reference paths.
The Edit Details window may be docked in the Windows Docking Area or float on the work
space. For more information, see Docking a window on page 342.
The Show drop-down list allows you to view categorized project information.
Events
The Events category displays information about all of the events in your project. You may
sort any of the information by clicking on a column’s header. The number of columns in the
Events category requires that you use the scroll bar to view them all. Right-click an event
entry to display a shortcut menu.
Right-click
shortcut menu
The following table explains each column and describes its function.
Selected Events
The Selected Events category is visually identical to the Events category
except that the Edit Details window only displays information about
selected events in your project.
Markers
The Markers category displays information about markers that are already
placed along the project’s timeline. This category displays two columns: the markers position
along the timeline and the marker’s name. Both columns can be edited. Right-click a marker
entry to display a shortcut menu. For more information, see Working with markers on page 131.
Regions
The Regions category displays information about regions that are already placed along the
project’s timeline. This category displays four columns: each region’s start position, name,
length, and end position on the timeline. Enter a different value in the Start, Length, and
End column to edit a specific region. The name may also be changed. Right-click a marker
entry to display a shortcut menu. For more information, see Working with regions on page 133.
Commands
The Commands category displays information about Commands that are placed along the
project’s timeline. This category displays four columns: the command’s position along the
timeline, the command type, its parameters, and any comments that were entered when the
command marker was place in your project. Right-click a marker entry to display a shortcut
menu. For more information, see Working with command markers on page 135.
4. Click the Save button ( ) on the Edit Details window to save the custom display.
You may delete a custom display by selecting it from the template drop-down list and
clicking the Delete button ( ).
Events
6
Events are windows into media files in a project and are the most basic unit of editing in
Vegas. Media files that are inserted into the timeline are automatically contained within an
event. Trimming and editing an event does not affect the source media file in any way.
2. From the shortcut menu, choose Properties. The Event Properties dialog will appear.
The first tab in the dialog contains the properties that are exclusively Vegas related. The
second tab, the Media tab, contains many properties that are an inherent part of the media
file itself. Although it is unnecessary to change these properties in most situations, there
may be times when the advanced settings need to be altered.
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Event switches
Event switches are important functions that are used to determine the basic behavior of
events in Vegas. Switches may be accessed from the Edit menu by choosing Switches to
display its submenu or you can right-click a selected event and choose Switches to display its
shortcut menu, or open the Event Properties dialog and select the switches there. Switches
may be applied to a single event or to multiple events at the same time.
To use an event switch:
1. Right-click on an event.
2. From the shortcut menu, choose Switch and then
choose the specific switch from the submenu.
Switches can also be applied by selecting an event and,
from the Edit menu, selecting Switch to display the
submenu, and then choosing the specific switch. Active
switches have a check mark next to them. Click an
active switch on the menu again to turn it off.
Audio event switches:
• Mute prevents the event from playing back.
• Lock prevents the event from being moved on the timeline.
• Loop allows you to extend the event along the timeline (in a loop) by dragging the right
edge of the event. Vegas loops the entire event, not just the displayed portion.
• Normalize maximizes an audio event’s volume without clipping.
Muting an event
You may mute an event to prevent it from playing back. Mute may be applied to one or more
selected events. When you switch an event to mute, the Switch submenu displays a check
mark indicating that Mute is enabled. The event remains muted until you disable the switch.
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Locking an event
You may lock an event to prevent it from being moved or edited. A lock switch may be
applied to one or more selected events. When you switch an event to lock, the Switch
submenu displays a check mark indicating that Lock is enabled. The event will remain
locked until you disable the switch.
Multiple events can also be locked in this way. For more information, see Selecting multiple
events on page 111.
Looping an event
You may loop an event so that you can extend it along the timeline by dragging the right
edge of the event. Loop may be applied to one or more selected events. When you switch an
event to loop, the Switch submenu displays a check mark indicating that Loop is enabled.
The event will remain looped until you disable the switch.
looping notches
Notches appear in the top of the event to mark where the media in the event ends and then
repeats.
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Looping is slightly more complex for video events. When looping is off, the last frame will
be repeated for the duration of the event beyond its original length, creating a freeze frame
effect, as in the middle example. The event in the last example below is looped three times.
Each repetition is noted by a notch in the event.
Looping is off. The elongated event repeats (freezes) the final frame.
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the ratios are not the same, the source material may become distorted (stretched or
squashed). By maintaining the aspect ratio of the original, Vegas will keep the video from
becoming distorted by letterboxing around the edges. This is the default setting.
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switches
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Fast
Linear
Slow
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Opacity envelopes
Video event Opacity envelopes are
analogous to audio event ASR
envelops. While an ASR envelope
controls the volume of an event as it
fades in and out, Opacity envelopes
fade video events in and out over
whatever is in the background. To
use an Opacity envelope, move the
cursor over the small blue triangles
in the upper corners of an event.
When the cursor changes ( ),
drag the Opacity envelope inward.
This affects the transparency of the
event, allowing it to fade in over a
background. This background can
be another video event or a
background color.
Velocity envelope
Velocity envelopes are only available in Vegas Video.
Velocity envelopes are used to change the speed of a video event over time.
To view a Velocity envelope:
1. Right-click on the event and select Insert/Remove Envelope.
2. From the submenu, select Velocity.
When combined with points (nodes), envelopes can be used to animate a fade in (or out).
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Reversing a video event
Setting the velocity to a negative value reverses the video, working backwards from the
point where the negative value occurs. Video events can only be reversed if there is media to
reverse: an event cannot be reversed back before the beginning of a media file. An event
that has been reversed will play backwards until it gets to the first frame and will then hold
that frame for the duration of the event.
To reverse an event:
1. Right-click the event and choose Insert/Remove Envelope.
2. From the submenu, choose Velocity.
3. Trim the beginning of the video event to the place where you want the reversal to begin,
e.g. the last frame in the media file that you want to play if it were playing forward. See
the example below.
4. Drag the velocity down to -100% for a normal speed reversal.
This procedure reverses the actual media file, starting with the first frame of the trimmed
event, and playing backwards from that point.
This is the original, untrimmed, event. The horses run from left to right.
The event is edge trimmed to the frame where the reversal will begin.
The Velocity envelope is added and set to -100%. The thumbnails reflect the change and the horses
now run backwards. The event can now be repositioned to fit the project.
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Grouping events
Vegas allows you to group events together within tracks or across separate tracks. Once a
group is created, all the events within it may be moved together as a unit and have event-
specific edits applied at the same time.
You may still edit properties of individual events within a group without affecting the other
events in a group.
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Clearing a group
You may ungroup all events by clearing the entire group. Clearing a group does not delete or
remove events from your project and they remain on the timeline.
To clear a group:
1. Right-click one of the members of the group.
2. From the shortcut menu choose Group and, from the submenu, choose Clear or press
Ctrl + U shortcut keys.
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CHAPTER
Tracks
7
Tracks contain the media events on the timeline of a project. There are two types of tracks:
video and audio. Each type of track has its own features and controls. While tracks can be
organized and mixed in any order, track hierarchy can be important in determining the final
output, especially for video. Because tracks are containers for events, effects and filters that
are applied to a track apply to every event in that track.
Video compositing and multiple video tracks are only available in Vegas Video and is limited in Vegas
Video LE.
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Right-click to
view pop-up
menu
Alternatively, you may add an empty track from the Insert menu by choosing Audio Track
( Ctrl + Q ) or Video Track ( Ctrl + Shift + Q ). Vegas creates and adds an empty track at the
bottom of the Track List.
Duplicating a track
You may duplicate a track in your project including all of the events contained on it. When
a track is duplicated, it is placed directly below the original track. Other existing tracks are
moved down on the Track Header. You may duplicate one track or choose multiple tracks to
duplicate at a time.
To duplicate a track:
1. Click the track that you want to duplicate to select it. To select multiple tracks, click each
one while holding either the Shift key to select adjacent tracks, or the Ctrl key to select
nonadjacent tracks.
2. Right-click and choose Duplicate Track from the shortcut menu.
Deleting a track
You may delete a track from your project and all of the events contained on it. You may
delete one track or choose multiple tracks to delete at a time.
To delete a track:
1. Click the track that you want to delete to select it. To select multiple tracks, click each
one while holding down either the Shift key to select a range of adjacent tracks, or the
Ctrl key to select discontinuous tracks.
2. Right-click and choose Delete from the shortcut menu or from the Edit menu, choose
Delete.
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Organizing tracks
Vegas is flexible in how tracks can be organized. Tracks may be rearranged and sized to fit
your particular needs.
Reordering tracks
When you create tracks, Vegas arranges them in the order that they were added. It is a
simple process to reorder tracks to fit your needs. You may reorder one or more tracks at a
time.
To move a track:
1. On the Track Header, place the mouse pointer on the track that you want to move.
2. Drag the track to the new position in the Track Header.
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Shift + ~
Ctrl + ~
Track height is changed by clicking the View buttons ( , , ) on the track. Alternatively,
press Ctrl + Shift + or Ctrl + Shift + to view different track-height scenarios. The shortcut
keys affect all tracks in your project and make them all the same height.
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Resizing a track
Tracks can be resized by dragging the bottom or the right border. Place the mouse pointer at
the bottom of the track. The pointer turns into an up/down arrow ( ). Click and drag
while moving the arrow up/down. Release the mouse to set the desired track size. The width
of the Track Header can also be resized in a similar way.
Track Headers
Each track in your project has its own controls, faders, and sliders that are contained in the
Track Header on the left side of the track. You can work with these controls to affect the
event(s) that are contained on the track.
Click and drag left Double-click the fader Click and drag right
to reset to 0.0dB.
Muting a track
The Mute button ( ) on the Track Header temporarily disables playback of the track, so
you can focus on another track’s event(s). When a track is muted, it appears grayed out on
the Track View. You may mute more than one track at a time.
To mute a track, click the Mute button. Click it again to restore the track.
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Soloing a track
The Solo button is not available (and is not necessary) on video tracks in versions of Vegas other
than Vegas Video that only contain one or two video tracks.
The Solo button ( ) on the Track header isolates a track’s events for playback and mutes the
other non-soloed tracks. This allows you to focus on a track’s contents without the
distraction of other tracks. When you solo a track, the other tracks will be grayed out on the
Track View. You may solo more than one track at a time.
To solo a track, click the Solo button on that track. Click it again to restore all tracks for
playback. Soloing works on audio and video tracks. On an audio track, it allows you to hear
a track and adjust it individually. On a video track, it can be used to isolate a track without
compositing it with other video tracks.
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3. Click the Play ( ) or the Play From Start ( ) buttons to play back the project and
check the timing of the envelope.
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Slow fade
You may have more than one
type of fade curve on an envelope.
2. From the shortcut menu, choose the curve type. Curve types are applied to volume lines.
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2. From the Tools menu, choose Render to New Track or press the Ctrl + M shortcut keys. The
Render to New Track dialog appears.
• From the Save in drop-down list, select the drive or folder to save the new media file.
• Type a new media file in the File name field.
• From the Save as type drop-down list, choose the file format (e.g. *.wav for audio or
*.avi for video).
• From the Template drop-down list, choose an audio format from the template list.
• Select Render loop region only if you only want to render the time selection area.
3. Click Save to render to a new track.
As the tracks are being rendered (mixed down), a small dialog appears displaying the
progress of the render. A status bar also appears in the lower-left portion of Vegas.
Status bar
Note: You may cancel the rendering process Cancel
by clicking the Cancel button or ( ) on the button
status bar.
After Vegas render the new track, it will appear at the bottom of the Track View. If you
render the entire project, you may delete (or mute) the other tracks from the project, since
they are all contained on the new track.
Template Enter the name of your template Sample rate Choose a rate from the drop-down list
Description Enter the template’s parameters Bit-depth Choose a bit-depth from the drop-down list
Format Choose an audio format from the Channels Choose a channel option from the drop down-
drop-down list list
3. Click the Save button ( ) to save the template or click the Delete button ( ) to
delete a selected template.
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CHAPTER
Audio FX
8
The included audio FX, or plug-ins, can be used to improve the quality of the audio in a
production, or can be used as special artistic effects. Additional effects, both from Sonic
Foundry and other third-party plug-ins, can also be used. Audio effects are applied to tracks,
and to all of the events within a track, and can be routed through busses.
Multiple audio busses are only available in the full versions of Vegas Video and Vegas Audio.
Different versions of the Vegas family of products contain different varieties of effects, with the full
versions of Vegas Video and Vegas Audio containing the most complete set.
Select a bus
for playback
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Multipurpose
slider label
3. Choose the Assignable FX control that you want the track to use.
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Using Audio FX
Different versions of the Vegas family of products contain different varieties of effects, with the full
versions of Vegas Video and Vegas Audio containing the most complete set. Multiple audio busses
and Assignable FX are only available in the full versions of Vegas Video and Vegas Audio.
There are three ways to use audio plug-ins in Vegas: Track FX, Bus FX, and Assignable
FX.These plug-ins can be accessed by clicking the Track FX, Bus FX or Assignable FX
button ( ).
Assignable FX
Bus FX
Track FX
• Track FX are effects that are applied to all events in a single track.
• Bus FX are applied to a bus. Tracks in turn can be assigned to a bus. Since multiple tracks
can be assigned to a single bus, using bus level audio FX is an efficient method of applying
carefully customize effects and chains to multiple tracks.
• Assignable FX give you greater control over the mix of a particular effect or chain in a
project. Each Assignable FX is assigned to a single bus. In order to have the control
appear in the Mixer window, at least one plug-in needs to be selected and applied.
The mix of these various methods of applying audio FX is important to the final mix of a
project. For more information, see Audio Signal Flow on page 43.
Bus FX
DirectX compatible plug-ins or a chain of plug-ins can be added to any bus in a project.
When you add plug-ins to a bus, the track signals that are assigned to the bus will be
processed by the plug-in(s) to create the desired output. If plug-ins are assigned at the track
level (EQ or Compression, for example), the track’s signal will flow through the track’s plug-
in(s) before the bus plug-ins.
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Assignable FX
Assignable FX are only available in the full versions of Vegas Video and Vegas Audio.
Plug-ins are used when processing your project’s signal. These plug-ins may be added to your
project as Assignable FX controls. Assignable FX controls can have a series of plug-ins
(chains) assigned to them.
To insert an Assignable FX:
1. Click the Insert Assignable FX button ( ) at the top of the Mixer window.
2. In the Plug-in Chooser dialog, select a plug-in.
3. Click the Add button to add the plug-in to the chain.
4. Click the OK button.
The Assignable FX control is added to the Mixer window along with any busses. Click the
Assignable FX button on the control to further modify the effect.
Solo Bus assignment
Mute
Assignable FX
Input
Master Meter
Fader
Scribble Strip
Output
Master
Fader
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Routing Assignable FX to busses
When Assignable FX are added to your project, they may be assigned to a specific bus for
output. The bus will then mix the Assignable FX control’s plug-ins along with any tracks
that may be routed to the same bus.
To route an Assignable FX to a bus:
1. Click Bus button ( ) on the Assignable FX. A sub-menu will
appear and display all the busses that are in your project.
2. Click the bus to which you want the Assignable FX control to
be routed.
The Assignable FX control will display the bus’s letter to which
it is routed.
Adding plug-ins
A plug-in chain is a list of all of the plug-ins that have been applied to an event or track and
the order in which they have been used. A plug-in chain can contain one or more plug-ins.
The same plug-in can be added to a single track more than once.
After the plug-in chain is created, the entire track will be processed by each plug-in in order.
The plug-ins are cumulative so, in some cases, you may want to rearrange their order to
achieve the desired effect. There are two ways to create plug-ins chains: via the Plug-in
Chooser dialog and via the Plug-in Explorer window.
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2. On the Track FX or Bus FX dialog, click the Edit Plug-in Chain button ( ). The Plug-in
Chooser dialog will appear. This dialog displays the track number, plug-ins already in the
chain, and the plug-ins that can be added to the chain.
3. Select the plug-ins that you want to add. The plug-ins that you add will appear in the
chain area. There are three ways to add a plug-in to the chain:
• Double-click the plug-in.
• Drag the plug-in to the chain area.
• Select the plug-in and clicking the Add button.
4. Click OK to save the track’s plug-in chain and close the Plug-in Chooser dialog.
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4. Confirm that the plug-ins were added by clicking the Track FX, Bus FX or Assignable
FX button ( ) to view the FX dialog. The FX may be customized at this time.
Saving customized FX
Each plug-in has a number of preset settings that can be used to quickly determine the
behavior of the plug-in. There are also a number of controls within each plug-in’s dialog that
can be used to customize the effect. Any custom configurations can be saved to a new preset.
To save custom presets:
1. Enter a preset name in the drop-down list.
2. Set the EQ controls on each band that you want to customize.
3. Click the Save button ( ) to save the preset.
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Plug-in chains
Plug-ins are cumulative during playback. For example, when the track’s signal passes through
the EQ, it uses the EQ’s settings as it passes through the Compression plug-in, and then the
signal is sent to the next plug-in, and so on.
Because of this cumulative effect, you may need to arrange plug-ins in a certain order so that
one plug-in’s processing does not adversely affect the next plug-in on the chain. There is no
right or wrong way to order plug-ins, but some plug-ins work better when arranged in a
particular order.
To arrange the plug-in order from the Track FX, Bus FX or Assignable FX dialog:
1. Click the Track FX, Bus FX or Assignable FX button ( ).
2. On the plug-in that you want to move, right-click to display a shortcut menu and choose
Move Left or Move Right. Plug-ins can also be dragged to a new position.
3. Once the chain’s plug-ins are in the order that you want, click anywhere outside the
Track FX dialog to close it and save the new chain order.
To arrange the plug-in order from the Plug-In Chooser dialog:
1. Click the Track FX, Bus FX or Assignable FX button ( ).
2. Click the Edit Plug-In Chain button ( ). The Plug-In Chooser dialog will appear with
the plug-in chain.
There are two ways to arrange plug-ins in your chain:
• Drag the plug-in to a new location in the chain.
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• Select the plug-in and click either the Move Left ( ) or Move Right ( ) button.
3. Once you arrange the plug-ins in the order that you want, click OK to save your changes
and close the Plug-In Chooser dialog.
You may bypass plug-ins either from the Track FX or Bus FX dialog or the Plug-In Chooser
dialog.
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2. Click the Edit Plug-In Chain button ( ). The Plug-In Chooser dialog will appear with
the plug-in chain.
3. Select the plug-in that you want to remove and click Delete to remove it from the chain.
4. Click OK to save the chain and close the Plug-In Chooser dialog.
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After the preset chain is saved, it may be applied to a track, a bus or an Assignable FX.
To save an existing plug-in chain as a preset:
1. Click an existing Track FX, Bus FX or Assignable FX button ( ) and then the Edit
Plug-in Chain button ( ) to display the Plug-in Chooser dialog.
2. Once the Plug-in Chooser dialog is displaying with the plug-ins on the chain area, click
Save As. The Save plug-in chain dialog will appear.
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Refresh Delete
The Plug-in Chooser dialog is similar to the Windows Explorer. Only plug-ins that are
loaded on your system from the Plug-in Chooser dialog will be available.
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4. In the Plug-In Chooser dialog select a plug-in.
Audio plug-ins
Different versions of the Vegas family of products contain different varieties of effects, with the full
versions of Vegas Video and Vegas Audio containing the most complete set.
Vegas includes four built-in audio plug-ins that you can add to your project: Equalization
(EQ), Compression, Noise Gate, and Dither. Each plug-in has its own control settings that
determine how a track is processed for final output. The tracks in your project that use the
same plug-in may be set independently of each other. For example, if you are applying
Compression to Track 1 and Track 2, each track can have different compression settings.
The following sections describe each plug-in and how they affect the track.
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Equalization (EQ)
This plug-in functions as a parametric equalizer (an equalizer with “parameter” controls.)
This type of EQ gives you more control over the track’s frequencies range. When this plug-in
is added to a track, it allows you to modify the track in a four-frequency range. Each band
can be configured to control its bandwidth, rolloff, and whether it operates as a peak or a
shelving filter with full gain (volume) control.
These controls can boost or attenuate (cut) specific frequencies modifying the track’s overall
tonal characteristics. The EQ plug-in is set on the Track FX dialog, which you can access by
clicking the Track FX button ( ).
Click the push pin to keep
the Track FX dialog
open on the workspace
If you only want to modify one frequency range, set its controls and exit the Track FX dialog.
The other bands will not affect the track’s events.
Presets
The drop-down list allows you to automatically set the EQ controls by choosing one of the
included presets. You may also save your own custom presets for use with other tracks.
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Enable control
This control turns the effect on and off.
Mode Description
Low shelf The low-shelf setting attenuates (cuts) or boosts frequencies by the amount you specify below the low-shelf
cutoff frequency. This setting may also function as a high-pass filter when you increase the rolloff control.
Band The band setting affects the center frequency by attenuating or boosting the frequency range around it. The
frequency range that is affected is determined by the Bandwidth control’s setting.
High shelf The high-shelf setting attenuates or boosts frequencies by the amount you specify above the high-shelf cutoff
frequency. This setting may also function as a low-pass filter when you increase the rolloff control.
This control determines the high- or low-cutoff frequency depending on whether the band
mode is set to either High or Low shelf. If the band mode is set to Band, then the Frequency
control sets the center frequency level.
This control determines the overall gain (volume) that is applied to the selected band.
Increasing the Gain control causes the frequency range to play back louder. Conversely,
decreasing the Gain control causes the frequency range to play back quieter.
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This control is only available when Low shelf or High shelf band mode is selected. The
Rolloff filter determines the number of decibels that are reduced per octave (the filter’s
steepness).
Bandwidth control
This control is only available when Band is selected as the band mode. Bandwidth
determines the range of affected frequencies, around the center frequency, that are
attenuated or boosted by the EQ.
Compression
The Compression plug-in allows you to minimize the dynamic range and control the signal’s
volume fullness and punch. Also, you can prevent volume clipping as you increase the
signal’s volume. Therefore, the Compression plug-in is very useful during the mastering
process because you can play back the track at a higher volume and yet the sound remains
undistorted.
Controlling clipping
The Compression plug-in has two meters to monitor the input and output signals. If either
signal clips, these meters will display in red at the end with a clipping value. Adjust the
Compression controls and click the red area with the clipping value to reset the meter.
Clipping signal
with dB value
Reset meter
You may also reset the clip from the shortcut menu when you right-click on a meter. In
addition, you may set the meter to use a different resolution and set it to hold peaks and
valleys of the incoming or outgoing signal.
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Presets
The drop-down list allows you to automatically set the Compression plug-in controls by
choosing one of the included presets. You may also save your own custom presets for use with
other tracks.
This control adjusts the volume level of the incoming signal. The associated meter displays
this incoming signal’s level before the Compressor plug-in processes the signal.
This control adjusts the volume level of the outgoing signal. The associated meter displays
outgoing signal after the Compression plug-in processes the signal.
Reduction meter
This meter displays the level at which the Compression plug-in is lowering the signal’s
volume at any given time during playback. The Reduction meter is a good visual reference
to monitor compression values.
The Threshold control determines the level at which the dynamics processor begins acting
on the signal. When the signal’s level is above the threshold level, it will be compressed. A
lower threshold level means that more of the signal will be compressed. However, if the
threshold is set too low, the compressed signal may be distorted.
This control determines the ratio the Compression plug-in uses when processing a signal.
The ratio is determined by how many decibels the signal must rise above the threshold value
to result in a 1 dB increase in output level after compression.
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For example, if the Compressor plug-in is set with a 3:1 ratio and the input’s signal rises 6 dB
above the threshold value, the Compressor plug-in only allows the level to increase by 2 dB.
Therefore, the Compressor plug-in reduces the signal by 4 dB.
When the input signal rises above the threshold value, the Attack control determines, in
milliseconds, how quickly the Compression plug-in reaches its maximum gain reduction
value.
This control determines, in milliseconds, how quickly the Compression plug-in returns to
no compression after the signal falls below the threshold. The release time always follows the
attack time during compression.
This toggle control, when enabled, boosts the output’s signal by a constant amount. The
boost amount is based on the Threshold and Ratio setting. This control is useful for
preventing an overall level loss when compressing audio. However, even when using the
Auto gain compensation control, you should use the Output Gain control to fine tune the
output’s level.
This toggle control, when enabled, modifies the compression level in order to lower
pumping or breathing distortion that can occur when applying a lot of signal compression.
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Presets
The drop-down list allows you to
automatically set the Noise Gate plug-
in controls by choosing one of the
included presets. You may save custom
presets for use on other tracks.
Select a preset from the
list or save your own preset.
This control determines how quickly the Noise Gate plug-in opens when the signal rises
above the threshold level. We recommend setting the attack time to a smaller value to
achieve the best results. If the attack time is too slow, the beginning of wanted signal may be
cutoff because the volume is rising too slowly.
This control determines how quickly the Noise Gate plug-in closes when the signal falls
below the threshold level. We recommend setting the release time to a larger value. Larger
values cause the signal to sound more natural while it decays (fades). If the release time is
too fast, the end of wanted signals may be cutoff because the volume fades too quickly.
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This control determines the audio’s final target bit depth. For example, if the audio is to be
rendered to a *.wav file and written to a CD, you would want to select 16-bit. This setting
will optimize the signal’s high bit depth that is processed by the Dither plug-in. As a result,
the relatively low bit depth that is used for a signal being stored on CD will have better
quality output.
This control sets the different noise levels that the Dither plug-in will add to the signal
based on the Quantization depth setting. Lower quantization bit-depths may benefit from a
higher Dither depth setting.
This control lowers the signal’s noise floor by moving noise into frequencies less sensitive to
human hearing. This moving of noise is referred to as noise shaping. The frequencies to
which the noise is moved are close to the Nyquist frequency (half the sample rate of the
audio). Consequently, you should avoid using the Noise Shape control with signals with
lower sample rates. For example, a 22 kHz signal has a Nyquist frequency of 11 kHz. If you
use Noise shape on this 22 kHz signal, the noise will be moved into the sensitive area of
human hearing (11 kHz). It is recommend that the Noise Shape control only be used for
signals that are 44.1 kHz and higher.
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Additional plug-ins
Different versions of the Vegas family of products contain different varieties of effects, with the full
versions of Vegas Video and Vegas Audio containing the most complete set. Complete online Help is
available for all plug-ins.
XFX
XFX are professional level plug-ins that offer the highest level of control and are included
with the full versions of Vegas Video and Vegas Audio.
• XFX 1 DirectX plug-ins: Chorus, Multi-Tap Delay, Pitch Shift, Reverb, Simple Delay/
Echo, and Time Compress/Expand.
• XFX 2 DirectX plug-ins: Graphic Dynamics, Graphic EQ, Multi-Band Dynamics, Noise
Gate, Paragraphic EQ, and Parametric EQ.
• XFX 3 DirectX plug-ins: Amplitude Modulation, Distortion, Flange/Wah-Wah, Gapper/
Snipper, Smooth/Enhance, and Vibrato.
ExpressFX
ExpressFX are fast and easy to use plug-ins and are included with Vegas Video LE and Vegas
Audio LE.
• ExpressFX 1 DirectX plug-ins: Distortion, Flange/Wah-Wah, Reverb, and Stutter.
• ExpressFX 2 DirectX plug-ins: Amplitude Modulation, Chorus, Delay, and EQ.
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CHAPTER
The Vegas Mixer is where you control the project’s audio mix. All of the bus and Assignable
FX controls appear in this window when you add them to your project.
The Mixer window and multiple audio busses are only available in the full versions of Vegas Video
and Vegas Audio.
Stereo/Mono
Button Description
The properties button accesses the project properties dialog (pg. 358).
This toggle button allows you to switch your project’s output to a stereo or mono signal.
The Assignable FX button allows you to quickly access the FX Plug-in Chooser dialog.
This dialog allows you to add Assignable FX controls to which project tracks may be
routed.
When you change a project from stereo to mono or vice versa, the bus faders and meters that
appear in the Mixer window will reflect the change.
Mono bus Stereo bus
Right-click on the Preview fader’s meter and click Reset Clip to clear the red clipping
indication. The Preview fader’s meter can be set to remember and display the highest and
lowest levels by right-clicking and selecting Hold Peaks and Hold Valleys.
Using busses
Multiple audio busses are only available in the full versions of Vegas Video and Vegas Audio.
The volume control sliders and level meters that are visible in the Mixer window are each
linked to a separate bus. A bus is a master control for a track’s audio-signal mix. Tracks can
also be assigned to play back on a specific bus. For more information, see Assigning an audio
track to an auxiliary bus on page 190. However, to assign a track to a bus, you must have more
than one bus in your project. You may add up to 26 busses to the Mixer window, which
provides power and flexibility on complex projects. A bus is the last stage in the signal’s flow
through Vegas. For more information, see Audio Signal Flow on page 43.
With Vegas busses, you control the volume level on two discrete stereo channels (unless the
project is set to mono). Each bus in your project may be muted, soloed, and assigned to use
DirectX plug-ins. In addition, you may configure each bus to use a specific hardware output.
For more information, see Routing tab on page 365.
Scribble Strip
3. In the Number of stereo busses box, enter the desired number of busses (up to 26) that will
appear in the Mixer window. The busses will be labeled with letters in alphabetical order.
4. Click OK to add the specified number of busses and close the Project Properties dialog.
3. In the Number of stereo busses field, enter the desired number of busses that will appear in
the Mixer window.
4. Click OK to delete the specified number of busses and close the Project Properties dialog.
All tracks assigned to a deleted bus will be reassigned to the preceding bus in the Mixer
window.
5. From the Default recording device drop-down list, select a device used when recording. This
option sets the device that you use for recording into tracks. Tracks may be set to use
specific devices other than the default setting. For more information, see Assigning tracks to
input devices on page 227.
6. Click OK or press the Enter key to save the information and close the Preferences dialog.
Scribble Strip
Muting a bus
This bus button enables you to temporarily disable playback of the bus. When a bus is
muted, it is grayed out and the word Muted appears at the bottom of the meter. You may
mute more than one bus at a time.
To mute the bus, simply click the Mute button ( ). Click it again to unmute the bus.
Muted bus
Soloing a bus
Soloing is not available, nor necessary, in versions of Vegas that only have a single bus. The full
versions of Vegas Video and Vegas Audio both allow multiple busses.
Soloing isolates a bus’s playback and mutes the other busses, so you can focus on a specific
output. When you solo a bus, the other busses will be grayed out and the word Muted appears
at the bottom of their respective meters. You may solo more than one bus at a time.
To solo the bus, simply click the Solo button ( ). Click it again to restore all busses for
playback.
Before applying Solo to the bus After applying Solo to the bus
Soloed bus
Recording Audio
10
Vegas can record audio into multiple mono or stereo audio tracks while simultaneously
playing back existing audio and video tracks. You are limited only by the performance of
your computer system and audio hardware. Audio is recorded to a media file on your
computer and into an event on the timeline. You may record into an empty track, a time
selection, an event, or a combination of time and selection. Audio output from your
computer during recording is not necessarily recorded with the new audio.
Recording in Vegas does not alter any of the source media files in your project. Even when
recording into an existing event, you are not overwriting the data that is already displayed in
that event. Instead, the data is recorded into a new take for that event.
Basic setup
This setup includes a simple microphone and speaker that are connected to the computer’s
sound card. With a more sophisticated microphone, you would typically want to use a
preamplifier for input to the sound card.
Sound card in
Mixer out
Sound card out
Sound card in
Mixer in
Mixer
Digital out
Digital card
Digital in
MIDI card
Sync. out
Digital
Sync. in multitrack
The dashed line indicates
an option if you are synching
Vegas to tape via a
MTC converter
MIDI Time Code.
Button Description
Stereo This button appears when Use Microsoft Sound Mapper has been selected for all busses on the Preferences
routing tab. The Sound Mapper allows you to choose how the signal will be recorded: stereo or mono. Click
Mono left on this button to view a menu with Stereo, Left, or Right. To record in mono choose either the left or right
channel prior to recording. When either the left or right channel has been selected, the button will change
Mono right
to reflect your choice for mono recording.
Stereo This button appears when Use custom bus routing has been selected on the Routing tab in the Preferences
dialog. When you choose this option, you can specify which device (e.g. sound card) you will record from
Mono left on any given track prior to recording. Click on this button to view a menu with all available devices and
Mono right Stereo, Left, or Right. You may record in stereo or mono. The device that has been selected will have a
number assigned to it. This number will appear on the button
Arm the track first Track is ready for recording Track is ready for recording
using the Sound Mapper stereo, device 1
Recording
Depending on the recording selection, a waveform will be created along the timeline as you
record into the armed track(s).
To stop recording, click the Record button ( ) again or the Stop button ( ) on the
Transport bar. A dialog will appear allowing you to rename, delete, or keep the *.wav file.
2. Place the cursor on the timeline where you want to begin recording.
3. Select the audio track that you want to record into.
4. Arm the selected track by clicking the Arm for Record button ( ) on the track.
Record
Recording will begin at the cursor's position and continue along the timeline until you stop
recording.
6. Click the Stop button ( ) to stop recording. A
small dialog opens displaying the name and
location of the file or files that were just created.
Click Done to return to the main workspace.
When you are finished, click the Arm for Record
button again to disarm the track. Here are some
other options for recording:
• You can recording into multiple tracks at the
same time.
• Choose the input device from which the track
will record (pg. 227).
• Choose the recording method that the track will use (pg. 227).
• Recording can be done in stereo or to the left or right channel by clicking the Bus
Assignment button after arming the recording process.
Recording a voiceover
Voiceover narrations are an important part of many types of productions. One of the most
important features of Vegas is the ability to record live audio directly into a project while
previewing the project itself. This can be done while simultaneously listening to the audio
tracks and watching a preview of the video.
To view the Video Preview window, click the Options menu and make sure Simultaneous
Play & Record is selected. The strength of recording narrations this way is that it is very easy
to stop, restart, and edit the resulting audio events.
2. Choose the input device from which the track will record (pg. 227).
3. Choose the recording method that the track will use (pg. 227).
4. On the Marker bar, click and drag to make the time selection. You may adjust the time
selection by dragging the Loop bar’s starting and ending points.
Loop bar
Time selection
Loop play
Start recording
Recorded waveform
3. Click the Arm for Record button ( ) on the event’s track. When recording into
multiple selected events, arm their respective tracks at this time.
4. Click the Record button ( ) on the Transport bar to begin recording.
3. On the Marker bar, click and drag to make the time selection. You may adjust the time
selection by dragging the selection bar’s starting and ending points. Make the time
selection start before the event for a pre-roll.
To record multiple takes, click the Loop play button ( ) on the Transport bar. For more
information, see Working with multiple recorded takes on page 234.
4. Click the Record button ( ) on the Transport bar to begin recording.
Using a pre-roll
The previous technique allows you to define the playback region with a time selection and
sets the punch-in and punch-out points in the recording to the event boundaries. When the
Record button is pressed, playback begins at the beginning of the time selection. The event
is then filled with the newly recorded material. The audio file that is recorded to your hard
disk is the full duration of the time selection. The event only contains a portion of the full
recorded performance and can therefore be trimmed (both shorter and longer) and
repositioned within the event.
Pre-roll Post-roll
Punch-in Punch-out
Previewing takes
Vegas allows you to view a list of takes and preview them before placing them in your
project. The takes are listed from the selected event in which the takes were recorded.
To preview takes:
1. Select the event in which multiple takes were recorded.
2. Right-click to display a shortcut menu or, from the Edit menu, choose Takes to display a
submenu.
3. Select Choose Active... from the submenu. The Take Chooser dialog appears.
Play Stop
4. Select the take that you want to preview and use the Play ( ) and Stop ( ) buttons
within the dialog.
5. To use a take, select it and click OK or double-click the take that you want to use. The
selected take is now the active take.
Selected take
(take appearing in the project)
3. From the shortcut menu, choose Take. A submenu will appear with the event’s original
file name (in this example, GuitarIntro) followed by the recorded takes, which are
numbered sequentially. The active take will have a bullet next to it.
4. Select the take that you want to make active by clicking it.
3. From the shortcut menu, choose Rename Active. The take’s name will appear in a text box
in the lower-left portion of the event. The event’s take name will be selected.
The event take will be removed, and if there are multiple takes, the next take will appear on
the timeline.
Or, from the Edit menu, choose Takes and then Delete from the submenu. The Delete
Takes dialog will appear.
Play Stop
4. Select the event take that you want to remove. Click the play button to confirm that the
selected event is the one you want to remove.
3. Click the Browse button. The Recorded Files Folder dialog appears.
4. Navigate to the hard drive or folder where you want Vegas to write and store recorded
media source files.
5. Click the Save button to set the destination drive or folder.
Click the Cancel button to leave the current destination the same.
Advanced Video
11
While simple to learn, Vegas is a powerful application with many advanced features. This
chapter covers the tips, tricks, and techniques that are needed to master the video features of
this powerful tool.
Pan/Crop
The Pan/Crop tool can be used for cropping, zooming, rotating, panning, and scrolling. The
dialog can be opened by right-clicking on any visual event and choosing Pan/Crop Event from
the shortcut menu or by clicking the Pan/Crop button ( ) on the event itself.
Cropping
Cropping is the process of removing the outside edges from an image or video, thereby re-
framing the subject. In the example below, the Pan/Crop dialog on the left has been used to
create a selection area around the subject, removing extraneous information from the
outside of the video. This creates a zoom effect that is identical to using a digital zoom on a
camcorder. The Video Preview window on the right displays the final movie after cropping.
Pan/Crop
button
Preview
output
Crop Area
2. Drag the handles (small boxes) located around the perimeter of the selection area to
change the size.
3. Click in the middle of the selection area and drag to reposition it.
The cropping occurs instantly and the results are updated in the Video Preview window.
Cropping applies to the entire event and can be animated with keyframes. For more
information, see Keyframe animation on page 305. The buttons along the left side of the Pan/
Crop dialog are similar to the buttons found in the Video Motion dialog.
Edit Controls
Keyframe Controller
To use this dialog to crop the frame, grab the crop Handles using the Normal Edit Tool ( )
to resize the crop selection area. When the cursor is positioned anywhere over the crop
selection area you can drag it into position. To prevent distortion, it is a good idea to
maintain the relative X and Y values of the crop area by clicking the Lock Aspect Ratio
button ( ). Maintain aspect ratio, on the other hand, prevents the source media from
becoming distorted. The Constrain Movement button is a three-state button: Move Freely
( ), Move X Only ( ), and Move Y Only ( ). This is used to create straight scrolls or
pans in a single direction.
The crop area can be rotated to simulate camera rotation. Position, Size, and Rotation can
all be animated with the Keyframe Controller.
When you right-click anywhere in the Pan/Crop dialog, a shortcut
menu appears:
•Restore returns the crop area to full frame.
•Center moves the crop area to the center of the frame.
•Flip Horizontal flips event left to right and backwards.
•Flip Vertical flips event top to bottom and backwards.
•Match Output Aspect sets the x,y ratio to the output value.
•Match Source Aspect sets the x,y value to the source media.
Zooming
Pan/Crop can be used to create a digital zooming effect.
To zoom in:
1. Right-click on a video event and, from the shortcut menu, choose Pan/Crop.
2. Click on the Keyframe Controller at a later time.
3. Click the Add Keyframe button ( ). This determines the duration of the zoom effect.
4. Resize the Crop Selection Area to set the final zoomed-in frame.
This effect can be reversed for a zoom-out effect. You can create an interesting transition
effect by zooming in on one event, crossfading to a second event, and then zooming out.
Rotating
The Pan/Crop dialog can also be used to spin or rotate a video
sequence. If you rotate the entire frame, the background behind
the video will show through. The results are identical to
rotating the video using the Track Motion tool. To crop so that
no background is showing, follow this procedure.
To rotate a video event:
1. Right-click a video event and, from the shortcut menu,
choose Pan/Crop.
2. Toggle Lock Aspect Ratio ( ) on to prevent distortion, and toggle About Center ( )
on.
3. Rotate the Crop Area to 45° (or -45°).
4. Resize (shrink) the Crop Area until it fills the frame and covers the background.
5. Rotate back to 0° to set the first keyframe.
6. On the Keyframe Controller, move to the last frame of the rotation.
7. Rotate the Crop Area to 360°. A keyframe is added.
Pan/Crop
Rotation
Track Motion
Rotation
For more information, see Scrolling titles - Pan/Crop technique on page 246.
Panning
Another use for the Pan/Crop tool is panning, or Pan-and-Scan, which is a technique
commonly used when film is converted for television. Movie screens and film are usually
wider (~2.35:1) than television (~1.33:1). When you transfer the film to video, you have
four choices: (1) squash the film horizontally to fit, distorting it in the process; (2) crop it,
possibly losing information on the sides; (3) letter box it so the top and bottom have black
areas and the picture is shorter overall; and (4) Pan-and-Scan. Pan-and-Scan is a variation
of cropping, where someone actively goes through the movie and moves the crop area back
and forth to follow the action or subject.
A slide show composed of still images and an accompanying sound track can be an excellent
way to show off your pictures. Multiple images can be selected and inserted together to
instantly create a slide show, complete with crossfades. Importing high-resolution still
images and using the Pan/Crop and Track Motion tools can add interest to an otherwise
static slide show.
To automatically create a slide show:
1. Select all of the images you want to use in the slide show in the Explorer.
2. Right-click and drag these files to the timeline.
3. From the shortcut menu, choose Add Across Time.
Make sure Automatic Crossfade is selected on the Options menu to have the images
automatically overlap each other by a small amount with a crossfade. These crossfades can
be replaced later by dragging transitions to the crossfade region. The duration of each of the
inserted files can be specified on the Editing tab of the Preferences dialog: enter a New still
image length in seconds. For more information, see Inserting media on page 91.
Titles
Most video projects include titles and credits. There are two ways to add text to your project.
Vegas has a titling engine (Text Generator) for creating simple titles or you can use an
external image-editing program to create titles. For more information, see Text on page 280.
Video compositing and multiple video tracks are only available in Vegas Video and is limited in Vegas
Video LE.
3. Make sure the text is selected and, from the File menu, choose Save As.
4. From the Save as type drop-down list, choose TGA, PNG, PSD or BMP (PNG is
recommended). Make sure that you save the Alpha Channel information (for TGA and
PNG), which will be used for transparency.
5. Enter a name and click Save.
Insert the image into Vegas in a track just above the one with the video that will be in the
background. Set the Overlay Mode of the title track to Source Alpha (default) if your image
has an Alpha Channel associated with it. If it does not, you may have to add a Chromakey
filter to the image and key out the background. For more information, see Chromakeying on
page 292.
The Title Generator is an easier alternate method of creating titles. By using the more
advanced features of your image editing program, you can create very interesting title
sequences and corporate logos.
Fading titles
Another common technique is to fade a still title in and out. This effect can be
accomplished by using a Fade envelope or an Opacity envelope on a title event.
Properties statusbar
Overlays (safe areas and grids) and isolating channels are only available in Vegas Video.
Right-click anywhere in the window to adjust the following:
• Background color options include Default (project’s background color), Black, and White.
• Display Square Pixels displays the output in square pixels. This can prevent distortion of
the preview when using sources with rectangular pixels. This does not affect the final
render.
• Display at Project Size displays the output at the project’s dimensions only.
• Show Toolbar toggles the toolbar at the top of the window.
Safe Areas
The view of the video frame on a computer screen represents the entire frame as captured
from the video source. This full frame size may be as high as 720x576 and is significantly
larger than what actually appears on a television screen. The only way to truly verify the
framing or masking of the video is to preview the video on the destination television
monitor. While there is no substitute for previewing on a television, Vegas safe areas are a
good method of estimating the extent of the masking.
Safe areas are only available in Vegas Video.
The default values are generally adequate for most situations, but you should test these Safe
Areas by outputting some video to a television to insure that these settings are appropriate.
Preview preferences can be accessed by clicking the Options menu, choosing Preferences
and clicking the Video tab. For more information, see Video tab on page 359.
Optimizing previews
Timing and synchronization are critical aspects of any multimedia production and real-time
playback is a necessary feature. Because complex multimedia projects are very challenging
for any computer, Vegas uses a number of tricks to maintain the timing of playback even
though the computer may not be able to process the data quickly enough.
Dropping frames
Vegas automatically drops video frames when previewing if the computer can’t keep up with
playback. Visually, this means that you are not seeing a perfectly rendered preview of your
project. The advantage to this is that precise synchronization is maintained and video and
audio can be accurately and quickly positioned. The process of dropping frames in a preview
is handled by Vegas and cannot be changed. This in no way effects the final rendered video.
Event properties
To access an event’s properties, right-click on the event and choose Properties.
• Active take name - This allows you to rename the Active take. This can also be done by
right-clicking the event and choosing Rename. For more information, see Takes on page
151.
• Playback rate - Changing this value is equivalent to stretching or compressing an event,
thereby changing its speed. Using this option maintains the duration of the event,
however. For more information, see Time compressing/stretching on page 150.
• Resample the video - Select this option to allow Vegas to interpolate frames in an event
to smooth modified video. See the following section on Resampling for more information.
• Switches - Mute: Keeps an event from playing to the mix or render. Loop: Sets the event
to automatically repeat the media file when an event is longer than the source media.
Lock: Prevents an event from being modified or moved. Maintain aspect ratio: Keeps the
relative x:y dimensions constant.
Resampling
The Resample option in the Media Properties dialog and on the Project tab in the Custom
Settings dialog during the final render both perform the same function. There are few cases
where resampling may be particularly important.
• When the frame rate of the source media for an event is slower than the project’s frame
rate. For example when you are using a source media file that has a 10fps rate in a 29.97fps
rate project.
• When slowing an event, either with a velocity envelope or by stretching it. For example,
when slowing a clip to 30% using a velocity envelope.
• When creating vertically scrolling titles.
When either of the above situations is true, there are only ten frames of source material for
every second of project time. When the project is rendered, there must be roughly thirty
frames in each second. Vegas must create the frames that are between the source media
frames, sometimes known as padding. The easiest way to do this is to simply duplicate the
previous frame. This can result in less than smooth video playback.
To convert these three frames into nine frames for a faster frame rate, Vegas must generate the
intervening frames.
Without resampling, the intervening frames are simply the previous frame repeated.
With resampling, the intervening frames are interpolated from the source frames.
It is similar to a crossfade effect between the original frames.
Stream properties
Media files are opened in Vegas with a set of default values. When you change any of the
values for a particular media file, these changes are saved and remembered for that file in the
current project (*.veg) only. If you want to change the default settings for a particular type of
video file whenever that type of file is used in Vegas, click the Save button to the right of the
Stream list. This adds an entry to a file called vegas video profiles.ini that can be referenced for
future use.
• Stream - If the file has more than one stream of the given type, this allows you to select
the particular stream to work with.
• Attributes (uneditable)
• Frame size - Displays the frame size in pixels (x,y) and the color depth.
• Frame rate - Displays the frame rate in frames per second (fps).
• Duration - Displays the length of the file.
• Format - Displays the codec or method of compression.
• Field order - This is used to control how the video file is handled on a television monitor
and depends on your hardware. If a media file is jittery or jumpy when played on a
television, changing this setting may help.
• Pixel aspect - This can be changed, but should always match the source video’s
properties.
• Alpha channel - The Alpha channel determines how transparency is handled in a file.
The default Alpha Channel setting for most video files is None. PNG image files can have
an Alpha channel that is automatically detected by Vegas.
Output properties
Final output properties can be adjusted when you save your final movie. From the File menu
choose Save As, and choose a video file format (*.avi, *.qt, *.wmv, or *.rm), click the
Custom button, and go to the Video tab.
Every project (*.veg) has default settings that are used to determine the format of the movie
files created from that project. These default settings are overridden by the Save As Custom
settings.
Because of the significant differences between editing applications, projects that are
converted from EDLs in Vegas (or exported from Vegas) are necessarily simplified. Events
are inserted into the timeline on a single track and transition effects from the other
application are replaced with crossfades. EDL imported projects are initially limited to four
audio tracks.
Video FX and
12 Masks
Plug-ins are a broad category of tools that include filters, effects, transitions, and generators.
There are a number of plug-ins that are included with Vegas, both video and audio. For more
information, see Audio plug-ins on page 203. Masks are used extensively in television and
movies. Understanding how they work is an important part of mastering overlays. Filters
cover an extremely broad range of electronic modifications that can be used to improve
substandard video or artistically enhance a creative production. Together, these professional
tools will help you polish your productions.
Video effects, filters, and plug-ins are only available in Vegas Video and to a more limited extent, in
Vegas Video LE.
Video plug-ins
The Video folder in the Plug-In window in Vegas has four subfolders: Filters, Generators,
Mask Generators, and Transitions. To view the Plug-Ins window, from the View menu,
choose Plug-Ins or press Alt+5. Plug-ins can be dragged to events, tracks, or the Video
Preview window.
Filters
There are a huge variety of filters that are completely ready for you to drag-and-drop onto
your projects, tracks, and events. The default settings may be enough for many people, but
each filter has a handful of individual controls that allow you to customize the effects in
precise detail. Most of these attributes can be animated with the keyframe techniques.
Video effects, filters, and plug-ins are only available in the full version of Vegas Video.
Media FX Event FX
2. In the Plug-in Chooser dialog, select the effect that you would like to apply and click OK.
3. Modify the effect in the Video Plug-In dialog.
For more information, see Video Signal Flow on page 44.
To remove a filter:
1. Click the FX button ( ) on object with the filter applied to it (media, event, track or
Video Preview window). This opens the Video FX dialog.
2. Click the button of the filter that you want to remove.
3. Click the Delete Effect button.
Filters can also be temporarily disabled (turned off) by deselecting them (clearing the check
box on the filter’s button). Since the effects are rendered very quickly in the Video Preview
window, turning a filter on and off allows you to clearly see the results of the filter on your
project.
Modifying filters
Most filters are highly customizable. Each
has its own default settings that are adequate
in most circumstances, but modifying these
defaults is not difficult.
To modify a filter’s properties:
1. Click the FX button ( ).
2. Change the parameters in the Video
Event FX dialog.
Changes you make will automatically be
updated in the Video Preview window, using
the current cursor position as the example.
To see the effect as applied to the video in
motion, you can save time by creating a time
selection (loop region) to preview only a
portion of the event.
To save a filter as a preset:
1. Click the Preset text box. The name of the current filter is highlighted and the cursor
begins blinking.
2. Enter a new name for the preset.
3. Click the Save button ( ).
To use a saved Preset, simply choose it from the drop-down list.
Ordering filters
There are a large number of filters in Vegas. Filters can also be used in combinations of two
or more for even greater flexibility. Adding additional filters to an event is simply a matter of
dragging them onto an event. Filters are then arranged in an FX Chain in the Video Event
FX dialog.
The goal of the above example was to use filters to create a very high-contrast mask out of a
video clip of some fire. In the image on the left, a Brightness and Contrast filter is applied
first and then a Black and White filter. In the image on the right, the Black and White filter
was applied first, removing the color, and then the Brightness and Contrast filter was
applied. The mask created by the second example is much cleaner, even though all of the
settings of the two filters are identical.
Effects chains can get rather complex when Track-level effects are also used. In general, the
hierarchy is that effects are applied to the media in the Media Pool first, then the event-
level effects are applied, followed by any track level effects, and then any Video Output FX
(whole project FX). For more information, see Video Signal Flow on page 44.
Correction filters
Although today’s modern camcorders do an excellent job with automatic exposure
control and lighting temperature adjustments, there is no substitute for using good
lighting and a tripod when shooting video. Shooting conditions are often less than
perfect however, and Vegas can come to the rescue with a number of professional-quality
filters to correct a broad range of source footage defects.
Creative filters
There is a large overlap between many of the Corrective filters and the Creative
filters. The HSL Adjust filter, for example, can be used to remove the greenish tint
from florescent lighting. If you push the filter just a little bit further, you can achieve
a more imaginative color scheme. A number of filters in Vegas have been specifically
designed to produce interesting, creative, and even warped special effects. These are some of
the most fun areas of the program to play with and exploration of their almost endless
possibilities is highly encouraged.
Mask filters
Masks are used as overlays and are designed to help create transparency in an event
that overlays a background video. Overlays can be as simple as a scrolling corporate
logo and titles or as complex as any special effect in a science fiction movie. The
nightly news also uses overlays to produce a picture-in-picture effect with an image of a news
story appearing in a small window next to the anchor, or a meteorologist standing in front of
a weather map. Many other filters, such as Black and White or Brightness and Contrast, can
be used to improve the quality of a video or image to make it more suitable for use as a mask.
Video effects, filters, and plug-ins are only available in Vegas Video and to a more limited extent in
Vegas Video LE.
Add noise
This filter adds static or noise to a video sequence. When added to a simple solid-
colored background with a monochrome setting and animated, a pattern is produced that is
similar to a television that is not tuned to any station.
Original
Regular
Gaussian Noise
Brightness Move the slider right to increase the overall brightness. 0 is no correction,
negative values decrease brightness, and positive values increase
brightness.
Contrast Contrast is defined as the absolute difference between the darkest and
lightest areas of an image or video. It is sometimes perceived as influencing
the sharpness or crispness.
Broadcast Colors
Computer monitors typically display more than sixteen million colors, while NTSC
television can only display somewhere around two million colors. This can cause problems
with video that has been edited on a computer and subsequently displayed on a television
monitor. These problems can range from tolerable color variation to noticeable ghosting
artifacts, especially around computer generated graphics and titles. The Broadcast Colors
filter can be used on individual media files, events or tracks where you suspect that the color
space may be an issue (e.g. titles and still images) or as the last step in a project by adding the
filter to the Video Preview window to insure color compliance. The effects of this important
filter are only be apparent when the video is viewed on an external television monitor.
Luma smoothness This slide controls the blending of the luminance or brightness of colors in
the video.
Chroma smoothness This slider controls the blending of the colors or hues in the video.
Bypass filter This effectively turns the filter off.
Chroma Keyer
The Chroma Keyer filter is a mask filter that uses color (RGB or HSB values) to
determine transparency. This filter shares many of the same properties with the Mask
Generator. For more information, see Using the Mask filter on page 291.
Key Use these color controls to select the specific color you want to key out.
RGB/HSL Switches the color swatches from Red, Green, and Blue values to Hue,
Saturation, and Luminance (Brightness).
Eyedropper Click the eyedropper and then click on the color in the source video (on the
timeline) to determine the transparent key color.
Mask Type This determines how the filter is used. Transparency Mask is the standard
mask used to key out background colors. Color Correction Mask is used to
isolate parts (and protect other parts) of the video for color correction.
Show Mask Only Generates a mask from the settings in the dialog. This is identical to using
the Mask Generator to create a mask.
Low Threshold This adjusts the luminance value of the mask. Anything in the mask with
luminance values below this setting become transparent. Combined with
the High Threshold setting, a range of luminance is created for the mask.
High Threshold This adjusts the luminance value of the mask. Anything in the mask with
luminance values above this setting become transparent. Combined with
the Low Threshold setting, a range of luminance is created for the mask.
Blur Amount This controls how the edges of the key mask are treated. High values allow
the mask to blend more smoothly into the background video.
Gaussian Blur
This filter alters the apparent focus of the video and blurs or softens its appearance. It
can also be used to smooth some types of noise and can also be used as a corrective filter.
Horizontal and Vertical Sets the strength of the blurring by determining how many pixels in a block
Range are blended together. Use the pixel sliders or enter a specific value in the
text box. Double-click the slider thumb to match the two slider values.
Channels Select All or only the specific color channels (Red, Green, or Blue) that you
want to blur. If the video or image has an Alpha channel, you can use that
as the basis of the blur, which can sometimes improve transparency and
mask blending.
HSL Adjust
HSL stand for Hue, Saturation, and Luminance (sometimes called Lightness or
Brightness) and is another correction filter that is used to alter the display of colors in a
video. In addition to improving an image or video event, this effect can be used in many
creative and artistic applications.
Hue Adjusting the hue changes the colors in an image. Hue deals with color in a
different way than the RGB/CYMK method of a color balance effect, with
Hue represented by a 360 degree color circle. Either end of the hue slider
(0.0000 or 1.0000) leaves the hue unaltered.
Saturation Controls the intensity of the particular hue selected with the hue slider.
Moving the slider all the way to the left (0) removes all hue from the image,
converting it to grayscale.
Luminance Controls the overall brightness of the image or video. A value of 1.0000
leaves the brightness at its original level.
Invert
This filter reverses the complimentary colors and the brightness in an image or video,
giving it a photo negative effect. This can also be used to reverse a mask.
Levels
This mask filter can be used to create a better mask from a video or image source. This is
a very effective method of remapping the total range of the colors and improving the overall
quality of a mask.
Input Start/ End Use these two sliders to select the range of values that are selected to
remap (to the output range) and use for transparency.
Output Start/ End Use these two sliders to determine the range of values to which the input
values are remapped (from the input range).
Gamma Gamma compensates for differences in brightness between different
sources and corrects the brightness as viewed on the destination monitor.
Channel Select the particular color channel (Red, Green or Blue) or Alpha Channel
that you want to adjust, or adjust all (which is similar to adjusting the
brightness).
Mask
The Mask filter can be applied to video events or images to create a mask. Typically, the
Mask filter functions by remapping a channel (red, blue, green, luminance) to a narrower
range of values, creating a more distinct mask. For more information, see Using the Mask filter
on page 291.
Median
This filter is another method of blurring an image. It works by averaging values between
groups of pixels. The size of the group of pixels to be considered in this effect is determined
by dragging the slider or entering a value in the text box (range: 0-10). This effect produces
more of a smudged appearance that looks similar to a watercolor painting effect at higher
pixel values. At lower values, it can be used as a correction filter to remove noise.
Pixels Use the slider or enter a value (1-10) to determine the radius, in pixels, of a
circle surrounding the pixels that are grouped together in this effect.
Min / Max Select the method to use for the pixelation.
Pixelate
Pixelate creates the effect of viewing the video at a lower resolution, making it appear
blocky. This is very effective when used with keyframe animation to move from highly
pixelated to the unaltered video as a type of transition. The X and Y sliders control the
dimensions of the pixels. If the X and Y are set to the same value, the pixels are square.
Quick Blur
This filter simply averages or blurs a video, dramatically reducing its sharpness. While
this filter has been included in the Creative filters category, it can also be used to reduce
noise.
Sepia
Sepia is a specific color tint associated with old movies. The default settings will
produce a standard sepia tone, but you can use the color boxes to tint your video to any color
that you want.
Color Boxes Select the color of the tint filter you want to use.
Blending Strength Determines the overall opacity/transparency of the color filter.
Blending Falloff Determines how smoothly the filter mixes with the source video’s original
colors. Values closer to 1.000 (right) will have less color overall and appear
more grey.
Sharpen
This correction filter is the opposite of the Blur and Median filters. It finds and
emphasizes areas of contrast in the image, increasing the video’s crispness. The original on
the left in this series is a bit out of focus. While the effect is subtle, the middle image is a
little sharper, although some artifacts are visible on close inspection. The last image has a
much higher sharpen setting and is noticeably noisy.
Threshold
This filter is used to adjust a video so that it can be used as a mask more effectively. By
adjusting the threshold, portions of the video can be made identical in color. This makes
chromakeying and mask generation easier. The slider starts out at 50. This means four things
in terms of HSB (Hue, Saturation, and Brightness), illustrated below.
Hues are limited (rounded) to radians
(0, 60, 120, 180, 240, 300) Saturation values below
50 go to white.
Waves
This effect distorts the video horizontally, vertically, or in both directions. You can
control the number and height of the waves as well as their position. When animated and
combined with a transition, this effect can produce a great dream-sequence or underwater
effect. See the illustration below for a demonstration of the controls.
Original image
Generators
Generators are not available in Vegas Audio or Vegas Audio LE.
Generators are a special class of plug-in in Vegas that create virtual media files that are
contained in events on the timeline. These virtual files are stored in the Media Pool and
their properties can be viewed and modified there.
The Generators are contained in the Plug-Ins window under
the Video folder. To add a Generator to a project, drag it Modify
from the Plug-Ins window to the timeline. The default Generator
length of the generated media event is determined by the button
Preferences. To modify generated media events, click the
Modify Generator button ( ) on the event.
When you duplicate an event that contains a generator, the generator itself is not
duplicated, just as normal media files on your computer are not duplicated. Changing the
properties of a generator therefore changes the generator and all occurrences of it on the
timeline, as contained in various events. This means that if you have an event that contains
a Text generator, and you duplicate the event, both events will contain the same text.
Changing the text of the generated text in one event will also change the contents of the
other event.
Color Surface
Color Surfaces are quick methods of generating solid colored events to be used for
backgrounds behind overlays or for fades. Use the Color Picker to select a color and
transparency for the surface.
Test Pattern
The Test Pattern generator creates a standard color
bar and test pattern that can be used to calibrate
your video output stream. Color bars are used by
studio engineers to set the level of color in video
equipment. When used on a computer, you should
output these test patterns as you would any video
and run it through a vectorscope and a waveform
monitor to calibrate the output settings. Many
studios and broadcast facilities require a color bar
pattern at the beginning of your video so that the
engineers can calibrate their equipment. To use the
color bars, drag the Test Pattern generator to the
beginning of your project. This will create an event
in a video track that contains the generated color bar pattern.
Text
The Text generator is only available in Vegas Video and Vegas Video LE.
Generating Text is probably the fastest and easiest way to create simple title sequences.
Aspects such as color, size, and font are all controlled with familiar tools.
To add simple titles:
1. In the Plug-ins folder, open the Generator sub-folder.
2. Drag-and-drop the Text generator plug-in to a track
above the background video.
Media size
and duration
Font style
Text box
Alpha/
Transparency
control Color picker
Text
position
Keyframe
Controller
Other aspects of a generated text do not allow interpolated keyframe animation. For
example, if you set the text to “One” initially and then at five seconds change it to “Two”,
the text will suddenly jump to the new value at the five second keyframe. This behavior is
considerably different from the behavior of other keyframe animation techniques. Keyframes
can be used to have a title appear one letter at a time across the screen.
To create a typing effect:
1. Insert a Text generator into the timeline.
2. Right-click the new event and choose Edit Generator Media.
3. Enter the first letter of the title, for example “T”.
4. Click on the Keyframe Controller at the 1.000 second mark and enter the second letter,
for example “y”. The tile now reads “Ty”. A new keyframe is added to the Keyframe
Controller.
5. Proceed down the Keyframe Controller to 2.000 and enter the letter “p”.
6. Proceed down the Keyframe Controller repeating this process until the title is finished:
“Typing”.
The word “Typing” will appear one letter per second until finished.
Keyframe
Controller
Fourth keyframe
Last keyframe
Compositing
Compositing is the process of mixing visual elements together into a final output. In Vegas
this means mixing tracks together vertically. Masks, generated Text, and chromakeying all
involve compositing. Understanding how compositing works in Vegas is important to
understanding these and many other video track mixing techniques.
Video compositing of multiple tracks is only available in Vegas Video and Vegas Video LE.
In the second example, track two is the child track of track one, which is the parent track.
This was done by clicking the Compositing Child button ( ) on track two’s Track Header.
This makes the text in track one act as a mask over track two, allowing the fire to show
through the mask (i.e. the text). The region outside of the text is still transparent, but there
is nothing below these tracks, so it appears black.
Parent track
Compositing
Child button
Child track
In the third example, another video event was added below the first two, which are paired in
a parent/child relationship. The video in track three shows through the transparent area of
the top two paired tracks. If you look closely at the output, you can also see a shadow under
the text. This shadow was created with the Track Motion tool on track one.
In the final example, the third track is the child of track two. The text in track one acts as a
simple overlay and track two now acts as a mask over track three, allowing portions of track
three to show through the fire. Since the fire video in track two does not make a particularly
effective mask, this example is of limited usefulness in the real-world.
Parent track
Child track
Masks
Masks are the most important part of just about every Hollywood special effect. From the
meteorologist standing in front of a weather map to rocket ships flying through an asteroid
field, masks are used to create overlays, limit the effects of a filter, and to create transparent
titles. In their simplest form, masks work by making a particular color in an image or video
transparent. More complex effects can be created with gradients (smoothly blending
transparent areas together) and by altering the sensitivity of the mask.
Video compositing and masks are only available in Vegas Video and Vegas Video LE.
Image masks
Masks can be generated from just about any image file.
To create a simple mask:
1. Create an image of a solid white circle on a black background in any paint program. This
will be the mask.
Compositing
Child
button
Masks can also be partially transparent. By using gradients and grayscale images, smooth
blending can be achieved. Black is still 100% transparent and white is opaque, but the grays
in between are only partially opaque.
The effects of the masks are very clear in these examples, but this is not how they would
actually be used in a real production. Masks are commonly used to isolate a portion of the
video from an effect. Masks do not need to be black and white, or grayscale, nor do they
need to be still images.
Video masks
Video files can also be used to create masks, although the process can be more complicated
than using an image as a mask. The key to any mask is contrast. Increasing difference
between the light and dark areas of a video file can be accomplished using video filters.
To create a video mask:
1. Insert the video that you want to use as a mask into a video track.
2. Drag a Black and White filter to the event to remove the color.
3. Drag a Brightness and Contrast filter to the event.
4. Adjust the Brightness and Contrast to create the mask. Watch the Video Preview window
for a real-time preview of the mask. Ideally, the mask should be adjusted so that parts of
the video are completely black (opaque) and other parts are completely white
(transparent). This can often mean increasing the Contrast while decreasing the
Brightness.
5. If necessary, mask areas can be inverted (reversing the black and white areas) with an
Invert filter or by selecting Invert from the Mask Generator dialog.
Original color event Black and White filter Brightness and Invert filter
Contrast filter
After you have created the mask, place it in the highest track. Add another video event to
another track below the mask and click the Compositing Child button ( ) on that track.
Any video that appears in a lower track below the Parent mask track and its Child will then
show through the areas outside of the mask. The entire setup is pictured in the following
illustration.
Mask track
(Parent)
Masked video
(Child)
Background
The Mask Generator is also an automatic part of the compositing process between parent/
child tracks. To open the Mask Generator dialog, click the Mask Generator button ( ) on
any track that is the parent of another. For more information, see Compositing on page 285.
Mask Generator
button
Luminance
Mask track
(Parent)
Masked track
(Child)
Blue
The top-right example is using the Luminance to determine the transparency in the mask.
The white area is completely transparent. Since white is made up of 100% values of red,
green, and blue (255,255, and 255), those three colors are all 33% transparent as well. In the
lower-right example, blue is the selected transparent index. The blue area is 100%
transparent and so are all areas that have a value of 255 for blue (0,0,255), including white
(255,255,255).
Chromakeying
The Chroma Keyer plug-in is only available in Vegas Video and Vegas Video LE.
Chromakeying or blue screening is a special case of overlay transparency. A color key is
simply a specific color, or a range of similar colors, in an image that are made transparent,
allowing a background video to show through. The idea is to take a video subject and film it
7. Draw (click and drag) a small rectangular selection area around the color(s) to key out.
Although you can select the color range from just about anywhere, the Video Preview
window is the best location.
Compositing Modes
Track compositing is only available in the full version of Vegas Video and is limited to Alpha
transparency in Vegas Video LE.
The Compositing Mode button determines how
the transparency in a video track is generated.
This Compositing Since lower tracks show through higher tracks, it
Mode is important. is the Compositing Mode of the higher track that
determines how much of the lower track shows
This Compositing though. The Compositing Mode of the lowest
Mode is irrelevant. video track has no effect on a project (since it
would only determine how much of the next
track shows through, and there is no next track).
The Compositing Mode can be selected by clicking the Compositing Mode button ( ) and
choosing a mode. Source Alpha is the default. There are three basic Compositing Modes:
1. Add: adds the colors of the tracks together.
2. Subtract: subtracts the colors of the tracks from each other.
3. Multiply: merges the colors of the tracks.
4. Alpha (default): uses the Alpha Channel to determine transparency.
Level slider
The transparency or blending of the overlay can be precisely
controlled with the Level slider. Left is 100% transparent and
right is 100% opaque. You can also double-click the percent
to enter a specific numeric percentage.
Level slider
Transitions
Transitions are the final type of Video plug-in. Transitions occur between two video scenes,
smoothly blending one into another and are discussed in another chapter. For more
information, see Transitions on page 297.
Video
13 Transitions and
Motion
One of the most fun and exciting aspects of editing video on a computer is adding special
effects. When you combine all of the transitions, filters, and motion generators, Vegas has an
almost unlimited variety of effects.
Transition effects are only available in Vegas Video and Vegas Video LE.
Transitions
Transitions occur between two video events and are an entertaining and interesting segue
way. Too many transitions in a single production can distract from your movie. Most
professional productions, on television or on the big screen, use only two types of transitions.
The first is a simple cut, where one scene immediately cuts to the other without delay or
effects. The other is a fade, otherwise known as a crossfade or a dissolve.
Cuts
A cut is actually not a transition. Instead, the last frame from an event is immediately
followed by the first frame of the next event. This is what happens when with two adjacent
events on the Vegas timeline, either in the same track or in different tracks. This can also
happen when an event is punched into another (with fade edge edits turned off).
Adjacent events Events on different tracks Punch-in events
Fading
You can fade smoothly from one event into another or into the background color using an
Opacity envelope.
To fade to black:
1. Insert a video event onto the timeline.
2. Move the mouse pointer over the blue triangle at the upper
corners of the event. Notice that the cursor changes: ( ).
3. Click and drag (horizontally) towards the middle of the
event.
The line that appears is a visual representation of the fade and
is known as an envelope. The timecode of the beginning of
the fade appears in the ToolTip. By default, the event will fade
to whatever the event overlays. If there are no additional
events in lower tracks, the event fades into the project’s
background color. Transitions can also be used in a transition-
to-black effect. For more information, see Adding transitions to
the ends of an event on page 300.
Right-click on an Opacity envelope and, from the shortcut menu, select
the exact progression of the fade: Slow, Linear or Fast. This technique is
Slow
not limited to fading out, but can also be used at the beginning of a video
Linear event. By using a fade out at the end of one event and a fade in at the
Fast beginning of the next, you can easily create a very effective fade to black
between major parts of your production. The two events can be placed
next to one another (without overlapping), or you can leave a one-second
gap for a more significant pause.
Crossfades
You can fade one event out and fade into the
next event by simply over lapping the two. The
duration of the transition is determined by the
amount of overlap.
To crossfade between two events:
1. Insert a video event onto the timeline. (From
the Options menu, make sure Automatic
Crossfade [X] is toggled on.)
Adding a transition
To add a transition effect:
1. Insert a video event onto the timeline or a track.
2. Insert another event so that it overlaps the first to
create an automatic crossfade.
3. From the View menu, choose Plug-Ins [ALT+5].
4. In the Transitions folder, browse for a transition
effect.
5. Drag the effect to the timeline onto the automatic
crossfade between two events.
The duration of a transition is automatically
determined by the amount of overlap between the two
events. As with other events in Vegas, the precise duration of a transition can be controlled
by dragging the edges in and out.
The A roll is on top and the B roll is on the bottom, with the transition located between
them on the Transition roll.
Depending on the mode you have selected for the track, the transition can appear in one of
two ways. In Collapsed mode, the A/B roll is compressed and cannot explicitly be seen,
although it is still there. Instead, a rectangle in the middle of the two events displays the
name of the transition. This has no effect on the final video output.
Expanded Mode
Collapsed Mode
To convert cuts:
1. Right-click the line between two adjacent events at the cut position.
2. From the shortcut menu, choose Transition and then select the transition that you want to
insert (e.g. Insert Sonic Foundry Iris).
Transitions can also be dragged to the cut from the Media Explorer.
The duration of the newly inserted transition event is determined by the Transition fade
time set in the Preferences dialog. To access this dialog, from the Options menu, choose
Preferences and go to the Video tab.
This event’s media is Both events are now longer
longer than the trim. Cut and extend into the transition.
Cuts between audio events can also be converted to crossfades. Position the timeline cursor
on the cut and press / on the number pad on your keyboard to create a crossfade. There
must be enough media on either side of the cut to create the crossfade. The specific duration
is set in the Preferences dialog on the Editing tab under Cut to overlap conversion.
Previewing a transition
The easiest way to preview a transition is to set the preview area
to the duration of the transition and then loop the playback. You
can then adjust the transition while it is playing, quickly making
your changes in real-time.
To preview a transition:
1. Double-click the transition. This automatically sets the
selection (preview) area to the proper duration.
2. Click the Loop button ( ) to toggle automatically repeated
playback. The selection area bar is dark blue when Loop is
turned on.
3. Click the Play button ( ), or press the Space key.
Complicated transitions may need to be rendered. From the Tools menu, choose Render to
Video Preview.
Modifying a transition
All of the transitions in Vegas include default settings that create a perfect transition. Most
transitions are highly customizable with many attributes that can be changed and even
animated.
To modify a transition:
1. Click the FX button ( ) on the Transition event or right-click the transition and choose
Transition Properties from the shortcut menu. The Video Transition dialog appears.
2. Change the parameters. Changes are updated in real-time in the Video Preview window.
3. Use keyframe animation techniques to animate the transition. See the next section for
more information.
Each transition has individual controls and variables, the details of which are discussed in
the Transition Dictionary. For more information, see Video transition dictionary on page 308.
The Video Transition dialog is similar to the Effects dialog (pg. 266). One obvious difference
between the two is that you can only apply one transition event to a particular track at a
particular time. This means that the Effects Chain is limited to one effect.
Attributes,
Properties,
and Controls
Keyframe
Controller
After modifying a transition, it is possible to save the changes as a preset for use at a latter
time. Default and custom presets can be accessed from the Preset drop-down list.
To save a variation as a preset:
1. Click the name in the Preset drop-down list.
2. Enter a name for the new preset.
3. Click the Save Preset button ( ).
Any additional changes can be instantly saved to the custom preset by clicking the Save
Preset button. Changes cannot be saved to the (Default) preset.
Keyframe animation
Keyframe animation is only available in Vegas Video and Vegas Audio.
Keyframe animation is a technique that computer
artists use to quickly make complex animated
sequences. Instead of drawing every frame of a title
scrolling in from top to bottom by hand, an
animator simply has to set a starting and ending
position for the animation and let the computer
interpolate the intermediate frames. The animation
pictured on the right would have two keyframes: a
starting and ending keyframe. A third keyframe
could be added to pause the title briefly in the
middle or to change the direction of motion. More
complex animations use more keyframes.
While keyframing motion may be the most obvious
use for keyframe animations, just about any
parameter of an effect can be animated with
keyframes. Vegas uses keyframe animation
techniques in many areas, including transition
effects and filters. Color, brightness, transparency,
motion, size, perspective, and many other These three frames show the progression
parameters can all be easily controlled this way. of a title across three keyframes. Motion
between the frames is automatically
calculated by Vegas.
Keyframe Controller
The Keyframe Controller is only available in Vegas Video and Vegas Audio.
When you open the Video Event FX dialog, the Video Motion dialog or the Transition
dialog, the options available depend on which effect you are working with. The bottom of
the dialog contains the Keyframe Controller which is the same for every effect.
Cursor position Keyframes
Sync
Cursor
The cursor position is marked by a red line on the controller. This position can also be
automatically updated on the timeline, with the Video Preview window also updating in real
time to reflect changes. Position the cursor on the main timeline and click the Sync Cursor
button ( ) on the Keyframe Controller to move the cursor to the corresponding position
on the controller. For events, tracks and projects using more than one filter, each filter’s
keyframe information is displayed on a separate strip. Click the particular strip of the effect
that you want to modify to select it.
Adding a keyframe
Every effect has a starting keyframe at the beginning (left side) of the Keyframe Controller.
This sets the initial parameters for the effect. These parameters will not change during the
course of the effect. In order to animate the effect, it is necessary to add another keyframe to
the effect and change some of the parameters.
To add a keyframe:
1. Click on the Keyframe Controller timeline to move the cursor to where you want to add a
keyframe. The current position is marked by a blinking red cursor.
2. Click the Add Keyframe button ( ).
The new keyframe’s attributes are copied from the previous keyframe. Since their attributes
are identical, no animation will occur between them. This is especially useful at the
beginning of an effect to lock the effect without any animation up to a certain time.
• To delete a keyframe, select the keyframe and click the Subtract Keyframe button ( ).
• Keyframes are added automatically by navigating to a particular time and changing any
parameters in the dialog.
• Use the keyframe navigation buttons to quickly jump directly to a keyframe.
• Press Ctrl + or Ctrl + (Left or Right Arrow) to move to the previous or next
keyframe.
Modifying keyframes
Keyframes on the controller can be copied, pasted, and duplicated.
To copy a keyframe:
1. Right-click a keyframe.
By default, the animation that Vegas interpolates between any two frames is linear. The
right-click shortcut menu also allows you to select a different shape for the interpolation
curve. Hold Keyframe prevents any animation from being interpolated between two
keyframes. This is very similar to the envelope fade curves: Linear, Slow, and Fast. For more
information, see Setting an event’s fade in and out on page 170.
keyframe
interpolation Event fade curves
curves (visual examples)
The relative positions of the keyframes can also be changed as a group. This can be useful if
you need to change the overall length of an animated sequence or if you need to copy a set
of keyframes to another event that has a different duration than the original.
To change the relative spacing of a group of keyframes:
1. Hold the Shift key and click the first and last keyframes in the sequence to select all of
the keyframes.
2. Hold the Alt key and drag to scale the keyframes.
When copying keyframes from longer event to shorter events, you need to temporarily
lengthen the duration of the shorter event so all of the keyframes will appear on the
Keyframe Controller, rescale the keyframes using the above procedure, and then resize the
event to its original length.
The following is an alphabetical listing of the various transition effects and their options.
Additive Dissolve
Dissolves are also commonly known as fades. Additive simply means that the B roll video
sequence is gradually added on top of the A roll video, with the transparency of A increasing
while B’s transparency decreases until it is completely opaque. Because it is an additive
dissolve, the video becomes brighter during the transition. This transition is similar to an
Auto-crossfade or Fade.
Barndoor
This transition effect is a variation of a wipe
transition. As the name implies, this wipe moves in
two direction, not unlike two barn doors. Video
transition barn doors can move in a number of
different directions however: vertically or
horizontally.
Slow In This controls the speed of the transition at the beginning of the effect.
Move the slider to the right to slow the beginning.
Slow Out This controls the speed of the end of the transition. Move the slider to the
right to slow the end of the transition.
Border Controls The barndoor transition does not have a border by default, but you can add
one with the following parameters. No border is visible if the Size and
Feather sliders are set all the way to the left.
Size Move the slider to the right to create a larger border.
Feather Feather determines how crisply the edge appears. Higher values yield a
softer edge.
Color Use these color boxes to select a color for the border.
Clock Wipe
This wipe effect moves in a circular pattern, either
clockwise or counterclockwise.
Cross Effect
This is a composite transition effect that uses a crossfade combined with a Zoom, Pixelate or
Blur transition. The following illustration shows a Pixelate Cross Effect where the first video
gradually becomes more and more pixelated, then crossfades into a pixelated second event,
which finally resolves to the second event, thus completing the transition.
Fade Range Determines the duration of the crossfade that occurs at mid transition. The
fade takes place across the entire transition for a value of 1.
Effect Select the type of transition to combine with the crossfade: None, Zoom,
Pixelate or Blur.
Apply to Determines which events are involved with the zooming aspects of this effect:
Source, Destination or Both.
Max Zoom Sets the maximum amount of zooming at the mid point of the transition:
from 1 to 128%.
Source Center Determines the center of the first event (transition from).
Destination Center Determines the center of the second event (transition to).
Map Drag the center dots (red = source/ blue = destination) to visually determine
the center location.
Iris
This effect allows you to select the shape of the
transition as it grows. The shape can be repeated any
number of times in rows and columns and can be
surrounded by a border. By freezing this transition in the
middle using keyframe animation techniques (pg. 307),
it is very easy to create a video window (in any of the
default shapes that are included with this effect) using
the transition as a mask.
Center Enter the coordinates of the center of the effect into the text boxes or drag
the circle on the position map to the desired location.
X Repeat / Y Repeat X Repeat is how many times the shape is repeated across the image from left
to right (columns) and Y Repeat is the number of times the shape is repeated
from top to bottom (rows).
Iris Shape Sets the shape of the iris.
Feather Determines how smoothly the border fades into the background.
Border Controls The following three controls modify the border, if any, on the effect.
Border Sets the width of the border.
Feather Determines how smoothly the border fades into the background.
Border Color Use the color boxes to select a color for the border.
Linear Wipe
At first glance, the Linear Wipe, Push, and Squeeze transitions look very similar. In a Linear
Wipe transition, a line moves across the video, revealing the second video, which was always
below the first and is unmoving. In a Push, the second video itself moves onto the screen as
the first one moves off. A Squeeze distorts the transitioning video events, squeezing one as
the other expands.
Angle Use the slider to control the direction the wipe comes in from.
Feather This sets the size and softness of the edge of the wipe.
Angle (Peel and Roll) This angle determines the corner the page is turned from. For example 0° to
90° is the lower right corner, with 45° being the exact center of the lower
right corner. The angle of the peel in the above examples is about 60°.
Fold radius This determines how high the page is lifted. Lower values keep the peel closer
to the page and make a much tighter roll, while higher values lift the peel
further and make for a much looser roll.
Slide amount This determines how much the entire first page slides away over the second.
Opacity (Peel and Roll) This sets whether you can see through the back of the page as it is turned.
Perspective This adjusts the viewer’s virtual perspective in relation to the page. Lower
numbers simulate a higher perspective above the page, while numbers
approaching 1.000 simulate a greater viewing angle.
Light color Use these color boxes to set the color of the light that is reflected off of the
back of the page.
Push
Event two pushes in over the first event, from any direction, replacing it. See the illustration
accompanying the Linear Wipe effect.
Direction Select the direction from which the transition progresses: Up, Down, Left or
Right.
Push off previous image The first video pushes the second video off of the screen when this is
selected. When not selected, the second video merely slides over the first,
with the first remaining unmoved.
Border The following three controls modify the border, if any, on the effect.
Size Sets the width of the border.
Feather Determines how smoothly the border fades into the background.
Border Color Use the color boxes to select a color for the border.
Slide
In this transition event two slides over event one (Slide In) or event one slides away off
screen, revealing event two (Slide Out).
Spiral
This transition uses a circular sliding motion to exchange the events. The events can also
appear to zoom in or out during the transition. The following illustration shows a Spiral Out
effect that zooms out to 0.
Turns Determines the number of rotations the transition undergoes before the
effect is completed.
Zoom Determines the level of magnification at the start/finish of the transition from
0 (minimum size) to 1 (full size).
Orientation Determines the starting position of the spiral: Left, Top, Right or Bottom.
Motion Determines the direction of the circular component of the spiral motion:
Counter-Clockwise or Clockwise.
Direction Spiral In: event two spirals in from the outside, covering event one. Spiral Out:
event one spirals away towards the center, revealing event two.
Border The following three controls modify the border, if any, on the effect.
Size Sets the width of the border.
Feather Determines how smoothly the border fades into the background.
Border Color Use the color boxes to select a color for the border.
Split
In this effect, one of the transitioning events is split apart into four sections and gradually
covers, or reveals, the other event. The illustration uses Split Mode: Squeeze and Direction: In.
Center Determines the central offset of the transition. Drag the blue square to move
the center.
Split Mode Possible modes: Push, Wipe, or Squeeze. See the illustration accompanying
the Linear Wipe transition’s explanation for more information.
Direction Out: event one splits to reveal event two. In: event two slides in and over
event one.
Border The following three controls modify the border, if any, on the effect.
Size Sets the width of the border.
Feather Determines how smoothly the border fades into the background.
Border Color Use the color boxes to select a color for the border.
Squeeze
This effect is similar to Push and Linear Wipe. In a Squeeze effect however, the entire
contents of both videos is visible for the duration of the effect. See the illustration
accompanying the Linear Wipe effect for more information.
Start The effect can start from the Top or Bottom, Left or Right, or emerge from
the Center either Horizontally or Vertically.
Squeeze previous image The first video squeezes the second video off of the screen when this is
selected. When not selected, the second video merely slide over the first, with
the first remaining uncompressed.
Border The following three controls modify the border, if any, on the effect.
Size Sets the width of the border.
Feather Determines how smoothly the border fades into the background.
Border Color Use the color boxes to select a color for the border.
Swap
In this effect, event one slides out of the way and then exchanges places with event two,
which comes to the forefront.
Direction Determines the initial direction that event one takes during the swap.
Border The following three controls modify the border, if any, on the effect.
Size Sets the width of the border.
Feather Determines how smoothly the border fades into the background.
Border Color Use the color boxes to select a color for the border.
Zoom
The second video appears on top of the first as a point at the beginning of this effect and
gradually expands to cover the entire screen.
Location Drag the circle on the location map to determine the starting point of the
effect.
Border The following three control the border, if any, on the effect.
Size This sets the width of the border.
Feather Determines how smoothly the border fades into the background.
Border Color Use the color boxes to select a color for the border.
Track Motion
Track Motion is only available in Vegas Video.
The Track Motion dialog is used to move a video track across a background. This
background can be a solid color, but it is more common to use another video event or an
image. Picture-in-picture effects and scrolling title sequences are two simple cases where this
tool is important.
The Track Motion dialog is easy to use. The striped gray area in the center (covered by the
blue/gray rectangle) represents the actual screen or area that is visible in the movie. The
area outside of the main screen, which is filled with dotted lines, is the general workspace.
The video you are moving can be positioned off of the visible screen and then animated
onto and across the screen. The dots are markers to help position the video window. If snap
is turned on, these serve as ‘snap to’ points. The main window allows you to control the
placement, size, and orientation of the overlay video through time. The blue and gray
rectangle in the middle of the screen represents the area of the full screen. The large “F” is
used to represent the orientation of the track and is especially useful in indicating a track
that has been reversed.
Handles
Keyframe Controller
You can also create blue guide lines to help you align objects by
moving to the edge of the ruler and dragging towards the center of
the workspace to create a new line. Existing guides can be
repositioned by dragging. Guidelines can also be used to snap the
video window.
Shadow
This creates a simple drop shadow that
appears under the entire window or only Color Picker
under the opaque (nontransparent) parts of Eyedropper
the overlay. The size and offset of the
shadow can be controlled and animated, X, Y Offset
and you can specify the shadow color. A
shadow is especially effective under a
picture-in-picture window or to emphasize
text and titles. Use the Eyedropper tool to
select a specific color from anywhere on the Edge softness
screen. Transparency
Glow
Glow is a bright haze surrounding an overlay. In
Color general, light colors are used for glow effects, but you
Picker can emphasize bright text on complex backgrounds by
Eyedropper using a very small black glow, with little or no
Feathering, and 100% Intensity.
Edge softness
Transparency
A simple one-pixel drop shadow added in the Video Motion dialog helps titles stand out.
A Glow can be applied in a similar way. A Glow is not offset and is centered on the overlay
video, surrounding the overlay video with a diffuse colored border.
Picture-in-Picture
Picture-in-Picture is an easy technique to reproduce using the Track Motion tool.
To create a Picture-in-Picture effect:
1. Insert the background video into a track.
2. Insert the overlay video into another track just above the first.
3. Click the Track Motion button ( ) on the upper overlay track.
4. In the overlay dialog, position and resize the Track Area in the Track Motion dialog.
The illustration below shows some of the relevant parts of this procedure. Note the shadow
cast by the overlay video. This is added by selecting the Shadow option on the Keyframe
Controller. The attributes in this dialog can all be animated with keyframe animation
techniques. The Video Preview window displays the results.
Title sequence
Move in Y
Only button
Another tool that makes many operations in Vegas easier is the Snap tool. In the Track
Motion dialog, click the Toggle Snap button ( ) to turn this feature on, or simply hold
down the Shift key to toggle it on temporarily. Another method for creating scrolling titles
is to use the Pan/Crop dialog. This alternate technique is preferable in many situations,
especially when the title sequence is long, such as during closing credits. For more
information, see Scrolling titles - Pan/Crop technique on page 246.
Saving and
14 Rendering
Projects
Vegas allows you to save and render projects into many different multimedia formats. The
chosen format is determined by how you want to deliver the media. When you render a
Vegas project to a different format, your project is not affected, and a single project may be
rendered in any number of different formats.
This chapter explains saving a project and using the Save As and Render As functions. In
addition, you will find reference information for the rendering options available in Vegas.
If your project contains markers or regions, you may save that information in the rendered
file. Saving markers into a media file can enhance the end user’s interaction with the media file.
Rendering projects
Rendering refers to the process of converting the Vegas project into a single new multimedia
file and formatting it for the desired playback method: media player, Internet streaming
media, CD-ROM, video tape, etc. The project file is not overwritten, deleted, or altered
during the rendering process. You may return to the original project to make edits or
adjustments and render it again later. The following table describes the formats available for
rendering your Vegas project:
5. Click the Save button. A small dialog box appears displaying the progress of the render
and a status bar appears in the lower-left portion of Vegas.
Status bar
Note: You may cancel the rendering process Cancel
by clicking the Cancel button or the button button
on the status bar.
One solution to the second problem is to render the more complex portions of a project (e.g.
transitions) to temporary files. For more information, see Pre-render Video in Loop Region on
page 254. As long as these sections of the project remain unchanged, Vegas will not need to
re-render them. During timeline playback, Vegas will playback these files seamlessly with
the rest of the project.
Selected rendering
format Click the Custom
button to change
Selected template control settings
or create/delete
a template
Selected template’s
description
The following sections present and overview of each formats controls and template creation.
Central to the process of creating a multimedia file from your project is the compressor or
codec. A codec is simply the algorithm that is used to compress the media file. Many of the
codecs used for specific rendering formats are updated periodically by their creators. For
information about specific codecs, contact the codec’s manufacturer.
In some versions of Vegas, full customization of the rendering formats is not available. Instead, you
are limited to selecting from one of the many templates that most closely matches your needs.
Professional level control of all of the rendering parameters is only available in Vegas Video.
Customizing a render
Every project (*.veg) has default settings that are used to determine the format of the final
file created from a project. The settings are determined at the beginning of the project, but
can be changed at any time: from the File menu choose Preferences.
To customize the Render As settings:
1. From the File menu, choose Render As.
2. In the Render As dialog, choose the format [e.g Video for Windows (*.avi)].
3. Click the Custom button and go to the Video tab.
• Select a Template from the list to automatically set up all of the settings on this tab. You
can also create a custom template and save it for future use. The Description box
summarizes the template properties.
• The appropriate frame rate and frame size are determined by the final destination of the
movie. See the next section in this manual and your video capture card’s manual for more
information.
• The Compression button opens a dialog to set up the exact codec used to compress the
video. This is a very important process. In short, codec stands for COmpressor/
DECompressor and it is the mathematical algorithm used to encode a video file. The
codec directly determines the size and quality of the movie, as well as its compatibility
with various playback devices. The final destination for the movie dictates the choice of
codec. Some codecs have additional options that can be adjusted by clicking the Configure
button.
Format
This lists the rendering codecs that are available.
Sample rate
The sample rate directly affects the audio’s quality. The sample rate
is defined as the number of times a second that data is sampled in
an audio file. It is similar to the concept of resolution in an image
file. The higher the setting you choose, the better the quality, but
the larger the file size.
Bit depth
The bit depth directly affects the audio’s quality. The bit depth is
defined as how much data is used to save each sample (see above).
The higher the setting you choose, the better the quality, but the
larger the file size.
Channels
A project may be rendered by channel types: Stereo, Mono, Multiple Mono, and Multiple
Stereo.
Channel Description
Stereo Renders all the project’s busses to a stereo file. The signal is saved to the respective right and
left channels that you specified in the project. This may cause clipping in the rendered stereo
file. You can compensate for the clipping by reducing each channel’s volume fader prior to
rendering.
Mono Renders the project so that both the right and left channels are summed to one mono signal.
This may cause clipping in the mono file. You can compensate for clipping by reducing each
channel’s volume fader prior to rendering.
Multiple Mono Renders each of the project’s busses into two mono files: one left and one right. For example,
if your project has two busses, Vegas will render 4 mono files (two right and two left). This
feature is useful if you are using applications that do not work with stereo files. Therefore, if
you wanted to export tracks from Vegas into one of these applications, you would need to
export each channel as a mono file.
Multiple Stereo Renders each of the project’s bus into a stereo file. For example, if your project has two busses,
Vegas will render 2 stereo files. Therefore, each bus in your project (and the tracks assigned to
the bus) are rendered into a single stereo file.
Video size
The final frame size of the movie can be different from the project’s default settings. Frame
size also contributes to quality and file size.
Frame rate
The final rendered multimedia file can have a different frame rate from the project itself.
Frame rate is very important in determining the quality and size of the final media file.
Video format
The Video tab has a Compression button that is used to access the actual codecs or
compressors that are used to create the final video file.
Compression codecs
Each codec is a small program by itself and many have additional custom controls that are
used to fine tune the output. Click the Configure button to adjust these parameters
manually.
Quality slider
If the codec chosen in the Video format list supports it, use this slider to adjust the quality of
the compression applied by the codec chosen from the Video format list.
If the codec chosen in the Video format list supports Alpha Channel transparency, select
this option to save this information with the file.
Interleave every
When enabled, this control allows you to specify how often the audio and video streams are
interleaved. Interleaving relates directly to how the data is saved in the file. For example,
during the rendering process, the audio data is written in between the video data based on
the frame setting that you specified.
Keyframe every
If the codec chosen in the Video format list supports compression keyframes, select this
option to set compression keyframes to adjust the quality of the compression. More
keyframes typically produce higher quality video, but a larger files size (and thus a higher
data rate).
Data rate
If the codec chosen in the Video format list supports a data rate ceiling, select this option
and enter a maximum data rate for the final file.
Configure button
Click this button to access the advanced settings of the particular codec chosen in the Video
Format list.
your Project Properties and can be saved as a part of a project template. Final render settings
over-ride Project Properties settings. For more information, see Project properties - Video tab on
page 256.
Interlace
Video that is displayed on a television monitor is interlaced. This means that every frame of
video is actually composed of two fields, each of which is made up of half of the lines that
make the final frame. These two fields are woven together in alternate lines, but which of
the two fields is displayed first can be important. The interlace can be ignored for video that
is going to be displayed on a computer: choose Progressive. For video on a television, most
hardware supports Lower First. If the output is jittery or shaky on a television, or your
hardware’s manual specifies it, choose Upper First.
VCR or television
If you are creating a movie that you want to send back out to a television, a VCR or a
camcorder, there is only one choice:
Use the same settings as the original video.
There is no way to improve upon the quality of your original video (as far as compression is
concerned). If you have captured your video at 640X480, at 24fps in an MJPEG codec, then
that is how you should set up your final movie. This is the only way to maintain 100%
quality.
Computer
This can be the most complicated case because you have to decide exactly which computer
it is going to be played back on, how fast it is, what software is installed, and how you are
going to get it there (e.g. burned to a CD). Your biggest concern with creating a video file is
compatibility. When you create a movie, you must select a specific codec to compress the
video. That same codec must then be used to view the movie. This is not a problem if you
are viewing the movie on your own computer, since the appropriate codec is already
installed. To ensure that your audience has the appropriate software, you should use a fairly
universal codec. Intel Indeo, Cinepak, and QuickTime (which is not a codec, but installs
with a number of different codecs) are all widely available. Be careful not to use the latest
version of these codecs unless you are sure that your viewers’ systems are up to date. These
codecs are good for older computers and maintain pretty good quality, but they do not
provide high compression ratios and the resulting files are rather large.
Internet
When video on the Internet is discussed, people almost always mean streaming. There two
streaming media formats that come with Vegas: RealMedia and Windows Media Format.
There is nothing particularly magical about streaming video, and the three rules of creating
video files for the Internet are as follows: compress, compress, and compress. The smaller the
file size the better, and this inevitably results in a loss of quality. There are two main places
where you can save space: frame dimensions and frame rate. Typical Internet video files
should be about 160X120 and should rarely exceed 320X240. This is not very big, and video
with lots of detail will not translate well to this frame size. The frame rate should also be as
low as possible, with 15fps being a good maximum. Fast action, pans, and moving
backgrounds (e.g. tree leaves or ocean waves) will not compress well. Streaming media files
need to be placed on a special Internet server in order to stream properly.
Miscellaneous formats
2. Click the Settings button. The Sonic Foundry MP3 Plug-In dialog will appear.
3. On the Encode tab, choose a bit rate from the drop-down list.
4. Click and drag the Quality slider and click the control check boxes that you want to use
for the rendered *.mp3 file.
5. Click the ID3 Summary tab, to enter optional information about the file.
6. Click the OK button to return to the MPEG 1 Layer 3 Templates dialog.
7. Click the Save button ( ) to save the template.
Templates
There are a number of included templates that may be chosen from the drop-down list.
These templates may also be accessed from the Render As dialog.
To create a new *.wma template:
1. On the Render As dialog, click the Custom button. The Edit Template dialog will appear.
Selected template
Selected template’s
description
2. Click the Custom button to start the Windows Media Encoding template.
3. In Template Name field, enter a name and then type a description (optional).
4. Click the Next button to set the bandwidth settings.
Bandwidth Resample
5. Click the Next button to set the Resample rate from the drop-down list.
6. Click the Next button to choose an audio format form the Format drop-down list (There
is only one Audio codecs available from the Audio drop-down list.)
Audio
Format
7. Click the Finish button to save the template and return to the Edit Template dialog.
You may edit a previously saved template by choosing it from the drop-down list, clicking
the Edit button (starting the wizard again), and making your setting changes.
Video
Bandwidth
Bit-rate
Resample
11.Click the Next button to choose an audio codec, format and video codec from their
respective drop-down lists.
12.Click the Finish button to save the template and return to the Edit Template dialog.
You may edit a previously saved template by choosing it from the drop-down list, clicking
the Edit button (starting the wizard again), and making your setting changes.
Customizing
15 Vegas
Vegas may be customized to your project needs and working preferences. Many of the
settings depend on your equipment or studio setup. Vegas can be set to work with the
components that you use in your studio.
In this chapter, you will find information about functions that allow you to customize the
appearance of Vegas, set a project’s properties, and set the application’s preferences.
When you display these windows, they can float freely on the workspace. You may let them
float, place them in the Windows Docking Area or even move them to another monitor on
a multi-monitor system.
Float Handle
Docking a window
The Window Docking Area at the bottom of the workspace keeps frequently used windows
available, but out of the way, while you are working with a project. Since there are eight
possible windows that can be docked, windows can be next to each other, subdividing the
docking area, or they can appear as tabs on top of one another.
To dock a window:
1. If the window is not already displayed, choose it from the View menu or press its shortcut
key.
2. Click the window’s title bar and drag the window below the Track View. You control
where the window will be placed by moving the window to the left or right
3. When the window’s title bar disappears, release the mouse. The window is now docked.
Close window
Expand window
Move window
Summary view:
Window tabs This area displays
information about
the selected file.
Toolbar
Selects and opens the folder or drive one level Plays the selected media file.
above the active folder.
Displays any content changes in the active Stops play back of the selected media file.
folder or drive if a file was added, renamed, or
deleted.
Creates a new folder within an active folder or When enabled, automatically plays a media file
drive. when it is selected.
Removes a selected folder or media file. Opens your default Web browser to locate
media on the Internet.
Adds the selected folder to your Favorites Displays Explorer viewing options.
folder. The Favorites folder contains media
files that you use most often.
2. Click the plus sign next to the drive or folder to display its contents. (The plus sign
becomes a minus sign. Click the minus sign to hide the drive or folders contents.)
3. Click a folder from Tree View pane and the files in it will display in the Contents List
pane.
The folder will appear under the Favorites folder in the Tree View pane.
Tree View
This view option displays all of the available drives and folders that you may select to locate
media files.
Summary View
Information about the selected media file appears below the Contents List pane.
Details
Information about a file’s size, type, and date of last modification is displayed in the
Contents List pane.
All Files
By default, Vegas Explorer only displays media files that are supported by Vegas. By selecting
the All Files option, all types of files are displayed; not all of these files can be used in Vegas.
Right-click
to display
shortcut
menu
Grid spacing
Grid spacing is different from the Ruler and provides an alternate method of subdividing a
project’s time. This may be useful if you want the Ruler to display SMPTE video time code,
but you need to create your music in terms of beats and measures. The grid spacing may be
set in time, frame, measure, or note units. The grid may also be set to match the Ruler’s time
format. The grid appears across all track in your project and the grid’s lines can be used as
snap points.
To change the grid spacing:
1. From the Options menu, choose to Grid Spacing. A submenu will appear.
2. From the submenu, choose the desired time unit. The grid spacing changes to reflect your
selection.
2. Drag the Toolbar to the desired location. Notice that the Toolbar now has a title bar.
3. Release the mouse to drop the Toolbar on the Vegas workspace.
• If the Toolbar is floating, you may simply click the Close button in the upper right hand
corner of the Toolbar.
The Customize Toolbar dialog allows you to control the available buttons and their order
from the Toolbar. The Toolbar may be returned to its default settings by clicking the Reset
button on the Customize Toolbar dialog.
To use the Customize Toolbar dialog:
1. From the Options menu, choose Customize Toolbar. The Customize Toolbar dialog will
appear.
Buttons available to
add to the Toolbar
2. On the Available toolbar buttons pane, select the button that you want to add.
3. On the Current toolbar buttons pane, select the button that you want the newly added
button to precede in order.
4. Click Add or double-click the button to add it above the selected button on the Current
toolbar buttons pane.
3. From the shortcut menu, choose the type of MIDI monitoring that Vegas will display.
Once you have made your selection, the Time Display window displays both the MIDI code
being input or output and a status message.
Summary tab
This tab allows you to enter information about the project. These tab fields may be left
blank or, if information exists, you may change it at any time.
Field Description
Title Enter the name or title of the open project.
Artist Enter the name of the narrator, band, or artist(s)
being recorded into the project.
Engineer Enter the name(s) of the people who mixed and
edited the project.
Copyright Enter the date and ownership rights of the
project.
Comments Enter information that identifies and describes
the project.
Check box Select the Start all new projects with these
settings check box if your projects’ requirements
do not change or you want consistent settings
for future projects.
Audio tab
This tab allows you to set different characteristics the project will use to handle the audio.
This page also displays the available drive space where Vegas stores recorded audio.
Item Description
Number of Enter the number of stereo busses that you
stereo busses want in your project. You may add up to 26
busses. The busses appear in the Mixer.
Sample rate Choose a sample rate from the drop-down
list or enter your own rate. The sample rate
range is 2,000 Hz to 96,000 Hz. Higher
sample rates result in better quality sound,
but also mean larger audio files.
Bit-depth Choose a bit depth from the drop-down list.
A higher bit-depth results in better quality
sound, but also means larger audio files.
Recorded files Displays the path where recorded audio is
folder stored. The Browse button allows you to
select a new location to store recordings.
Free storage Displays the available disk space where
space in recorded audio is stored.
selected folder
Check box Select the Start all new projects with these
settings check box if your projects’
requirements do not change or you want
consistent settings for future projects.
Video tab
This tab allows you to set different characteristics the project will use to handle the video.
Also, this tab displays information about the video contained in your project. For more
information, see Project properties - Video tab on page 256.
Ruler tab
This tab allows you to change the ruler settings used in your project. You may also change
ruler settings on the Tack View. For more information, see Changing the Ruler format on page
349.
Item Description
Ruler time Choose a ruler time format from the drop-
format down list.
Ruler start time Enter a value that the ruler will use at the
beginning of your project. This feature is
useful for sychronization purposes.
Beats per Enter the desired number of beats per minute
minute (tempo) for the project.
Beats per Enter the desired number of beats to occur
measure per measure for the project.
Note that gets The value entered will determine the time
one beat signature used by the ruler when its format is
set to Measures and Beats. For example, if
the entered value is 4, then a quarter note
gets one beat.
Check box Click the Start all new projects with these
settings checkbox if your projects’
requirements do not change or you want
consistent settings for future projects.
General tab
These preferences are found by clicking the Options menu, choosing Preferences and then
going to the General tab. The following is a list of these preferences and their meaning. An
“x” means it is selected by default and an “o” means it is unselected.
x Automatically name regions When regions and markers are added, this option
and markers if not playing automatically prompts you for a name. This does not happen
when adding markers on-the-fly during playback.
o Always use Sonic Foundry DV DV files can be read by Microsoft or other readers by default, or
reader you can select this option to use the latest DV reader from
Sonic Foundry.
o Strictly conform to AVI2 Select this option to create 100% AVI2 compliant files. While
specifications these files conform to the standards, not all applications follow
these specifications and some programs may not be able to
read them.
x Create project file backups Automatically create backups of your project files.
(*.veg, *.bak)
o Use alternate technique to It can sometimes be slow to work with QuickTime files. Select
read QuickTime video this option to change how Vegas handles these files.
Recently used project list - Select the number of files listed.
Temporary files folder - Select a location for all temporary files.
Video tab
The Video tab in the Preferences dialog controls the display of video media, video events
and video tracks in Vegas.
Show source frame numbers on event thumbnails as
None; absolute Frame Numbers starting with 0; Time in
hours; Timecode.
Preferred video capture application
Timecode numbering on thumbnails
Browse for the application to be launched when the
Open Video Capture button is clicked.
Video Preview display options
• Action Safe Area and Tile Safe Area - This is used to set the reference overlay safe areas in the
Preview window. For more information, see Safe Areas on page 253.
• Horizontal Grid Divisions and Vertical Grid Divisions - This sets the spacing of the grid overlay
in the Preview window used in aligning visual elements in a project.
• Display square pixels - Determines how the video is displayed in the Preview window. In
short, televisions display rectangular pixels and computer monitors display square pixels.
This can result in a distorted preview, although the source media and rendered video is
unaffected.
• Display at project size - This sets the preview window to always display the video at full
project size.
• Background color - This sets the background color of the Preview window (black by default)
that shows either when there is no visual content or when using a transparent overlay
with no background visual content.
Audio tab
The Audio tab allows you to set
preferences to optimize how Vegas uses
your computer’s components efficiently to
handle the resource-intensive audio that
you are using in your projects. The
following table briefly describes each
preference. More details of each
preference is discussed later in this
section.
Item Description
Playback Buffering Sets the amount of memory
(seconds) Vegas uses during project
playback.
Automatically Fade Sets the fade length of a split
Edit Edges (ms) or resized event.
Normalize Peak Sets the maximum level that
Level (dB) Vegas will use when
normalizing an event.
Location of Displays the path of the audio
Preferred Audio editor that you can start
Editor directly from Vegas to
perform destructive edits to
audio.
Metronome sound Allows you to select sound
files files to be used as the
metronome beats.
If you are still experiencing gapping, you may need to add RAM to your computer. Vegas
only requires a minimum of 64 MB of RAM, but 128 MB of RAM is recommended for
optimum performance.
Position bias
The position bias control gives you additional cursor control when it is inaccurately
displayed during project playback and recording.
If you have enabled the Interpolate position control and are still experiencing cursor position
inaccuracies, move the Position bias control forward or backward to compensate for the
inaccuracies of the audio device.
Routing tab
Multiple busses are only available in Vegas Video and Vegas Audio.
The Routing tab allows you to configure Vegas to the equipment that is connected to your
computer. When you installed Vegas, it automatically determined the hardware available for
output on your computer. These options are available on the Routing tab.
In the table on this tab, you will see virtual bus designations that you may add to a project.
For more information, see Audio tab on page 359. Each bus may be routed to a specific output
device of your choosing. You may notice that some of the busses are grayed out because they
have not been added to your project yet. However, you may still configure the busses not
currently in use, so they will be ready when you add them later. You can add busses to your
project using the Project Properties Audio tab. For more information, see Audio tab on page
359.
To route busses to hardware:
1. Select the Use a Custom Routing radio button.
2. In the table, click the radio button in the output device’s row and in the bus’s column to
assign a bus to a specific output device.
3. From the Default recording device drop-down list, select a device used when recording.
Editing tab
Enable looping on events by default - This sets events that are trimmed longer than their
source media to automatically loop. When this option is not selected, extended events
repeat the final frame of a video file.
Sync tab
The following table briefly describes each preference found on the Sync tab in the
Preferences dialog. These preferences are used to set up Vegas to generate or chase MIDI
time code to and from external MIDI devices. For more information, see Synchronizing MIDI
Time Code on page 225. More details of each preference is discussed later in this section.
Item Description
Generate MIDI Select the output device and
Time Code frame rate that Vegas will use
settings when generating MIDI time
code.
Generate MIDI Select the output device that
Clock settings Vegas will use when generating
MIDI Clock information. This
device may be set to the same
one that you selected for
Generate MTC.
Chase to MIDI Select the input software or
Time Code device and frame rate that
settings Vegas will use when chasing
MTC.
MTC input
This tab contains controls for MTC input. It is
displayed only if a device is selected for MTC input
on the Sync tab.
When Trigger playback only (do not chase) is selected,
Vegas will not chase its playback speed to the
incoming MTC data. Instead, Vegas will simply
trigger at the appropriate time. There are two
situations when you may want to use this option.
• If your computer does not have the speed required
to accurately chase time code. This method is best
used for shorter periods of time. We recommend
not using this feature for long periods of time
because Vegas may fall out of sync.
• If your sound card has an external “Word Clock”
input, this clock source will keep your digital signals
locked together and eliminate the need for Vegas to
chase. This is the preferred option.
When Free-wheel for time code loss is selected, Vegas will continue to play for a specified
period of time without chasing if time code is lost. Enabling this option can compensate for
infrequent losses in time code monitoring. If losses in time code are frequent,
troubleshooting should be done on your hardware to find the cause of the problem.
MTC output
This tab contains controls for MTC output. It is
displayed only if a device is selected for MTC input
on the Sync tab.
When the Use internal timer for MTC generation check
box is enabled, the MIDI Time Code that Vegas
generates will be based off of your computer’s internal
clock. Otherwise, Vegas will generate MTC based on
the sound card’s clock.
The Internal timer resolution field allows you to control
MTC resolution.
When the Sync tab’s Generate MIDI Time Code is used,
the Full-frame message generation radio button list
specifies when Vegas will send full-frame time code messages.
Full-frame messages are used by some external audio synchronizers to seek a proper location
prior to synchronization. For example, tape-based recorders benefit from seeking to full-
frame messages because of the time required to move the transport to the proper location.
However, full-frame messages are ignored by some devices and may actually cause
unexpected behavior in other devices. Check your hardware documentation to find out if it
supports full-frame messages.
Troubleshooting
A
Why are some of my DirectX plug-ins not working correctly?
Vegas is a nondestructive time-based editor. As a result, there are certain types of DirectX
plug-ins that perform poorly in Vegas as Assignable FX, Track FX or Bus FX. These types of
plug-ins are roughly classified as any plug-in that outputs a different amount of time than
what goes in. This includes all plug-ins such as time compress/expand, gapper/snipper and
pitch shift without preserving duration. However, these types of FX plug-ins may perform
suitably as Bus FX, but only if only one bus is used in the project. Plug-ins that require a lot of
pre-buffering will also perform poorly, such as Sonic Foundry Acoustic Mirror when using
long impulse files.
Following are some things you can check and do to make sure your system is optimized to
prevent gapping.
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Adjust this slider as low as possible, but setting it too low will cause gaps as well.
• Mute/Solo some of the events or tracks in the mix.
• Add more RAM to your computer.
Disk meter
If the Disk meter at the bottom of the Track View ever bounces near or above 50%, you will
probably experience gapping. This issue is due to the data not being read off the hard drive
fast enough.
APPENDIX A
375
CPU usage
If neither the RAM or Disk meter looks out of the ordinary and you are still experiencing
gapping, you can try to adjust how Vegas utilizes the central processing unit (CPU).
To minimize CPU usage:
• Zoom out ( Ctrl + ) fully on the Track View while playing so that the screen does not
have to scroll to keep the cursor on it.
• Run fewer DirectX plug-ins.
• Make sure that the peak files are built for all of the audio data in the project before
playing. Peaks are only built for those files on screen. You can get into the situation where
the screen scrolls as it plays and Vegas ends up building peaks on the fly. You can play
while peaks are being built, but gapping is a distinct possibility. Press F5 before playback
to Rebuild Peaks for all of the events, on or off of the screen.
APPENDIX A
376
you use is an important part of the equation, but there are a number of things you can do to
optimize your PC for video. The following list is arranged from the most to the least
important.
• Close all other applications. When capturing video or playing it back, it is critical that no
other applications interrupt this process. Close any applications that are not vital. This
includes screen savers, task schedulers, and even virus-detection software. You can ensure
that you have closed all unnecessary applications by pressing Ctrl + Alt + Del , selecting
the individual applications, and clicking the End Task button to close them. Certain
processes are required and should not (cannot) be terminated (for example Explorer).
• Check your virtual memory. Windows uses virtual memory when RAM is low. This is a
method for Windows to use the hard disk to create more memory and is sometimes called
a swap disk. If Windows tries to write to the swap disk during playback or capture, this can
interrupt the video software and cause problems. Make sure that Windows is using a
different disk drive for virtual memory other than the one from which you are capturing
or playing your video. If you have enough space, force Windows to use C:\ for virtual
memory and use a physically distinct drive for capturing and playing back video.
• Make sure you have the latest drivers for your video card and capture card and the latest
updates and patches to all relevant software. One caveat to this is that you shouldn’t try
to fix a program that is working correctly. Many times patches and updates fix relatively
minor bugs that only affect a small number of users. If you are not experiencing any
problems, it is probably best not to upgrade unless the manufacturer recommends it.
• Uncompressed video may be high quality, but it results in very large files with very high
data rates. Selecting a more appropriate compression scheme (codec) will definitely
improve the situation. If you are creating movies that need maximum quality however,
this may not be an option.
Video subsystem
Many graphics cards (video boards, primary display cards) on a PC cannot handle full-
screen, full-frame rate video. While this leads to jerky, hesitating playback, it may not
actually be a serious problem. A common video configuration is to have a separate video
capture card and a primary display card. In this case, the playback using the primary display
on the computer may be jerky, but when you finally output the video to tape and view it on
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your television monitor there may not be any problems. If you are not creating movies to go
back to the television or VCR and you are experiencing stuttering playback, you should
consider using a smaller frame size (320X240) and frame rate (15fps).
Hard disk
The second most common problem is slow hard disks. Until recently, fast, expensive SCSI
AV hard disks were required to properly capture and play back video on a PC. Slow hard disk
problems also manifest themselves with jerky video playback, although the stutters are less
frequent and of longer duration than if the video subsystem is the problem. Slower hard disks
(e.g. 5400 RPM IDE) can cause an occasional dropped frame, which is devastating if you are
trying to achieve perfection. Digital Video (DV) enthusiasts have fewer problems due to the
low data rate (~3.6MB/sec) of that format. The following section outlines some
recommendations arranged in order of importance.
• Buy a dedicated video drive. This is easily the most important piece of hardware advice.
A dedicated, physically distinct hard drive is almost a requirement for any type of serious
video work. This means that you have one primary C:\ drive (or wherever Windows is
installed) and a separate drive for video. You can use your dedicated drive for other
purposes, especially storage, but it is a good idea not to run any applications from it and to
keep Windows virtual memory off of it. It is very important that the drive only be used for
video when playing and capturing, and that other programs (including Windows) are not
trying to access it. Since video files are so large, a dedicated drive is not an unreasonable
item even if digital video is just a hobby. You can never have too much hard disk space.
• Buy a faster hard drive. Older 5400 RPM hard drives may not be fast enough for
capturing and playing back video for any length of time, while newer 7200 RPM drives
are almost always adequate. Be careful: manufacturers are usually talking about burst
transfer rates when they talk about the speed of a drive. A drive that can transfer data at
80MB/sec is worthless for video if it cannot sustain a much slower rate of 8MB/sec for
thirty minutes (or more) without dropping a frame. Look to other computer video
enthusiasts for additional advice. Again, the RPMs are a very good indicator, because
7200 RPM IDE drives are usually newer (c.1998) and older 7200 RPM drives are usually
SCSI, which are already higher quality drives to begin with.
• IDE vs. SCSI. While this was a big issue just a few years ago, it has fortunately faded in
importance. Hard drives can be hooked up to your computer in a number of ways, with
the two largest divisions being IDE and SCSI. This interface simply determines how
much data can be transferred to and from the drive in a second. The interface almost
always far outstrips the performance of even the best hard disks and even the slower
interfaces exceed the transfer requirements of video data. SCSI hard disks are usually
more expensive and require a special controller, and while SCSI-2 promises 80MB/sec
transfer rates, this is overkill for most people. Newer IDE hard disks with designations of
EIDE, DMA, Ultra-DMA, ATA-33, and ATA-66 (and newer drives that came out after
this writing) can all handle most sustained video requirements.
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379
The file is saved as a proprietary *.sfap0 file, with the same name as the original media file
and has the same characteristics as the original audio stream. So movie.avi yields a
movie.avi.sfap0 audio proxy. Additional audio streams in the same file are saved as
movie.avi.sfap1, movie.avi.sfap2, etc. This is a one-time process that will greatly speed up
editing. The conversion happens automatically and does not result in a loss of quality or
synchronization. The original source file remains unchanged (the entire process is
nondestructive). Audio proxy files can be safely deleted at any time since Vegas will recreate
these files as needed.
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problems associated with field order. Since both methods are technically correct, both
methods have been used. It is important to use the correct order when rendering video files
for your particular hardware (capture card).
F1 F2 F1 F2
frame 1 frame 1 frame 2 frame 2
frame 1 frame 2
The next illustration shows the effects of incorrectly interlacing a frame of video. In this
case, F2 from frame one is combined with F1 from frame two. Remember that there is
nothing inherently right or wrong with a field order of F2/F1; it just happens to be wrong in
this case. At a minimum, this can create slightly blurry or hazy video. In most situations, the
video is jumpy or jittery and is unwatchable. Interlacing problems can be especially
noticeable when two adjacent frames are significantly different; for example, at a cut or in
video with fast moving action. It can also manifest itself in certain computer-generated
special effects; for example, in slow-motion sequences.
F2 F1
frame 1 frame 2
frame on television
The basic problem is that there is no standard correct field order. Some capture cards use F1/
F2 and some use F2/F1. If this were the extent of our troubles, we could check out our
hardware manual, look up the correct field order and that would be that. Unfortunately (if
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this information is even available) the terminology used can be equally baffling. F1 may be
called the odd, upper, or A field, or (more rarely) it may be called the even, lower, or B field.
Add into the mix the fact that the first scan line might be numbered 0 or 1 (which changes
whether the field is considered odd or even), and that cropping may change which line is
ultimately scanned first, and you can see that this is not a very clear-cut problem. The
remainder of this section deals with how to sort this out in Vegas. Fortunately, you will only
have to determine the correct settings once for any particular hardware setup.
Identifying problems
Vegas Video refers to the two fields as Upper field first and Lower field first. These are
probably the most common terms used to distinguish the two fields, and you may find a page
in your hardware's manual that says something like "Use a field order of lower first." In many
cases (but not all or even most), Upper=Odd=A and Lower=Even=B.
In Vegas, you can select the field order of a project by clicking the File menu and clicking
Properties. The pre-configured templates should work for almost everyone (e.g. if you are
editing and outputting DV video in the US, select the NTSC DV template). If you have
problems, on the Video tab you can manually select a different Field order: Upper field first
or Lower field first. You can also override the project settings and set the field order when
you render a video file. Click the File menu and choose Render As. Then, click the Custom
button and set the Field order on the Video tab of the dialog that opens. Field order can also
be set at the level of the media file or event. Right-click a media file in the Media Pool or in
and event on the timeline and select Properties. The field order is found on the Media tab.
Vegas automatically detects the correct field order in most situations.
Interlacing problems only manifest themselves on television monitors. Video that is only
going to be played back on a computer does not need to be interlaced, and you can use None
(progressive scan) for the Field order. Rendered video must be displayed on a television
monitor to identify any problems. The only way to see interlacing problems is to record
(print) a rendered video file out to tape and play back the tape on a television. Problems will
be most apparent in video that has a lot of motion or that has been modified in some way;
for example, a slow-motion effect. (Some codecs force the correct field order during a render,
making it difficult or impossible to create video with the wrong field order.)
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Timecode
Timecode is a method of measuring time in video. It is primarily important for synchronizing
video (in frames per second) with time in the real world and, in Vegas’ case, with other
media in a project. Changing the timecode used to measure a video file does not alter the
contents of the file. For example, no frames are ever “dropped” or removed when using
SMPTE 29.97 drop frame timecode. Instead, specific frame numbers are periodically dropped
to compensate for differences between timecode and time in the real world. Confusion
between using drop versus non-drop timecode can cause synchronization problems between
video and audio. For very short periods of time, the error would be unnoticeable. After about
a half an hour, you might notice that mouths and words do not quite match in shots of
people speaking. Longer stretches of time will show larger discrepancies in synchronization.
Changing the timecode displayed on an event is not equivalent to converting a video to
another format. You cannot convert NTSC video at 29.97fps to PAL video at 25fps by
simply changing the timecode. To convert NTSC video to PAL video in Vegas, you need to
re-render the video in the new format. In this situation, the conversion process will
necessarily result in some frames of video actually being removed from the original sequence.
Timecode in Vegas
Video timecode crops up fairly frequently in Vegas. Being a multimedia production tool,
time in Vegas can be measured in real-world time (hours, minutes, seconds), in video
timecode (involving frames of video), or in musical time (measures and beats).
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Source media timecode format
Right-click an event, choose Properties, and click the
Media tab to view these properties. By default, Use
timecode in file is selected. See the table at the end of this
section for specific time format details.
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APPENDIX
Glossary
B
A-Law
A companded compression algorithm for voice signals defined by the Geneva
Recommendations (G.711). The G.711 recommendation defines A-Law as a method of
encoding 16-bit PCM signals into a non-linear 8-bit format. The algorithm is commonly
used in United States’ telecommunications. A-Law is very similar to µ-Law, however, each
uses a slightly different coder and decoder.
Aliasing
A type of distortion that occurs when digitally recording high frequencies with a low sample
rate. For example, in a motion picture, when a car’s wheels appear to slowly spin backward
while the car is quickly moving forward, you are seeing the effects of aliasing. Similarly,
when you try to record a frequency greater than one-half of the sampling rate (the Nyquist
Frequency), instead of hearing a high pitch, you may hear alias frequencies in the low end of
the spectrum.
To prevent aliasing, an anti-aliasing filter is used to remove high-frequencies before
recording. Once the sound has been recorded, aliasing distortion is impossible to remove
without also removing other frequencies from the sound. This same anti-aliasing filter must
be applied when resampling to a lower sample rate.
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Analog
When discussing audio, this term refers to a method of reproducing a sound wave with
voltage fluctuations that are analogous to the pressure fluctuations of the sound wave. This
is different from digital recording in that these fluctuations are infinitely varying rather than
discrete changes at sample time (see Quantization).
Attack
The attack of a sound is the initial portion of the sound. Percussive sounds (drums, piano,
guitar plucks) are said to have a fast attack. This means that the sound reaches its maximum
amplitude in a very short time. Sounds that slowly swell up in volume (soft strings and wind
sounds) are said to have a slow attack. See the section on ASR (Attack Sustain Release)
envelopes for more information.
AVI
A file format of digital Video for Windows. Vegas allows you to open, edit and create new
*.avi files.
Bandwidth
Refers to the EQ plug-in that is built in. Each frequency band has a width associated with it
that determines the range of frequencies that are affected by the EQ. An EQ band with a
wide bandwidth will affect a wider range of frequencies than one with a narrow bandwidth.
Bandwidth can also refers to the amount of data that can be transferred via a connection,
such as a network or modem. For example, streaming media must be compressed due to the
limited bandwidth of most Internet connections.
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Bit
A bit is the most elementary unit in digital systems. Its value can only be 1 or 0,
corresponding to a voltage in an electronic circuit. Bits are used to represent values in the
binary numbering system. As an example, the 8-bit binary number 10011010 represents the
unsigned value of 154 in the decimal system. In digital sampling (specifically the PCM
format), a binary number is used to store individual sound levels, called samples.
Bit Depth
The number of bits used to represent a single sample. Vegas uses either 8, 16, or 24-bit
samples. Higher values will increase the quality of the playback and any recordings that you
make. While 8-bit samples take up less memory (and hard disk space), they are inherently
noisier than 16 or 24-bit samples.
Byte
Refers to a set of 8 bits. An 8-bit sample requires one byte of memory to store, while a 16-bit
sample takes two bytes of memory to store.
Clipboard
The Clipboard is where data that you have cut or copied in Vegas is stored. You can then
paste the data back into Vegas at a different location, or paste it into other applications.
Some data, such as audio, cannot be pasted into applications such as Microsoft Word or
Notepad, but the text data from the Edit Details window can be pasted. This allows you to
then print or format the data. The Video Preview window also lets you capture still frames to
the Clipboard for use in any image editing program.
Clipping
Clipping is what occurs when the amplitude of a sound is above the maximum allowed
recording level. In digital systems, clipping is seen as a clamping of the data to a maximum
value, such as 32,767 in 16-bit data. Clipping causes sound to distort.
CODEC
An acronym for COmpressor/DECompressor. A codec is an computer algorithm that is used
to compress video and audio data, shrinking file sizes and data rates.
Composite
Compositing is the term used to describe the way separate video sources are mixed together.
Overlay titles are composited onto a background video sequence.
Crossfade
Mixing two pieces of overlapping audio or video by fading one out as the other fades in.
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Cutoff frequency
The cutoff-frequency of a filter is the frequency at which the filter changes its response. For
example, in a low-pass filter, frequencies greater than the cutoff frequency are attenuated
while frequencies less than the cutoff frequency are not affected.
DC Offset
DC Offset occurs when hardware, such as a sound card, adds DC current to a recorded audio
signal. This current causes the audio signal to alternate around a point above or below the
normal -infinity dB (center) line in the sound file. To visually see if you have a DC offset
present, you can zoom all the way into a sound file and see if it appears to be floating over
the center line.
Decibel (dB)
A unit used to represent a ratio between two numbers using a logarithmic scale. For
example, when comparing the numbers 14 and 7, you could say 14 is two times greater than
the number 7; or you could say 14 is 6 dB greater than the number 7. Where did we pull that
6 dB from? Engineers use the equation dB = 20 x log (V1/V2) when comparing two
instantaneous values. Decibels are commonly used when dealing with sound because the ear
perceives loudness in a logarithmic scale.
In Vegas, most measurements are given in decibels. For example, if you want to double the
amplitude of a sound, you apply a 6 dB gain. A sample value of 32,767 (maximum positive
sample value for 16-bit sound) can be referred to as having a value of 0 dB. Likewise, a
sample value of 16,384 can be referred to having a value of -6 dB.
Device Driver
A program that enables Windows to connect different hardware and software. For example,
a sound card device driver is used by Windows software to control sound card recording and
playback.
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Dithering
The practice of adding noise to a signal to mask quantization noise. See also “Noise
Shaping”.
Dynamic Range
The difference between the maximum and minimum signal levels. It can refer to a musical
performance (high volume vs. low volume signals) or to electrical equipment (peak level
before distortion vs. noise floor). For example, orchestral music has a wide dynamic range,
while thrash metal has a very small (always loud) range.
Equalization (EQ)
The process by which certain frequency bands are raised or lowered in level. EQ has various
uses. The most common use in Vegas is to simply adjust the subjective timbrel qualities of a
sound.
Event
Media files that have been dragged onto the timeline in Vegas are referred to as events. An
event is actually a window into a media file and is a reference, or pointer, to the file. It can
display all or part of a media file and can be edited without altering the source media
(nondestructive). See also Media Files.
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File Format
A file format specifies the way in which data is stored on your floppy disks or hard drive. In
Windows for example, the most common audio file format is the Microsoft *.wav format.
However, Vegas can read and write to many other file formats so you can maintain
compatibility with other software and hardware configurations.
Frequency Spectrum
The Frequency Spectrum of a signal refers to its range of frequencies. In audio, the frequency
range is basically 20 Hz to 20,000 Hz. The frequency spectrum sometimes refers to the
distribution of these frequencies. For example, bass-heavy sounds have a large frequency
content in the low end (20 Hz - 200 Hz) of the spectrum.
Hertz (Hz)
The unit of measurement for frequency or cycles per second (CPS).
Insertion Point
The Insertion Point (also referred to as the Cursor Position) is analogous to the cursor in a
word processor. It is where pasted data is placed or other data is inserted, depending on the
operation. The Insertion Point appears as a vertical flashing black line and can be moved by
clicking the left mouse button anywhere in the waveform display of a data window.
Markers
Saved locations in the sound file. Markers are stored in the Markers and Regions list and can
be used for quick navigation.
Markers can be displayed in the Trimmer window for sound files that contain them, but
more often, markers and regions are used at the project level to mark interesting places in
the project.
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Media Control Interface (MCI)
A standard way for Windows programs to communicate with multimedia devices like sound
cards and CD players. If a device has a MCI device driver, it can easily be controlled by most
multimedia Windows software.
Media File
A media file, or multimedia file, is any image, audio or video file on a computer. These files
can be browsed for in Vegas’ Explorer window and can be dragged to the timeline or inserted
into the Media Pool. Media files that have been dragged to the timeline are referred to as
events. See also Events.
Media Player
A Microsoft Windows program that can play digital sounds or videos using MCI devices.
Media Player is useful for testing your sound card setup. For example, if you can’t hear sound
when using Vegas, try using Media Player. If you can’t play sound using Media Player, check
the sound card’s manual. Please contact your sound card manufacturer before calling
Technical Support at Sonic Foundry.
MIDI Clock
A MIDI device specific timing reference. It is not absolute time like MIDI Time Code
(MTC); instead, it is a tempo-dependent number of “ticks” per quarter note. MIDI Clock is
convenient for syncing devices that need to do tempo changes mid-song. Vegas supports
MIDI Clock out, but does not support MIDI Clock in.
MIDI Port
A MIDI Port is the physical MIDI connection on a piece of MIDI gear. This port can be a
MIDI in, out or through. Your computer must have a MIDI port to output MIDI Time Code
to an external device or to receive MIDI Time code from an external device.
Mix
The process of combining multiple audio events and effects into a final output. The
analogous process of combining video events together is called compositing.
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Multiple Stereo
This allows you to assign individual tracks to any number of stereo output busses. In single
stereo mode, all tracks go out the same stereo bus. Multiple stereo configuration output
allows you to keep your signals from the Tracks discrete and save each channel to a separate
audio file.
Noise-shaping
Noise-shaping is a technique which can minimize the audibility of quantization noise by
shifting its frequency spectrum. For example, in 44,100 Hz audio, quantization noise is
shifted towards the Nyquist Frequency of 22,050 Hz. See also “Dithering”.
Non-Destructive Editing
This type of editing used by Vegas that involves a pointer-based system of keeping track of
edits. When you delete a section of audio in a non-destructive system, the audio on disk is
not actually deleted. Instead, a set of pointers is established to tell the program to play the
active sections during playback.
Normalize
Refers to raising the volume so that the highest level sample in the file reaches a user-
defined level. Use this function to make sure you are fully utilizing the dynamic range
available to you.
Nyquist Frequency
The Nyquist Frequency (or Nyquist Rate) is one-half of the sample rate and represents the
highest frequency that can be recorded using the sample rate without aliasing. For example,
the Nyquist Frequency of 44,100 Hz is 22,050 Hz. Any frequencies higher than 22,050 Hz
will produce aliasing distortion in the sample if an anti-aliasing filter is not used while
recording.
Pan
To place a mono or stereo sound source perceptually between 2 or more speakers.
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393
Peak File (*.sfk)
Vegas displays the waveform of audio files graphically on a computer monitor. This visual
information must be generated by Vegas when the audio file is opened and can take a few
seconds. Vegas then saves this information as a Peak file (*.sfk).This file stores the
information for displaying waveform information, so that opening a file is almost
instantaneous. The peak data file is stored in the directory in which the file resides and has a
*.sfk extension. If the peak data file is not in the same directory as the file, or is deleted, it
will be recalculated the next time you open the file.
Plug-In
An effect that can be added to the product to enhance the feature set. Vegas supports
DirectX compatible plug-ins. The built-in EQ, Compression and Dithering effects are also
considered plug-ins because they work in other DirectX-compatible applications.
Plug-In Chain
Plug-ins can strung together into a chain so that the output of one effect feeds into the input
of another. This allows for complex effects that couldn’t otherwise be created.
Pre-roll/Post-roll
Pre-roll is the amount of time elapsed before an event occurs. Post-roll is the amount of time
after the event. The time selection defines the pre- and post-roll when recording into a
selected event.
Preset
A snapshot of the current settings in a plug-in. Presets are created and named so that you
can easily get back to a sound or look that you have previously created.
A preset calls up a bulk setting of a function in Vegas. If you like the way you tweaked that
EQ, but do not want to have to spend the time getting it back for later use, save it as a preset.
All presets show up in the combo box on the top of most function dialogs in Vegas.
Punch-In
Punching-in during recording means automatically starting and stopping recording at user-
specified times. In Vegas, shorter events can be punched into longer ones.
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Quadraphonic
A mixing implementation that allows for four discrete audio channels. These are usually
routed to two front speakers and two back speakers to create immersive audio mixes.
Quantization
The process by which measurements are rounded to discrete values. Specifically with respect
to audio, quantization is a function of the analog-to-digital conversion process. The
continuous variation of the voltages of a analog audio signal are quantized to discrete
amplitude values represented by digital, binary numbers. The number of bits available to
describe these values determines the resolution or accuracy of quantization. For example, if
you have 8-bit analog-to-digital converters, the varying analog voltage must be quantized to
1 of 256 discrete values; a 16-bit converter has 65,536 values. Quantization is to level as
sampling rate is to time.
Quantization Noise
A result of describing an analog signal in discrete digital terms (see Quantization). This
noise is most easily heard in low resolution digital sounds that have low bit depths and is
similar to a “shhhhh” type sound while the audio is playing. It becomes more apparent when
the signal is at low levels, such as when doing a fade out. See also “Dithering”.
Region
A subsection of a sound file denoted by a start and end point. You can define any number of
regions in a sound file.
Resample
The act of recalculating samples in a sound file at a different rate than the file was originally
recorded. If an audio file is resampled at a lower rate, Vegas decreases sample points. As a
result, the file size and the frequency range are reduced. Resampling to a higher sample rate,
Vegas will interpolate extra sample points in the sound file. This increases the size of the
sound file but does not increase the quality. When down-sampling, one must be aware of
aliasing (see Aliasing). Vegas automatically resamples all audio to the project’s sample rate.
APPENDIX B
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Roll
Originally, a conventional studio typically had two source decks that were used to play back
video to a final destination or output deck. These two source decks were commonly referred
to as the A and B rolls. In Vegas, a video track can be configured to display an A and a B
roll, which appear as sub-tracks. The concept is extended further in Vegas to include a
Transition roll and a Mask roll.
Ruler, Time
The Time Ruler is the area on a data window above the tracks display window that shows
the horizontal axis units.
Sample
The word “sample” is used in many different (and often confusing) ways when talking about
digital sound. Here are some of the different meanings:
• A discrete point in time which a sound signal is divided into when digitizing. For
example, an audio CD-ROM contains 44,100 samples per second. Each sample is really
only a number which contains the amplitude value of a waveform measured over time.
• A sound which has been recorded in a digital format; used by musicians who make short
recordings of musical instruments to be used for composition and performance of music or
sound effects. These recordings are called samples. In this manual, we try to use sound file
instead of sample whenever referring to a digital recording.
• The act of recording sound digitally, i.e. to sample an instrument, means to digitize and
store it.
Sample Rate
The sample rate (also referred to as the sampling rate or sampling frequency) is the number
of samples per second used to store a sound. High sample rates, such as 44,100 Hz provide
higher fidelity than lower sample rates, such as 11,025 Hz. However, more storage space is
required when using higher sample rates. Sampling rate is to time as quantization is to level.
Sample Size
See Bit Depth.
Sample Value
The sample value (also referred to as sample amplitude) is the number stored by a single
sample. In 16-bit audio, these values range from -32768 to 32767. In 8-bit audio, they range
from -128 to 127. The maximum allowed sample value is often referred to as 100% or 0 dB.
*.sfk
See Peak File.
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Shortcut Menu
A context-sensitive menu which appears when you click on certain areas of the screen. The
functions available in the shortcut menu depend on the object being clicked on as well as
the state of the program. As with any menu, you can select an item from the shortcut menu
to perform an operation. Shortcut menus are used frequently in Vegas for quick access to
many commands. An example of a shortcut menu can be found by right-clicking on any
waveform display in a data window.
Signal-to-Noise Ratio
The signal-to-noise ratio (SNR) is a measurement of the difference between a recorded
signal and noise levels. A high SNR is always the goal.
The maximum signal-to-noise ratio of digital audio is determined by the number of bits per
sample. In 16-bit audio, the signal to noise ratio is 96 dB while in 8-bit audio it’s 48 dB.
However, in practice this SNR is never achieved, especially when using low-end electronics.
Tempo
Tempo is the rhythmic rate of a musical composition, usually specified in Beats Per Minute
(BPM).
Time Format
The format by which Vegas displays the Time Ruler and selection times. These include:
Time, Seconds, Frames and all Standard SMPTE frame rates. The status format is set for
each sound file individually.
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Time Signature
See Beats per Measure.
Timecode
For more information, see Timecode on page 382.
Track
A discrete timeline for audio or video data. Events are placed on tracks and determine when
sound or images start and stop. Multiple audio tracks are mixed together to give you a
composite sound that you hear. Multiple video tracks are composited on top of each other to
create the final video output.
Trim
A function that will delete all data in a sound file outside of the current selection.
µ-Law
µ-Law (mu-Law) is a companded compression algorithm for voice signals defined by the
Geneva Recommendations (G.711). The G.711 recommendation defines µ-Law as a
method of encoding 16-bit PCM signals into a non-linear 8-bit format. The algorithm is
commonly used in European and Asian telecommunications. µ-Law is very similar to A-Law,
however, each uses a slightly different coder and decoder.
Undo Buffer
This is the temporary file created before you do any processing to a project. This undo buffer
allows the ability to revert to previous versions of the project if you decide you don’t like
changes you’ve made to the project. This undo buffer is erased when the file is closed or the
Clear Undo History command is invoked.
Undo/Redo
These commands allow you to change a project back to a previous state, when you don’t like
the changes you have made, or reapply the changes after you have undone them. The ability
to Undo/Redo is only limited by the size of your hard drive. See Undo Buffer.
Undo/Redo History
A list of all of the functions that have been performed to a file that are available to be
undone or redone. Undo/Redo History gives you the ability to undo or redo multiple
functions as well as preview the functions for quick A/B-ing of the processed and
unprocessed material. To display the history list, click the down-arrow button next to the
Undo and Redo buttons.
APPENDIX B
398
Unsigned
Data that has only positive values and uses half the maximum value to represent silence.
This is a format option when opening and saving RAW sound files.
Waveform
A waveform is the visual representation of wave-like phenomena, such as sound or light. For
example, when the amplitude of sound pressure is graphed over time, pressure variations
usually form a smooth waveform.
Waveform Display
A section inside of the Trimmer window that shows a graph of the sound data waveform.
The vertical axis corresponds to the amplitude of the wave. For 16-bit sounds, the amplitude
range is -32,768 to +32,767. For 24-bit sounds, the range is -8,388,607 to +8,388,607. The
horizontal axis corresponds to time, with the left-most point being the start of the waveform.
In memory, the horizontal axis corresponds to the number of samples from the start of the
sound file.
Zero-crossing
A zero-crossing is the point where a fluctuating signal crosses the zero amplitude axis. By
making edits at zero-crossings with the same slope, the chance of creating glitches is
minimized. Vegas simulates zero crossings by applying short (10 mS default) fades to
trimmed audio.
Zipper noise
Zipper noise occurs when you apply a changing gain to a signal, such as when fading out. If
the gain does not change in small enough increments, zipper noise can become very
noticeable. Vegas fades are accomplished using 64-bit arithmetic, thereby creating no zipper
noise.
APPENDIX B
i
Index
H Keying, 292
IEEE-1394 DV capture cards, 371, 384 Labeling tracks, See Naming tracks
Markers and regions, 131–138 Mixing multiple tracks to a new track, 187
snapping events to, 144
Mixing video tracks, 285
Mask filter
Mouse scroll-wheel shortcuts, 41
using, 291
MPEG
Masks
rendering, 326
and tracks, 288
saving a template, 336
fine tuning, 290
template, 336
video, 289
MTC, 228
Match Media button, 256
Multiple takes
Media files
previewing, 234
adding to Favorites, 347
recording, 234
auto preview setting, 87
creating folders, 346 Mute button, 100
deleting, 347 Muting
finding, 345 all audio or video tracks, 182
inserting, 91 Assignable FX, 164
moving, 346 busses, 220
opening, 86 tracks, 181
previewing, 87
properties, 259
N
renaming, 346
video placement options, 92 Name, takes, 152
Media Pool Naming
replacing media in events, 89 busses, 221
using the, 88
Naming tracks, 179
window, 36
Noise Gate plug-in, 209
metronome, 226
attack time control, 209
Microsoft Encoding wizard, 337 presets, 209
MIDI Clock output, 370 release time control, 209
threshold control, 209
MIDI Time Code
chasing, 228 Non Real-Time Event FX, 202
input devices, 368 Normal Edit Tool, 111
output devices, 369
Normalize
time display window, 357
audio event, 166
Mixer, 213 peak level, 364
busses, 216
preview fader, 214–215 O
toolbar, defined, 214
viewing/hiding, 213 OHCI 1394-IEEE cards, 371, 384
window, 34 Online Help, 27
Mixer setup (external), 224 accessing, 27
icon, 27
vii
PDF manual, 28 multiple files, 91
Tip of the day, 28 same track, 91
via the web, 28 separate tracks, 91
What’s This? Help, 28
Playback
Online registration, 25, 26 buffer control, 363
interpolate cursor position control, 365
Opacity envelope, 298
position bias control, 365
Optimizing previews, 253 pre-roll buffer control, 365
Ordering of effects, 267 scrubbing, 104
video, 50
Organizing tracks, 179
Plug-in chain
Overlays changing order, 198, 266
animating, 320 changing order from Track FX dialog, 198
compositing modes, 295 creating on tracks, 195
Safe Areas, 253 saving presets, 266
transparency, 292 video hierarchy, 44
Plug-ins
P
audio, 203
Pan/Crop, 241 filters, 264
generators, 279
Pan/Scan, 241
masks, 286
Panning, 102, 183 transitions, 299
video, 263
Parent track, 287
window, 35
Parent/Child tracks, 285
Position, Track Motion, 317
Partial rendering, 327
Post-roll, 232
Paste insert, 118
Preference settings, 360–370
Paste repeat, 118 audio tab, 363
Pasting events, 117–119 audio tab, advanced settings, 364
Editing tab, 366
pca format, 326 External Monitor tab, 371
PDF online manual, 28 General tab, 361
routing tab, 365
Peak files, 89 Sync tab, 362, 367
Perfect Clarity audio format, 326 sync tab, advanced settings, 368
viewing dialog, 360
Picture-in-Picture, 319
Pre-render Video in Loop Region, 254
Pitch shift, 149
Pre-roll, 233
Pixel Aspect Ratio, 256
Preset chains, 200–202
Placing media editing, 201
as takes, 91 organizing, 201
double-clicking, 92 saving from existing chains, 200
dragging/dropping, 91
viii
W
w64 format, 326
Wave (Microsoft)
rendering, 326
Waveforms, displaying, 89
Web site
Help, using, 28
What’s This? Help, using, 28
Window Docking Area, 33, 342
Windows Media Audio
Microsoft encoding wizard, 338
rendering, 326
saving a template, 337
template, 337
Windows Media Format (*.asf)
rendering, 328
Windows Media streaming command, defined, 136
Z
Zoom, 315
Zoom Edit Tool, 97
Zooming, 96