Studio One 5.3 Reference Manual 22072021
Studio One 5.3 Reference Manual 22072021
V5.3
Table of Contents
Table of Contents 1
Introduction 1
Installation and Activation 3
Installation 3
Activation 4
Content Installation 8
Setup 11
System Requirements 11
Set Up Your Audio Device 11
Audio Device Input/Output Setup 15
Set Up Your MIDI Devices 17
Managing Your Content 22
Creating a New Song 24
Working with PreSonus Notion Software 26
Recovery Options 29
General Options 30
Advanced Options 31
Fundamentals 35
Nondestructive Editing and Undo/Redo 35
Retrospective Recording 35
High-Precision Mix Engine 36
Automatic Delay Compensation 36
Audio Dropout Protection 36
MIDI — and beyond MIDI. 37
Drag-and-Drop 37
Transport Controls 37
Key Commands 37
Studio One Help and Information 39
Flexible Parameter Control 39
Control Link 40
PreSonus Hardware Integration 40
Pages 42
Start 42
Song 44
Show 45
Project 46
Quick Switch 47
Recording 48
Audio Tracks 48
Instrument Tracks 52
Activating Recording 56
Metronome Control 57
Loop Recording on Audio Tracks 59
Instrument Track Recording Modes 60
Step Record 62
Track Layers 63
Audio Recording Format 63
Creating a Good Monitor Mix 64
Cue Mixes and Low-Latency Monitoring 64
Print Effects While Recording 66
Editing 68
Events 68
Arrange View Mouse Tools 69
Clips and Clip Gain Envelopes 73
The Grid 77
Table of Contents 1
Common Editing Actions 78
Lock Tracks or Events 83
Convert a Part into a Pattern 83
Audioloops and Musicloops 84
Edit Groups 85
Timestretching 86
Comping 88
Transient Detection and Editing 91
Track Transform 94
Track and Event Inspectors 96
Edit View Event Editing 101
Sound Variations 111
Action Menu 123
Patterns 125
Pitch Correction with Melodyne Integration 133
Undo History 135
Navigating with Zoom 135
Macro Toolbar 135
Editing Suggestions 140
The Score Editor 142
Overview 142
Score Editor Toolbar 143
Note Editor Inspector (Score View) 147
Editing the Score Using Standard Staff Types 151
Editing Scores in Drum Notation 156
Editing Scores with Tablature and Standard + TAB Staff Types 157
158
The Browser 160
Searching for Files in The Browser 160
Browser Tabs and Search 160
Thumbnail View 161
Gallery View / Toggle Tree Mode 161
Adding Thumbnail and Gallery Images for 3rd-Party Plug-ins 161
The Navigation Bar 161
Instruments and Audio Effects 162
Browsing for Instruments 163
Loops Tab 168
Files Tab 169
Cloud Tab 173
Shop tab 174
The Pool 175
Browsing Song , Project and Show Content 176
Arranging 178
Quickly Duplicating Events 178
Duplicating Tracks 178
Global Tracks 179
Arranger Track 180
Chord Track 183
Signature Track 192
Tempo Track 194
Scratch Pad 196
Bouncing 197
Mixdown Selection 199
Adding Time to the Arrangement 199
Deleting Time from the Arrangement 200
Folder Tracks 200
Track List 202
Mixing 205
The Console 205
Table of Contents 2
Effects Signal Routing 214
Channel Editor 221
Groups 226
Scenes 228
VCA Channels 230
The Listen Bus 232
Metering 234
Automatic Plug-In Delay Compensation 236
Manual Audio Track Delay 236
Using the Marker Track 237
Looping During Mixing 238
Mixing Down 238
Export Stems from your Song 241
Mixing Suggestions 243
The Show Page 246
A Tour of the Show Page 246
Select a Show 247
Create a New Show 247
Add an Open Song to a Show 248
Add Content to the Show 248
Show Setup 248
The Setlist 249
Players and Patches 251
The Show Page Toolbar 256
The Overview window 257
Show Controls 261
Performance View 265
Automation 271
What is Automation? 271
Automation Types 271
Editing Automation Envelopes 273
Automation Modes 276
Instrument Part Automation 276
Control Link 279
What is Control Link? 279
Set Up Your External Devices 279
Map Your Keyboard 279
Control Linking 281
Global and Focus Mapping 282
Automation with Hardware Controllers 283
Mackie Control Support 284
Mastering 289
Creating a New Project 289
Adding Tracks 290
Track Sequencing 292
Editing Tracks 293
Using Insert Effects 294
Master Device Rack 295
Metering 295
Publishing Your Project 297
Song and Project Integration 300
Built-In Effects 302
Built-in Effect Micro Views 302
Analysis and Tools 302
Delay 309
Distortion 312
Dynamics 321
Pro EQ² 326
Mix Engine FX (Studio One Professional Only) 328
Table of Contents 3
328
Getting more Mix Engine FX 333
Mastering 334
Mixing 336
Modulation 344
Reverb 349
Pipeline XT 352
Built-in Virtual Instruments 355
SampleOne XT 355
Presence XT 365
Presence XT Editor 375
Impact XT 382
Mai Tai 387
Mojito 398
Multi Instruments 399
Note FX 402
Video Playback and Sync 407
Video Player Interface 407
Import Video 407
Sync to Video 408
Exporting Video Files 408
Saving, Import and Export 409
Import Song Data 409
Exporting Audio and MIDI Files 409
AAF Import and Export 410
Importing Project Files from Other Applications 411
Saving Options 411
Export to Zip 413
Index 415
Table of Contents 4
Introduction
Thank you for purchasing PreSonus™ Studio One™ software, and welcome to the Studio One Reference Manual.
Studio One 5.3 is a groundbreaking music-creation and production application for macOS® and Windows® that makes audio recording,
MIDI sequencing, and audio mastering (in Studio One Professional) easy and fun—the way it should be. From tracking to mixing to mas-
tering and distribution, this is a creative environment built for intuitive use, speed, and efficiency, yet robust enough for the most complex
productions. Version 5.3 adds a wide range of new features, improvements, and advanced technologies.
This manual is a great place to start learning about Studio One, and it also provides an in-depth reference for experienced and new
audio-software users alike.
PreSonus is committed to constant product improvement, and we value your suggestions highly. We believe the best way to achieve our
goal of constant improvement is by listening to the real experts: our valued customers. We appreciate the support you have shown us
through the purchase of this software.
Introduction 1
Full SoundCloud™ integration
30 Native effects and 5 virtual instruments (adds Impact XT, Sample One XT, Mai Tai and Mojito)
Adds Event-based effects
Adds support for user-definable Macros
Adds support for 3rd party VST/AU plug-ins and Rewire
Adds support for Studio One Remote app
Studio One Professional
Includes all Artist features and content
Adds the Project page, an integrated mastering solution
Adds the Show page, an integrated live performance environment
Adds Arranger Track and Scratch Pads
Adds Chord Track and harmonic editing
Adds Score editor based on Notion
Adds AAF and Song Data Import
Adds fully licensed Melodyne Essential 5 pitch correction
Adds Extended FX Chains and Multi Instruments
Adds support for 3rd party sampler formats (EXS, Giga, Kontakt, Bitwig)
Adds video playback and sync
Adds Note FX, Groove Delay, Multiband Dynamics, OpenAIR, Pipeline, and IR Maker Native Effects plug-ins
Introduction 2
Installation and Activation
This section takes you through the Studio One installation and activation process.
Installation
The process for registering, installing, and authorizing your copy of Studio One will differ, depending on the method you used to acquire
it.
Retail Purchase If you bought Studio One in a retail box and only received a Product Key in the box, you'll register the key and then
download Studio One, and then activate it online upon first launching the product.
Direct Purchase from Shop.PreSonus.com If you bought the software directly from http://shop.presonus.com, installation and activ-
ation happen entirely online and the purchased software is automatically added to your user account.
Retail or Direct Purchase of USB Flash Drive If you're installing Studio One from the USB flash drive which comes with select retail
versions and is also available as an additional accessory purchase from http://shop.presonus.com, your activation will happen online
using the Product Key after launching the product for the first time.
If you purchased Studio One by any of these three first methods, see Register and Download Studio One for further details on regis-
tration and downloading your new software.
PreSonus Audio Interface or Audio Mixer Purchase If you bought an AudioBox interface, these come with a bundle version of Studio
One Artist. Registering the hardware in your My.Presonus account automatically gives you access to Studio One and a corresponding
Product Key. When you launch Studio One for the first time, you can authorize the software using the provided Product Key.
If you came about acquiring Studio One by purchasing a PreSonus hardware product and wish to claim your Studio One Artist license,
see Register and Download Studio One Bundled with PreSonus Hardware for more information.
Activation
Studio One must be activated for use on your computer. Once installation is complete, launch Studio One. The License Agreement
appears.
Activation 4
Click [I Accept] to accept the agreement. The PreSonus Login window is then displayed.
If you already have a user account, enter your email address (or My.PreSonus username) and password, and press [Login] to log into
your account.
If you need to create an account and your computer is connected to the internet, click on [Create My.PreSonus Account].
Activation 5
Fill in your desired user-account details, and click [Create PreSonus Account].
Activation 6
Online Activation
If the computer on which Studio One has been installed is connected to the Internet, select the [Activate my purchased version of Studio
One] option. Click the drop-down button next to the Product Key field, and choose Show my Existing Product Keys from the menu. Your
registered Studio One license (or licenses) are shown. Choose the license you wish to use, and click the [Activate] button to finish the
activation process.
If you purchased a PreSonus Sphere license and your subscription license is currently active, Studio One will be activated automatically
at launch if your computer is connected to the Internet. In this case, the “Activate with PreSonus Sphere” option remains active. In order
to run a PreSonus Sphere license, your computer must have an active Internet connection at least once within seven days.
To check the current status of your PreSonus Sphere license, check the “About Studio One” window.
Activation 7
Offline Activation
If the computer on which Studio One has been installed is not connected to the Internet, click [Activate Offline] in the Studio One Activ-
ation window, and make note of the Activation Code shown in the instructions. Offline Activation lets you activate your copy of Studio
One using a separate, internet-connected computer. To activate Studio One in this way, you will need a USB flash drive (or other port-
able data storage device), a written copy of your Product Key, and your Activation Code.
Head to a computer with an Internet connection, visit http://my.presonus.com, and log in to your account. Click the [Register a Product]
button, choose Software or Extensions from the Choose Product Type menu, and enter your Product Key, as printed on the Studio One
package or provided via email. Click on [Register], and you are taken to your Software list.
Click the [View More Details] button for the version of Studio One in your Software list, and then click [Offline Activation] on the next page.
Click [Activate Software], and enter the Activation Code provided by Studio One. You may also enter a computer name to help you keep
track of your five allowed activations.
Click [Offline Activation] again, and then click [Download License] to download your User License file. Save this file to some sort of
external media (such as a flash drive or CD-R), and then copy the file to the computer on which Studio One is installed.
In Studio One, navigate to the Studio One/Studio One Activation dialog again, click [Activate Online], then click [Select License File] to
load your user license file, activating Studio One.
Content Installation
Studio One comes with many audio loops and instruments that are organized into Sound Sets, as well as demo songs and tutorial
videos. The number of Sound Sets available for installation depends on the version of Studio One you have installed (Artist or Pro-
fessional). To install the Sound Sets and demo/tutorial material, launch Studio One and open the Studio One/Studio One Installation
menu item.
In the Install From selector, you can choose to download all selected content from your PreSonus Account, or navigate to downloaded
content in your file system (or a provided USB stick). If you wish to install any further content at a later time, you can always return to Stu-
dio One/Studio One Installation window to do so.
By default, all packages included with your version of Studio One are selected for installation. You can set the Install To location to any
desired location on your computer, then click on [Install].
As your files download, a Transfers window is shown, giving information on the status of each file queued for download. If you hide the
Transfers window and later wish to see it again, navigate to View/Additional Views/Transfers, or just click the animated arrow button in
Content Installation 8
After installation, you can find all of the installed content in the Browser, which is on the Song page. Demos and tutorials can be accessed
from the Start page. Instrument presets are listed under the related instrument in the Instruments tab of the Browser, as well as the pre-
set browser in the plug-in window.
Melodyne
We have partnered with Celemony to bring you access to their Grammy-winning Melodyne, a useful timing and pitch correction and
manipulation tool that integrates closely with Studio One. Studio One Artist comes with Celemony Melodyne Trial.
We have partnered with Celemony to bring you access to their Grammy-winning Melodyne, a useful timing and pitch correction and
manipulation tool that integrates closely with Studio One. Studio One Professional comes with a full Celemony Melodyne Essential 5
license.
Installing Melodyne
In Studio One, navigate to Studio One/Studio One Installation. Check the box next to the version of Melodyne that is listed to select it.
Once selected, you can click [Install] to install Melodyne.
Studio One Professional comes with a full license for Melodyne Essential 5. Click the [Claim Product Key] button next to the Melodyne
listing to claim your Melodyne product key. The key is displayed, and you can click the [Copy] button to copy it to the clipboard.
Content Installation 9
Starting your Trial of Melodyne
Before you can begin to try out Melodyne, you must first launch the standalone Melodyne application that is installed along with the plug-
in versions. Once opened, press the [Try out Melodyne editor] button to start the trial process, then follow the prompts to authorize your
30-day trial.
Once the trial has been activated, you can quit the standalone Melodyne application, and then launch Studio One to begin using Melo-
dyne Trial.
If you’re able to successfully re-install or repair a plug-in that Studio One’s plug-in scanner has blocked, you can reset the blocklist at any
time by navigating to: Preferences >> Locations >> VST Plug-ins and clicking “Reset Blocklist.” Here, you’ll also find a tickbox to turn
“Scan at startup” on or off.
While turning “Scan at startup” off can decrease Studio One’s startup time, it also means that Studio One won't know when an existing
plug-in has been updated or a new plug-in has been installed. So if you find that Studio One isn’t seeing a new plug-in you’ve recently
installed, make sure Scan at startup is checked, or the plug-in won't be available.
Content Installation 10
Setup
This chapter contains information about Studio One system requirements, hardware device setup, and software setup. A thorough know-
ledge of this information is helpful before attempting to work in Studio One.
System Requirements
The following are the system requirements to run Studio One.
Setup 11
Then follow these steps to configure your audio device for use in Studio One:
1. Navigate to Studio One/Options/Audio Setup/Audio Device (macOS: Preferences/Audio Setup/Audio Device) to open the Audio
Device settings window.
2. Select your audio device:
macOS: Select your chosen playback (output) device from the Playback Device menu. Select your chosen recording
(input) device from the Recording Device menu.
Windows: Select your device for audio input and output from the Audio Device menu.
3. Some devices offer a selection of configuration options. If your connected device has those controls, you can click on the [Con-
trol Panel] button next to the device selection drop-down menu and make your changes within the device’s control panel. If your
device does not offer these options, the Control Panel button is grayed out.
4. Set Device Block Size to fit your needs. Lower settings minimize latency, which is useful when tracking. Higher settings bring
more latency, but give you additional processing power for effects and instrument plug-ins. Generally, you want to pick the low-
est block size that still lets your system perform correctly. If you require higher performance but want to keep latency low, you
can increase the level of Dropout Protection and employ Low-Latency Monitoring, as described here.
5. When the aforementioned settings are selected, your system’s current total input and output latency, sample rate, and bit depth
are reported below the Audio Setup menus.
6. Release Audio Device in Background (Windows only) is disabled by default. When engaged, the current audio device is made
available to other applications when Studio One is minimized.
Monitoring Latencies
The Monitoring Latencies display shows you the latency values for audio inputs (round-trip, from input to output) and virtual instruments,
based on the current Device Block Size and Dropout Protection settings. The "Standard" column shows the latency for the current set-
tings if you choose not to use Low-Latency Monitoring, while the "Low Latency" column shows values for the Native Low-Latency Mon-
itoring system.
Standard Software Disabled Large Device Block Standard latency All function All function
Monitoring Size, low Process
Block Size (Dropout
Protection)
Native Low-Latency Enabled Process Block Size Native low-latency Plug-ins with 3ms All function
Monitoring (Dropout Protection) or less of latency
must exceed Device function normally,
Block Size all others are dis-
abled
Virtual Instrument Enabled Process Block Size Native low-latency Plug-ins with 3ms All function
Low-Latency Mon- (Dropout Protection) or less of latency
itoring must exceed Device function normally,
Block Size all others are dis-
abled
Hardware Low- Enabled "Use software low- Hardware low- No Insert FX func- All function
Latency Monitoring latency monitoring latency tion
instead of hardware
monitoring" option
must be disabled
Process Precision
By default, Studio One’s process precision is set at Single (32-bit). If using Studio One Professional, you may choose double precision
(64-bit) from the Process Precision drop-down menu.
Supported Devices
Studio One supports most audio devices, including those that run on ASIO or WASAPI (Windows) or Core Audio (macOS) drivers.
When using a WASAPI audio device in Windows, note that WASAPI offers Exclusive and Shared modes of operation. Shared mode is
the default setting. In Exclusive mode lower latency can be achieved, but other applications (such as Windows Media Player) cannot use
the audio device at the same time. On your Windows computer, navigate to Windows Control Panel/Hardware and Sound/Sound to con-
figure the options for your WASAPI device.
Performance Monitor
When setting up your audio device (specifically when determining appropriate Internal or Device Block Size, or selecting Single or
Double Process Precision), you should take into account the related performance demands on your computer.
Open the Performance Monitor by selecting it from the View menu, or by clicking on the [Performance] button in the Transport. This mon-
itor displays the current relative overall CPU and disk performance, as well as the performance of instruments and automation.
When these meters approach or reach the top of their range, you may need to consider altering your audio device settings (or changing
the Song, Project or Show) to avoid audible clicks and pops or possible instability. For instance, it is common to lower the Device and/or
Internal Block Size while recording to keep monitoring latency low but then to increase Block Size while mixing to provide as much CPU
headroom as possible for effects processing.
If any playback issues are encountered with third-party virtual instrument or effect plug-ins that have their own multiprocessor support
implementation (e.g., NI Kontakt, FL Studio), it is recommended that this support be disabled in the plug-ins. In this case, Studio One
manages all processor scheduling.
The configuration of the Audio I/O Setup is done within each Song, so that it is possible for each Song to have a separate I/O setup. As
discussed below in Default Device I/O Setup, a default I/O setup can be created so that each new Song defaults to a particular I/O setup
if you desire.
In the Audio I/O Setup menu there are two tabs: one for input configuration and one for output configuration. In each tab a Matrix Routing
view shows the current configuration, with the vertical columns indicating hardware audio device channels (hardware I/O) and the hori-
zontal rows indicating created software I/O channels. Software I/O channels function as the input sources and output destinations avail-
able to individual Tracks in Studio One.
To export the configuration of the current device, click the Export button. The default location for the file is *Documents\Studio One\IO
Configurations, but you can navigate to a different location. Click the Save button and the file will be exported with the extension
.ioconfig. You will only need to do this once; the .ioconfig file contains the data for both the Input and Output tabs.
Audition Channel
The Preview Player in the Browser and in the Import File menu uses the Audition channel for audio playback. Any stereo Output Channel
can be used as the Audition channel, allowing you to audition sounds from an output other than your main output.
To set up your Keyboard, navigate to Studio One/Options/External Devices (macOS: Preferences/External Devices) and follow these
steps:
1. In the Options/External Devices menu (macOS: Preferences/External Devices), click on the [Add...] button.
2. Choose your device from the predefined device list or set this to New Keyboard if you do not see your device in the list.
If set to New Keyboard, you may wish to type in a Manufacturer Name and a Device Name in the appropriate fields. This
makes identifying your Keyboard easier.
3. Specify which MIDI channels to use to communicate with this Keyboard. All MIDI channels are selected by default.
If you are unsure of the appropriate MIDI channels to use, just leave this at the default setting.
4. Engage Split Channels if you would like to create a separate Instrument Track input for each MIDI channel from the Keyboard.
5. Specify the device to which the Keyboard is sending and the device from which it is receiving via Studio One. Select your device
driver name from the drop-down menu for both Receive From and Send To.
6. You can choose to use this Keyboard as your Default Virtual Instrument Input by checking the appropriate box. If you are using
only one Keyboard with Studio One, you should check this box.
7. Enable MPE if your Keyboard is able to transmit MPE data (MIDI Polyphonic Expression). Use the Pitch Range field to specify
the range of the keyboard (the number of keys in chromatic steps). Note that when the Enable MPE box is checked, the MIDI
Channels and Split Channels fields are disabled.
Also, Enable MPE must be active for a virtual instrument if you want to take advantage of this feature. This is done in the Instru-
ment Editor window.
To set up your Instrument, navigate to Studio One/Options/External Devices (macOS: Preferences/External Devices) and follow these
steps:
1. In the Options/External Devices menu, click on the [Add...] button.
2. In the left-hand browser, choose your device from the predefined device list. Set this to New Instrument if you do not see your
device in the list. If set to New Instrument, you may wish to type in a Manufacturer Name and a Device Name in the appropriate
fields. This makes identifying your New Instrument easier.
3. Specify which MIDI channels to use to communicate with this Instrument. MIDI Channel 1 is selected by default. If you are
unsure of the appropriate MIDI channels to use, just leave this at the default setting.
4. Specify the device to which Studio One is sending MIDI and the device from which the software is receiving MIDI. Select the
appropriate MIDI device from the drop-down menu for Send To and (optionally) Receive From. It is likely your external instru-
ment is not connected directly to your computer. In this case, your external instrument must be physically connected to another
MIDI device (such as a MIDI interface) that does connect to your computer; you need to select the driver for that device.
5. You can choose to send MIDI Clock to this Instrument and/or use MIDI Clock Start by checking the appropriate boxes. You
should send MIDI Clock to your Instrument if it has a built-in sequencer or components (such as LFOs) that need to sync to Stu-
dio One. Enabling MIDI Clock Start sends MIDI Clock Start signals to your Instrument.
6. You can choose to send MIDI Time Code to this Instrument. You can set a Display Offset under Song/Song Setup/General to
correct for time-code variances with external devices.
To customize this placement, click on Placement in the Options/External Devices menu after adding your surfaces. All ungrouped sur-
faces appear under the Ungrouped tab. To place a surface in a group, select a Group tab, then click-and-drag the surface from the
Ungrouped area to the selected group area. To adjust the order of the grouped surfaces, click-and-drag them left or right. Channels in the
Console appear in order across the surfaces from left to right.
Up to four Groups can be created, to allow for mirroring of Channels across multiple surfaces. This is helpful if you have more than one
location in the studio where you wish to use control surfaces (e.g., an A room and B room or a control room and live room).
Only supported and predefined Control Surfaces appear in the Placement window. User-defined devices do not appear in this window.
Reconnect Devices
In most applications, when MIDI devices become disconnected while the application is running, you usually have to restart the applic-
ation, and the software may crash. In contrast, if an external MIDI device becomes disconnected while Studio One is running with a Song
or, Project or Show open, the device can be reconnected without restarting Studio One.
If this occurs, navigate to Studio One/Options/External Devices (macOS: Preferences/External Devices) and click on Reconnect at the
bottom of the menu. Then reconnect your devices and click OK. The devices should now work normally in Studio One.
If an external device is not present when Studio One is started—for instance, if you’re traveling and don’t have some of your gear with
you— the application still runs normally. You should see a warning message that makes you aware of the situation. If your setup fre-
quently changes, you may wish to turn off this warning message by disengaging the Notify Me If Devices Are Unavailable When Studio
One Starts option.
Later, when you start Studio One with the device connected to your computer, Studio One recognizes the device automatically, and it
can be used exactly as before, with no further setup required.
User Data
Any content you create using Studio One is automatically stored in the location you specify. This includes Songs, Projects, Shows,
Effects Presets, and all of the files these categories contain. All of your creative output can be logically organized and kept in a single
File Types
All supported file extensions are listed in the Studio One/Options/Locations/File Types (macOS: Preferences/Locations/File Types)
menu. Only these supported file types are displayed in the Browser.
It is possible to add file extensions to this list by clicking on the [Add...] button. In the pop-up menu, you can choose an icon, enter the file
extension, and provide a description for the file type. Select a user-added extension from the list and click on Remove to remove it.
Sound Sets
Preconfigured packages of loops and samples are bundled with Studio One. The Browser’s Sound Sets folder makes finding this content
quick and easy. These packages also contain information about each content vendor, which is displayed in the Browser when a package
is selected. Click on the Visit Website link in the Browser for more information about the vendor and the content they supply.
Instrument Library
Studio One includes a native virtual instrument called Presence XT that utilizes a cross-platform sample library format, as well as stand-
ard libraries in Giga, EXS, Kontakt (version 4 and below), and Sound Font (SF2) formats. Using the Instrument Library function, you can
tell Studio One where your sound sets are located, giving you access to them as presets in Presence XT.
To add sound library file locations to your Instrument Library, in the Studio One/Options/Locations/Instrument Library (macOS: Prefer-
ences/Locations/Instrument Library) menu, click on the [Add...] button and specify a file location, then click OK. You can specify as many
locations as you need.
For more information on the Presence XT built-in virtual instrument, refer to the Presence XT section.
VST Plug-ins
When Studio One starts for the first time, most of your plug-ins are located automatically and are ready to use immediately. If Studio One
fails to find certain plug-ins, adding them is easy.
To add any missing VST plug-ins, navigate to the Studio One/Options/Locations/VST Plug-ins (macOS: Preferences/Locations/VST
Plug-ins) menu and click on the [Add...] button, then specify a location and click OK. You can also drag-and-drop any folder from the
Explorer/Finder into the Locations list. Studio One then scans these locations at startup, including searching for new plug-ins you’ve
added. You can always add more locations if needed.
AU, VST 3, and ReWire-enabled plug-ins and applications have their own pre-set file path in the OS and do not have to be located manu-
ally.
Failed Plug-ins
If any plug-in fails to start correctly when scanned at startup, a notice appears next to its name in the startup message list, and a warning
message is shown. If the plug-in continues to fail at startup—for instance, if it is not authorized correctly or a required iLok key is not
present—Studio One puts the plug-in in a blocklist and ignores it at startup from that point on.
To reset this blocklist and force Studio One to scan missing plug-ins again at startup, navigate to Studio One/Options/Locations/VST
Plug-ins (macOS: Preferences/Locations/VST Plug-ins) and click on [Reset Blocklist]. The next time you start Studio One, the previously
blocklisted plug-ins are scanned again. If the issues that caused the plug-ins to fail the scan have been resolved, the plug-ins are made
available.
It’s also possible that a third-party plug-in may fail to function correctly while not causing a crash. In this instance you should receive the
error message: "The following plug-ins didn't work as expected: <Plugin_Name.vst3>. Please save your work and restart Studio One."
You’ll then be presented with an option to add the malfunctioning plug-in to Studio One’s blocklist.
To Restore any or all settings from a cloud backup to the current computer, first select a backup from the list, then check which parts of
the backup to restore in the Restore Options list. These include program settings, plug-in thumbnails, I/O configurations, presets, tem-
plates and macros. Any options unchecked will remain unchanged. With a backup and options selected, click the [Restore] button to ini-
tiate the download and restore process.
Song Templates
On the left side of the New Song creation menu, there is a list of preconfigured Song templates, which are designed to help get you star-
ted quickly with various recording tasks.
Song Location
New Songs and all related data are saved to your User Data location, set in Studio One/Options/Locations/User Data (macOS: Prefer-
ences/Locations/User Data). If you like, you can choose a different file location by clicking on the [...] button in the New Song dialog, and
browsing to your chosen location.
Sample Rate
“Sample rate” refers to the rate at which incoming analog audio is sampled per second during conversion to a digital signal. The most
common setting is the standard sample rate for audio CDs: 44.1 kHz, meaning 44,100 samples per second.
The Studio One sample rate should match the sample rate of your audio interface, so by default, the sample rate is set to your current
audio interface’s sample rate, and changing this setting initiates a sample rate change in that device. If the sample rates don’t match, Stu-
dio One resamples all audio files to match the sample rate of the hardware, but this can cause performance problems and should be
avoided. Studio One is capable of recording at any sample rate your hardware audio device offers.
Not all devices allow a third-party software application to change the hardware sample rate. The desired sample rate should be set
before creating a New Song.
File size is directly proportional to the sample rate and resolution. The higher the sample rate and resolution, the larger the resulting
audio file is.
Resolution
“Resolution” refers to the bit depth of digital audio, which is related to the audio’s dynamic range. Standard CD audio has a 16-bit res-
olution, which results in roughly 96 dB of dynamic range. Thus, with “CD-quality” audio, the difference between the quietest and loudest
sounds possible is 96 dB. The most common resolution setting in professional recording is 24-bit, which produces a dynamic range of
approximately 144 dB.
Timebase
The timebase of your New Song determines the way the timeline is represented. The timebase selection can be changed at any time.
You have the option of the following:
Seconds The timeline division is an expression of hours : minutes : seconds : milliseconds.
Samples The timeline division is an expression of samples.
Bars The timeline division is an expression of musical bars and beats.
Frames The timeline division is an expression of frames.
Song Length
Here you can specify a length for your new Song, or go with the default setting of five minutes. If you wish to change the length of a Song
once in progress, you can move the Song End marker to the desired end point, as detailed in the Song Start and End Markers section.
You can also change the length of the currently open Song by opening the Song/Song Setup dialog and setting the Song End parameter
to your desired end point.
Tempo
Here you can specify a starting tempo for your Song, or go with the default setting of 120 BPM.
Time Signature
Here you can specify a starting time signature for your Song, or use the default setting of 4/4. A Song can change time signatures as
many times as needed. To learn more, see the Signature Track chapter.
Key Signature
Use this field to specify a global key signature for your Song. If no selection is made, a key signature is not assigned. A Song can change
key signatures as many times as needed. To learn more, see the Signature Track chapter.
Play Overlaps
Enable this option to allow any overlapping audio Events to play back simultaneously, rather than having the audio cut off at the begin-
ning of the next Event.
In Studio One, when you have a Song open that contains note data or audio content you wish to send to Notion, navigate to Song/Send
to Notion to bring up the Send to Notion window. In this window, you have the following choices:
Computer Selector This lets you choose to send note data and audio to an instance of Notion running on your own computer
("This Computer"), or to a Notion instance on another computer on your network. If any computers currently running Notion are
on your network, they are listed in this drop-down menu for access.
Send Note Data of Entire Song This option sends the note data for all Instrument Tracks in the current Song to the chosen
instance of Notion. A new Score is created in Notion, with instrument parts that mirror the Instrument Tracks in your Studio One
Song.
Send Note Data of Selected Tracks This option works similarly to the option above, but only sends note data from the cur-
rently selected Instrument Tracks in Studio One.
Send Audio Mixdown This option mixes your Song down to a stereo audio file, and sends the file to Notion, where it opens in a
new Score.
Create lead sheet If you have chords in your Chord Track, you can check the box in the dialog, to apply lead sheet formatting to
imported note data.
Merge into open document Select this option whether to merge into an existing document (overwriting a previous transfer) or
to create a new document.
You can also send audio files to Notion from the Browser in Studio One. To do so, [Right]/[Ctrl]-click the audio file, choose "Send to
Notion" from the pop-up menu, and follow the on-screen instructions to complete the action. This option is available for 16-bit/44.1 kHz
WAV files only.
Note that upon sending MIDI and/or audio to Notion, Studio One also sends tempo map information, ensuring that tempo and time sig-
nature changes remain in sync between the two applications.
In Notion, if you have a Score open that you wish to send as score, MIDI or rendered audio to Studio One, navigate to File/Send to Studio
One to open the Send to Studio One window. In this window, you have the following choices:
Computer Selector: This lets you choose to send score, MIDI & audio to an instance of Studio One running on your own com-
puter ("This Computer"), or to a Studio One instance on another computer on your network. If any computers currently running
Studio One are on your network, they are listed in this drop-down menu for access.
Send Audio This option renders audio files from each instrument part in your Notion Score (using internal sounds or 3rd-party
instruments, as appropriate). It then creates a new Song in your chosen instance of Studio One, and creates Audio Tracks within
it, containing the rendered audio for each part in Notion.
SendScore This option transfers the score information to Studio One where you can now assign sounds.
Send MIDI This option creates a new Song in Studio One and creates Instrument Parts within it, each containing the note data
from the corresponding instrument parts in your Notion Score. If VST instruments are used in your Notion score, instrument and
preset information is also sent to Studio One, to keep your sounds consistent across both platforms.
Merge into open document Select this option whether to merge into an existing song (overwriting a previous transfer) or to cre-
ate a new document.
Note that upon sending MIDI and/or audio to Studio One, Notion also sends tempo map information, ensuring that tempo and time sig-
nature changes remain in sync between the two applications.
Studio One and Notion can be connected using the ReWire protocol. This lets you use native PreSonus Instruments (such as Presence
XT or MaiTai) as sound sources for Notion. To access Studio One Instruments in Notion, do the following:
1. In Notion, open the Preferences window, and enable the "Enable ReWire" option in the General tab.
2. Save any open work, and exit Notion. If Studio One is also open, save any open work there, and exit it as well.
3. Launch Studio One, and once it is fully open, launch Notion.
4. In Notion, enter Score Setup mode, and create a ReWire Midi track in your Score. If this is your first ReWire MIDI track, set it to
the first available ReWire Bus and Channel (such as Bus 1, Channel 1).
5. In Studio One, open the Instruments tab in the Browser, navigate to the ReWire folder, and drag the Notion object to a blank
area in the Track List. This creates a Notion ReWire connection object, enabling the flow of note data by ReWire.
If you plan to access multiple Studio One Instruments in Notion, be sure to enable the "Multiple MIDI Outputs" option in
the Notion ReWire window that opens.
6. Create Instrument Tracks in Studio One for the Instruments you wish to access with Notion.
7. Looking at the editing window for each Instrument you wish to access, set the input to "Notion," and if you plan to access multiple
Instruments using ReWire, set the ReWire Bus and Channel to match those you have specified in Notion, as shown below.
Recovery Options
While we pride ourselves in building Studio One in a manner that provides the best possible stability for all users, sometimes plug-ins—
particularly older ones—can introduce conflicts that may result in an unfortunate crash. That’s also why we have auto-save.
In the event that you encounter a crash, you’ll be presented with this Safety Options dialog box:
Recovery Options 29
With it, you can choose to select or deselect startup activations of Plug-ins by type in an effort to troubleshoot what might be causing your
crash. This will help you isolate problematic plug-ins; removing them from your workflow can ensure that they won’t cause a crash again.
You can also force loading of the Safety Options dialog box by pressing and holding <SHIFT> during Studio One’s startup.
Additionally, in the event that you encounter a hard freeze that requires a force quit command to close Studio One, The Safety Options
dialog box will also appear the next time you launch Studio One.
General Options
The following options give you a variety of controls over how Studio One looks and operates. Click on each tab in the Studio One/Op-
tions/General (macOS: Preferences/General) menu to access these options.
General
Language Choose your language from the list.
When Studio One starts Choose the default action to be done upon startup.
Do Nothing No Song, Project or Show opens by default.
Open Last Song/Project/Show The most recent Song, Project or Show opens.
Open Default Song/Project/Show The default Song, Project or Show opens. To set the Song, Project or Show to
open by default, set up the desired item and save it, with the name “default,” to the appropriate folder located at the cur-
rent User Data location set in Options/Locations.
Create a New Song A new Song is created and opened.
Check for Updates Check for software updates on startup.
Enable graphics hardware acceleration (macOS only) This setting is enabled by default. We do not recommend disabling
this mode unless it is necessary to improve downward compatibility between Studio One and third-party plug-ins.
Enable High-DPI Mode (Windows only) This setting is enabled by default. We do not recommend disabling this mode. Enabled
improves the look and feel of Studio One on high-DPI monitors when running on Windows.
Note: When running Windows with a high-DPI display, you may find that certain older plug-ins appear quite small on screen, as they
have not been updated for use with high-resolution displays. To change this for individual plug-ins, open the plug-in settings menu in the
plug-in editor tab and enable the Enable System DPI Scaling option (requires Windows 10 version 1803 or higher). Scaled-up plug-in
General Options 30
interfaces will appear blurry when blown up to size, which is expected. Certain plug-ins may not be compatible with this option. Avoid
using this option on plug-ins that offer their own scaling options.
Appearance
Set the color balance for the user interface in Studio One, with separate controls for Background and Arrangement elements.
Independent settings for Plug-Ins and the Score View let you choose between Dark and Light viewing modes. Note that these options
only affect certain Studio One plugins, not third-party plugins. They also do not affect Studio One plugins with a custom interface
(Ampire, Fat Channel, Analog Delay, etc.). The “Colored” option links the Studio One plugin color to the Background and Arrangement
settings.
Your settings can be stored as Presets and shared with other users or archived for personal use. Dozens of presets are provided so you
can customize the appearance of Studio One quickly. Press [Reset] to set the color balance and viewing modes back to factory the set-
tings.
Keyboard Shortcuts
This panel lets you assign and change keyboard shortcuts for features and functions in Studio One. For more information, see Key Com-
mands.
Network
Toggle the "Allow remote control apps to discover this DAW" option on to let compatible networked controllers connect to Studio One.
Touch Input
Here, you can enable multi-touch operation (if you have a compatible display attached to your system), as well as specify which monitor
is to be used for touch input. To specify the current monitor, click the [This] button.
Advanced Options
Studio One offers the following ways to customize your workflow. Click on each tab in the Studio One/Options/Advanced (macOS: Prefer-
ences/Advanced) menu to access these options.
Many of the following options that pertain to editing in Arrange view can be accessed and toggled on or off by clicking the Options button
in the Arrange view toolbar.
Editing
Click on the Editing tab to access the following options:
Enable Crosshair Cursor for Tools is engaged by default. It enables a large, white, vertical-and-horizontal crosshair in the
Arrange view that aids in displaying the exact position of the various mouse tools.
Locate When Clicked in Empty Space is disengaged by default. When engaged, it allows the timeline cursor to be located
based on clicking in empty space or clicking where there are no Events.
Expand Layers After Recording Takes is engaged by default. When this and the Record Takes To Layers options are both
engaged, the layers of each recording take are shown as soon as recording stops. If you prefer for this not to happen, disengage
this feature.
Apply Folder Track Color to Content is disengaged by default. When engaged, it causes all content contained in a Folder
Track to be color-coded with the same color you choose for the Folder Track.
Colorize Track Controls is disengaged by default, and in that state, the color you choose for each Track is shown in a small
area in its controls in Arrange view. When Colorize Track Controls is engaged, it causes the whole control area of each Track to
be color-coded with assigned color, for better visibility.
Auto-colorize Tracks and Layers is engaged by default. This option applies to importing files, when tracks are created without
using the “Add Tracks” dialog.
Show Channel Numbers in Tracks is disengaged by default. Some Tracks do not have corresponding Channels in the Con-
sole (and vice versa). Because of this, Tracks and Channels are assigned numbers separately to avoid gaps in Track or Chan-
nel numbering. This means that in some cases, a Track and its corresponding Channel may be numbered differently. If this
bothers you, enable the Show Channel Numbers in Tracks option to mark each Track with its corresponding Channel number,
avoiding this mismatch.
No Overlap When Editing Events is disengaged by default. When engaged, moving or pasting an Event over another Event
deletes whatever is buried beneath, so there is no overlapping data (only the audio crossfades are preserved). If the range being
Advanced Options 31
copied includes data outside an Event, the range selection is treated as if it were part of the Event. So when the range selection
is pasted, it overwrites the identical range at the destination.
Note that the "No overlap" setting only works for note data if "Cut long notes at part end" is enabled at Studio One/Op-
tions/Advanced/MIDI (macOS: Preferences/Advanced/MIDI).
Show Event Names shows the name labels inside each Event in the Arrangement view. This is purely an aesthetic difference
and does not change any functions.
Show Envelopes on Instrument Parts overlays a graphic representation of controller activity (volume, sustain, etc.). This
does not change any functions. Disengage this to display only the notes.
Show Chords on Events adds an overlay to Audio Events in the Arrangement showing detected chords. This requires the
track height to be set to Small or higher.
Draw Events Translucent is disengaged by default. It enables the Timeline grid in the Arrange and Edit view to be seen in the
background, through Events. Seeing the grid may help with various editing tasks.
Draw Smooth Waveforms adds smoothing to audio waveforms throughout the application. Disable this option if you exper-
ience any degradation in graphics performance or user interface responsiveness (which depends on your specific graphics
engine and hardware).
Draw Event Badges is engaged by default. When engaged, a darker field is added around the Event name in the Arrangement
view so they're easier to read.
Automation
Click on the Automation tab to access the following options:
Automation Follows Events is engaged by default. This means that automation envelopes lock to Events so that moving an
Event with automation “under” it also moves the automation.
Disable Events Under Automation Envelopes is also engaged by default. This makes Events unavailable to the mouse tools
while viewing an automation envelope, which helps prevent you from unintentionally editing underlying Events while editing auto-
mation.
Automatically Create Automation Tracks for Channels is disabled by default. Engaging this option automatically adds an
automation Track for every new FX Channel, Bus, or VCA Channel that you create in the Console. This helps to retain parity
between the structure of Tracks in Arrange view, versus Channels in the Console.
Automatically Add Envelopes for all Touched Parameters is enabled by default. Engaging this option adds an automation
envelope for any automation-friendly parameter when you touch its control.
Reduction Levelallows you to control the density of new automation data as it is written. This helps reduce the CPU load during
playback. Note that this setting has no effect on existing automation envelopes.
The Default Envelopes for new Audio Tracks selectors let you specify which types of automation envelopes are created for
each new track by default. You can enable or disable Volume, Pan, and Mute.
Audio
Click on the Audio tab to access the following options:
Enable 'Play Overlaps' for New Audio Tracks is disengaged by default. When engaged, the 'Play Overlaps' feature will be
enabled automatically for every audio track you create. For more information, see the Track Inspector section of the Editing
chapter.
Use Cache for Timestretched Audio Files is engaged by default. It is described in depth in the Using Timestretch Cache
section of the Editing chapter.
Record Tempo Information to Audio Files is engaged by default. When engaged, this option enables tempo tagging for any
audio file recorded in Studio One. The Song tempo at the time position of the recording is saved with the file, so that automatic
timestretching can be accomplished. If another application has issues reading audio files from Studio One, try disabling this
option.
Use Dithering for Playback and Audio File Export is engaged by default, and means that triangular dithering (with no noise-
shaping) is applied when the audio signal’s bit depth is reduced from a higher bit depth by a device or during file export. Turn this
off if you would like to use a third-party dithering solution, such as a limiter Insert effect on the main output that has built-in dither-
ing with characteristics you prefer.
Use Realtime Processing to Update Mastering Files ensures that real-time processing is used when the mastering file for a
given Song is automatically updated. This is necessary when Songs utilize certain devices, such as External Instruments, that
require a real-time mixdown in order to be included in the mix.
Pre-record Audio Input creates a buffer of a length you can specify, which records continuously, even when the transport is
stopped. This saves the audio you create before recording begins. Once recording concludes, the number of seconds of audio
Advanced Options 32
you've specified are available before the point at which recording started.
The recorded data is collected in the Input Channels as long as physical inputs are connected. After recording with Pre-
Record enabled, you can reveal the pre-recorded data by pulling the Event-start handle to the left.
If recording restarts on the same Track, the Pre-Record data is limited to the last recording’s end, so that data is not
repeated and a seamless join between the two recordings is possible.
Record Offset allows you to input a value, in samples, by which any recorded audio should be offset in the arrangement,
thereby compensating for device/driver latency.
Ignore Audio Device Timestamps (Windows only). Studio One uses the system clock by default, because some ASIO drivers
have incorrect timestamps. This setting can be disengaged, but if you experience erratic behavior such as a jumping playback
cursor, re-enable this setting.
MIDI
Click on the MIDI tab to access the following options:
Timecode Follows Loop is engaged by default and allows MIDI Timecode to remain in sync when Loop is active in a Song, Pro-
ject or Show. With this disengaged, MIDI Timecode continues to run linearly (counting up) while Studio One's transport is loop-
ing.
Reveal Precount Notes is disengaged by default. Engage this option to retain any MIDI notes played during the count-in when
Precount is enabled. This can be helpful when playing in parts that start just before the downbeat.
Chase Long Notes is engaged by default. When engaged, if playback starts after a note start, the note is played as though its
start time were at the position at which playback started. For instance, if a synth pad note starts at bar 1 and lasts through bar 8,
and playback is started at bar 4, the note plays from bar 4 as it would normally from bar 1. With this option disengaged, in the
above example, the note would not play at all.
Cut Long Notes at Part End is not engaged by default. When engaged, this means that notes are cut at the end of a Part
where it would otherwise extend beyond the Part end. This effectively places the note-off at the Part End.
Enable Retrospective Recording is engaged by default. When engaged, all incoming MIDI data is captured for each Track,
even when not recording. This buffer can be recalled and placed at the desired location in the Song.
Record Offset allows you to input a value, in milliseconds, by which any recorded musical performance should be offset in the
arrangement, thereby compensating for device/driver latency.
Console
Click on the Console tab to access the following options:
Enable Undo Enable this option to allow undo for changes in the Console, such as fader moves and channel mutes.
Colorize Channel Strips Enable this option to apply channel color coding to full channel strips in the Console. Normally the
color only shows on the channel labels. This sort of enhanced visual reference can be helpful when trying to navigate large
Songs.
Colorize Plug-in Header Enable this option to apply channel color coding to the open editor window of a plug-in. This is handy
when the same plug-in is being used for several Console Channels (the PreSonus Compressor, for example).
Fader Mode This sets the mouse behavior for channel faders in the Console. Choose Touch to require clicking on the fader
handle itself before dragging it to the desired position. Choose Jump to allow clicking anywhere on the travel of the fader to set
its position.
Plug-In Menu This changes the style of the local Plug-In menus everywhere in the Console, the Inspector and the Channel
Editor. Choose Basic for a simplified list of Plug-Ins sorted by folder (including custom user folders). Choose Advanced for an
expanded browser-style view with search and sort options (similar to the Plug-Ins tab of the Browser). Changing this option
changes the appearance of all local Plug-In menus throughout the Console.
Audio Input follows SelectionEnable this option to automatically engage Record and Monitor mode for any Audio Track you
select.
Instrument Input follows Selection Enable this option to automatically engage Record and Monitor mode for any Instrument
Track you select.
Solo Follows Selection With this option enabled, once a track is soloed, selecting a different track causes the newly selected
track to be soloed. When this option is disabled, tracks stay soloed until solo is disengaged.
Channel Editor follows Selection is engaged by default and causes currently viewable channel devices, such as virtual
effects or instruments, to automatically switch when a Channel is selected. This ensures you are only viewing the devices
related to the selected Channel.
Advanced Options 33
If you would like Audio or Instrument Track monitoring to be enabled automatically when recording is enabled on a Track,
engage the Audio Track Monitoring Follows Record and Instrument Track Monitoring Follows Record options.
Audio Track Monitoring Mutes Playback (Tape Style) mutes playback of any pre-existing audio on Audio Tracks that have
monitoring enabled.
Cue Mix Mute Follows Channel Enable this option to mute all other tracks within a Cue Mix when a channel in that mix is
soloed. Disable this option to cause other channels in the Cue Mix to continue playing when a channel within that mix is soloed.
NOTE When this option is disabled, Cue Mix sends are not available in busses and FX channels. In this state, Cue Mix
sends on channels are routed directly to the Cue Mix output
Synchronization
Click on the Synchronization tab to access the following options:
Sync to External Devices Click this box to make Studio One follow incoming MIDI Time Code (MTC). Note that some
MIDI devices only transmit MIDI clock data, not MTC. Studio One requires a greater degree of accuracy than a simple
MIDI clock can provide. For conversion from SMPTE, an outboard synchronizer is required. For additional accuracy, using an
external word clock (master) is recommended.
MIDI Time Code Select the device that will receive MIDI Time Code (MTC). The gray field to the right of the device name indic-
ates the current status of MTC transmission.
MIDI Machine Control Select the device that will receive MIDI Machine Control (MMC).
Services
Studio One gives you the ability to selectively enable and disable particular services, or modules, that enable specific features. This may
be helpful when troubleshooting. For instance, if a ReWire device seems to be causing a problem, you can disable the ReWire service to
see if that resolves the issue. This kind of troubleshooting enables the Studio One technical-support team to quickly locate and resolve
specific issues with your computer system and to identify any previously unknown problems in the program.
All services are enabled by default. To disable any service, click on the Services tab in the Studio One/Options/Advanced menu
(macOS: Preferences/Advanced) and click on the confirmation button, paying special attention to the disclaimer message. Then click on
any service in the list and click on the Disable button to disable that service. You must restart Studio One for these changes to take effect.
If a service has been disabled, follow the instructions above, and click on the Enable button for the service in order to re-enable it. Again,
Studio One needs to be restarted for any of these changes to take effect.
Advanced Options 34
Fundamentals
The following chapter presents important, fundamental design aspects of Studio One. Familiarity with these aspects of Studio One helps
to ensure that your experience is as enjoyable and creatively stimulating as possible.
Retrospective Recording
We've all had this experience as musicians: Sometimes we perform our best takes or have a phenomenal idea, and then realize we
weren't actually recording. With Retrospective Recording you will never miss another great song idea again!
Retrospective Recording captures every note you play on your MIDI keyboard or controller...even without hitting Record. Even when the
transport is stopped! It works invisibly in the background on a track-by-track basis. Controller activity is captured as well. The moment
something brilliant happens, all you have to do is press [Shift]+[NumPad*] and the last performance will turn into an Instrument Part on
the respective Track.
Fundamentals 35
Transport playing (but not recording): Captured events are stored with the correct Song location and Input Quantize is applied
(if that feature is active).
Transport stopped: Captured events are stored with times relative to each other.
Note that the buffer does not combine the events that are captured while the transport is playing with events that are captured while the
transport is stopped. As soon as an event is received in one mode, the other mode will always delete the contents of the buffer.
Undo
If something unexpected happens when the events are recalled, such as the playback cursor is in the wrong position, the recall com-
mand can be undone (and redone) just like any other command.
Here's another example. Let's say the record mode was not correct when the events were recalled; you recalled the buffer when the
record mode set to Replace, but you wanted it set to Record Mix. The undo functionality removes the events from the Track again and
places them back in the buffer. Now you can change the recording option and recall them again using the new setting. Remember, if the
buffer receives any new event after 'undo' the buffer is deleted.
Drag-and-Drop
Many functions in Studio One have integrated drag-and-drop support. This means that objects can be clicked on and then dragged to
various locations, and over other objects, in order to accomplish certain tasks. For example, you can find an audio effect in the Browser,
and then click-and-drag it directly onto a Track to insert the effect onto that Track. You can then click-and-drag that effect onto another
Track to copy that effect and its settings to a new Track.
You can drag a virtual instrument from the Browser and drop it into blank space in the Arrange view to create a new Instrument Track with
that virtual instrument. You can also drop the virtual instrument on top of an Instrument Track to replace the existing virtual instrument.
If, while in mid-drag, you decide you no longer want to drag the object in question, press [Esc] on the keyboard to cancel the drag action.
These, and many other drag-and-drop features, allow you to work very quickly, without having to stop for menu navigation or other dis-
tracting processes.
Transport Controls
The Transport Controls are a central set of buttons that give you control over playback, navigation, and recording in Studio One. Trans-
port Controls are present in the Song, Project and Show pages. The following controls are available:
Play Start playback at the current cursor location. You can also Play by hitting the spacebar on your keyboard, which also works
to stop the transport, when it is in playback.
Stop Stop playback. You can also Stop by hitting the spacebar on your keyboard, or [0] on the numerical keypad.
Record Begin recording at the current cursor location. You can also activate recording by pressing [*] on the numeric keypad.
Loop Press to enable/disable Loop mode. You can also toggle looping by pressing [/] on your keyboard.
Rewind and Fast Forward Press these buttons to move the cursor back or forward in time.
Go To Previous/Next Marker Press these buttons to shuttle to the previous or next marker on the Marker Track.
Return to Zero (RTZ) Return the playback cursor to the beginning of the timeline. You can also zero the transport by pressing
[,] on the keyboard.
Key Commands
Many operations in Studio One have associated key commands, or keyboard shortcuts, that can be used in lieu of navigating menus with
the mouse. Some key commands use modifier keys, and some modifier keys differ depending on the operating system.
In this manual, key commands with modifier keys are shown with the Windows modifier key first, as follows: [Win modifier key]/[Mac mod-
ifier key]+[key]. For example: [Ctrl]/[Cmd]+[C] means “press [Ctrl]+C in Windows, or press [Cmd]+C in macOS.”
Where there is no difference between the Windows and Mac version of a key command, only one key command is displayed. Example:
[F3].
In several instances, options are located in the Studio One menu in the Windows version but in Preferences in the macOS version. In
these cases, the Windows location is given first, and the Mac location follows in [brackets].
Key Commands 38
6. Click on the Keyboard Mapping Scheme selection box to choose from the following options:
Import Select to import a Studio One Keyboard Mapping Scheme.
Export Select to export your Studio One Keyboard Mapping Scheme.
Export as Text Select this to export your Studio One Keyboard Mapping Scheme as a text file so that you can create a
reference guide to your custom mappings.
A complete list of key commands can be viewed via Help/Keyboard Shortcuts, which renders an HTML document that shows the cur-
rently configured key commands and opens the document in your browser.
Info View
The Info View panel, accessed via the Question Mark icon in the top toolbar on the Song , Project and Show pages, displays all possible
actions for the selected mouse tool, as well as showing the possible modifiers and their related actions. Various controls in the Studio
One interface and included plug-ins also display information in the Info View when you hover the mouse pointer over them. From Info
View, you can press F1 on your keyboard to jump directly to related sections of the Studio One reference manual.
Tooltips
Many controls, tools, and windows in Studio One have associated tooltips that display when you hover your mouse pointer over the con-
trol. These short descriptions can help you quickly orient yourself to the functions available in Studio One.
View Options
Studio One’s core design philosophy is about helping you create while remaining unobtrusive. As such, we’ve made its View settings
highly configurable, so that you aren’t distracted by elements you choose not to use, and only see them when you want to. Check the
View drop-down menu for a full list of options. From here you can even store and recall favored Zoom settings, Reset Window Positions,
and more. Activate Fullscreen at any time from this menu, or by pressing [Shift-F].
PreSonus.com
Our website, http://presonus.com, contains a wealth of information about Studio One and how best to use it. You can also get inform-
ation and answers from fellow users at our forums at http://forums.presonus.com/
Studio One offers integrated control for the following PreSonus audio hardware products:
Studio 192 audio interface
Studio 192 Mobile audio interface
StudioLive AI-series mixers
StudioLive RM-series mixers
StudioLive Series III Console Mixers
Quantum Thunderbolt Interfaces
When you connect one of these supported units to Studio One, many of the hardware control features you know from the included UC
Surface software are then available directly within Studio One.
Control Link 40
For more detailed information on setup and Studio One hardware integration, see the owner's manual for your Studio 192 series inter-
face or StudioLive AI or RM-series mixer.
Start
When Studio One is launched, the Start page is displayed.
This page is the central location for document management and device configuration controls, as well as your artist profile, a news feed,
and links to demos and tutorials. The following section provides a brief description of the Start page.
Tasks
In the top portion of the Start page there are two options: New Song, for starting with an empty Song, and Open, so you can navigate to
an existing file and open it. A Song is where you can record, edit, arrange, and mix audio and note data. Songs are accessed in the Song
page.
In the top portion of the Start page there are four options. The first three allow you to create a New Song, a New Project, or a New
Show, and the fourth allows you to Open an existing file. A Song is where you can record, edit, arrange, and mix audio and note data. A
Project is where multiple Songs or audio files can be arranged and mixed on a single timeline for mastering purposes. Songs are
accessed from the Song page, Projects are accessed from the Project page, and Shows are accessed from the Show page.
Pages 42
You can also choose “Open with Options” from this menu to load a Song without Native Plug-ins, third-party plug-ins, or ARA support—
useful for troubleshooting Song files that may not be opening properly for you.
The Songs, Projects, and Shows list displays all documents of that type that are contained in the User storage location. Click the mag-
nifying glass icon and use the Search filter to locate a specific document quickly. Click it again to hide the Search filter.
Setup
This area displays your currently selected audio device and contains links to configure your audio device, configure external devices,
check for updates, and view information about Studio One.
Artist Profile
Here you can specify certain meta-information that is used to tag your Songs, including an image, artist name, genre, and artist Web
URL. To add an image to the artist information, click the [...] button to choose a file, or drag-and-drop an image onto the image icon from
any location on your computer. To remove the current image, click the button marked X.
In addition to enabling you to personalize Studio One, this feature saves you the effort of filling in meta-information for every Song.
SoundCloud Dashboard
Once you’ve set up an account, the SoundCloud dashboard lets you have direct interaction with your fans and customers, as well as
view various statistics, such as play and download numbers, and the number of followers you have.
Start 43
Shows you the number of sounds you have posted.
News Feed
The Studio One news feed comes directly from PreSonus. This news feed contains helpful information related to Studio One and
updates automatically if your computer is connected to the Internet.
Song
When a new Song is created or an existing Song is opened, you are taken to the Song page. This page contains all of the necessary
tools to record, edit, arrange, and mix multitrack audio and instrument data.
Song 44
Song Page Workflow
The Song page is a complete multitrack production environment with a single-window interface. On this page any number of audio and
instrument Tracks can be recorded, edited, and arranged. Any number of audio effects, virtual instruments, and external effects and
instruments can be used, and most parameters can be automated using Track or Part automation.
An integrated Browser makes it fast and easy to find and import audio and note data files, VST/AU audio effects, and VST/AU virtual
instruments and applications. Audio files can be imported and automatically timestretched to fit the current tempo. Virtual instruments
can be dragged from the Browser directly into the Song for instant setup of all parameters, allowing a fast workflow when inspiration hits.
When the final touches have been made and the Song is ready for a mastering pass or a live performance, it can be added to a Project or
a Show with a single command.
Show
When a new Show is created or an existing Show is opened, you are taken to the Show page.
Show 45
The Show page provides an independent yet fully integrated live performance environment for performing artists, bands, and live sound
engineers. It combines Setlist management with playback of backing tracks, playing virtual instruments, and processing real instrument
audio signals through virtual FX racks – all from a single, intuitive interface that can easily receive content directly from any track on the
Studio One Song page.
The Show page also offers two customizable views – one for editing and one for performing. The dedicated Performance View with cus-
tomizable Macro Controls works hand in hand with hardware controllers such as the PreSonus FaderPort and ATOM series to create a
streamlined software/hardware user interface that hides any information not needed in the actual live performance.
While presenting information in a new way, the Show page still follows the established Studio One workflow with intuitive drag-and-drop
operation and convenient, easy-to-use local context menus to present available commands and options. It shares the familiar Browser,
Console, External Devices and Instruments panels, as well as many functions already introduced on the Song page. Customizable key-
board shortcuts with dedicated Show page commands allow for even further customization, for example when using the Studio One
Remote app (iOS/Windows/Android).
It's simple to get your Songs ready to perform using the Show page. For details, see the Show Page chapter.
Project
When you create or open a Project in Studio One Professional, you are taken to the Project page. This area contains the tools you need
to master and publish audio.
Project 46
Project Page Workflow
The Project page is a dedicated mastering solution integrated into Studio One Professional. Here you can burn industry-standard Red
Book audio CDs, create high-quality MP3 albums, and standard disc and DDP images. Songs and audio files are arranged as a
sequence of Tracks on a continuous timeline.
You can apply effects to individual Tracks, as well as to the master output Track, in order to achieve sonic continuity throughout the Pro-
ject. An integrated Browser makes importing Songs, audio files, and audio effects quick and simple.
High-quality master output metering is displayed at all times, including Spectrum, Peak/RMS, and Phase meters. These tools help you
know at a glance exactly what is going on sonically in your Project. Loudness metering and offline loudness analysis is available, offering
information in the current EBU R128 and LU/LUFS standards, for dynamic perfection in broadcast and streaming-oriented material.
As mentioned, Songs can be added directly to your Projects without having to export a Song mix. After adding a Song to a Project, you
can go back and change the Song mix, and the Project is automatically updated.
For detailed information on the Project page, refer to the Mastering chapter.
Quick Switch
In Studio One Professional, you can have multiple Songs, Projects or Shows open simultaneously and can switch between them quickly.
The fastest way to switch between any open Song, Project or Show, as well as the Start page, is to press [Ctrl]+[Tab] and continue to
hold [Ctrl] on the keyboard. This displays a pop-up list of all open documents.
While holding [Ctrl], press [Tab] to cycle through the open documents. Release [Ctrl] when the desired document is selected. Now, you
can view that document.
Quick Switch 47
Recording
The following chapter discusses aspects of recording in Studio One, including Audio and Instrument Tracks, recording modes and
formats, and recording tips.
Audio Tracks
Before recording can take place, you need at least one Track on which to record. Studio One has two types of Tracks for basic recording:
the Audio Track and the Instrument Track. Audio is recorded to Audio Tracks, while musical performance data is recorded to Instrument
Tracks.
Recording 48
Use and Create Presets
In Studio One, you can store presets of an entire chain of effects plug-ins as an FX Chain, allowing quick recall of complex effects setups
on any Track. Any factory preset or user-created FX Chain can be selected as a Preset when creating a Track. For more information,
refer to the FX Chains section of the Mixing chapter.
Input/Output Selection
An Audio Track’s I/O channel(s) can be selected from three places: the Track Column, the Console, and the Track Inspector.
To select an Input Channel from the Track Column:
If needed, expand the Track's control area to expose the input selector.
Click the Input Selector immediately below the horizontal Track fader to choose from any configured Input Channel.
To select an Input or Output Channel from the Console:
Open the Console by clicking the [Mix] button, or press [F3] on the keyboard.
Click the selectors above each Track’s Fader and Pan controls to choose an Input and/or Output Channel. The Input Channel
selector is on top, with the Output Channel selector beneath.
To Select an Input or Output Channel from the Inspector:
Open the Inspector window by clicking on the [I] button above the Track Column or pressing [F4] on the keyboard.
In the Channel area of the Inspector window, you can find the currently selected Track’s Channel Mode toggle (mono or stereo)
and Input and Output Channel selectors.
Click on the Input or Output Channel selector to choose a Channel.
Stereo Tracks can select from both mono and stereo Input Channels, while Mono Tracks can only select from mono Input Channels.
Tempo Mode
The Tempo mode, found in the Inspector, affects the way in which Audio Events are handled on any audio Track.
Audio Tracks 49
There are three Tempo modes:
Don’t Follow Audio Events on the selected Track are not affected by Song tempo.
Follow The start position of Audio Events on the selected Track is adjusted with tempo changes, so the Events stay in sync with
their Bars (bars and beats) position. The length of the Event is not affected.
Timestretch Assuming that the Song file contains tempo information, tempo changes cause Audio Events on the selected
Track to be dynamically stretched so that the Events’ start and end times stay in sync with their Bars (bars and beats) positions.
The length and internal timing of the Event is affected in the stretching process but the pitch of the audio remains unaffected.
If the Stretch Audio Files to Tempo option is selected when creating a new Song, Timestretch is set as the default tempo mode for all new
Audio Tracks.
Re-Recording
Instrument Output, Bus, and ReWire channels can be selected as the input to any stereo Audio Track. These Channels are grouped in
branches in the input selection menu for the Audio Track.
Audio Tracks 50
This is very useful in a number of situations in which you would like to “print” the live output of one of those Channel types (live virtual
instrument recording to audio, hybrid analog mixing, etc.).
Alternatively, if you press and hold [Alt]/[Option] on the keyboard, and then click on Record Enable, you both record-enable the related
Track and disarm record-enable for all other Tracks.
You can find the Audio Input Follows Selection in the Studio One/Options/Advanced/Console options list (macOS: Prefer-
ences/Advanced/Console). Engaging this automatically record-enables the last Track selected in the Arrange view. Monitor-enable is, by
default, automatically engaged when Record Enable is engaged.
When an Audio Track is record-enabled, a clip indicator appears at the top of the input-level meter for that Track in the Arrange view. If
clipping occurs at the input, the clip indicator turns on. When clipping occurs, you should adjust the input gain/level on your audio inter-
face, as once the distorted signal is recorded, it cannot be fixed.
Once an Audio Track is record-enabled, you are ready to record. Refer to Activating Recording for more on this topic.
Software Monitoring
To monitor (listen to) live audio input on an Audio Track, click on the Monitor enable button once. This button should turn blue, and you
should begin to hear your live audio input and see its input level on the Track meter. You can also hold [Alt]/[Option] on the keyboard and
then click on the Monitor enable button to simultaneously engage monitoring on a Track and disengage monitoring on all other Tracks.
It may be helpful to picture the signal path to understand exactly what is happening. For example, if you are listening to a guitar plugged
into channel 1 on your audio interface, then Studio One receives the guitar input on Hardware Input 1.
In Audio I/O Setup, you will have created a mono Input Channel with Hardware Input 1 as its source. Your Audio Track has that Input
Channel selected as its input. The Output of your Audio Track is likely to be the Main Output, which is a stereo Output Channel. The Out-
put Channel sends to a designated stereo pair of outputs on your hardware audio interface, which presumably are connected to your
monitor speakers or headphones.
When monitoring live audio input from a microphone, avoid listening with speakers that are in close proximity to the microphone. Other-
wise, you might create a feedback loop that could quickly generate dangerously loud audio levels, possibly harming your ears and your
speakers.
Hardware Monitoring
Some audio interfaces feature the ability to monitor the hardware inputs and outputs directly, as opposed to monitoring through software.
This is referred to as “hardware monitoring” or “zero-latency monitoring.” When using this type of interface, we recommend that you mon-
Audio Tracks 51
itor live audio input via the hardware, rather than through the software. This can help you to avoid common problems that result from soft-
ware latency, such as hearing a delay when you record vocals, or recording off-beat.
Instrument Tracks
Instrument Tracks are where performance data is recorded, drawn, and edited. This data usually comes from a Keyboard, which is used
to play a virtual instrument or hardware sound module. Performance data is not audio; the virtual instrument or sound module is the audio
source.
In Studio One, MIDI controllers are referred to as Keyboards. If you have not set up a Keyboard, refer to the Set Up Your MIDI Devices
section of the Setup chapter.
Instrument Tracks 52
Input Assign a MIDI input Device to the new Track(s). Choose All Inputs | Any to accept input from any connected MIDI Device.
When creating multiple Tracks, you can engage the Ascending option to assign inputs to each Track in ascending order
of device and MIDI channel.
Output Assign an Instrument to the new Track(s). To create a new instance of a software instrument for each new Track,
choose New Instrument and select an instrument from the provided list. To assign the new Tracks to a hardware instrument or to
a software instrument already in use in the Song, choose Existing Instrument, and select from the provided list.
When creating multiple Tracks, you can engage the Ascending option to assign Outputs to each Track in ascending
order of Instrument and MIDI channel.
Once these options are configured, click OK, and the Tracks appear in the Arrange view, below the currently selected Track. It is import-
ant to note that Instrument Tracks do not appear directly in the Console, as they do not output audio. The virtual instruments generate
sound and are represented in the Console by Instrument Channels.
Alternatively, [Right]/[Ctrl]-click in a blank space in the Track Column of the Arrange view and select Add Instrument Track from the pop-
up menu to quickly add an Instrument Track.
Press [F11] to open the instrument editor for the selected Instrument Track.
Note that it is possible to select All Inputs as the input for Instrument Tracks, which combines the input of all defined keyboard devices. If
Default Instrument Input is not checked for any Keyboard device, new Instrument Tracks automatically use All Inputs.
This item is always in the inputs list, even if no keyboard device is defined. However, for any MIDI input to be received on an Instrument
Track, your MIDI input device (Keyboard Controller, etc.) must first be set up in the External Devices menu as a Keyboard.
Instrument Tracks 53
Click on and drag any virtual instrument on top of an existing Instrument Track to replace the Track’s current virtual instrument.
Click and drag any virtual instrument from the Instruments tab to the Console to simply add the virtual instrument to your Song.
In order to control or play this virtual instrument, you need to select it as the output for an Instrument Track.
The virtual instrument is now set up and ready to play and has one or more dedicated Audio Channels in the Console.
Once a virtual instrument is added to your Song, be sure that an Instrument Track is routed to it so that the instrument can be played.
To activate the other possible virtual instrument Output Channels in the Console:
Open the Console by pressing [F3] on the keyboard, then open the Instruments panel (open by default) by clicking the [Instr.]
button to the far left of the Console.
Click once on the virtual instrument in the Instruments panel, and the Output Channel activation menu expands.
Click on the checkbox next to any output to activate that output for the virtual instrument.
Each active virtual instrument output has a dedicated Audio Channel in the Console, as well as a level meter preview inside the
Output Channel activation menu.
You can also activate virtual instrument outputs in the plug-in window. Any virtual instrument plug-in that offers multiple Output Channels
has an Outputs button near the top of the plug-in window. Click on this button to view and activate the available outputs.
Instrument Tracks 54
The ReWire interface window is similar to the virtual instrument interface windows. There are also two special controls, Open Application
and Close Application, which can open and close most ReWire applications, so you do not need to leave Studio One to open or close the
ReWire application.
If clicking on Open Application does not immediately launch your ReWire application, this means that the ReWire application does not
support this function, so you need to manually launch the application. The application should launch as secondary ReWire device.
Engaging the Allow tempo/signature changes option in the ReWire interface window allows the ReWire application to make tempo and
time signature changes within Studio One. To suppress these changes from the ReWire application, disable this option.
Also, note that monitor-enable is, by default, automatically engaged when Record Enable is engaged. This behavior can be configured in
the Studio One/Options/Advanced/Devices menu (macOS: Preferences/Advanced/Devices). If note data arrives from the Track’s selec-
ted Keyboard, the Instrument Track’s meter moves up and down, corresponding to that input.
Once an Instrument Track is record-enabled, you are ready to record musical performance data to that Track. Refer to Activating
Recording for more on this topic.
Instrument Tracks 55
You should now be able to play the Keyboard that you selected as the input to the Instrument Track and should see the Track meter mov-
ing, as well as hear the audio output of the virtual instrument. If you cannot hear the audio output of the virtual instrument, make sure that
your virtual instrument is set up correctly and that the corresponding Audio Channels in the Console are not muted.
If you select the Instrument Input Follows Selection option in the Options menu, any Instrument Track you select automatically has Mon-
itor and Record enabled, and all other Instrument Tracks have these disabled.
Activating Recording
Once you have the desired Tracks created, setup, and record-enabled, the next step is to record. The following illustrates several ways
to activate recording, each associated with a different purpose.
Manually
Manually activating recording is the most basic way to record. Recording starts at the current playback-cursor position and continues
until you manually stop recording. To manually activate recording, click on the Record button in the Transport or press [NumPad *] on the
keyboard.
The Record button in the Transport turns red, the playback cursor starts to scroll from left to right, and new Events are recorded to any
record-enabled Tracks. Recording continues until you manually stop it.
Activating Recording 56
Engaging Precount lets you specify a number of bars of metronome clicks to be played before recording begins. Preroll lets you specify a
number of bars in the Song to play before recording begins. Choose the mode that best meets your needs as you record.
Auto Punch
It is sometimes useful to automate the point at which recording begins and ends. For example, if you wish to record over a specific
phrase of a vocal part, but not before or after that phrase, you can automatically begin and end recording at specified points. This pro-
cess is commonly referred to as “punching in and out,” and the resulting new Audio Event is referred to as the “punch-in.”
In Studio One, punching in/out is achieved with the Auto Punch feature. Follow these steps to engage Auto Punch:
1. Set the Left Locator in the Timeline Ruler of the Arrange view at the position you wish to punch in—that is, where recording
should begin.
2. Set the Right Locator in the Timeline Ruler of the Arrange view at the position you wish to punch out, that is, where recording
should stop.
3. Click on the Auto Punch button in the Transport, or press [I] (the letter ‘i’) on the keyboard.
4. With Tracks record-enabled, begin recording at any point before the Left Locator position.
5. Playback begins and recording automatically activates at the Left Locator position. The Record button in the Transport turns red,
the playback cursor continues to scroll from left to right, and new Events begin recording to any record-enabled Tracks.
6. Recording automatically stops at the Right Locator position. However, playback continues beyond the Right Locator position
until you manually stop it by pressing [Space Bar] on the keyboard or by clicking Stop in the Transport.
If you use the Auto-Punch feature in Studio One to record your punch-ins, or if you punch in manually, the newly recorded audio is auto-
matically crossfaded at its edges with the existing Audio Event, so the transition between the old and new audio is not audible. The cross-
fade time is very small and not audible; however, you can edit the crossfade manually.
Metronome Control
A metronome makes audible clicks or other sounds that correspond to beats at a selectable tempo, providing the musicians with a tempo
reference while recording. This is especially useful when recording drums or other rhythm-intensive tracks, as the editing and arranging
processes are made much easier when the recorded audio lines up with musical bars and beats.
In Studio One, the metronome can be engaged and disengaged both globally and for each hardware output in the Console, including the
Main Out and any Sub Outs.
Metronome Control 57
Turn the Metronome On/Off Manually
In the Transport, the Metronome button is to the left of the Master Volume fader and meter. Click on the Metronome button, or press [C]
on the keyboard, to globally engage and disengage the metronome. The metronome is globally disengaged by default.
The Output Channels in the Console also feature Metronome buttons and level controls above the volume fader. These controls allow
you to choose, for each output, whether or not the metronome is heard, and its level.
Metronome Setup
Click the Metronome Setup button (next to the Metronome button in the Transport) to access the Metronome Setup menu. In this menu,
you can configure sounds and behavior for the metronome, as well as Precount and Preroll.
Here, you can choose an individual sample and volume level for Beats, Accents, and Offbeats. Accents play on the downbeat, or first
beat, of each new bar. Offbeats play in the space between each Beat. You can choose from seventeen default samples for each, includ-
ing Click, Clave, Rim Shot, and Tambourine. By default, the Accent Level setting is higher than the Beat Level setting, as most musicians
like to have the downbeat of each bar emphasized to help keep time.
Metronome Presets
Once you have configured the Metronome, you can save the current setup as a preset by clicking the [Store] button. These presets can
be recalled at any time by clicking the [Load] button.
Repeat Accent
This setting repeats the Accent sound when using a time signature with more than one accent per bar, such as 12/8. You can try this out
by doing the following:
Metronome Control 58
1. Open the Metronome settings, and chose a sound for the Accent that is different from both the Beat and the Offbeat.
2. Leave the Repeat Accent checkbox empty.
3. Make sure the Click in Play option is active, so that you can hear the Metronome during playback.
4. Set the time signature to 12/8, and either click the Play button or press the Space Bar.
You’ll notice the Accent is only heard every 12 beats. However, if you go through steps 3 and 4 with the Repeat Accent function switched
on, the Accent is heard every 3 beats.
Click in Play
The Click in Play option in the Metronome setup menu allows you to enable/disable the Metronome during playback, as opposed to while
recording. Disabling Click in Play allows you to leave the Metronome engaged in the Transport at all times, so that if you are recording,
you hear a click, but if you are playing back, you do not hear the click. Click in Play is engaged by default; click on the Click in Play check-
box to disengage the Metronome during playback.
Render Metronome
You can create an Audio Track of the Metronome by clicking the [Render] button located in the upper-right corner of the Metronome
Setup window, and choosing one of the Render range options. These options allow you to create a click track that is either the full length
of your Song, or just the length of a looped range within it, such as 4, 8, or 16 bars.
Unpack Takes
When two or more Takes exist for an Audio Event, it is possible to unpack the individual takes to separate Events on new Tracks, new
Layers, or existing Layers. To do this, [Right]/[Ctrl]-click on the Event and click on Unpack Takes in the contextual menu.
Choose Unpack to Tracks to place each Take at the appropriate time on its own new Track. Note that the settings of the originating Track
are not duplicated for the new Tracks.
Choose Unpack Takes to New Layers to place each Take on its own Layer. This is usually done for comping, discussed in detail in the
Comping section of the Editing chapter. Choose Unpack Takes to Existing Layers if you would like to unpack the Takes to existing Lay-
ers.
There are several modes for recording to an Instrument Track. To switch between these modes, navigate to the View menu and select
Record panel, or press [Shift]+[Alt]+[R] on the keyboard. In the Record panel, you can choose between a range of recording modes, and
access creative recording tools. The following describes each of the Record Panel modes and functions.
Takes to Layers
Engage the Record Takes to Layers option to move the contents of each Take created while recording in loop mode to its own Layer
below the current Track. If you engage this option while Record Takes is enabled, the notes from each run-through of the loop are
moved to their own new Layer. Engaged while Record Mix is enabled, a new Layer is created each time recording is started and
stopped, containing all notes from the entirety of the most recent recording pass.
Input Quantize
Engage Input Quantize to snap recorded notes to the rhythmic value set by the Quantize parameter. When recording parts that are
destined to be heavily quantized (such as synth arpeggios or drum-machine-style beats), this saves you the step of later Quantizing the
contents of your loop.
Note Repeat
With Note Repeat active, any notes played retrigger according to the current Rate setting. This can be set to QT (to follow the current
quantize value) or to any specific rythmic value.
For example, when Rate is set to 1/16, held notes create a series of 16th notes at those note values. This can come in handy when
recording drum fills or rhythmic synth parts. Note that this mode cannot be combined with the Note Erase mode.
If your MIDI keyboard or controller supports aftertouch, you can vary the velocity of repeated notes by applying pressure to the keys or
pads when the Aftertouch feature is enabled. The higher the pressure, the greater the velocity of the recorded notes.
Note Repeat is highly configurable, and can be controlled extensively using MIDI, which unlocks a wealth of real-time creative options.
To reach the options window for Note Repeat, click on the wrench-shaped icon in the Note Repeat section of the Record Panel. You can
also open this window by enabling Key Remote mode.
Note Erase
If Note Erase is selected in the Record panel, any notes played during the current recording pass erase existing notes of the same note
value. For instance, if you start recording a drum pattern, and the kick pattern is on C1 and has an extra eighth-note hit on beat four, you
could switch to Note Erase while recording and play C1 on beat 4 for one eighth-note, and that would erase the previously recorded note.
It is only possible to engage this mode if Record Mix is engaged and Note Repeat is disengaged; engaging Record Takes or Note Repeat
disables this mode.
Step Record
Step Recording is a special, note-by-note method of recording musical note data. Rather than playing in real time, or drawing in notes
with the Paint tool, you can simply specify a rhythmic value and press keys on your MIDI controller to enter notes and chords with ease
and precision.
To access Step Record mode, click to select the Instrument Track you wish to record to, open the Editor by clicking the [Edit] button, then
click the [Step] button in the Editor toolbar to display the Step Record toolbar. When you're finished, you can hide the Step Record con-
trols by clicking the [Step] button again.
The Step Record toolbar contains the following controls:
Enable Toggle this on to enter Step Record mode. When enabled, playing notes on the keyboard adds notes and chords to the
selected Instrument Part. If you place the cursor in an empty area on the track, playing notes creates a new Instrument Part in
that location, for notes to be recorded to. Toggle Enable off to exit Step Record mode.
Follow Q Enable this to link the Step Length setting to the current Quantize setting. If you change the Quantize value, the Step
Length value changes to match it.
Step Length With these selectors, you can choose a Step note length between whole notes and 64th notes, in the following
musical note groupings: Straight, Triplet (3 notes in the space of 2), Quintuplet (5 notes in the space of 4), Septuplet (7 notes in
the space of 8), or Dotted (notes are increased in length by 50% from the chosen rhythmic value).
Back Click this button to erase the most recently added note or chord and move the cursor back to where that note or chord star-
ted. Press Back multiple times to erase multiple notes.
Rest Click this button to move the cursor forward in time, according to the currently selected Step Length, in effect, creating a
musical rest for that step.
Step Record 62
Recording in Step Mode
To record a Part in Step Mode, follow these steps:
1. Place the cursor at the point within the chosen Instrument Track that you wish to record to.
2. Open the Step Record toolbar by pressing the [Step] button in the Editor toolbar.
3. Press [Enable] to enable Step Recording.
4. Choose a rhythmic value from the Step Length selectors. You can change this value at any time as you create the Part.
5. Play a note on a connected MIDI controller to create a note with the specified length at the cursor location. When you release the
note, the cursor moves ahead according to the Step Length setting, and you're ready to enter the next note. If you wish to enter a
chord, simply play and hold the notes that make up the chord, then release.
6. When you're finished, press [Enable] again, to exit Step Record mode.
Track Layers
In Studio One, both audio and instrument Tracks have optional layers that can be used to record multiple different ideas to a single Track.
For instance, you might want to compare one set of lyrics for a vocal Track to another set of lyrics. In this case, you could record two dif-
ferent performances to two separate layers on a single Track and quickly switch between the two without needing a second Track.
To create a new layer on any Track, [Right]/[Ctrl]-click the Track's control area in the Arrange view, and choose Add Layer from the Lay-
ers menu. Another way is to open the Inspector by pressing [F4] on the keyboard, then selecting Add Layer from the Layer selection box.
The new layer is effectively like having a whole new Track without duplicating Inserts, Sends, and I/O setup. You can also duplicate lay-
ers by selecting Duplicate Layer from the Layer selection box, which enables you to try out and compare two different edits of the same
Events on two layers.
To remove a Track Layer, [Left]-click to select the Layer at the Track header (not on the Layer Event itself) and then [Right]/[Ctrl]-click
and choose Remove Layer from the contextual menu. You can also group-select several layers via [Shift+Left]-click, and choose
Remove Selected Layers from the contextual menu to delete several layers at a time.
Note that you cannot group select (or group Remove) multiple layers across multiple Tracks. One track at a time.
Click the Expand Layers button on the left side of the Track control area ( ), then click one of the Activate Layer buttons to
make that layer the active layer for the Track. This swaps the two layers and keeps the previous Track contents as an alternate
layer.
Press [F4] to open the Inspector, click the Layers field, and select the desired layer from the pop-up menu.
Layers are also used in the comping system of Studio One, as described in the Comping section of the Editing chapter of this manual.
Track Layers 63
Creating a Good Monitor Mix
When recording any performance in the studio, take the time to build a great monitor mix for the performers. It’s critical that they clearly
hear their performance and that of the other musicians, and a good monitor mix helps inspire a better performance. Ideally, each per-
former should feel like they are playing on a finished record.
For instance, it is common in many styles of music for the lead vocals to have some reverb so that they sit well in the space of the overall
mix. Therefore, when recording vocals, it is sometimes a good idea to include reverb in the vocalist’s monitor mix. This way, the vocal will
sound more like a finished production. This approach often helps when recording guitars, keyboards, and other instruments, as well.
If your audio device supports zero-latency hardware monitoring, use that as the primary monitor source, so that no delay is heard. In addi-
tion, you can use Sends and FX Channels in the Console, as you normally would in a mix, to build a better monitor sound. For instance,
on the audio Track to which you are recording, you could add a Send to an FX Channel with a reverb. You could then route the FX Chan-
nel Output to a Sub Out Channel and back to your audio interface, where it can be mixed with the zero-latency dry signal.
When adding time-based effects, such as reverb or delay, you generally don’t have to be concerned about plug-in delay and latency that
could result from using software plug-ins on a live input source. A few milliseconds of processing delay on a reverb will probably not be
audible.
Now that you have created a Cue Mix output, you can see special Send objects (called Cue Mix objects) in the Channels of the Console.
In the Small Console view, Cue Mix objects appear in the right column when a Channel is expanded. In the Large Console view, Cue Mix
objects appear below the Send Device Rack on each applicable Channel.
Events
All audio and note data that exists within the timeline of your Song are visually represented by Events. Events that contain audio are
called Audio Events and can only be located on Audio Tracks. Audio Events are distinct in that they display audio waveforms. Audio
Parts are Events that contain multiple Audio Events.
Events that contain note data are called Instrument Parts and can only be located on Instrument Tracks. Instrument Parts are distinct in
that they display musical performance information.
Audio Events and Instrument Parts are referred to collectively as Events in this manual. Event editing can take place both in the Arrange
view and the Edit view. Audio Events and Instrument Parts can be edited in similar ways, but each has special considerations.
[Right]/[Ctrl]-clicking on any Event displays the Event contextual menu, which contains all related Editing actions, logically grouped. At
the top of the contextual menu, you can find the Event Name, which can be edited by double-clicking on it and entering a new name. You
can rename all Events on a Track by renaming the Track and holding [Shift] while pressing [Enter] after typing in the new name. You can
also change the Event color by clicking on the color bar next to its name and selecting a color or scrolling through the colors with the
mouse wheel.
Common editing actions are listed under the Event name, as well as a Recent Items list that contains the five most-recently used actions.
In this way, you have instant access to the editing actions you most likely want to use.
Note that the available actions listed in the Event contextual menu depend on whether you are working with an Audio Event or an Instru-
ment Part, and the actions may vary slightly depending on your version of Studio One.
Editing 68
If Snap is engaged, the current Snap setting affects the behavior of tools and Event editing, by snapping the tool or Event to nearby time
values, as follows:
Adaptive The default setting, where snapping occurs at the nearest logical subdivision of the current Timebase, based on the
current timeline zoom level.
Bar Snapping occurs at the nearest musical bar line.
Quantize Snapping occurs at the nearest musical subdivision of the current Quantize Setting.
Frames Snapping occurs at the nearest frame subdivision.
There are four optional behaviors that can be selected and applied to any of the four modes above:
Snap to Cursor and Loop This option enables snapping to the playback cursor and Loop locators.
Snap to Events This option enables snapping relative to Events in the Arrangement.
Snap to Zero Crossings This option ensures that the audio data in an Event will snap to a zero crossing point. This will help
avoid an unnatural click at the beginning of the audio data when the Event is moved or split.
Snap to Grid This option is engaged by default, allowing tool and Event snapping to the grid.
Relative Grid This option maintains the time relationship relative to the grid for any Event, so that when the Event is moved, the
snap position maintains the original position relative to the grid, instead of snapping directly to the grid.
In the Arrange view, the following mouse tools and related functions are available from left to right in the toolbar.
Link Button
The bracket-shaped button on the left side of the toolbar is the Link button. Click it to combine the Arrow and Range tools. When it is
engaged, the mouse operates as Range tool in the area above the horizontal center line of the Event, whereas the Arrow tool is available
in the area below the center line. This combination of tools is available at track heights of Normal or higher.
Arrow Tool
This tool is selected by default. Click on the Arrow tool button or press [1] on the keyboard to select the Arrow tool. The Arrow tool can be
used for the following purposes:
Move an Event
To move an Event using the Arrow tool, click anywhere on the Event and drag left, right, up, or down. Dragging the Event left or right
moves the Event backward and forward in time, relative to the current Timebase and Timeline zoom. When dragging an Event left or right
beyond the viewable arrangement, hold [Space Bar] on the keyboard to speed up the scrolling.
Dragging the Event up or down moves the Event to another existing Track of the same type. If the Event is dragged to a position where
no Track currently exists, Studio One creates a new Track of the same type.
When dragging an Event from one Track to another (up or down), the position of the Event is constrained within an automatic snapping
range to make it easy to keep the Event at the same time position. To defeat this snapping, hold Shift while dragging the Event up or
down.
Size an Event
Events can be thought of as windows into audio files and musical performances, where what you see is what you hear. Sizing is a fun-
damental technique wherein Events are made shorter or longer, so that only a portion of the audio or note data they contain is seen and
heard. To size any Event using the Arrow tool, float the mouse to the left or right edge of the Event to reveal the Sizing tool. When this tool
appears, click-and-drag left or right to size the Event. Events can be sized and resized nondestructively any number of times.
Two adjacent Events can be sized simultaneously so that no gap is created between them. To do this, float the Arrow tool to the bottom
of where the two Events meet in the Timeline, where you can see the sizing icon with both left and right arrows illuminated, and then
click-and-drag left or right.
To create a fade-in or fade-out, click-and-drag left or right on the Fade Flag in the upper left or right corner of an Audio Event. By default,
a linear fade is created over the length you have moved the Fade Flag. Fade times, as well as Event gain, can also be edited in the
Inspector for any selected Event.
To change the curve of the fade, click on the Fade Curve box in the middle of the fade curve and drag up or down. The fade curve determ-
ines how quickly or slowly the fade occurs and changes over time. If you press and hold [Shift] while editing the fade length or the curve,
you can edit both at once. Dragging up or down edits the curve, and dragging left or right changes the length.
It is also possible to drag a complete crossfade left or right, or up or down, in order to change the location and characteristics of the fade.
Float the mouse to the center of the crossfade until the Hand icon appears, then click and drag to adjust. Dragging left or right adjusts the
location of the fade, extending or shortening the crossfaded Events. Dragging up or down alters the shape of the crossfade.
To adjust the overall volume level of an Audio Event, click on the volume box in the center of the volume envelope and drag up or down.
As you adjust the volume envelope, the audio waveform is redrawn to approximate the effect of the adjustment.
You can also create complex envelopes anywhere inside an Audio Event using Clip Gain Envelopes.
Select a Range
Like the Range tool, you can use the Arrow tool to select a range, or area, within Tracks and their contents, without switching tools. Do
this by hovering the Arrow tool in the upper half of a track. The cursor changes to a crosshair shape. Click-and-drag to select your chosen
range.
Range Tool
The Range tool is used to select a range, or area, within Events. Click on the Range tool button or press [number 2] on the keyboard to
select the Range tool.
To select a range within an Event, using the Range tool, click-and-drag over the area to be selected; a gray box is drawn over the target
selection area. Release the mouse button when the box is drawn over the range of the Events you wish to select. The range you have
selected is now treated as a single, consolidated Event. Clicking once with the Range tool on a Track moves the play cursor to that loc-
ation.
For instance, you can use the Range tool to select the content of several Audio Events across multiple Tracks in bar 12, and then use the
Arrow tool to move that section of audio to bar 14. Another common use of the Range tool is to quickly select and delete a range of audio
within an Event, rather than using the Split tool to make two splits, then select and delete the section with the Arrow tool.
When you float the mouse cursor over a selected range, the Arrow tool temporarily appears. This makes it easy to quickly select and edit
a range of Events.
To select multiple, non-contiguous ranges across any Event, on any Track, hold the [Shift] key while using the Range tool. Continue to
hold [Shift] and use the Arrow tool to select whole Events. For instance, when using the Arrow tool, if you press and hold [Ctrl], you get
the Range tool. Press and hold [Ctrl] and [Shift] to select multiple ranges, then continue to hold [Shift] but release [Ctrl]; now you have the
Arrow tool and can select whole Events. All of your selections remain selected.
To split an event in half without reaching for the Split tool, double-click at your chosen split point. Double-click a selected range to split the
Events in that range at the left and right borders of the range.
If Snap to Grid is enabled, your selections using the Range tool snap to the value set by the Snap Timebase parameter. To temporarily
reverse the Snap to Grid option while editing, hold the [Shift] key.
Selected ranges can be sized by floating the Range tool at the left/right edge of the selection. You also can split a selected range at the
left and right edges of the selection by choosing Split Range from the Edit menu or by pressing [Ctrl]/[Cmd]+[Alt]+X after selecting a
Range.
To temporarily switch to the Arrow tool while the Range tool is selected, hold [Alt].
Split Tool
Using the Split tool, single Events can be split into multiple Events. Click on the Split Tool button, or press [number 3] on the keyboard to
select the Split tool.
With the Split tool selected, a vertical and horizontal line is drawn near the current mouse-cursor position. The vertical line indicates the
exact time position of the Split tool, while the horizontal line underscores the Track on which the Event to be split resides. The Split tool is
directly affected by the current Snap settings.
Click on any Event with the Split tool to split the Event at that position. By splitting a single Event, you create two Events that can be
edited independently. If multiple Events are selected across multiple Tracks, the Split tool affects all of the selected Events in the same
way.
It is also possible to split selected Events at the timeline cursor, without using the Split tool, by pressing [Alt]+[X] on the keyboard. If you
have a range of time selected, pressing [Alt]+[X] will split the selected content into a new Event.
To temporarily switch to the Arrow tool while the Split tool is selected, hold [Alt].
Eraser Tool
The Eraser tool is used to delete Events. Click on the Eraser Tool button or press [number 4] on the keyboard to select the Eraser tool. To
delete any Event using the Eraser tool, simply click on the Event. If multiple Events are currently selected, clicking one of the Events with
the Erase tool erases all selected Events.
You can click and drag across multiple Events with the Eraser tool, erasing each Event you touch.
To temporarily switch to the Arrow tool while the Eraser tool is selected, hold [Alt].
Paint Tool
In the Arrange view, the Paint tool can be used in two ways: to create an empty Instrument Part on an Instrument Track, or to create a
complex Gain Envelope for an Audio Event. Click the Paint Tool button or press [number 5] on the keyboard to select the Paint tool.
Mute Tool
In the Arrange view, the Mute tool is used to mute Audio Events, Audio Parts, and Instrument Parts. Click on the Mute Tool button or
press [number 6] on the keyboard to select the Mute tool. To mute or unmute any Audio Event or Instrument Part, simply click on it with
the Mute tool. When an Event or Part is muted, it appears grayed out, and an “m” icon appears in the lower left corner of the Event or
Part.
Click and drag the Mute tool to select multiple Events to mute. If multiple Events are already selected, clicking one of them with the Mute
tool mutes all selected Events.
To temporarily switch to the Arrow tool while the Mute tool is selected, hold [Alt].
Listen Tool
In the Arrange view, click and hold on any Track to instantly solo the Track and start playback from the position you clicked. Playback con-
tinues as long as the mouse click is held. When the mouse click is released, playback is stopped, and the related Track is un-soloed.
About Clips
In Studio One, a "Clip" is a representation of an audio file that is used in a Song. The audio file itself is typically stored in the Song's Media
folder; though can be stored in another location, in which case it's called an "external file."
The reason we use Clips in Studio One is because they also contain metadata describing the processing of the audio file they rep-
resent—its Gain Envelopes; bend markers; Melodyne edit state; chord data; and more. This allows the Clip’s metadata and attributes to
be used in different ways on different Audio Events without the need for bouncing (duplicating) the actual audio file. This lets you get
many different sounds through different processing of the same audio file—while keeping your Song folder size under control .
Audio you record or import (depending on the preference setting for "Ask to copy external files when saving Song") are represented as
Clips in the Browser’s Pool, while the actual audio files are stored in your Song’s Media folder. Either can be explored in the Pool tab of
the Browser. You can add Clips to a Track from the Pool via drag and drop.
Clips make nondestructive editing of your sounds possible because most edits made to Audio Events in Studio One are actually affecting
the Clip’s metadata, and not the audio file itself.
Edits made to a single Clip will ordinarily affect every instance of the clip in a Song. This can prove undesirable in some cases—and can
be avoided by using...
Clip Versions
A Clip Version is a completely separate copy of a Clip with its own, independent metadata that can be manipulated independently of that
of its parent audio file. Clip Versions will allow you to apply different Melodyne or Gain Envelope edits to different instances of the same
audio. This means you can make multiple Clip Versions of the same Audio Event with no need to use up hard drive space with extra cop-
ies of the same audio file!
An example use case involves Melodyne and the Chord Track. If you would like to use Melodyne to have an audio loop follow chords on
the Chord Track, each instance of the loop will require different Melodyne edits to manipulate the playback depending on the chord
changes on the Chord Track. Clip Versions solve this issue by letting you create multiple Clips with different pitch corrections from Melo-
dyne.
You could also use Clip Versions to create several different instances of a single drum loop that each contain different Gain Envelopes.
This allows you to create evolving rhythmic patterns over the course of a song without the need for repeated bounces.
To create multiple Clip Versions simultaneously, you can use “Separate Shared Copies.”
1. Use the Arrow Tool to group-select several instances of the same Audio Event, such as duplicates of the same loop.
2. [Right-Click] any of the selected Audio Events
3. Choose “Event”
4. Choose “Separate Shared Copies”
(Alternatively, you can group-select Audio Events and press [ALT-C] to apply “Separate Shared Copies.” )
"Separate Shared Copies" then creates one new copy of each Clip Version used by the selected Audio Events. Groups of Events sharing
a Clip Version will still share the new Version.
Clip Versions will be labeled in the Pool tab of the Browser with a small number icon to the left of their waveforms. The version number is
also visible in a small number icon on the lower left of the Audio Event itself in the Arrange Window.
Clip Versions can be dragged and dropped from the Pool into the Arrange Window. Hold [ALT] while dragging a Clip Version onto a Clip
to replace it with the dragged Version.
The Grid
The Arrangement grid is comprised of the ticks in the timeline and the vertical lines extending from those ticks through the background of
the Arrangement. This grid uses the Timebase setting as the basis for its display. The Timebase settings are Seconds, Samples, Bars,
and Frames, and they determine the behavior of Event and tool snapping. The Timebase can be changed at any time, without directly
affecting the arrangement.
Perhaps the most common Timebase setting is Bars, which display time in a musical format of bars and beats. With this Timebase set-
ting, the grid is determined by the settings in the Quantize panel.
Quantize Panel
The Quantize panel can be opened from the toolbar by clicking on the Quantize Panel button, or by selecting Quantize from the View/Ad-
ditional Views menu. The Quantize panel can be detached and freely placed on the screen. In this panel, you can edit all settings related
to the Quantize grid that are displayed in the Arrangement. From left to right in the panel, you can see areas for Grid or Groove mode;
note-value selection; note grouping and Swing amount; Start, End, Velocity, and Range percentages; and preset management.
Note that independent Quantize panels are also available for the Note Editor and the Audio Editor. This enables you to define the
rhythmic character of each aspect of the Song and perform those edits quickly without having to adjust the settings each time. You can
show or hide the Quantize panels for each of those by clicking the appropriate Quantize panel button. You can also close the Quantize
panel for the currently selected view by navigating to View/Additional Views/Quantize.
Rhythmic Values
With Grid mode selected, you can choose a note value between whole notes and 64th notes, and the following musical note groupings:
Straight (with a Swing percentage setting), Triplet (3 notes in the space of 2), Quintuplet (5 notes in the space of 4), or Septuplet (7 notes
in the space of 8). These settings also determine the look and behavior of the grid in the Arrange view. For information on the Groove
mode of the Quantize panel, refer to the Groove Extraction and Quantize section.
Swing
Swing is a rhythmic style you can apply, in which off-beats are moved forward in time relative to on-beat notes, creating a relaxed,
bouncy feel. This offset is calculated based on the currently selected Quantize value. For example, at 100% Swing, with 16th-note quant-
ize selected, a pattern of 16th notes play at a 2:1 ratio; On-beat notes play on beat, and offbeats play as though they were the final 16th-
note triplet in a group of three. You can set the amount of swing between 0% (straight timing) and 100% (fully swung).
Velocity Sensitivity
The Velocity percentage lets you tie Quantize strength to note velocity, to the degree that you specify.
The Grid 77
Quantize Range
The Range percentage sets the relative range from grid lines within which notes, Events, or transients are quantized. Notes, Events, or
transients beyond this relative range are not quantized. As there is no display indicating the Range, quantizing several times while adjust-
ing this setting may lead to the best results.
The presets area of the Quantize panel allows you to quickly switch between up to five Quantize panel settings, so that working with mul-
tiple complex quantization setups is very easy. You can also store and recall Quantize panel settings, just as you would store an effect or
instrument preset.
Nudge
Nudging is an alternative to moving Events and notes across the timeline with the mouse. To Nudge any Event or note, select it and do
one of the following:
NudgePress [Alt]+[Right Arrow] on the keyboard to move the Event or note forward in time by the current snap value in the
Arrangement or Editor. With Snap disabled, nudging adjusts in milliseconds.
Nudge BackPress [Alt]+[Left Arrow] on the keyboard to move the Event or note backward in time.
Nudge BarPress [Ctrl]/[Cmd]+ [Alt]+[Right Arrow] to move the Event or note forward by one bar.
Nudge Bar Back Press [Ctrl]/[Cmd]+ [Alt]+[Left Arrow] to move the Event or note backward by one bar.
Any number of Events or notes can be selected and Nudged simultaneously. The Nudge commands are also available in the Edit menu.
Duplicate
The Duplicate action essentially combines the Copy and Paste actions and intelligently places the pasted selection based on the musical
timing of the selection in the Song. Choose Duplicate in the Edit menu or press [D] on the keyboard to duplicate the current selection. The
duplicated Event is always placed after the original Event, and it is automatically selected once duplicated. As with the other editing
actions, Duplicate can apply to any number of currently selected Events.
A good use of the Duplicate command is to quickly create copies of a loop across a region in a Song by selecting an Event and
repeatedly pressing [D] on the keyboard. Another interesting use involves selecting very short regions within a loop, using the Range
tool, and duplicating them several times, consecutively, in order to create a stutter effect that is popular in electronic music.
Duplicate Shared
When you duplicate an Event normally, each duplicate is treated as a separate Event, and edits made to one duplicate are not reflected
in the other copies. If you want to duplicate an Instrument Part and link the content of the duplicates to that of the original Part, select the
Part and choose Duplicate Shared from the Edit menu, or press [Shift] + [D] on the keyboard. A ghost icon appears on the original Part
and any Shared duplicates, to alert you that those copies are now Shared. Any edits made to the original Part or a Shared copy are
applied to all instances of that Part.
If you later decide you wish to edit one of the Shared copies of a Part individually, select it and choose Separate Shared Copies from the
Event menu. The ghost icon disappears from that Part to alert you that the copy is no longer Shared, and can be edited without affecting
the other copies.
Strip Silence
It is quite common that, as the result of continuous recording, some Audio Events may have gaps of silence or relatively low levels
between performances. It may be helpful in these cases to remove the gaps and only keep the desired sections of the recorded Event.
Studio One's Strip Silence function, controlled from the Strip Silence panel, is designed to handle this task.
Open the Strip Silence panel by clicking on the Strip Silence button in the toolbar, or select Strip Silence from the View/Additional Views
menu. Select the Audio Events from which you wish to strip silence, make the desired settings, and then click on [Apply]. Click on the
[Default] button to return all settings in the panel to their defaults.
The result of the Strip Silence process is similar to using a gate processor to only allow the desired signal to be heard, except that the
Event is edited.
When the small light indicator next to the [Apply] button is lit, this means that changing the Detection or Event options and then clicking
Apply automatically undos the previous operation, making it easier to find the right settings by viewing the result of the Strip Silence pro-
cess, then tweaking the settings if needed without having to undo manually. Any change in selection (or other editing operation) ends this
automatic state, and the indicator is no longer lit.
The following describes each setting:
Detection This determines how Studio One identifies silence in the areas you wish to process.
Material The first three options set the Open and Close Threshold for the gate algorithm automatically.
Lots of Silence Choose this for material that contains lots of silence and single hits—for instance, a clean, typical
single-drum recording (hat, kick).
Little Silence Choose this for material that has some action going on but still has some silence—for instance, minimal
techno/single drum loops, ride, or snare tracks.
Noise Floor Choose this for material where there is almost no real silence—for instance, noisy drum recordings, over-
heads, drum mixes, and drum loops.
Manual Allows the Open and Close Threshold to be manually edited.
Open Threshold Set between -80 and 0.00 dB.
Threshold Link Engage to link the Close Threshold to the Open Threshold.
Close Threshold Set between -80 and 0.00 dB.
Events This section determines the nature of the Events created after removing silence.
Minimum Length Determines the minimum length in seconds for any resulting Event.
Pre-Roll Determines the amount of time in seconds that should remain at the beginning of resulting Events from the time at
which the previously detected silence ends.
Post-Roll Determines the amount of time in seconds that should remain at the end of resulting Events from the time at which
newly detected silence begins.
Fade-In Determines the length in seconds of the linear fade-in applied to resulting Events.
Audio Parts
It is often convenient to merge multiple separate Events into a single object in order to move them all together or simply to clean up the
Arrangement. This is accomplished with Audio Parts.
To create an Audio Part, select the Audio Events and then press [G] on the keyboard. This makes the separate Events appear and func-
tion as a single Event in the arrangement while also appearing and functioning as separate Events in the Editor. It is then much simpler
to, for instance, duplicate a chorus in the arrangement and retain access to the individual Events for editing crossfades and other details.
Note that Audio Parts support shared, or ghost, copies, with the exception of any Event FX which are strictly per Event instance.
Editing Options
The following options are related to Editing workflow.
Transport Options
With this option enabled, the playback start marker is made separate from the edit selection, which it normally follows. This lets you
always start playback from a chosen location as you're editing, no matter where the edit selection currently lies. The play start marker
appears as a triangular marker in the timeline. To move this marker (and set a new playback start position), click-and-drag the marker
along the timeline.
To enable this behavior, select Transport/Options/Enable Play Start Marker, or [Right]/[Ctrl]-click in the Transport bar and choose
Enable Play Start Marker from the pop-up menu. You can also enable this option by pressing [Alt]/[Option]+[P] on the keyboard.
Ripple Edit
In normal operation, if you delete a Part (or a section of a Part) from the timeline, all other Parts on the timeline remain in position, and a
space is left where the deleted Part was. If you'd like the Parts ahead of the deleted region to move backward to fill that space, say, when
editing spoken word content where gaps are undesirable, enable Ripple Edit mode. To do so, press the Ripple Edit button in the toolbar,
which looks like this:
Apart from automatically filling in gaps when cutting or deleting content, Ripple Edit also introduces a sort of "displacement" behavior
when editing. If you copy a Part and paste it in the middle of another, instead of replacing (or overlapping) that section of the target Part,
the target Part is split at the edit point, and moved forward in the timeline, to make space for the pasted Part. If you move a Part to the
start point of another Part, instead of replacing or overlapping the content below, the two Parts simply switch places.
Similarly, if you trim the end of a part to change its length, the Parts downstream move to maintain their relative position to the end of the
trimmed Part. This behavior extends to other editing operations, such as Crop to Content and Nudge/Nudge Back.
Bar Offset
In some cases, such as working on a Song that contains introductory sounds before the first bar of music starts, or in some video post
editing situations, it can be helpful to have your song start on a bar number rather than one. To do so, open the Song Setup window by
navigating to Song/Song Setup, or to Studio One/Options (macOS: Preferences) and clicking the [Song Setup] button.
To start your Song at a negative bar number, enter a negative number into the Bar Offset field. To start your Song at a bar number
greater than one, enter a positive number.
Track Lock
The Lock Track option is available for Audio Tracks, Instrument Tracks, Automation Tracks, and Folder Tracks. To lock a Track, locate its
name in the Track List, use [Right]/[Ctrl]-click, and select Lock Track from the menu. Use the same action to unlock the Track by select-
ing Unlock Track from the menu.
Locking a Track prevents the addition or deletion of any of the Events it contains. It also will not allow any new Events to be recorded or
pasted into the Track. A locked Track cannot be removed from the Song. It also cannot be used by the Arranger Track.
Event Lock
To lock an Event, locate the desired Event and use [Right]/[Ctrl]-click to open the menu. At the very top, under the Transpose and Velo-
city fields, are two options:
Time Lock Select this option to keep the Event from being moved to a different time position within the Track. A small circle-
slash clock icon will appear in the lower left corner of the Event window to indicate the Time Lock status of the Event. When an
Event is Time-Locked data can be added, removed, or altered inside the Event. The Event can be copied and pasted to any time
position on any Track (even on top of itself). You can also Duplicate this Event by pressing [D] on the keyboard repeatedly. A
time-locked Event that has been pasted or duplicated will also be time-locked.
Note that the Arranger Track is also not allowed to relocate an Event when the Time Lock option is active for that Event.
Edit Lock Select this option to prevent the contents of the Event from being altered in any way. This also locks the Transpose
and Velocity fields at the top of the menu. A small circle-slash pencil icon will appear in the lower left corner of the Event window
to indicate the Edit Lock status of the Event.
Note that it is possible for both Time Lock and Event Lock to be active for an Event. When this is true a small lock icon will appear in the
lower left corner of the Event window.
After editing the Pattern as described in the Patterns section, you can convert it back into a Part using the same method: [Right]/[Ctrl]-
click the Pattern in the timeline and select Convert Pattern to Part, or select the operation from the Event menu.
Audioloops
Audioloops are essentially Audio Parts tagged with a tempo and Song key signature; rendered with lossless compression. To create an
Audioloop, drag any Audio Part to the File Browser. You can then see the Audioloop listed, along with a drop-down arrow in the Browser
that, when clicked, reveals the Slices that the Audioloop contains.
Audioloops allow fast creation of flexible Audioloop from any source. For instance, you might take part of a drum recording you just made
and turn it into a loop by doing the following:
Musicloops
A Musicloop consists of everything required to recreate a musical performance, including the virtual instrument preset, multichannel FX
chain presets for the virtual instrument outputs, the music-performance file, Song key signature, and an Audioloop. Musicloops can be
dragged in from the Browser, just like a MIDI file, but they are much more powerful in that they can re-create the exact setup used to
make the original performance.
To create a Musicloop, drag any Instrument Part into the Browser. You can see a pop-up display indicating whether you are exporting a
Musicloop or a MIDI file. By default, Musicloop is selected. To change this selection, press [Alt]/[Option] on the keyboard. Once exported,
you can see the .musicloop file in the Browser.
You can now drag this Musicloop into any Song to instantly re-create that performance, including creating the Instrument Track, loading
the virtual instrument, and loading any effects on the virtual instrument outputs. A Musicloop can be previewed in the Browser, just like
audio; the Browser plays the rendered audio file.
To see the contents of the Musicloop, [Right]/[Ctrl]-click on the Musicloop and choose Show Package Contents. You can now see a drop-
down arrow that, when clicked, reveals the elements described above. Each element can be dragged in separately; for instance, if you
just wanted to load the instrument preset from the Musicloop. Another nice benefit of Musicloops is that the rendered audio can be used
even if the instrument and effects used to create the Musicloop are not installed.
Note that when creating Musicloops, the related channel volume, pan, send, and busing details are not a part of the rendered audio or
stored preset.
Musicloops are an excellent way to store a personal library of original material very easily and to share that material with others without
worrying about what instruments or effects they have.
Also note that you will also need to set your Song key signature before exporting your Musicloops or Audioloops to have the Song key sig-
nature included in the loop. Learn more about Key Signature here.
Edit Groups
It can be useful to group multiple Tracks together so that any edits done to an Event on one Track in the Group are automatically done to
all Events for each Track in the Group. For instance, you may wish to group all of your drum Tracks together so that when the Events are
cut and moved, the relative timing between the Tracks remains intact.
Edit Groups 85
There are two ways to add a Track to an existing Edit Group.
Click on the Edit Group box (under the input selector) on the desired Track in the Arrange view.
In the pop-up menu, choose the Edit Group to which you wish to add the Track.
The second way is to [Right]/[Ctrl]-click the desired Track and select Group Assignment from the menu. A check mark by a Group name
indicates the current Group for that Track. To change its Group assignment, select a different Group name.
When a Track is included in an Edit Group, selecting the Track selects all Tracks in the Group. Edit actions performed on any Event for
any Track in the Group are performed on all Events for each Track in the Group. Selecting a new color for any Track in the Group selects
that color for the entire Group.
Edit Groups also group the faders and several other features for the related Channels in the Group. This topic is discussed further in the
Groups section of the Mixing chapter. Note that it is also possible to create an Edit Group from a Folder Track.
If a Track is in an Edit Group, and an Event from the Track is viewed in the Edit view, the Group icon appears at the top left of the Edit
view, indicating that any edits performed on the Event in view affect other Events.
Timestretching
It is possible to stretch an Audio Event to fit a tempo other than its original tempo, without changing the pitch. This is called Timestretch-
ing, and it can be used to effectively slow down or speed up an Audio Event. For instance, a one-bar drum loop recorded at 120 bpm
(beats per minute) can be stretched to fit into one bar at 100 or 140 bpm without significantly changing the pitch and overall sound of the
original audio.
Timestretching and defining a file tempo are nondestructive, so they can be undone and redone. It is also possible to switch Tempo
modes for any Audio Track, on the fly. For example, switching to Follow or Don’t Follow from Timestretch returns any timestretched
Audio Event that Track contains back to its original state.
Timestretching 86
When timestretching, if the tempo is drastically changed (by about 30 bpm or more), the audio can become slightly distorted. While this
can lead to interesting effects, you should be aware of the limitation of this technology.
In Studio One, timestretching can occur automatically or manually. The following describes these functions.
Manual Timestretching
With manual timestretching, you can stretch an Audio Event independently of the Song tempo or audio file tempo.
To manually stretch an Audio Event with the Arrow tool, float the mouse cursor to the edge of the target Audio Event and hold [Alt]/
[Option] on the keyboard. The Timestretch tool appears, allowing you to click on the edge of the Event and drag left or right to timestretch
the Event, making it shorter or longer. In this case the length of the Event changes, using the Speedup factor, but the pitch of the audio
the Event contains remains the same. Only the Event that you selected for timestretching is affected.
Speedup factor is a timestretching function for making an audio clip shorter or longer while maintaining its pitch. This is used to stretch
Audio Events when you do not wish to define a tempo for the original audio clip, which would affect all Events associated with that clip.
The Speedup factor value changes during manual timestretching, and it also can be entered manually in the Event Inspector. Values
greater than 1 decrease the length of the clip, while values less than 1 make the clip longer.
Note that manual timestretching can not be used on an Audio Event containing a sliced loop.
Automatic Timestretching
Automatic timestretching is based on the relationship between the Song tempo and the audio file’s tempo.
Each Audio Track has a Tempo mode that controls the behavior of the Events on the Track, based on the Song tempo. The Tempo mode
can be selected in the Track Inspector. The following modes are available:
Don’t Follow Events on this Track are independent of the Song tempo. They are never moved or stretched automatically.
Follow The start positions of Events on this Track are tied to the musical grid. Thus, the Events move when the Song tempo
changes but they are not stretched.
Timestretch Event start positions follow the Song tempo, as in Follow mode. In addition, the Events are stretched to fit the Song
tempo.
Tap Tempo
You can use the Tap Tempo function to set the current Song tempo to the tempo that you hear in your Audio Events. To do this,
repeatedly click on the word “Tempo” in the Transport, clicking once on every beat you hear. Studio One determines the Audio Event
tempo based on the timing of your clicks and sets the tempo for the Song accordingly. Be sure that the Tempo mode for the Audio Track
is set to Don’t Follow; otherwise, the Events are stretched or moved while you are using the Tap Tempo function, making it impossible to
find a consistent tempo.
Timestretching 87
Drums Use this optimized mode on any percussion track to achieve the best results when stretching percussive audio. This
mode uses the Elastique Direct algorithm.
Sound Use this general mode on any other type of track. This mode uses the Elastique Direct Formant algorithm.
Solo Use this optimized mode on any solo instrument or vocal track to achieve the best results. This mode uses the Elastique
Pro Monophonic Formant algorithm.
Tape In this mode the track audio follows the song tempo by changing the sample playback rate. This results in the pitch moving
up or down when the tempo changes, sort of like changing the speed control on a tape deck. Try this with drum loops or other
samples when the pitch doesn't need to be exact.
Note: Some timestretch modes do not support precision timing changes. If you manipulate Bend Markers in an Event set to one of those
modes, Studio One automatically slices and repositions the sections of your audio (rather than timestretching them into place) for the
best results.
Comping
Comping is the process of piecing together multiple performances into a single, continuous performance. For instance, you might record
the vocals for a verse a number of times, then edit the best parts of each pass into a single, hybrid performance that, ideally, sounds as
though it was performed in one pass. Comping and related information are covered in the following sections.
Comping 88
To hide or show layers, click the Expand Layers button on a Track (which looks like this ), or [Right]/[Ctrl]-click on the Track, and then
choose Expand Layers from the pop-up menu.
If no layers are available, the layer controls stay at the bottom of the Track control area. But when there is least one layer and the Track
controls are zoomed horizontally to a certain level, the layer controls move from the bottom of the track to the top beside the track name.
Layers have their own Track controls, including Solo, Activate, Duplicate, and Remove. Click the layer’s Solo button to solo the layer on
the Track. Clicking the Activate button places that layer on the Track, and the current contents of the Track take the place of that layer on
a new layer located under the Track. Duplicate creates a duplicate of the layer on a new layer. Click Remove to remove the layer from the
Track.
If you would like layers to follow the Track Event in the arrangement—for instance, when moved or duplicated—engage the Layers Fol-
low Events option in the Inspector for the Track.
Auditioning Takes
When comping, it is helpful to be able to quickly audition the various takes to determine the desired parts of each take. The Listen tool is
well suited to auditioning takes on layers. When floating the mouse over any layer, hold [Alt]/[Option] and click anywhere on any layer to
instantly hear it, starting from the point in time where you clicked. Alternatively, hold [Shift]+[Alt]/[Option] and click on a selected range on
any layer to solo the layer; looping is automatically engaged around the selected range for playback.
It is also possible to solo entire layers to quickly switch between takes, as only one layer of a Track may be soloed at a time. To do this,
click on the Solo button on any layer, or select the layer and press [S] on the keyboard. Note that Track Solo is independent of this, so
you can solo the Track or not, depending on whether you would like to hear the performances you are comping in the context of the other
Tracks in your Song.
Comping 89
Any selected range on a layer can be sized left or right by floating the mouse cursor to the edge of the range and clicking and dragging,
which alters the Track accordingly.
Layer Naming
By default, layers in a Track are given names in ascending order from top to bottom— Layer 1, Layer 2, and so on. Even if you re-order
layers within the stack, their original names stay the same, to avoid confusion. You can rename a whole layer by double-clicking its
name. You can rename content within a layer by [Right]/[Ctrl]-clicking the content, and double-clicking the name shown in the pop-up
menu. As layer content is added to the main track, you'll see that those Events are named with the track name and layer name, or layer
number, if you have not assigned a custom name.
Color-Coding Layers
Much like you can with Audio and Instrument Tracks, you can assign colors to layers within a track. This can be helpful when establishing
a color code for take quality, or simply to give more clarity to which layer is used in a given section of the main track. To set the color for a
layer, click the color picker, next to the layer's solo button, and choose a color from the pop-up selector.
What Next?
After comping on an Audio Track, it is common to consolidate, or bounce, separate Audio Events into a single, continuous Event. You
can do this quickly by selecting the Audio Events on the Track and pressing [Ctrl]+[B] on the keyboard. This renders a new audio file and
Event, and places it on the Track at the correct position.
A more flexible way is to merge the separate Audio Events into an Audio Part by selecting the Audio Events and then pressing [G] on the
keyboard. Any comping performed under the range of the Audio part results in the comps being copied directly into the Audio part.
Comping 90
Transient Detection and Editing
Transient Detection is the process of determining the location of transients within audio material, which can then be used as the basis for
editing. A transient can be defined as a short-duration signal that represents a non-harmonic attack phase of a musical sound or spoken
word. It contains a high degree of non-periodic components and a higher magnitude of high frequencies than the harmonic content of
that sound. When looking at the waveform of a recorded snare drum hit, the first part of the hit—the attack—looks distinctly louder than
the rest of the signal; the “louder” part is the transient, and the rest of the signal is commonly called the “tail.”
Transients usually indicate rhythm in musical material, so that when the positions of transients are known, it becomes possible to quant-
ize, or correct the timing of, recorded audio. For instance, if a drummer was early on the downbeat after a killer fill, you could fix it so that it
is perfectly in time. In fact, it is possible to alter the entire feel of a performance and even extract the feel of one recorded performance
and apply it to another.
Detect Transients
To detect transients in any audio in an arrangement, select an Audio Event and open the Bend panel from the top toolbar, then choose
Analyze from the Detection area. Alternatively, [Right]/[Ctrl]-click on an Audio Event and choose Detect Transients from the Audio/Audio
Bend contextual menu. You can also open the Bend panel by clicking Audio Bend in the View/Additional Views menu.
The original audio clip that the Event uses is then analyzed, as indicated in the lower left of the Event with a “percentage complete” dis-
play. After detection, the Event becomes slightly translucent, and blue Bend Markers—vertical lines the height of the Event—are placed
at every transient.
Two modes can be used for transient detection: Standard and Sensitive. These modes are accessed in the Bend panel.
If you intend to quantize or slice the Audio Event, you don’t need to detect transients first; you can go straight to the Action area of the
Audio Bend panel. Any applied action detects transients.
Tab to Transient
It is possible to tab to transients in both the Arrange view and Audio Editor by pressing [Tab] on the keyboard, even if transients have not
yet been detected for the Event. This moves the playback cursor to the next transient in the Event. The following keyboard shortcuts are
also available when working with Tab to Transient:
[Ctrl/Cmd] + [Backspace] Moves the cursor to the previous transient.
[Shift] + [Tab] Creates or expands a range selection between transients.
[Shift] + [Ctrl/Cmd] + [Backspace] Shortens the range selection.
Bend Markers
Bend Markers are used in Studio One to stretch audio inside an Audio Event, without the need for slicing the Event into multiple pieces.
They are added to an Audio Event when detecting transients from the Bend Panel, and can also be manually added. When detecting tran-
sients, the default Threshold used to place Bend Markers at transients is 80%, which can be adjusted at the top of the Event contextual
menu or in the Inspector, so that Bend Markers are placed only at the transients with which you want to work. It is also possible to manu-
ally insert Bend Markers, before or after detecting transients.
While it is possible to insert and edit Bend Markers with Bend Markers hidden, you may want them to be shown while editing. Check the
Show Bend Markers box in the Bend panel or Event contextual menu to show or hide Bend Markers.
If Bend Markers have been inserted as the result of transient detection, a very short, highlighted range—visible if zoomed in far enough—
precedes the Bend Marker. This range represents the distance between the onset and the peak of the transient, and it is important when
Studio One quantizes audio based on Bend Markers. When cutting, the onset of the transient is used, so as to encompass the whole tran-
sient. When quantizing or snapping a Bend Marker, the peaks of the transient are referenced, for better rhythmic accuracy.
Note that Bend Markers are properties of the audio clip that an Event references, meaning that multiple Events referencing the same
audio clip in the Pool (for example, a drum loop duplicated several times) share the same Bend Markers, and are effected by any Bend
Like many other editing operations, when moving a Bend marker with Snap enabled, the marker snaps to the nearest interval dictated by
the current Snap setting. Hold [Shift] while moving a marker to temporarily disable Snap for finer control, or to enable snapping if it's cur-
rently disabled.
If you wish to relocate a Bend marker (without timestretching the surrounding audio), hold [Alt] and click-and-drag the Bend marker to the
desired position.
Note that for audio to be stretched or compressed by manipulating a Bend Marker, at least one other Bend Marker should exist to the left
or right of the one being manipulated, to be used as the basis for stretching or compressing. If no other Bend Marker exists, the beginning
and end of the audio clip for the Event are used. For instance, if you want to change the rhythmic phrasing of a word in a vocal part, add a
Bend Marker to the left and right of the word you want to alter before attempting to move the word itself.
Multiple Bend Markers can be selected for simultaneous editing with the Bend tool by holding [Shift] and clicking on the desired markers,
or selecting a group of markers while holding [Alt].
You can reset a Bend Marker to its original position by [Right]/[Ctrl]-clicking on it and selecting Reset Bend Marker. Multiple selected
Bend Markers can be reset at once, making it possible to easily restore the original timing if editing produced undesirable results.
Quantize Audio
It is very simple to quantize audio in Studio One. Select the Audio Event, then press [Q] on the keyboard to quantize. Transients are
detected for the selected Event, the audio instantly snaps to the current quantize grid, the Bend Markers indicate they have been moved
left or right, and the waveforms are appropriately colored as described in the Editing Bend Markers section.
The same quantize commands are available for transient-detected audio as for Instrument Parts. [Q] quantizes the selected Events, [Alt]/
[Option]+[Q] quantizes at 50% strength, and [Shift]+[Q] restores the original timing.
Note that the Quantize panel for the Audio Editor is independent from the Note Editor and the Arrangement. This enables you to perfect
the rhythmic character of each aspect of the Song and perform those edits quickly without having to adjust the settings each time. You
can show or hide the Quantize panel for the Audio Editor by clicking its Quantize panel button. You can also close the Quantize panel for
the currently selected view by navigating to View/Additional Views/Quantize.
Elastique Pro
Studio One uses the Elastique Pro time-stretching engine from Zplane, for high-quality time-stretching. When quantizing an Audio Event,
Elastique Pro is used to stretch each region of audio between the Bend Markers.
Similarly, you could drag an Instrument Part into the Groove panel to extract the groove and then quantize audio to that groove. When
you extract the groove from an Audio Event or Instrument Part, the grid in the arrangement is then based on that groove, and anything in
the arrangement can be quantized to that grid.
This is extremely useful for cleaning up multi-instrument performances, and it’s equally useful for creative purposes, such as extracting a
great groove from a funk loop and applying it to a straight-eighth drum loop.
You can also drag the groove itself to an Instrument Track, which renders the groove as a series of notes, one for each hit in the groove,
even tweaking note velocity according to the relative level of the hits. This allows you to instantly build a virtual instrument bass part, for
instance, that exactly match a drum performance. Just drag the drum performance into the Groove area, then drag it out to the bass
Track, and change the notes to the pattern you want.
Or, you might prefer to drag in an audio Event, drag it to an Instrument Track to tweak the groove musically, then drag that Instrument
Part in, and quantize the original audio Event to that. The possibilities are endless!
Track Transform
Check Preserve Realtime State if you would like to be able to transform back to the original Track. It is then possible to switch between
Automatic Tail Detection, with a Max Length property, and a fixed tail of a given length by toggling the Auto Tail option. Auto Tail is useful
if there is a reverb or other effect that you want to render beyond the Event length on the Track. Note that Auto Tail may not work well with
lengthy delays or extremely long reverbs, as it works by detecting a range of silence at which to cut off and fade out the transformed
audio. In that case, setting a fixed tail is the best option.
Click OK, and the Audio Track is bounced with its Insert effects and mix automation applied; then the original Audio Track is replaced
with the newly bounced audio on a new Audio Track with the same name. If Auto Tail was engaged, or a Tail amount was specified, fade-
outs are applied automatically across the specified Tail duration for each Event. The Insert effects are not inserted on the new Track, as
they have been rendered into the audio on the Track.
If you check Preserve Original Track State, it is possible to transform back to the original Track, with effects inserted on the cor-
responding Channel, by [Right]/[Option]-clicking on the Track and selecting Transform to Realtime Audio from the contextual menu.
The effects of Volume and Pan settings (including automation) are applied to the Track as it is bounced to audio, so the value of those set-
tings and their automation data is set to its defaults in the resulting bounced Track. If you wish to edit those parameters later, be sure to
check the Preserve Realtime State option when Transforming the Track. This allows you to revert the Track back to its original state, with
original settings and automation data intact. Note that send levels, bus assignments, and other mix parameters retain their settings as
normal after Transforming a Track.
Track Transform 94
Every Track Transform operation creates bounced audio files that are placed into the Pool for the current Song. These files remain in the
Pool (for later access or reference) until you decide to clear them out. As mentioned in the Pool Commands section, you can delete a
file from the Pool view in the Browser by [Right]/[Ctrl]-clicking the file and choosing Remove From Pool (which removes the file from the
Pool but retains it on disk) or Delete File Permanently (which removes the file from the Pool and deletes it from disk). You can also auto-
matically remove all unused copies of files from the Pool by [Right]/[Ctrl]-clicking in the Pool and choosing Remove Unused Files.
Note that it is possible to Transform multiple Audio Tracks at once, in which case they are all rendered simultaneously, which can be a
huge time saver.
If a Tail amount was specified, fade-outs are applied automatically across the specified Tail duration for each Event. Also, the send con-
figuration and output routing of the new Audio Track is identical to the original Instrument Track.
As with Audio Tracks, it is possible to Transform multiple selected Instrument Tracks at once, in which case they are all rendered sim-
ultaneously, which can be a huge time saver.
Every Track Transform operation creates bounced audio files that are placed into the Pool for the current Song. These files remain in the
Pool (for later access or reference) until you decide to clear them out. As mentioned in the Pool Commands section, you can delete a
file from the Pool view in the Browser by [Right]/[Ctrl]-clicking the file and choosing Remove From Pool (which removes the file from the
Pool but retains it on disk) or Delete File Permanently (which removes the file from the Pool and deletes it from disk). You can also auto-
matically remove all unused copies of files from the Pool by [Right]/[Ctrl]-clicking in the Pool and choosing Remove Unused Files.
Track Transform 95
External Instrument Track Transform
The Instrument Track Transform command is also suitable for use with external hardware instruments—though due to the real-world
nature of physical hardware, of course, the audio must be rendered in real-time. Choosing this will render the external instrument’s per-
formance to a new Audio track while creating an associated channel in the Console.
External Instrument Track Transforms are non-destructive. After a Track Transform, removing an external instrument will also remove its
associated Aux channel from the Console. Restoring the instrument will also restore its Aux channel.
As with virtual instrument Track Transform, simply right-click on the Track header and select Transform to Audio Track from the con-
textual menu to execute the transformation. Later, you can select Transform to Instrument track from the same menu to restore the MIDI
performance data—it never really left!
Click on your audio Track of choice to give access to the following parameters in the Track Inspector:
Tempo (Mode) Lets you choose how playback of the current Track relates to Song tempo. For more details, see the Automatic
Timestretching section.
Timestretch (Mode) Lets you choose the optimal timestretching algorithm for the Track. For more details, see the Timestretch-
ing Material Modes section.
Group Lets you assign the current Track to an existing Track Group. For more information, see the Groups section.
Layers Lets you Add, Duplicate, Rename, or Remove a layer from the Track, as well as set which layer is currently chosen for
playback. For more information, see the Track Layers section.
Layers Follow Events Enable this parameter to make audio on underlying layers follow the related Event above when you
move it along the timeline. When this parameter is disabled, moving an Event with one or more Layers beneath it detaches that
Event from the layers below, making it a permanent part of the primary Layer.
Play Overlaps Enable this option to allow any overlapping audio on the current Track to play back simultaneously, rather than
cutting off at the beginning of the next Event.
Delay Lets you apply a positive or negative time delay to the current Track, to help align it with other elements. Range of -1000
to 1000 ms.
Click on the Audio Event of your choice to access the following parameters in the Event Inspector:
Event FX This lets you assign effects to individual Audio Events, rather than to a Track as a whole. For more information, see
the Event Effects section.
Start and End Lets you specify the start and end times for the current Event.
File Tempo If you know the tempo of the audio file associated with the current Event, you can specify it here. This gives Studio
One a tempo reference to work from when timestretching an Event to match Song Tempo. Studio One can also try to deduce the
tempo of a file if the BPM is not known—more info on that below.
Speedup Lets you speed up or slow down the tempo of the current Event, independent of other tempo settings. For more inform-
ation, see the Manual Timestretching section.
Transpose Lets you shift the pitch of the current Event up or down, in a range of -24 to +24 semitones.
Tune Lets you fine-tune the pitch of the current Event up or down, in a range of -100 to +100 cents.
Normalize Lets you boost the volume of the current Event, so that the highest peak in the audio reaches 0 dBFS.
Gain Lets you adjust the overall level of the current Event, in a range of -40 to +24 dB.
Fade-In Lets you specify the length of the fade at the beginning of the current Event. At a setting of 0 ms, no fade is applied.
Fade-Out Lets you specify the length of the fade at the end of the current Event. At a setting of 0 ms, no fade is applied.
Bend Marker Engage this to view the Bend Markers for the selected Audio Event.
Threshold This field is only active when Bend Markers are visible. Use it to adjust the threshold for placing Bend Markers in the
Audio Event. The range is 0-100%, with a default value of 80%.
Gain Envelope Two options are provided: the Bypass button disables the Gain Envelope without resetting it, and the check box
lets you show or hide the Gain Envelope.
Time Lock Select this option to keep the Event from being moved to a different time position within the Track. See Lock Tracks
or Events for more information.
Edit Lock Select this option to prevent the contents of the Event from being altered in any way. See Lock Tracks or Events for
more information.
Click on the Instrument Part of your choice to access the following parameters in the Event Inspector:
Start and End Lets you specify the start and end times for the current Event.
Transpose Lets you shift the note pitch of the current Event up or down, in a range of -24 to +24 semitones
If you don’t know the tempo of the audio file associated with the current Event, Studio One will attempt to deduce it—and will do so based
upon BPM data in the filename of the imported Event. In this example, “SynthBass_120BPM.wav” was imported with a probationary
BPM of 120—listed in red in the inspector. If this tempo is correct, it can be approved by the user from the drop-down menu to the right of
the file’s tempo. From this drop-down menu, you can also double or halve the event’s tempo.
If the BPM is not contained in the Event’s header or filename, Studio One will instead attempt to deduce the tempo of the Event based on
both the file’s length and an assumption of an evenly-subdividable number of bars. Tempo Approval on Import is not available on Events
that contain more than one tempo.
Event Effects
It is possible to insert effects directly on an Audio Event in the arrangement, as opposed to inserting effects on the entire Audio Channel
for the related Track, thereby affecting all Events on the Track. Event Effects are commonly used to add variety to the arrangement or to
insert utility effects, such as pitch correction, into specific Events.
Insert Event Effects
To insert an effect on an Event, select the Event and open the Inspector by pressing [F4] on the keyboard. In the Event Inspector area of
the Inspector, you can see an Event FX tab with an [Enable] button. Click on Enable, and an Insert Device Rack opens.
Insert effects or FX Chains here, as you normally would, and the Event is processed accordingly, in real time, during playback. The res-
ulting sound is exactly as if you had inserted the effect on the Track: You can hear all other Tracks play and can make effects parameter
changes while hearing the results in context with the rest of the mix.
Audio Editor
The Audio Editor display operates independently of the Arrange view and has an independent Timebase setting. Most options that
appear in the Editor are the same as in the Arrange view and affect tools and Events in the same way. Note that the Snap and Timebase
settings are not shared between the Arrange view and Editor; they remain independent. A Snap to Event Hotspots option is found in the
Editor Snap dropdown menu; it allows tool and Event snapping to hotspots such as Bend Markers. The dropdown menu also includes a
Snap to Zero Crossings option, which will help avoid an unnatural click at the beginning of the audio data when the Event is moved or
split.
Tools
Most of the tools in the Arrange view are available in the Audio Editor and function there exactly as they do in the Arrange view. (Only the
Paint tool is not available in the Audio Editor.)
Note Editor
Instrument Parts contain notes, which represent musical performance data and are a type of Event. Notes can be moved, cut, copied,
pasted, duplicated, and drawn using mouse tools, key commands, and certain Event menu commands. Multiple notes can be selected
and edited together, as with other Events.
For quick editing of all notes in a Part or on the Track, use [Ctrl]/[Cmd]+[A] to select all of the notes in the focused Part in the Note Editor,
or [Ctrl]/[Cmd]+[Shift]+[A] to select all notes in all Parts on the Track. You can also access the full set of selection actions by navigating to
the Select section of the Edit menu.
The View buttons on the left side of the Note Editor toolbar provide two three different ways of viewing, entering, and editing note
data: Piano view and Drum view.Piano view, Drum view, and Score view.
Piano View displays the note data in "piano roll" style. A vertical keyboard graphic helps visualize notes and scales, and can be
used to trigger the notes.
Drum View removes the vertical keyboard and allows more room to display sample names horizontally for each vertical note
position.
Score View shows the note data on a musical staff, where you can add musical symbols for dynamics and articulations that also
enhance playback.
We'll describe the following features as they apply to the Piano and Drum views. For details about Score view, see the Score Editor
chapter.
Arrow Tool
The Arrow tool in the Note Editor is used with notes in essentially the same way as the Arrow tool in the Arrange view is used with Events.
Multiple notes can be selected and edited together in the same way as Events.
At high zoom factors, The Arrow tool leverages context-sensitive functionality to enact different tasks, depending on which area of a Note
Event you move your cursor over. This allows you to perform various critical tasks without the need to switch tools:
Edit Velocity: Click and Drag vertically from the upper area of a Note Event to raise and lower Velocity
Mute: [Alt/Option+Click] in the upper area of a Note Event to Mute
Cut: Click at the lower area of the Note Event to split it
Cut Deep: [Alt/Option+Click] at the lower area of a stack of Note Events in the same location (of the same pitch) to split them all
Glue: Click at the lower area between two adjacent Note Events with the same pitch to group them
Creating Notes
To create a note using the Arrow tool, double-click in any empty space in the Edit view. A note is created at the location you've specified,
its length determined by the currently selected Quantize value. Double-click a note with the Arrow tool to delete it.
Duplicating Notes
To duplicate selected notes using the Arrow tool, hold [Alt]/[Option] on the keyboard, click on the selection, and drag left or right. Release
the mouse button when the desired position is reached, and the selection is duplicated to this position.
Split Tool
In Piano view, the Split tool allows you to split notes so that they become two separate notes. Clicking on any note directly splits the note
at that position, while selecting multiple notes and then splitting, splits all selected notes. Holding [Alt] when clicking with this tool per-
forms a split of any selected notes, as well as a split of the part itself, so that one part becomes two.
To switch temporarily to the Arrow tool while the Split tool is selected, hold [Ctrl]/[Cmd].
Split at Grid
It is possible in the Piano and Drum views to split a single note into multiple notes based on the current Quantize setting. Select any num-
ber of notes and choose Split at Grid from the Musical Functions menu. Notes are split based on their position relative to the bar line, with
splitting occurring only up to the next bar line after the note start time.
The Split at Grid function can also be applied to whole Instrument Parts and Audio Events.
Paint Tool
The Paint tool in the Note Editor is used to draw notes in an Instrument Part. To draw a note, click at the desired position. If you click
once, the new note has a length equal to the time value of the current Quantize setting. Click the note again to delete it.
To momentarily select the Arrow tool while using the Paint tool, hold [Ctrl]/[Cmd] on the keyboard.
If you want to edit velocity for many notes at once, you'll find the Transform Tool very useful. Similar to the way the Transform Tool in
Arrange view is used for scaling and shaping automation curves, the Transform tool in the Note Editor lets you scale and shape note
velocity data.
You can also drag the handles at the corners of the Transform selection, to scale the selected velocities with a sloping action, as shown
above. This makes it easy to create smooth changes in velocity across a range of notes.
Eraser Tool
The Eraser tool in the Note Editor is used to delete notes. With the Eraser tool selected, click directly on any note to delete it. When mul-
tiple notes are selected, clicking any one of them with the Eraser tool deletes all selected notes. Click and drag with the Eraser tool (start-
ing in empty space) to delete all notes you touch.
You can temporarily switch to the Arrow tool while the Eraser tool is selected by holding [Ctrl]/[Cmd].
Mute Tool
The Mute tool is used in the Note Editor much as it is used in the Arrange view. With the Mute tool selected, click on any note to mute it,
and click on any muted note to unmute it. Click and drag with the Mute tool to mute all notes that fall within your selection.
Listen Tool
The Listen tool is a quick way to audition a section of a Track while editing. With the Listen tool selected, click and hold inside the Editor
window to solo the Track and start playback from that position. Playback continues until the cursor is released; then playback stops and
the Track is un-soloed.
Freeze Quantize
It is sometimes very helpful to make note quantization permanent so you can quantize again based on the current quantized positions,
rather than the original note positions. To do this, select the notes and select Freeze Quantize from the Musical Functions menu. You
cannot Restore Timing for these notes, as the newly quantized positions effectively become the original positions.
Humanize
Strictly quantizing every note so that rhythms are perfectly precise can cause notes to sound lifeless and mechanical. The Humanize
function alters note start and end times and velocity within a very small threshold, based on rules modeled on common human per-
formance patterns. This provides just enough variation to make a performance sound more like a human played the parts.
To use this function, select any notes and then choose Humanize from the Event/Musical Functions menu. Note that the exact results
cannot be directly controlled. You can also choose to Humanize Less, which alters the notes in a similar fashion as Humanize but based
on rules designed to result in less-humanized performance patterns.
When a note is selected, its start and end positions are displayed in the Note Editor Inspector, as are its pitch, velocity, and mute status.
Each of these parameters can be edited directly in the Inspector. When editing notes using the Inspector, all selected notes are affected,
their values changing relative to the initial setting of each note. The one exception is that when Velocity is specified for multiple notes
using the Inspector, all notes snap to the new value, regardless of their previous Velocity value.
The simplest way to edit start and end positions, pitch, and velocity is to place the mouse cursor over the parameter and scroll the mouse
wheel up or down. Another way to edit a selected note’s velocity is to click-and-drag the Velocity value in the Note Editor's Inspector
panel. When you release the mouse button, the Velocity value is applied to all selected notes. The value currently set by the Velocity
parameter is applied by default to any new notes created with the Paint tool.
Enable the Audition Notes option to hear the pitch of each note that is selected, created, or moved, played through the current instru-
ment.
You can also Mute, Solo, or open the Device Editor for the current Track from within the Note Editor Inspector, using buttons that look
much like their counterparts in the Arrange view.
To select a different Track for editing, click the Track name at the top of the Note Editor Inspector and select one of the Tracks.
Drum Editor
Standard piano-roll-style note editing is ideal for melodic and harmonic content, in which notes tend to have differing lengths. Drum pro-
gramming and editing present a different challenge. Percussive sounds often contain their own amplitude envelope that ends at a pre-
determined time, which makes the start of each note the most important part. For added clarity when working on this sort of content, Stu-
dio One features a dedicated Drum view that shows your drum notes as "triggers," marking the start of each note.
To enter the Drum Editor, click the Drum View button at the top of the Note Editor toolbar. You can return to Piano view or Score view at
any time by clicking the appropriate button.
In the Drum Editor you can add, remove, and manipulate notes just as you normally can, with some useful differences. The Note Editor
Inspector on the left side is basically the same as in Piano view, only without the features that don't apply to Drum view.
To edit the order of notes, click and drag the double line to the left of each note row. To hide a note, click the circular button in the row,
turning it dark grey. To rename a note, click inside its name display, then enter your new name. You can then save the Drum Map to
recall at a later time by selecting Store Preset from the Pitch Names menu.
When you're finished editing the Instrument List, click the wrench-shaped button again to lock in your changes.
Select Notes
Selecting notes with your pointing device is often an efficient way to make changes in Instrument Parts, but sometimes, a bit of auto-
mation may come in handy. The Select Notes function lets you select certain notes within a part based on a range of parameters, such as
"just the highest notes," or "just notes within a certain range of velocity."
To use this function, click the [Action] button in the Note Editor, and choose Select Notes. In the window that appears, you can choose
from the following actions:
Select Use this mode to select notes that fall within the chosen range of parameters.
Deselect Use this mode to deselect notes that fall within the chosen range of parameters, if those notes are currently selected. If
no notes are selected, using this mode selects any notes that fall outside the chosen range of parameters.
After selecting one of those modes, choose one of the following operations:
Highest notes Select the highest notes that exist at any given time in the Part.
Lowest notes Select the lowest notes that exist at any given time in the Part.
Range... Select the notes that fall within a range of Pitch, Velocity, or Note Length. Select the criteria you want to focus on,
then set the range of selection with the sliders.
At interval... Select notes based on intervals according to position on the beat grid, or numeric relationships between notes:
Beat Choose this mode to select notes according to their relationship to the grid:
Beat grid Sets the rhythmic value at which note selection is calculated.
Selection interval Sets the number of beats (the value of which is set with Beat Grid) between note selections.
Start offset Sets the number of beats to skip before making the first set of note selections.
Selection tolerance Sets the amount of "slope" allowed in calculating note selections, to allow for selecting
notes that do not conform exactly to the grid.
Event count Choose this mode to select notes based on their numerical relationships:
Select at every n-th position Sets the numeric spacing between note selections. For example, a setting of 2
selects notes at every second note. This does not necessarily relate to the grid. If there is a space in the notes,
the count between selections continues when the next notes start.
Start selection at n-th position Sets the number of note occurrences to skip before making the first set of
note selections.
Sound Variations
Studio One’s Note Editor offers a quick and easy way for you to enter Sound Variations via a right-click contextual menu.
Stay mindful that Sound Variations display in the Automation Lane, not the Note Editor.
1. Create an Instrument Track and load “Nylon Guitar Full” from the Presence XT core library.
2. Add a few notes via the Paint tool, or drag and drop a MIDI file to this new track.
3. Open the Note Editor [F2] if it’s not already open.
4. Click the Show/hide Automation Lanes button ( ), and then click the Sound Variation Parameter tab at the top of the lane.
This tab is available in the Piano and Drum views, and will display below the Note Editor.
Be mindful that Sound Variations will be applied to all coincident Notes, and as such you won’t be able to hear multiple articulations sim-
ultaneously. For example, you won’t be able to program a chord where the high notes use “Hammer-on” and the low notes use “Open.”
Assigning Sound Variations using the Paint Tool inside the Sound Variations Automation Lane
To view and edit Sound Variations in an Automation Lane, we’ll use the same “Nylon Guitar-Full” Track from the previous example.
Power user tip: The “Apply Active Variation”command is an excellent candidate for your Macros, Keyboard shortcuts, or a trigger from
Studio One Remote!
It’s easy to convert Key Switches to the Sound Variations format. Be sure to have your mapping set up in the Sound Variations Editor
first, and have it set to “Use Activation Sequence.”
1. [Right-click] a Note Event in the Piano View.
2. Choose “Convert Key Switches to Sound Variations”
The notes will disappear from Piano View and reappear as Sound Variations in the Automation Lane. Just two clicks.
Although used in conjunction with Note Events, Sound Variations exist independently of Note Events—hence their home in the Auto-
mation Lane. If you would like to ensure that your Sound Variations stay connected to coincident Note Events when copying or moving
notes, you simply need to enable "Select Part Automation with Notes” via the right-click contextual menu or this icon above the Edit Win-
dow:
Sound Variation entries in the Automation Lane remain in effect until another Sound Variation is entered; its colored bar stretches until
the next Sound Variation Event.
To change a Sound Variation you have already placed:
1. Select the Sound Variation you want to change in the Automation Lane
2. [Left-Click] and hold to display a contextual pop-up menu.
The Sound Variations Editor is your home for defining, mapping, and organizing your Sound Variations, as well as storing and recalling
their presets. Using this interface, you’ll be able to import and create complex articulation controls suitable for use with robust orchestral
virtual instruments.
It can be helpful to think of the Sound Variations Editor as an interpreter between your Song’s Note Events and the virtual instrument it is
working with. The input it receives comes from note information or other control signals; the output it sends is passed on to the virtual
instrument assigned to its respective Track.
Above, we see the Sound Variations Editor loaded with the aforementioned “Nylon Guitar-Full” Presence Preset. Let’s take a look at the
options presented.
The Sound Variations List at the left of the interface displays all Sound Variations for the currently selected Track. Clicking on any of
these to select them also sends an activation sequence command to the connected Virtual Instrument.
The Drop-Down menu at the top of the interface controls the Global settings for Sound Variations on the currently selected Track. Its
options include:
It's similar to setting the Sound Variations Editor to "Use Activation Sequence," but has the advantage of showing the marked
keys with colors. Also, it could be used as a starting point if you would ever want to start over with a custom (re)mapping.
This option is only available with Studio One’s included instruments and third-party VST instruments that support Studio One’s
Dynamic Mapping. (More info on Dynamic Mapping farther below.)
Assign Key Switches Chromatic Use this option to assign Key Switch Note values ascending chromatically. Choose from a
list of four value ranges starting at C -2.
Assign Key Switches White Keys Use this option to assign Key Switch Note values ascending value using only the white
keys. Choose from a list of four value ranges starting at C -2.
Shift Key Switches Use this option to nudge all of your Key Switches note values en masse, either by ±1 octave or ±1 note.
Clear All Key Switches Use this option to remove all Key Switch note values from the Input column in the Sound Variations list
as well as from the Note Editor.
The Musical Symbols Lane can be used to apply both Articulations and Directions to your Note Events.
Articulations: Using the Arrow tool, [left-click] in the Articulations lane to select all of its coincident Note Events. Click again to bring up a
list of articulation options to apply to these notes. Click a third time to choose the Articulation from this list that you would like to apply to
these notes.
You can apply multiple articulations simultaneously.
Directions: Using the Paint tool, [left-click] anywhere in the Musical Symbols lane to be presented with a list of Directions. Much like
Musical Symbols, pick the one that you’d like to use with another left click.
Alternatively, you can [right-click] in the Musical Symbols Lane and choose “insert at cursor” to apply a Direction at the cursor point.
Note that, generally speaking, Articulations are intended for use as temporary, expressive changes in performance technique like a trem-
olo or glissando. Directions are typically less momentary in nature, like a pianissimo directing a performer to play quietly over several
bars.
Articulations = note-based.
Directions = range-based.
Let’s take a look at an example Activation Sequence using Vienna Symphonic Library’s Big Bang Orchestra. In order to trigger the Sound
Variation “Soft low Brass,” several keystrokes must be entered on a MIDI controller in sequence.
The sequence is:
A -1 | C# 0 | G 0 | C6
... all using Note On + Off input event types.
As we can see from the Vienna Symphonic Orchestra interface, each of these commands in sequence is effectively stepping us through
categories and sub-categories of articulations:
Instruments (Senza Piccolo and Con Piccolo variations )
Articulation (Long Notes and Short Notes variations)
Marcato (Marcato and Non-Marcato variations)
Type (Various articulations)
This is comparable to navigating deeper into a filing structure on your computer to search for the file you want. In fact, if you were to col-
lapse several of the folders that organize the default Sound Variations for Big Bang Orchestra, you will find a literal folder structure:
With this configuration, each MIDI keystroke in the Activation Sequence steps through this hierarchy to get you one step closer to the
articulation that you’re looking for. Of course, if you’re producing, you can use “Apply Sound Variations” via the right-click contextual
menu; using Activation Sequences directly from your MIDI keyboard is well-suited to real-time performances.
Dynamic Mapping
Complex instruments require sophisticated mapping of Sound Variations that can be very time-consuming to create. Fortunately for you,
we’ve partnered with some of the best orchestral library developers in the world, and given them the tools they need to expose their cur-
rent mapping to Studio One—so manual mapping is no longer needed! So, when you load a preset from a qualifying instrument that sup-
ports Dynamic Mapping into a Studio One Song, the available articulations and their activation sequence is automatically imported into
the Sound Variations editor.
Here’s an example of a fully-mapped Sound Variation from Vienna Symphonic Library. It’s too big to even fit in the Editor!
Studio One provides 20 Sound Variation slots that can be accessed from outside the Articulation Lane or Note Editor. You may also
employ the Find and Apply Variation command, which will cause Studio One to look up a Variations by name and apply it to your Note
Events.
Action Menu
When editing in the Note Editor, several editing commands are likely to be used often. We have placed these commands in a menu that
allows quick access, located to the right of the Quantize and Macro icons in the main tool bar of the Note Editor. Click the [Action] button
to reveal a drop-down menu of commands with which you can edit any selected notes in the Note Editor.
Apply Scale
If an existing musical passage is in a major key but you'd like to hear how it sounds in a minor key, the Apply Scale action will do that for
you. After selecting a group of notes in the Editor, select the desired Scale on the left side of the window. Then open the Action menu and
choose Apply Scale from the Pitch section. If you don't like the results, undo the action, select a different scale, and try it again.
Quantize Notes
In addition to the global quantization functions revealed by clicking the Quantize button, the Action menu lets you apply a very specific set
of quantization parameters to a group of selected notes. You can define the resolution of the Quantize grid, select a Quantize type such
as Triplet or Quintuplet, adjust the Swing, Strength and Range parameters, and then select whether you want to quantize the note starts
and/or note ends.
Distribute Notes
Any selection of note events can be equally distributed at a variable percentage. The Amount parameter defines the strength of the
action.
Mirror Notes
This note action will mirror notes horizontally, vertically, or both. You can choose which note will be the focal point of the mirror action:
first, middle, last, or any custom note within a range of 10 octaves. This can be a useful compositional tool, providing a quick way to invert
or reverse a melody.
Randomize Notes
This powerful creative tool allows you to add some randomness to your music by applying a variable amount of pitch, velocity, or note
length randomization, as well as any combination of those factors. You can use the original pitch range, define a custom pitch range, or
Patterns
Instrument Parts are just the thing for long, evolving passages, recordings of live playing, and other, more linear musical uses. DAW-
style sequencing allows for a level of bar-by-bar flexibility that the step sequencers and drum machines of the past can hardly match.
However, sometimes it can be helpful to return to those older workflows, as evidenced by the recent resurgence of hardware sequen-
cers.
Pattern-based sequencing treats musical phrases as individual elements, to be switched and swapped at will, looped and finessed.
Enabling this kind of freewheeling arrangement and musical state of play is the role of Patterns, a type of musical part you can create in
Studio One.
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Patterns have two modes of operation: One is designed for melodic and harmonic parts, showing available notes on a grid, cor-
responding to the related keyboard notes. The other is for drums and other percussive parts, and it offers automatic note/instrument nam-
ing when used with Impact XT, along with variable phrase lengths and note resolution for each note row.
You can enter notes into a pattern by hand with the pencil tool, or by using the Step Record mode, a note at a time with your
MIDI controller of choice (including your QWERTY keyboard). There's also an option to convert an Instrument Part into a Pattern (and
vice-versa), which makes pattern creation a breeze.
Patterns aren't just static blocks of note data, either. You can create endless variations which are stored within the Pattern. This lets you
start with an idea and create iterations that you can easily switch between as you lay out your arrangement, bringing life to your
sequences over time. Repeats and trigger probability can be applied per step, opening further avenues of expression.
Patterns can coexist on the same Instrument Track with standard Instrument Parts (even sitting right on top of them, if desired). This
makes Patterns perfect for peppering your more traditional sequences with fills, turnarounds, and other flourishes.
Creating Patterns
There are two ways to create a Pattern: Convert an existing Part into a Pattern, or create an empty Pattern and fill it.
To convert an existing Part into a Pattern, [Right]/[Ctrl]-click on the desired Part and select Convert Part to Pattern from the Instrument
Parts menu. This operation is also found in the Event menu. Studio One determines whether the Pattern should use Melodic Mode or
Drum Mode based on the Instrument, and the Part becomes a Pattern at that spot in the timeline. The maximum Pattern length is 64
Steps, so anything beyond that is truncated during the conversion.
After editing the Pattern as described below, you can convert it back into a Part using the same method: [Right]/[Ctrl]-click the Pattern in
the timeline and select Convert Pattern to Part, or select the operation from the Event menu.
To create an empty Pattern, select an Instrument Track, and navigate to Event/Insert Pattern or press [Ctrl]/[Cmd]+[Shift]+[P] on the
keyboard. An empty Pattern is created on the selected track.
To begin working with the new Pattern, click to select it. You can then view it in the Note Editor pane.
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If you plan use this pattern to create melodic or harmonic content, select Melodic Mode by clicking the keyboard-shaped button shown
above. For drums or other rhythmic parts, click the drumpad-shaped button.
When you first create a Pattern its default state is 16 Steps in length, with 1/16th-note Resolution. This and other details can be easily
changed using the parameters above the Pattern Editor window:
Steps Sets the length of the Pattern, in steps. Each step is as long as the note value specified in the Resolution selector. Click the tri-
angle to open a menu of preset lengths. To enter a custom length, click the step number and type in the desired value between 2 and 64
Steps.
Resolution Sets the note value of each step in the Pattern. Defaults to 1/16th-notes, with a range between 1/2-notes and 1/64th-notes,
with triplet ("T") and dotted ("D") variants of each.
Swing Sets the rhythmic relationship of each pair of steps. Defaults to 0%, with each note falling on even divisions. As you increase the
percentage, the second step of each pair (2, 4, 6, and so on) is moved closer to the note to its right.
Gate Sets the length of each note. Defaults to 100%, with each note filling the entirety of its note value. As you decrease the value, each
note becomes shorter and shorter. Values higher than 100% lengthen each note, with a maximum value of 200%. Note that changing the
Gate value of a tied note only affects the duration of the final tied step. For example, a Gate value of 200% applied to two tied 16th-notes
results in a 1/16th note tied to an 1/8th note. Conversely, for this example a Gate value of 50% results in a 1/16th note tied to a 1/32nd
note.
Accent Sets the amount of emphasis placed on Accented notes. Defaults to 30%. As values increase, the effects of Accent increase.
Entering Notes
One easy way to begin fleshing out a pattern is to use the Pencil Tool. Click on a place in the grid to add a note. Click a note again to
erase it. Hold [Shift] while erasing to erase notes on multiple lanes or pitches. You can also click and drag across a row to add multiple
notes in Drum Mode or set the note length in melodic mode in one gesture. Hold [Ctrl]/[Cmd] to enter or toggle the accent.
Step Recording
Another way to add notes to a pattern is Step Recording. When you press the Step Record button, shown above on the left, you enter
Step Recording mode. To choose where in the Pattern to begin entering notes, click the step number above the desired column in the
grid. Play a note on a connected MIDI controller, and it is entered into the Pattern. You can play other notes while the first note is held to
enter multiple notes on a single step. When you let go of the notes, the Pattern advances to the next step, and you can enter the next
note or Chord.
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Real-time Recording into a Pattern
At times you may prefer to enter a basic idea into a Pattern in real time, and then make precision edits to the notes and their durations
using the features of Pattern mode. Studio One can do this, too.
1. Create a pattern
2. Drag across the Ruler and set the loop boundaries to match the Pattern
3. Enable Loop mode
4. Press [F2] to open the Pattern Editor
5. Enable the Record / Step Record button inside the Pattern Editor window
6. Press Play (or use the space bar) to start the Transport
7. Play notes on your controller as the Pattern loops.
This method can also be used to record notes into a pattern variation in real time.
When editing a Pattern, if you'd like to edit another pattern that precedes or follows it on the timeline, click one of the Edit Previous Pat-
tern / Edit Next Pattern buttons (pictured above) to switch between them.
When you [Right]/[Ctrl]-click in the Pattern Editor a list of editing operations is shown in a pop-up menu. The size of the list is different for
Melodic Mode and Drum Mode.
Melodic Mode: These pattern-level operations are also available in Drum mode.
Copy Copies the entire contents of the current Pattern so that it can be pasted into another Pattern, or into another Vari-
ation within the same pattern.
Paste Applies the note data in the clipboard to the currently selected Pattern.
Duplicate Copies notes from the first half of a Pattern and pastes them onto the second half, but only if there are no
notes there already. To visualize this, enter a note on step 1 of an empty Pattern and Duplicate (use [D] as a shortcut).
Step 1 is duplicated to step 5. Add a note to step 7 and press [D] again: steps 1, 5, and 7 appear at steps 9, 13, and 15.
This is an easy way to populate a pattern with repeating Chords or hi-hat notes, for example.
Clear Pattern Removes all notes from the Pattern.
Double Resolution Doubles the resolution of the Pattern. This increases the number of steps that exist in the space of
a 1/4-note, resulting in a decrease in the note value of each step. For example, if the default resolution of 1/16 is
Patterns 128
doubled, the note value of each step becomes 1/32. Note that the Pattern now runs twice as fast relative to tempo. Stu-
dio Onecompensates by doubling the number of steps in the Pattern, up to the maximum of 64 steps.
Half Resolution Reduces the Pattern resolution by half. This decreases the number of steps that exist in the space of a
1/4-note, resulting in an increase in the note value of each step. For example, if the default resolution of 1/16 is cut in
half, the note value of each step becomes 1/8. Note that the Pattern now runs half as fast relative to tempo. Studio
Onecompensates by reducing the number of steps in the Pattern by half.
Drum Mode: Listed below are the Selected Lane operations. The Pattern operations are the same ones listed above.
Copy LaneCopies the note information in the currently selected lane. To apply it to another lane, select the lane, then
[Right]/[Ctrl]-click and choose Paste.
Paste Applies the note data in the clipboard to the currently selected lane.
Duplicate Steps Copies the contents of the selected lane and pastes them into place in the next available open space.
Fill Lane Adds notes to every available step in the currently selected lane.
Set Every 2nd Step / 4th Step Adds notes to every 2nd or 4th step in the currently selected lane, per the selected oper-
ation. This replaces any existing steps. Notes can be added or erased as needed. Use the Shift Lane feature to move
the new steps to the offbeat if you like.
Shift Lane Shifts the notes of the currently selected lane to the right by one step. This is a great way to discover unex-
pected rhythms! Do this enough times and the notes re-appear on the left side. Note that tied notes only re-appear once
the entire note value has shifted beyond the end of the Pattern.
Clear Lane Removes all notes from the selected lane. [Delete] or [Backspace] can also be used; just be sure you've
selected the lane first.
Double Lane Resolution Doubles the resolution of the lane. This increases the number of steps that exist in the space
of a 1/4-note, resulting in a decrease in the note value of each step. For example, if the default resolution of 1/16 is
doubled, the note value of each step becomes 1/32. Note that a lane now runs twice as fast relative to the other lanes.
Half Lane Resolution Reduces the lane resolution by half. This decreases the number of steps that exist in the space
of a 1/4-note, resulting in an increase in the note value of each step. For example, if the default resolution of 1/16 is cut
in half, the note value of each step becomes 1/8. Note that the lane now runs half as fast relative to the other lanes.
The tool bar above the Pattern Editor window has shortcut buttons for many of the Drum Mode operations previously described (Set
Every 4th Step, Set Every 2nd Step, Fill Lane, Clear Lane, and Shift Lane). These add even more options to enhance your workflow.
They look like this:
The drum list expands to reveal functions that can only be accessed here. Click a name field and you can name or rename any drum.
To the left of the name fields are three tiny areas that make a big difference:
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The gray parallel lines on the left are handles that allow you to click-drag the lanes into any order.
The dots to the right of the lane handles enable and disable the lanes. A disabled lane is hidden when you leave Edit mode.
The vertical bars allow you to select a color for the selected lane.
Once the drums are arranged the way you want, you can save and name your new Drum Map. To do so, click the Pitch Names icon on
the left side of the Drum Map selection window. Seven options are presented:
Hide Unused If you only want to see the drums currently used by the Pattern, select this option.
Show Default This selects the Drum Map you have stored as the Default Preset.
Show All This option reveals the drums the pattern isn't using, as well as the entire MIDI Note range.
Reset Order If you've reordered the lanes and want them to be placed according to their MIDI note number, select this option.
Remove All This will reset the lane order, clear all name fields, disable every lane, and reset the color selections.
Store Preset... Use this to save the current Drum Map for later recall. Give it a name, click OK, and it will appear in the Drum
Map selection menu.
Store as Default Preset If there's a Drum Map you like to use as a starting point for other Drum Maps, use this option to des-
ignate it as the Default Preset. This creates a duplicate of the current Drum Map, gives it the name "default", and places it at the
top of the Drum Map selection menu.
The Drum Map selection menu is available both outside and inside Drum Map Edit mode. Simply click the name of the current Drum Map
to see the list and select a new Drum Map, as shown below.
The Pitch Names icon shows a smaller list of options outside of Drum Map Edit mode. They're identical to the first three options that are
shown inside Drum Map Edit mode: Hide Unused, Show Default, and Show All. Please refer to the earlier section to learn what they do.
Patterns 130
Drum Mode Lane Options
In Drum Mode you have the option to mute or solo each note individually, using the [M] and [S] buttons on each lane. You can also set a
separate Pattern length and note resolution for each lane. This allows for intricate polyrhythms and a greater sense of movement over
time. To change the pattern length for a specific lane, click the current value and enter the value of your choice. To change note res-
olution, click the current value and choose a new value from the pop-up menu.
Pattern Inspector
If you open the Inspector while editing a Pattern, you see special options and commands that apply to working with Patterns:
Audition Notes Enabling this option causes the notes you enter into your Pattern to play through the connected instrument as you add
them, making it easier to tell whether you're on the right note or instrument.
Editor Follows Cursor Enabling this option causes the Pattern Editor to show whatever pattern is currently being played on the current
Track, as the transport travels along the timeline.
Variations
Each Pattern can hold an unlimited number of Variations. These can contain different note data, and have differing Step lengths and note
resolutions. This lets you try a great many permutations of a Pattern without worrying about disrupting the others. To add an empty Vari-
ation to a pattern, press the plus-symbol button in the Pattern Inspector. To delete a Variation, select it and press the minus-symbol but-
ton in the Inspector. To rename a Variation, click its name and enter the name of your choice. Click-and-drag Variations to change their
order.
At some point you may want to duplicate a Variation to preserve its current state while editing its clone. To do this, select the Variation to
duplicate and press the Duplicate button (which looks like this: ).
To substitute one of a Pattern's Variations for the version currently sitting on the timeline, select the Pattern and double-click a Variation
in the Inspector, or click the drop-down menu next to the Variation name at the top of the Pattern Editor.
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Velocity, Repeats, Delay, and Probability
The more rigid step-based nature of Patterns (as opposed to the more free-flowing note placement of Instrument Tracks) enables some
useful creative features. The per-step automation of parameter values is one of them.
In the bottom-left corner of the Pattern Editor there's a small button that looks like a couple of jagged mountain peaks ( ). Click that to
show / hide the Automation Lanes. Along the top of this Automation window are the Velocity, Repeat, Delay, and Probability buttons (and
a mysterious button marked "...").
Velocity Click this button to allow setting of velocity for the notes in the selected lane (in Drum Mode) or for all notes on a given step (in
Melodic Mode). Click and drag in the Velocity lane to set the value.
Repeat Clicking this button lets you specify the number of repeats to apply to each note in the selected lane (in Drum Mode) or to all
notes on a given step (in Melodic Mode). All repeats on a note are spaced equidistantly within the span of the note resolution of the Pat-
tern. So, for example, a value of 4 repeats on a note in a pattern with 1/16th-note resolution results in four 1/64th-notes being played.
Delay This is a great way to humanize a Pattern: Click the Delay button and select a value between +/- 50% for one or more Steps. Pos-
itive values make the Step happen later; negative values make it happen sooner. One caveat: it isn't possible to use a negative delay on
the first step; notes before the start point of the Pattern will not play.
Probability Clicking this button lets you specify the percentage of probability that each note in the selected lane will play (in Drum Mode)
or that all notes on a given step will play (in Melodic Mode). Lower settings cause notes to be canceled in greater numbers, creating inter-
esting variations as the Pattern plays.
Step Automation
Pressing the "..." button lets you access any available automation parameter on a step-wise basis, in the same way you can specify note
Velocity throughout a Pattern. In the pop-up window that appears, select the parameters you wish to edit from the column on the right,
and press the [<< Add] button to add it to the available Step Automation parameters. If you wish to remove a parameter, select it in the
left column, and click the [Remove >>] button.
The parameters you add to the Step Automation system appear as additional buttons alongside the Velocity, Repeat, Delay, and Prob-
ability buttons. Click a parameter to access its settings over the steps of the Pattern.
After selecting the desired automation parameter, note the blue columns along the bottom of the Automation Lane. Each of these rep-
resents a step that can be automated for the selected parameter. You can adjust the columns individually or drag the cursor across the
row and edit many of them in a single gesture. Then select another automation parameter and repeat the process until the Pattern is
exactly the way you want it.
Pattern Management
Patterns are automatically saved with the Song in which they are created. But if you'd like to use a Pattern and its Variations in other
songs, there are two ways to do that.
Patterns 132
Store / Load Patterns
Open the Pattern Inspector to reveal the Store Pattern Preset / Load Pattern Preset buttons. To store the Pattern, click the Store button.
The window that opens lets you name the Pattern, describe it, and either select a Subfolder or create a new one by typing a name into
that field.
To load a different Pattern into the current song, click the Load button. A drop-down menu reveals the folder names. Open a folder, select
the desired Pattern, and it appears in the Pattern Editor window.
Detection Algorithms
Melodyne offers a selection of detection algorithms to choose from. These let you optimize the detection process to suit the material
you're working with. Melodic mode is best for monophonic melody lines (such as vocals). Percussive mode is best for non-pitched, per-
cussive signals.
Melodyne Essential 5, bundled with Studio One Professional, also offers Universal mode, which lets you perform pitch and rhythm manip-
ulations on polyphonic material (such as guitar or keyboard parts, or whole mixed songs).
You can choose detection modes in the Algorithm menu within the Melodyne editing window.
For more information on the detection algorithms in Melodyne, visit the Celemony Help Center.
Undo History
The Undo History menu, accessed under Edit/History, enables you to view and step through virtually every editing or mixing function that
has occurred since a document was opened. Simply click on any edit in the list to instantly roll the document back to the point where that
edit was made.
Note that the history is cleared when a document is closed but remains intact when the document is saved and kept open.
Zoom History
The most recent horizontal and vertical zoom states in an arrangement or editor are remembered in the Zoom History. You can go back
to the previous state using Undo Zoom [Alt]+[W] and can move forward with Redo Zoom [Alt]+[E].
Toggle Zoom
You can quickly toggle between two zoom states with the Toggle Zoom command [Z]. This command swaps the current zoom state with
a stored zoom setting. The current state is stored, and the state in memory is restored. Pressing [Z] again takes you back to the original
state.
The Store Zoom State command [Shift]+[Z] only stores the current state and does not switch states. This can be used to set an anchor
zoom position that you want to recall later with the Toggle Zoom command [Z].
Macro Toolbar
The Macro Toolbar is a special control panel that lets you customize your workflow in powerful ways, giving you easy access to often-
used functions and custom command combinations. You can add and change command groups and buttons freely to fit your needs.
Macros are grouped into Pages of related commands. To view the available Pages, click the menu arrow next to the name of the current
Page on the left side of the Macro toolbar. Then make a selection from the menu.
Overview
When you open a Song in Studio One, the Macro Toolbar button is shown next to the Audio Bend, Strip Silence, and Quantize panel but-
tons in the top toolbar. Click this button to expand the Macro Toolbar panel, which is docked to the top panel by default. However, it can
be detached like the other panels by clicking on the detach button to the far right of the panel. When detached, [Right]/[Control]+click in
the panel to adjust for vertical or horizontal orientation.
Several items are in the Toolbar by default for demonstration purposes. Note that any button can be moved or removed, as well as any
entire group of buttons. This toolbar is completely customizable. To see how Macros are put together, click the gear icon next to the Page
name and select Macro Organizer. You can also navigate to Studio One/Macro Organizer.
Select Merge All Events in Loop from the list and then click the Edit button.
This is the Edit Macro window where you can create and modify your Macros. On the left is the Commands list, which lists all available
commands in Studio One. On the right are the Macro Title, Group, and list of commands that the Macro performs when triggered. Com-
mands are executed in the order in which they are listed here. So, this Macro selects all events, splits them at the left and right locator loc-
ations, then merges the events that are still selected (those within the loop range, in this case).
Some commands can have multiple arguments. For instance, Edit Volume has 'Level' and 'Relative' as separate arguments, where
'Level' is a dB value and 'Relative' can be "0" or "1" to either set the event volume to the absolute dB value or to add/subtract it from the
current level.
Edit a Macro
If a Macro needs to be modified, [Right]/[Ctrl]-click on its button in the Macro Toolbar and select Edit Macro from the menu. This will open
the Edit Macro window as described above. Note that some Macro buttons are built-in commands that cannot be altered, so the Edit
Macro window is not available for them.
Duplicate a Macro
There's a quick way to duplicate a Macro. This can be useful if you want to keep an existing Macro the way it is, but also need another
that has a few modifications.
To do this, [Right]/[Ctrl]-click on the button and select Duplicate Macro from the menu. A new Macro button will appear next to the first
one, ready to be edited and named. Note that the Macro buttons for built-in commands do not offer the Duplicate Macro menu option.
Macro Storage
Your individual Macro commands are stored in a single location, reached via the [Show Macros Folder in Explorer/Finder] button at the
bottom of the Macro Organizer window. Each Macro is a unique file in XML format, and it is possible to edit the XML directly if desired.
These files are also portable, so you can share them with other users via the PreSonus Exchange.
Editing Suggestions
Overview
Click the "treble clef" Score View button to access the Score Editor. In this view notes can be entered on a musical line (or "staff") using a
mouse and a computer keyboard, or entered in real-time or step recording modes using an external controller. Musical symbols for artic-
ulation and dynamics can be added, and these symbols also enhance the playback of the associated Track.
The Score automatically scrolls during playback, and while editing it jumps instantly to any place you click on the timeline. The window
can be detached, so you can look at it side-by-side with the same note data in Piano view or Drum view.
Grand staff for keyboard instruments is included, which shows two staves for a single instrument. This allows notes to be allocated
between the left and right hands, and you can move pitches between the staves once they have been entered. Note pitches are shown
with the enharmonic ‘spelling’ that conforms to the current key signature (for example, in the key of C minor an Eb is shown, rather than a
D#). Proper formatting is automatic for note spacing, beaming, stem length and direction, ledger lines, etc. Manual formatting options
include trills, 8va/8vb lines, clefs for various instruments, and more.
Furthermore, Tablature Staff Type is available in two variants: Tablature and Standard + TAB. These Staff Types are well-suited to vari-
ous fretted instruments, and includes support for various alternate tunings of guitars, basses, banjoes, and more. Note entry, note edit-
ing, and re-arrangement of chord fingerings are all possible while using the Tablature Staff Types.
Song Meta-Information can be entered at Song/Song Setup/Meta Information, after which the Title, Album, and Songwriter/Composer
for the Song appear at the top of the Score (Full Score and Single Track page layouts only).
Many options are provided for viewing and printing a Score, including notation size, staff spacing, and bar numbers, to name a few. Each
feature is described in the pages ahead.
Keep in mind that the Score Editor displays and prints only the region between the Start and End markers. Anything beyond those mark-
ers is not included.
Time Signatures
The time signature of the Song is automatically part of the Score. Note that time signature changes can be added in the Signature
Track, and appear instantly in the Score.
Step time Entering notes in step-time with a keyboard controller is also possible; just click the Step Record button in the
Score view toolbar and play the keys. Note values and rests can be selected using the computer keyboard as described here.
Manually Notes can be entered one at a time using the Paint tool, which is also used to enter articulations and dynamic
markings.
The Cursor
When you click inside the Score with the Arrow tool, a vertical blue line appears on one staff at that location. During playback, the blue
line becomes a bar that moves across the entire Score. This is the playback cursor. When playback stops, the blue line returns to the
selected staff and indicates the current position.
Zoom
In Score view the Time Zoom control zooms both vertically and horizontally. You can also zoom by holding [Ctrl]/[Cmd] and using the
scroll wheel.
Shifting Notes
To change the pitch of a note using the Arrow tool, click the note and drag it up or down. To change the pitch of a chord or a series of
notes after selecting them, use the following keys:
Up/Down arrow shifts the notes within the key signature if one has been selected, or diatonically within the key of C if a key has
not been defined for the Song.
[Ctrl]/[Cmd] + Up/Down arrow shifts the notes chromatically.
[Shift] + Up/Down arrow shifts the notes by octaves.
Note: Many of the following items are also available in one or more of the contextual menus. [Right]/[Ctrl]-click a selected note for one
menu; [Right]/[Ctrl]-click a group of selected notes for a different menu. Still another menu appears when you [Right]/[Ctrl]-click inside the
Score without any notes selected. See Contextual Menus in the Editing the Score in Notation section for full details.
Fill with Rests This option places the appropriate rests in any empty sections of the selected measures, including whole-meas-
ure rests, up to the limit set by the time signature. To use it, click-and-drag across the desired areas of the Score and then select
this option from the Action menu. You can also use [Ctrl]/[Cmd]+[A] to select all measures in the current staff, or use the con-
textual menu option Select All on Tracks to select the entire Score, and then select Fill with Rests from the Action menu. If no
selection is made, then all measures are filled with rests from the beginning up to the current caret position.
Voices 1-4
Up to four voices can be notated in a single staff. Multi-voice input enables simultaneously- sounding notes with different durations—for
example, a quarter note can be notated in Voice 1 and two eighth notes in Voice 2.
Voice 1 (Upper Voice)
By default, all notes you enter are considered to be part of Voice 1.Until you add Voice 2, note stems of Voice 1 will point either
up or down, depending on the degree on a staff.
Voice 2 (Lower Voice)
Switching to Voice 2 triggers two events: all succeeding notation you enter appears as Voice 2 (stems down). At the same time,
every time you add a Voice 2 note, any Voice 1 note(s) in the same beat that happen to have stems down now have their stems
pointing up.
Voices 3 and 4
With three- and four-voice parts, the number of voices determine the stem directions.
If you use four voices, then voice 4 note stems point down and all other voices point up.
If you use three voices, then voice 3 note stems point down, and voices 1 and 2 point up.
Notehead Symbols
This opens a menu of notehead symbols that you can use with the Paint tool:
Normal is the one most commonly used for instruments and voices.
X-Symbol notes indicate an indeterminate pitch (e.g., a spoken word, a noise, etc.).
Triangle represents a note to be played by the eponymous percussion instrument.
Slashed notes often indicate a rim-shot played on a percussion instrument.
Circle-X can represent an unpitched percussion part or a muted note (triangle, guitar, etc.).
Diamond noteheads are often used to indicate a harmonic played on a string.
Autoscroll
When this is button is engaged the Score view window follows the timeline position during playback. Disengage this button to freeze the
Score view window at its current location.
Layout Style
The Layout Style buttons determine how the Score is displayed and printed.
Continuous Layout displays the Score horizontally with no page breaks, similar to the Arrange view. The Score can't be printed
when this Layout Style is selected. Note also that the Song meta-information is not displayed at the top of the Score (Title, Com-
poser, etc.).
Full Score Page Layout can display and print multiple Tracks.
Single Track Page Layout shows the Score for the most recently selected Track.
These three buttons are linked to the Layout Style options in the Layout panel of the Note Editor Inspector. When a Layout Style is selec-
ted in either location, the change is made in both.
Note that the Full Score and Single Track page layouts are not available within a Scratch Pad; only the Continuous mode is available.
Note also that a Scratch Pad cannot be printed.
If Song Meta-Information has been entered at Song/Song Setup/Meta Information, the Title, Album, and Songwriter/Composer for the
Song are shown at the top of the Score (Full Score and Single Track page layouts only). This information can be accessed from Score
view; simply click one of those fields inside the Score to open the Song Setup window. Enter the desired information and click OK to
close the window. The new information now appears at the top of the Score.
The Note Editor Inspector on the left side of the window offers some unique features in Score view. It is divided into two areas, with Track
settings in the top half and three selectable panels in the lower half.
The following settings are located at the top of the Note Editor Inspector. They are available regardless of which panel is selected (Sym-
bols, Track, or Layout).
Track List Click this button to open a list of all of the Instrument Tracks in the song. You can show or hide the staves of each
Track in the Score using the Show/Hide buttons to the left of the Track name. It is possible to click-and-drag through many but-
tons and add their Tracks to the Score view very quickly. Click the Lock Track List icon to preserve the Score view Track selec-
tion even if you switch to another Track in the Arrange view.
Track Selector To view only one staff and close the others, click the Track name at the top of the Note Editor Inspector and
select the desired Track.
Instrument Click the keyboard icon to open the Instrument Editor for the selected Track.
Mute/Solo These buttons affect the Console Channel and the Track.
Audition Notes Engage this option to hear notes when they are selected with the mouse. To hear a chord, click anywhere on
the stem of the chord.
Default Velocity This is the value used when adding notes to the Score with the Paint tool. Dynamic markings that you add
affect the playback velocity, but those changes are made "behind the scenes"; they are not visible in Piano or Drum views.
The buttons in this window are used to select dynamic markings and performance articulations and add them to the Score. As with the
Default Velocity setting, these markings affect the playback of the Track, but the changes are made "behind the scenes"; they are not vis-
ible in Piano or Drum views.
Many of the buttons have arrows that appear in their bottom corners as the cursor hovers over them. These indicate the presence of pull-
down menus that allow you to specify the impact or behavior of the selected icon when it is applied to the Score.
After selecting a symbol you must click a note to anchor the symbol. Some of the symbols indicate changes that are made over time, and
in that case you must click-and-drag across a range of notes.
These Symbols can also be assigned to trigger Sound Variations, allowing for a method of assigning these performance techniques in a
manner more intuitive to composers. Visit Sound Variations to learn how to set it up!
Accidentals The key signature dictates whether a note is part of the scale or not. Accidentals are used to mark a note that is out-
side the scale, such as an Ab in the key of F major. Single, double, and natural options are available.
Enharmonic spelling Use this to change the enharmonic spelling of a note (e.g., from Eb to D#, or vice versa).
Tie These are placed between two or more identical pitches that are adjacent, either inside a bar or across a bar line. The notes
can have different values.
Slur After selecting this option, click the first note and then drag the slur to the end note in the group of notes to be slurred.
These can be placed above or below the staff, and can be nested inside longer slurs. Once you have placed a slur you can
adjust its overall position, its start and end point, and the curve itself. To do this, use the Arrow tool to select the existing slur, and
then use the slur control points to adjust the slur as desired.
Articulation Select the appropriate icon for various types and combinations of staccato and accent.
Articulations of force These indicate a sudden, forceful change in dynamics. The fortissimo options tell the musician to play
with even greater forcefulness.
Dynamic Select one of ten options that range from pppp (Piano piano pianissimo) to ffff (Forte forte fortissimo).
Hairpins These markings indicate a gradual increase or decrease in dynamics. Select the appropriate option, click a note, and
then drag the hairpin to the end note or bar line by which the change in dynamics should be complete.
Trill There are three choices: Trill, Trill sharp, and Trill flat. Trills are always above the original pitch, but the width of a trill
depends on the enharmonic relationship of the note to the key of the Song; it could be a half-step higher, a whole step higher, or
as wide as a minor third higher than the original pitch. Click a note to add a trill, or click the note and drag to show a longer trill.
Tremolo There are two types and a total of six options. You can use a tremolo marking as a shorthand to represent repeated
rhythmic figures. A single slash tremolo is an eighth note tremolo, a double slash tremolo is a sixteenth note tremolo, and a triple
slash represents a faster 'unmeasured' tremolo.
There are two types of tremolo in Studio One:
Track Panel
The Track Panel helps you configure the Score quickly and properly for each Track. Its settings only affect Score view for the Track that
is selected in the Inspector, even when more than one Track is visible in the Score. These settings also determine the appearance of the
printed Score, as described below.
Apply Staff Preset Click the arrow to open a list of preset staves that are grouped in various categories (Strings, Woodwinds,
Drums/Cymbals, Vocal, etc.). Each preset staff automatically selects the appropriate Transposition value and other settings for
the instrument. For example, when the Alto Sax preset is selected, the Transposition becomes Eb since an alto saxophone is an
Eb instrument. The key signature of the Track is also transposed accordingly; e.g., if the song is in G, the Alto Sax staff is dis-
played in the key of E.
Name This field is automatically filled with the name of the Track. It can be edited here, which also edits it there, and vice versa.
Abbreviation An abbreviation for the selected Staff Preset is entered automatically, but you can enter a different one if you like.
Staff Type Six options: Standard (one staff), Tablature, Standard + TAB, Grand Staff, Drumset, and Single Line. The appro-
priate setting is chosen automatically for the selected Staff Preset, but you can override that if you want.
Tab Type Available only with the Staff Type set to Tablature or Standard + TAB, this field lets you choose from a diverse list of
14 fretted instruments of various string counts and tunings for use with the Tablature editing interface.
Tab Strings A non-configurable reference for the string tunings of the Tab Type chosen in the preceding menu.
Transposition There are two settings available here:
Chromatic offset This sets the Transposition root note. The correct setting is chosen automatically for the selected
Staff Preset. For example, a setting of Bb is chosen for a clarinet or a tenor sax, since they are Bb instruments (i.e.,
when the musician plays a C it sounds like a concert Bb). You can change this setting manually if you like.
Octave This lets you place the score in the most readable range (i.e., the minimal number of ledger lines). Settings
include Same Octave (no octave shift), or +/- up to 2 octaves.
The settings of the Layout panel affect what is seen in Score view and what is printed. The first three settings are separated from the oth-
ers because they are always present regardless of which Layout Style is selected.
Layout Style lets you select the desired layout for the Score, and also changes the number of available parameters below the
Page Layout divider. It is linked to the toolbar buttons; change one and the change is made in both places.
Continuous displays the Score horizontally with no page breaks, similar to the Arrange view. The Score can't be prin-
ted when this option is selected, and so the Page Layout settings are hidden. Note also that the Song meta-information
is not displayed at the top of the Score (Title, Composer, etc.).
Pages can display and print multiple Tracks. The number of Tracks that can fit on a page is determined by which Tracks
are shown or hidden in the Track List and the Page Layout parameters described below.
Single Track displays and can print the most recently selected Track.
Tempos lets you specify whether all tempo settings are shown in the Score (Show Tempos), all are hidden (Hide Tempos), or
only the initial tempo is shown (First Only).
Enable Transposition allows the key signatures within the Track to change when the Track is transposed. To prevent this,
uncheck the box.
Page Layout
All of the settings below this divider let you specify the final printed output (notation size, etc.), and also determine how the Score is
rendered on your display. They are not available for the Continuous page layout. Note that the Multi-Measure Rests setting is only avail-
able for the Single Track page layout.
Page Size Click the arrow to open a list of standard printing formats.
Orientation Select Portrait or Landscape orientation for the Score. This allows for different sizes of monitors, sheets of paper,
etc.
Margins Depending on the printer and whether the final result will be bound or loose leaf, these settings let you specify how
close to the edge the music can be.
Notation Size Lets you adjust the size of the notes and other markings in the Score.
Staff Spacing This sets the amount of space between the staves in a system.
Staff configuration
Choosing the Initial Clef
Left-click the clef in the Continuous Layout, or the initial clef in the Pages Layout, to view all available starting clefs. You can make clef
changes later on in your Track using the clef tool. There are ten options, including Treble, Bass, C clefs, Octave clefs, and two neutral per-
cussion clefs. Make a choice and the menu will close.
Contextual Menus
Score view has three contextual menus that are accessed inside the Score. Each menu has unique options and ones it shares with the
other menus.
[Right]/[Ctrl]-click in an empty area of the staff to view the options of its contextual menu.
Arrow Tool Use this option to select the Arrow tool.
Paint Tool Use this option to select the Paint tool.
Select All Use this option to select all events in a single staff, or to select all events in both staves when the Grand staff is being
used for the selected Track.
Select All in Staff Use this option to select all events in a single staff when the Grand staff is shown. Click inside the desired
staff first, then select this option from the contextual menu.
Select All on Tracks This option selects all events in all staves that are visible in the Score.
Deselect All Use this option to deselect every item that is currently selected.
Cut/Copy/Paste/Delete These perform the same function as the computer keyboard actions.
Recent items Choose from a short list of recently-performed commands, good for quickening repetitive tasks.
Score A submenu of context-senstive score-specific commands:
Fill with Rests This option places the appropriate rests in any empty sections of the selected measures, including
whole-measure rests, up to the limit set by the time signature. To use it, click-and-drag across the desired areas of the
Score and select this option from the Action menu.
To fill the entire Track with any rests that are needed, click anywhere within the staff and use [Ctrl]/[Cmd]+[A] to select
the entire Track, then open the contextual menu and select Fill with Rests. If no events are selected, rests of the proper
duration are placed in every available location to the left of the cursor, including the measure where the cursor is placed.
Rebuild Score This option re-creates the complete representation of the track in focus from the note events of the parts
on the track. This is particularly useful for drum tracks, in order to automatically assign instrument voices.
Undo/Redo This option will undo and re-do the most recent action.
After selecting one or more notes, [Right]/[Ctrl]-click to open the contextual menu. The full menu includes the Tuplet options, when appro-
priate; otherwise a smaller menu is shown.
Cut/Copy/Paste/Delete These perform the same function as the computer keyboard actions.
Recent items Choose from a short list of recently-performed commands, good for quickening repetitive tasks
When using the Drumset Staff Type, unique Drumset Instrument options will display in the Staff Inspector; specially designed for drum
notation!
When you select a MIDI Event while using the Drumset Staff Type, Studio One will analyze the note and drum name information and
assign the pitches into different displayed notes, voices and noteheads automatically—but you still have the freedom to assign them your-
self, of course, using the following options:
Staffline Here, you can assign desired Staffline positions to create drum notation that renders in a familiar fashion regardless of the true
MIDI Note value of these events. That means that the Staff note values shown are independent of the musical data Studio One is using to
trigger your drum samples. This is an important distinction. You can also use the visual staff interface at the bottom of the Staff Inspector
to drag-and-drop the display note to the desired Staffline.
Editing Scores with Tablature and Standard + TAB Staff Types 157
1. [Left-click] to choose a note value from the Score Editor Toolbar, such as quarter note.
2. [Left-click] on the desired string to place a note. The string should sound and a text box will appear.
3. Enter the desired fret position in the text box and press Enter. The default fret number is “0,” for an open string.
4. Repeat steps 1-3 for additional notes as desired.
Notice that these Tablature marks are now reflected in the associated Instrument Part.
158
1. [Single-Click] the new Tablature note so it highlights in orange.
2. Click and drag this note to a lower or higher string on the Tab staff. The fret number will adjust accordingly and automatically as
in the example below.
159
The Browser
The Browser is a powerful feature that allows quick navigation of virtual instruments, effects, and a variety of file types on your computer,
including audio and note-data files. The Browser works somewhat like Windows Explorer or macOS Finder, in that it allows you to nav-
igate file directories on your computer in specific ways. Audio and note-data files, as well as virtual instruments and plug-in effects, can
be dragged from the Browser directly into your Song, Project or Show.
Thumbnail View
The Browser makes it possible to identify items in a list quickly by showing their thumbnail images. For example, the Instruments and
Effects tabs can show a miniature version of the user interfaces for the included plug-in instruments and effects. You could also see an
image of the album cover art provided by an artist on the Cloud tab, or recognize a product immediately by its signature graphics on the
Shop tab.
To show or hide the thumbnail images, click the Show Thumbnails button in the upper-right corner of the Browser. Note that thumbnail
images are not available on the Loops, Files, or Pool tabs.
Tree Mode button ( ) in the upper-right corner of the Browser. Next, click the Show Gallery button ( ) on the right edge of the
navigation bar. To show or hide the Gallery images, click the button again. To return to the Thumbnail view or to access the Plug-In Man-
ager button, click the Toggle Tree Mode button again.
When Thumbnail view is selected, the Navigation bar appears below the Sort By options. It is available on every tab except the Home
tab.
The Navigation bar is visible even when the Thumbnail images are hidden. It helps you know at a glance exactly where you are in a file
tree or a hierarchy of nested folders, and then gives you two ways to jump to the desired folder. Here's a brief summary:
"Breadcrumbs" navigation
"Breadcrumb" navigation gained that nickname because it provides a "trail" you can follow back to where you started. The path in the
Navigation bar shows which folders were opened on the way down to the one you opened most recently (highest folder > lower folder >
lower folder (etc.) > most recent folder). As shown in the image above, the folders listed in the Navigation bar correspond to those that
are open in the tab page. Click any folder name in the path to jump instantly back to that level.
Menu navigation
The Navigation bar has separator arrows between the names of each folder in the path. Click an arrow to reveal a list of the folders that
are available at that level, and then make a selection from the menu. You'll be taken to the top level of the selected folder, which prevents
a lot of scrolling when there are a lot of folders already open.
Click on the Instruments tab in the Browser or press [F6] on the keyboard to browse your virtual instruments.
Instrument Presets
The presets for Studio One’s built-in virtual instruments, as well as those associated with any 3rd-party instruments, can be loaded into
your Song in the same way as an instrument. Drag-and-drop a preset from the Browser to load the instrument into your Song with that
preset pre-loaded. Alternatively, when the instrument is open, you can load any preset for that instrument by simply double-clicking on
the preset in the Browser or by clicking on the preset to select it and then hitting [Return]. If the editing window for an instrument is open,
you can load any preset for that instrument by dragging the preset from the Browser onto the instrument window.
Folders
The Instruments and Effects tabs in the Browser each feature a sorting method called Folders. In this view, plug-ins can be sorted into
category-specific folders, making it easy to choose from all available plug-ins that specialize in the function you're seeking (such as Dis-
tortion or Delay effects, or Synth or Sampler instruments). A set of category folders are provided by default, and some plug-ins are placed
into their appropriate folders by default. You can move plug-ins into whatever folder makes sense to you, and create folders of your own
to suit your needs.
To move a plug-in instrument or effect into a folder, drag-and-drop it from the list to the folder of your choice. You can also
move plug-ins from folder to folder in this way.
Hiding Plug-ins
To hide an effect or instrument plug-in, [Right]/[Ctrl]-click the plug-in in the Browser and choose [Hide] from the resulting pop-up menu.
This removes the plug-in from the Browser list, hiding it from view. You can hide and un-hide plug-ins individually, by Vendor, or by Type
using the Plug-In Manager as described in the next section.
Managing Plug-ins
There are two ways to manage the plug-ins in Studio One. Either locally as part of the Browser, or in a dedicated window with additional
options.
To access the Plug-In Manager, click the Home tab in the Browser, then click on the Plug-In Manager button at the bottom. Alternatively,
select the Plug-in Manager from the View menu. A window will open with all of the Plug-ins listed on the right and various filters on the
left. From here it is possible to hide (for example) all of the plug-ins of a particular type, such as Audio Units, or all of the plug-ins from a
particular vendor. You can search for particular plug-ins by name and hide only those plug-ins by clicking the dot to the left of their name.
A separate section of the Plug-In Manager lists all plug-ins that are currently blocklisted. These are plug-ins that failed during the plug-in
scan for whatever reason. This could be missing resources, missing activation or any type of incompatibility with Studio One. In any case
it may make sense to remove plug-ins from the blocklist so they're scanned again when Studio One is launched the next time. In this
case you have two options. You can remove a single plug-in from the blocklist by selecting it and pressing the backspace/delete key. Or
you can reset the entire blocklist by clicking the Reset Blocklist button.
In addition to the above, the Plug-In Manager has two links for more advanced options (you should only use if you cannot solve a par-
ticular problem any other way). Clicking "Turn Plug-In Formats on or off" will take you to the Advanced>Services tab of the Preferences
window. Here you have the option to disable plug-in formats such as VST2, VST3 or Audio Units completely. Clicking "Change settings
for VST Plug-Ins" will take you to the Locations>VST Plug-Ins tab of the Preferences window. See Setup > Managing Your Content for
more details.
Sound Sets
The loops, samples, and instrument presets included with Studio One are bundled into Sound Sets and can be quickly located and used
by clicking on the Files tab in the Browser and navigating to the Sound Sets folder. Sound Sets are carefully organized for easy explor-
ation. Loops can also be browsed directly, by clicking on the Loops tab in the Browser.
The Loops tab lets you locate and explore audio and music loop content made for Studio One in the Browser, with intelligent sorting to
assist you in finding the right loops quickly and easily. Click on the Loops tab in the Browser or press [F8] on the keyboard to browse
through any installed loop content.
Sorting Loops
The Loops tab offers a three-tiered sorting system. At the top of the Loops tab window, you'll see Sort by... followed by three category
selectors. You can choose to sort by any of the following criteria:
Style, Instrument and Character Sorts your loops into folders corresponding to the Style, Instrument, and Character tags each
loop is associated with. This lets you quickly locate specific types of loops based on your needs.
Type Sorts your loops into folders corresponding to their file type.
Product Sorts your loops into folders corresponding to the products or bundles they are part of.
Vendor Sorts your loops into folders corresponding to the vendor that made them.
Using the three sorting category selectors, you can structure the way loop content is shown. The first sorting category sets what you see
at the top level of the Loops tab. For example, set to Style, you'll see loops categorized in folders corresponding to their Style tag set-
tings.
The second sorting category sets what you see when you open a folder in the list created by the first sorting category. For example, with
the first category set to Instrument and the second set to Type, you'll see a list of loops in folders corresponding to their Instrument tag
settings. Expanding one of those folders show a list of its content, sorted by file Type.
The same operating model extends to the third sorting category, which lets you refine how loops are displayed when you're looking two
folder levels deep in the list of loops.
Files Tab
The Files tab gives you access to files and folders throughout your computer's file system, as well as Studio One-specific content loc-
ations.
It is possible to import several file types from the Files tab into your Song, Project or Show, including WAV (BWF and RF64), AIFF, REX,
Apple Loops (CAF only in macOS), Ogg Vorbis, FLAC, and MP3 audio files, as well as Standard MIDI Files, and of course Studio One's
Audio Loops and Music Loops.
Preview Player playback is independent of the main Song playback; notice the playback-position cursor does not move across the
Arrange view while previewing a file. The Preview Player has its own playback-position indicator that moves left to right to indicate the
current playback position in the selected file. The position indicator can be clicked-and-dragged to navigate through the selected file dur-
ing playback. A volume fader controls the playback level of the Preview Player.
Preview Player playback can be synced to Song playback to allow auditioning of files along with Song playback. Click on the Play at
Song Tempo button, which is engaged by default, to allow the Preview Player to sync to the current Song tempo.
If the currently selected file’s tempo is known, and Play at Song Tempo is engaged while previewing, the file is timestretched on the fly to
match the current Song tempo. To preview while hearing your Song, start Song playback first, and then select a file to preview.
To loop the selected file during preview playback, click on the Preview Player’s Loop button, which is engaged by default. Looping during
preview playback makes it easy to listen to the selected file in the context of your Song.
It is possible to select multiple files in the Browser and drag all of them in at once, making the transfer of recordings done in another DAW
a one-click process. If you would like to insert multiple audio clips, selected in the browser, to the same Track, with one placed after the
other across the timeline, hold [Ctrl]/[Cmd] while dragging the audio clips to empty space on a Track. This can be helpful if you want to
quickly drag in multiple variations of similar audio, or for laying out an entire song structure in one move.
For virtual instruments that support audio-file importing using drag-and-drop (such as many drum samplers), you can drag-and-drop
audio files from the Browser directly onto the instruments to load audio files.
You can also [Right]/[Ctrl]-click on any audio file and select Send to New SampleOne to instantly load the file as a sample in the built-in
SampleOne™ virtual instrument. If you do this with an Audio Loop or REX audio file, its slices are automatically mapped across the key-
board (up to 96 slices).
Now, when you start playback with the Preview Player, the MIDI file plays through the virtual instrument to which that Instrument Track is
routed. You can switch Instrument Tracks on the fly to audition a part quickly through many different instruments.
Cloud Tab
The Cloud tab gives you access to sounds, effect and instrument presets,
loops and other content available from connected cloud services such as
thePreSonus Exchange, or your SoundCloud account.
PreSonus Exchange
The PreSonus Exchange is a place for Studio One users like you to share
self-created content with other users. Here, you can find new plug-in pre-
sets, FX chains, loops, grooves, sound libraries, and more. The
Exchange is also host to a variety of Studio One-specific system exten-
sions, such as hardware control scripts for your favorite controllers.
Click on the Cloud tab in the Browser, then click [PreSonus Exchange] to
explore its contents. If you are not already signed in to your PreSonus
user account, you can click the [Sign In] button at the bottom of the
Browser and enter your account credentials to log in.
Once you're signed in you'll see the current offerings in the PreSonus
Exchange, and be able to explore and use the content to fit your needs.
The optional Thumbnail and Gallery views can help you quickly identify
the content. For more information on dragging instruments, effects, pre-
sets, and sounds into your Song from the Browser, see Instruments and
Effects Tabs and Files Tab.
PreSonus Sphere
Accessible by PreSonus Sphere members and their collaborators, this
section of the browser gives you direct access to your online storage at
sphere.presonus.com. “Workspaces” are spaces that you create and
own. “Collaborations” are Workspaces that you did not create, but are a
contributor to. Click on the Cloud tab in the Browser, then click [PreSonus
Sphere] to explore its contents. If you are not already signed in to your
PreSonus user account, a login prompt will open automatically where you
can enter your credentials to sign in.
PreSonus Sphere access via Studio One’s browser is bidirectional—you
can drag and drop files from your PreSonus Sphere folders into your Stu-
dio One Songs, and you can also drag and drop Events from your Songs
to export and upload them to your PreSonus Sphere folders.
Additionally, you can copy files from the Files tab to your PreSonus
Sphere folders by dragging the desired file to the Cloud tab at the top of
the browser, and then dropping it in any of your PreSonus Sphere folders.
You can quickly open files in your PreSonus Sphere workspace by either
clicking on their icon or their title in the preview area at the bottom of the
browser.
Gallery View
If you prefer an icon-driven approach to Browser navigation, you can activate Gallery View by clicking this icon on the top right of the
Browser.
Shop tab
The PreSonus Shop is a centralized store for commercial Studio One content. Here you can find new plug-in instruments and effects,
sound libraries, and more.
Click on the Shop tab in the Browser to explore its contents. If you are not already signed in to your PreSonus user account, you can click
the [Sign In] button at the bottom of the Browser and enter your account credentials to log in.
Once you're signed in, you'll see the current offerings in the Shop and be able to purchase and use content to fit your needs. The optional
Thumbnail and Gallery views can help you quickly identify the content. Click on a product in the list to see its price and other useful
The Pool
When you import an audio file or record on an Audio Track, an Audio Event is created in the Arrange view of the Song, and a rep-
resentation of the original audio file associated with the Event, called a Clip, is placed in the Pool. The Pool contains all audio files that
are, at any point, associated with an Audio Event in your Song.
To open the Pool, first open the Browser by clicking the [Browse] button, then click on the [Pool] button. You also can press [F10] on the
keyboard to open the Pool directly.
Duplicating Tracks
Tracks can also be easily duplicated, with or without the Events they contain. To duplicate a Track, select the Track or any Event it con-
tains and then select Duplicate from the Track menu. This duplicates the Track and all of its settings, including Inserts and Sends.
If you want the Events the Track contains to be duplicated, as well, select Duplicate (complete) from the Track menu. If multiple Tracks
are selected when the Duplicate function is used, each of the selected Tracks is duplicated. To select multiple Tracks in order, select a
Track, hold [Shift], and then press the Up or Down Arrow keys to select adjacent Tracks.
You can also duplicate a Track by [Right]/[Ctrl]-clicking its control area and choosing Duplicate Track or Duplicate Track (complete) from
the pop-up menu.
Alternatively, you can duplicate selected Tracks by holding [Ctrl] on the keyboard and clicking-and-dragging the Tracks up or down in the
Track Column. Holding both [Ctrl] and [Alt] lets you duplicate Tracks along with their Events. A horizontal blue line appears in the Track
Column while dragging the Tracks to indicate the Duplicate function, as opposed to simply reordering Tracks in the Track Column.
Arranging 178
Global Tracks
The Global Track buttons sit in the area above the track controls in the Arrange view. They open dedicated tracks that span the full length
of the Arrangement. Each Global Track provides a unique and essential function, and can help you know at a glance what is happening
during the Song.
When the Arrange view is wide enough, all of the Global Track buttons are visible. But when screen area is at a premium, the area that
contains the track controls and Global Track buttons can be made smaller by clicking and dragging the dividing line between them and
the Arrangement. As this happens, the Global Track buttons collapse into a single Global Track Visibility button.
You can use this button to access all six of the Global Track buttons: simply click the Global Track Visibility button to view them in a ver-
tical list, and then make a selection. A check mark indicates the Global Tracks that are currently open.
Ruler Track
The Ruler Track provides a secondary timeline ruler with a different format, allowing you to view the Song position in two different formats
at the same time. For example: bars/beats and timecode (frames). The options match those of the primary timebase setting:
Seconds The timeline division is an expression of hours : minutes : seconds : milliseconds.
Samples The timeline division is an expression of samples.
Bars The timeline division is an expression of musical bars and beats.
Frames The timeline division is an expression of frames.
As with the primary timeline, click anywhere on the secondary timeline to locate the playback cursor to that position in the Song. Use
[Right]/[Ctrl]-click to access Timebase settings, Song Markers, Loop settings, and more.
Marker Track
The Marker Track allows you to define section divisions within the Song, as well as the Song start and end points. Click this button to
view its contents, and use the plus and minus buttons to add or delete markers. For more information, see Using the Marker Track.
Arranger Track
This button opens the Arranger Track, which enables you to view and rearrange sections of the Song as if they were individual Events.
For more information, see the Arranger Track section.
Signature Track
This button opens the Signature Track, which contains the settings for the Time Signatures and Key Signatures of the Song. It also
allows you to view, add, edit, or remove changes to those items. For more information, see the Signature Track section.
Tempo Track
Click this button to open the Tempo Track, where all tempo settings for the Song can be viewed and adjusted. Tempo changes may also
be added and deleted. There's a full description in the Tempo Track section.
Arranger Track
The Arranger Track is an arrangement tool that lets you work with portions of your entire Song as though they were individual Events,
and rearrange them quickly and easily. This saves you the time and challenge of traditional editing, which can be difficult when dealing
with many Tracks at once.
looks like this: At first, the Arranger Track is empty, showing that no Arranger Track sections have been defined in your Song.
Once you define sections, you can freely move them along the timeline, insert them between other sections, copy/cut and paste, or
delete them.
These actions are performed across all Tracks in your Song that exist in the time covered by the section, including all Events, Parts, Mark-
ers, tempo changes, and automation data.
Each new Arranger Track section is given a default title, but you can enter a new title by [Right]/[Ctrl]-clicking the section and double-click-
ing its title in the pop-up menu, then typing the new title into the provided text field.
Timebase Button
Notice the Timebase button to the right of the Arranger Track in the Track column. The musical-note icon on the Timebase button indic-
ates that Arranger Track sections will adhere to their position based on bars and beats, so if the tempo changes, the sections move for-
ward or backward in time in relation to their musical position.
If you click on the Timebase button, it switches to a clock icon, indicating that the sections will adhere to their absolute position in time. If
the tempo changes, the sections do not move, as they are locked to an absolute time position in the timeline.
Once you've defined the sections of your Song, you can begin working with them. Using the Arrow tool, you can accomplish the following
actions:
Move Click-and-drag a section to move it to a new location on the timeline.
Move Arranger Track Section Only Click-and-drag a section, then press and hold [Ctrl]/[Cmd] and [Alt]/[Option] to move only
the Arranger Track section, without any of the content that sits within it, to a new location on the timeline.
Insert Click-and-drag a section between two other sections. When a line appears between the sections, let go of the mouse but-
ton to insert the section there. This automatically moves the sections to the right of the insertion point forward in time, to make
space for the inserted section.
Replace Click-and-drag a section over another section. Let go of the mouse button to delete the existing section and replace it
with the new section.
Partially Replace Click-and-drag a section over another, longer section while holding [Shift]. Position the section at your loc-
ation of choice within the larger section, and let go of the mouse button to replace that portion with the new section.
Copy/Cut and Paste Select a section and copy or cut it, using the standard keyboard shortcut ([Ctrl]/[Cmd]-[C] to copy, [Ctrl]/
[Cmd]-[X] to cut) or by [Right]/[Ctrl]-clicking the section and choosing Copy or Cut from the pop-up menu. Place the cursor in
your chosen place in the timeline, and either press [Ctrl]/[Cmd]-[V] to paste the section, or [Right]/[Ctrl]-click on the timeline and
choose Paste from the drop-down menu. You can also click-and-drag a section while holding the [Alt]/[Option] key to create a
copy of the section. Let go of the mouse button to place the copy in your location of choice.
Chord Track
The Chord Track is a global track (similar to the Arranger track) that provides the ability to perform "harmonic editing" of both Instrument
and Audio Parts. This restructuring of chord progressions can affect an entire song, or only the Tracks of your choice. This lets you write
musical content with a chord progression that appeals at the time, and make sweeping changes later, without exhaustive editing or re-
recording of Parts.
Want to modulate that final chorus for a little extra push of energy, or rethink the harmonic structure of a composition in progress? The
Chord Track lets you try these sorts of changes on a whim.
While the Chord Track is capable of very powerful effects, it does have its limits, primarily in that audio cannot be pitch-shifted without
some level of artifacts added. We recommend that once you're done experimenting and "prototyping" your song, you re-record any audio
parts to fit the new chord progression, especially if they are critical parts.
To show or hide the Chord Track, click this button above the Arrange view: To toggle the effect of the Chord Track on or off for all
affected Tracks, click the [Follow: On/Off] button.
First, set a key signature for the song to ensure proper chord dis-
play in the Chord Track. The simplest way to do this is to click the
[Key] button in the Transport and select the key of your choice from
the pop-up selector that appears.
It is also possible to derive the key signature automatically. There
are two methods:
From an Instrument Part Select the Part, then navigate to
Event/Detect Key Signatures (or [Right]/[Ctrl]-click the Part and
navigate to Instrument Parts/Detect Key Signatures in the pop-up
menu that appears).
From an Audio Event [Right]/[Ctrl]-click the Audio Event, nav-
igate to Audio Operations/Chords, and select Extract Key Sig-
natures from Event. When the Editor is open this is available in the
Action/Chords menu.
A Song can change key signatures one or more times. See the Sig-
nature Track section to learn more about this.
Once you've set a key signature you can begin to populate the
Chord Track with chords. This can be done manually, or by auto-
matically detecting the chord structure of your song from its Instru-
ment or Audio Parts.
If any one Instrument or Audio Part in your Song contains musical content that spans the entire length of the Song, you can use that Part
alone to auto-detect the chord progression. Otherwise, you may find it useful to export a mixdown of your song, re-import the mixdown to
an Audio Track, and use that track as the basis for chord detection. Once that's done, you can remove the mixdown Track.
Next we'll learn how to add, delete, and edit chords in the Chord Track.
To add chords manually, select the Paint tool (or hold [Ctrl] to select it temporarily) and click inside the Chord Track. You can also add a
chord by double-clicking in the Chord Track with the Arrow tool.
Each new chord section you add is one bar long by default, or the length of the current selection in the timeline. You can change the
length of a chord by clicking one of its ends and dragging it to the desired length. If adding chords with the Paint tool, you can also click-
and-drag in the Chord Track to create longer chords.
Once you've added a chord, you can change it to a different chord or variation in a variety of ways. Try double-clicking a chord to open
the Chord Selector. This window lets you choose from all of the main chord types and extensions. Keep in mind that the Chord Track
If you enable the Instrument Input option by clicking this button you can play a chord on any connected MIDI keyboard to change
the selected chord. The Chord Selector then shows you the name of the chord you've played, and the current chord changes to match.
With Instrument Input enabled, you also can select one or more chords in the Chord Track and play any chord shape on a MIDI keyboard
to change all selected chords.
Next to the Instrument Input button is the Audition Chords button. When enabled, each chord you select will be played for you. This is a
great way to audition different chords to hear how they sound. A Gmaj7sus4 chord might be perfect right there.
Here are some other features you may want to try:
See if adjacent chords work well together by clicking the Chord Track arrows in the upper left corner of the Chord Selector win-
dow.
Build complex chords by holding [Alt]/[Opt] and clicking more than one of the Intervals buttons. If a song calls for a Gm13 add 11,
it's yours.
If you want to see a C# chord somewhere instead of a Db chord, for example, click the Root note in the Chord wheel to toggle
between the two. This may be faster sometimes than selecting it in the dropdown Root menu on the right.
When you're done editing a chord, you can close the Chord Selector or select another chord in the Chord Track and continue editing.
To delete one or more chords from the Chord Track, select them and press the [Delete] or [Backspace] key on your keyboard.
One simple way to become familiar with the Chord Track is to populate it with the chord structure from one or more Instrument Parts.
[Right]/[Ctrl]-click on a Part (or multiple selected Parts) in the timeline, then choose [Extract to Chord Track]. This function analyzes the
musical relationships of the notes in the selected content, and fills the Chord Track with the chords it recognizes.
You can also simply drag selected Instrument Parts (single or multiple, across as many Tracks as you like) onto the Chord Track to
extract their shared chord progressions. This is one easy way to detect chords across a large area of your Song, especially if you're using
different Instrument Tracks (with distinct instruments and sound) in each section.
You can also extract chord information from Audio Parts. To do this, select an Audio Part and navigate to Audio/Detect Chords (or
[Right]/[Ctrl]-click the Part and navigate to Audio/Detect Chords in the pop-up menu) to analyze the harmonic structure of the Part. Once
completed, you can see the detected chords along the bottom edge of the Part.
The extracted chords are then visible in the Chord track, and can be changed and edited as needed. As with Instrument Parts, some
types of audio information can result in incorrect chord detection. If you notice any errors, feel free to edit or replace chords using the
methods described in Entering and Editing Chords Manually.
Any or all Chord events on the Chord Track can be converted to Note Events in Instrument Tracks by simply dragging the Chord Events
from the Chord Track to an Instrument Track. This will create Note Events with the same duration as the Chord Events that created them.
These are basic chords, where the lowest note will always be the root note of the chord.
These extracted notes can now be edited or processed just like any other Note Events.
While working in the Chord Track, you can open the Chords Inspector (by clicking the "i" button above the timeline). This reveals a wealth
of features and information, including the Instrument Output for the Chord Track and the chord progression of the Song. Working from
top to bottom:
Instrument Specify the default instrument for the Chord Audition feature by selecting one from the menu. You can use the Pre-
view instrument, any instrument in the Song, or choose an Instrument or Preset from the Browser and drag-and-drop it onto
header of the Chord Track. This will become the new default preset for auditioning chords. Click the small keyboard icon to
open/close the Instrument view.
Audition Chords This button is linked to the "speaker" button in the Chord Selector window; toggle one and the other will toggle
also.
Play Track Enable this to hear the Chord Track play along with the Song. This will help confirm whether the chords entered
manually match the Audio Events, for example.
Octave Select the center octave for the Audition Chords.
Velocity Click-and-drag or double-click the field to set the velocity at which the Audition Chords will play. The range is from 0 to
100.
Key Signature This menu is linked to the Key Signature in the Transport, and opens an identical window.
Chord Progression All of the chords in the Song are listed in order here. It's a quick way to select a Chord near the end of the
Song, for example, without having to locate it in the Chord Track.
Chord Color Use this field to select a different color for the selected Chord in the chord progression. It's faster and more specific
than finding that Chord in the Chord Track and using [Right]/[Ctrl]-click, although that method also provides other features (see
Replacing Chords below).
Start/End You can set the duration of the selected chord with great precision using these fields.
Chord Selector This button opens and closes the Chord Selector window.
Replacing Chords
Let's say you like a particular chord better than the one you've been using and want to replace it throughout the Song. [Right]/[Ctrl]-click
any one of those chords in the Chord Track to open a menu. You can quickly change the chord root, type, bass note, and intervals here,
along with the following options:
Chord Color Use this field to select a different color for this Chord wherever it appears in the Song.
Select all "Dm" Chords Note: D minor is used here as an example, but the actual name will be that of the selected chord. This
field allows you to substitute a new chord for the old one throughout the Song. Select this option and the menu will close, then
use the Chord Selector to select the chord you prefer.
Transpose Chords Enter the number of chromatic steps by which the selected chord should be transposed throughout the
Song.
Clear Chord Track This option will delete every chord in the Chord Track.
Cut, Copy, Delete These are standard functions. A chord can be pasted elsewhere in the Chord Track by selecting a new loc-
ation in the timeline, using [Right]/[Ctrl]-click, and selecting Paste.
Duplicate This option will place the selected chord in the next measure, overwriting any chord that is already there.
If you select a Track with the Inspector shown, you'll see its Follow Chords selector. This selector offers the following modes, each with
its own style of operation:
Off The default mode. The Chord Track has no effect on a Track in this mode.
Parallel In this mode, chords in the affected Track are shifted in parallel, aligning the root note of the musical content with the
root of the target chord. This maintains chord note relationships in the musical content, which may result in some out-of-key
notes.
Narrow In this mode, notes in the affected Track are shifted to the nearest note in the current chord in the Chord Track.
Bass This mode behaves the same as "parallel," but with special rule for the bass note: the source Chord's bass note (or root if it
has no bass note) is mapped to the target bass note or root.
Scale (Audio Tracks only) In this mode, notes in the affected Track are snapped to the nearest scale note in the target chord.
Universal (Audio Tracks only) This mode does not require the use of the Detect Chords feature before use. In this mode,
notes in the affected Track are forced to follow the scale notes of the target chord.
Signature Track
Studio One has a dedicated Signature Track which can be used to define the global time signature and key signature for the Song. You
can also use it to change the time signature or key signature for any bar in the Song, as well as edit or remove them.
Click the Signature Track icon above the Arrange view to open the Signature Track. This reveals the time / key signature markers.
Time Signature
The time signature is a convention used in Western music notation to specify how many beats are in each bar and what note value con-
stitutes one beat. The time signature is notated as a fraction, where the numerator (the upper number) equals the number of beats in the
bar, and the denominator (the bottom number) equals the note value for each beat.
By default, the time signature is set to 4/4 for all new Songs. This means there are four quarter-notes per bar. To change the time sig-
nature for your Song, do one of the following:
Click on the upper or lower number of the time signature in the Transport and select a new value from the pop-up menu.
Click the Signature Track icon above the Arrange view to open the Signature Track. Then double-click or [Right]/[Ctrl]-click the
first time signature on the left and select new values from the pop-up menu.
Metronome behavior is affected by the time signature. The downbeat and other beats determine the sample and level used for the
Accent and Click, respectively.
To edit or remove a time signature, open the Signature Track, click the desired Time Signature marker, then [Right]/[Ctrl]-click to open
the contextual menu and select the option you want.
Select Edit Time Signature to change the time signature, then enter the desired values in the pop-up menu and click OK.
Select Remove Time Signature to delete the marker. You can also press the [Delete] key on your keyboard.
Key Signature
The key signature of a Song specifies which notes are part of the scale and which are not (i.e., the accidentals). This affects which notes
can be selected when editing the Score in Score View. It does not affect which notes can be selected in Piano or Drum views.
The key signature is not assigned when a new Song is created. To establish the key signature for your Song, do one of the following:
Click the [Key] button in the Transport and select the key of your choice from the pop-up selector.
Click the Signature Track icon above the Arrange view to open the Signature Track. Then [Right]/[Ctrl]-click the first time sig-
nature on the left, select Insert Key Signature from the menu, and then select the desired key from the pop-up selector.
To edit or remove a key signature, open the Signature Track, click the desired Key Signature marker, then [Right]/[Ctrl]-click to open the
contextual menu and select the option you want.
Select Edit Key Signature to change the key signature, then select a new key signature from the pop-up selector.
Select Remove Key Signature to delete the marker. You can also press the [Delete] key on your keyboard.
You can also edit the key signature of a section of your Song using the Key window in the Transport. Locate the Timeline to one of the
measures inside the section with the key signature you want to change, then click the Key window in the Transport and select a new key
signature from the pop-up selector. The key signature changes for the area of the song between the previous marker and the next
marker.
Tempo Track
Many modern recordings sound mechanical, like a machine playing music. This is often because the recording has a single, static
tempo, whereas the tempo in a natural performance tends to drift slightly. Interesting and musical results can be achieved by varying the
tempo in your recordings. Tempo changes do not affect your ability to sync recordings to the tempo, as the click track and all other ele-
ments in Studio One follow the tempo dynamically as it changes.
When Time-Linear is selected, bars in your song change their visual length to represent the shortening or lengthening effect of tempo
changes. With the timebase set to Seconds, you'll see that the spacing of seconds remains the same, even as the space between bars
changes.
The Time Scale Tool lets you quickly match a section of your tempo map with the tempo of an imported song or other audio file. This
makes manual tempo mapping easier, especially when the imported file contains many shifts in tempo.
To use the Time Scale Tool, first place your audio file so that its first beat (or the first beat of any bar) is aligned with the start of a bar in
your timeline. If there is not yet a tempo change marker at the first beat, create one. This becomes your starting point for the tempo map.
Then, with your cursor in the tempo track, press and hold [Ctrl]/[Cmd] to switch to the Time Scale Tool. You'll see the cursor change to
look like the image above. While this tool is shown, click and drag from the start of a defined barline in the timeline (such as four bars
ahead of the previous tempo marker) to the point in the timeline that aligns with that amount of bars in the audio file. Then, let go of the
mouse button.
By doing this dragging motion between those two points with the Time Scale Tool, you adjust the tempo for that section to match that of
the audio file. You can often visually determine the correct place to let go, but if that's not possible, you can use the Listen tool before-
hand to find the right spot in your audio file.
By default, a new tempo marker is automatically inserted when you let go of the mouse button after using the Time Scale Tool. This lets
you simply move on to the next set of bars you want to match with and use the Time Scale Tool again. If you'd rather not insert a marker
when you release the mouse button, hold [Alt]/[Opt] along with [Ctrl]/[Cmd].
Scratch Pad
The Scratch Pad is an editing tool in Studio One. Scratch Pads act as quick storage to hold Events, Parts, and entire Song sections for
later use or re-use, reducing clutter in the Arrange view as you assemble your Song. Scratch Pads look and act much like the Arrange
view timeline, sharing the same editing capabilities and displaying the same set of Tracks.
To create and display a Scratch Pad for you to work with, click the Scratch Pad button, which looks like this: Once a Scratch Pad
exists in the current Song, the Scratch Pad button changes to reflect that fact, and looks like this: You can click the Scratch Pad
button to show or hide the Scratch Pad display.
You can delete or create additional Scratch Pads as needed by clicking the triangle next to the Scratch Pad button and choosing the Add
Scratch Pad or Delete Scratch Pad option from the pop-up menu.
Just one Scratch Pad can be displayed at a time, but you can switch to any other by clicking the triangle next to the Scratch Pad button,
and selecting the Scratch Pad of your choice from the pop-up menu.
To rename a Scratch Pad, double-click its name in the Arranger Track Inspector, and enter the new name into the provided text field.
Bouncing
Bouncing 197
When an Instrument Part is bounced, the Part is muted, since the new Audio Event is taking its place. The Instrument Part is grayed out
to indicate this. To toggle the mute on the Part, select the Part and press [Shift]+[M] on the keyboard.
Any number of Instrument Parts can be selected and bounced to audio at once, even across multiple Instrument Tracks. A new Audio
Track is created for each Instrument Track whose Part is bounced to audio.
If you want to create a single Audio Event, you should first merge various Instrument Parts on an Instrument Track to create a single con-
tinuous Instrument Part. To do this, select the desired Parts and choose Merge Events, or press [G] on the keyboard.
Bouncing 198
If you drag-and-drop an Audio Part from the arrangement to the File Browser, an Audio Loop is exported. For more information on Audio
Loops, refer to the Editing chapter.
To dissolve an Audio Part so that the separate Audio Events are again accessible in the arrangement, [Right]/[Ctrl]-click on the Audio
Part and select Audio/Dissolve Audio Part from the contextual menu.
Mixdown Selection
Sometimes, it can be useful to mix down Events from multiple Tracks to a new Track within your Song, such as when you want to con-
solidate a group of backing vocals or drum elements to a single Track. To do so, first select the Events you want to mix down, across as
many Tracks as needed. Then choose Mixdown Selection from the Events menu, or [Right]/[Ctrl]-click one of the selected events, and
choose Mixdown Selection from the pop-up menu.
The resulting mixed-down Track is placed after the last selected Track.
Folder Tracks
Keeping the Arrange view organized can be critical to workflow, and Folder Tracks have traditionally helped in this area. Studio One's
Folder Tracks also include Grouping and Busing options, extending improvements to editing and mixing workflow.
Click the Folder icon in the Track control area to show or hide the Tracks within the Folder in the Arrange view. If Link expansion and vis-
ibility of Folder Tracks is enabled in the Console Visibility Options, the related Channels are shown and hidden in the Console as well.
Note that Folder Tracks also have Mute, Solo, Record, and Monitor Enable buttons. Clicking on these engages the appropriate action for
any Track within the folder.
The Arrange view Track list is opened by clicking on the Track List icon in the upper left corner of the Song page. The Track list gives an
overview of all existing Tracks. Each Track has a drop-down arrow that, when clicked, displays related Tracks, Envelopes, and Layers.
Level meters to the far left of Track names indicate levels during playback for every Track. You can click-and-drag the Track icon next to
the Track name to change the Track order. If any Track is in a Group, the Group name is displayed next to it in the Group column of the
Track List.
Tracks can be hidden or shown by clicking the round button to the left of the Track name. Click-and-drag quickly through the round but-
tons to hide or show any number of Tracks. Hiding a Folder Track also hides all of the Tracks it contains. Hidden Tracks are not visible in
the Arrange view, but they remain faintly visible in the Track List.
View only the Tracks you want to see by typing in the Filter field near the bottom of the Track List, placing a comma between search
terms. For example, to view only Tracks named "Piano" and "Organ", you could enter "pia, org" in the Filter field. Clear the Filter field by
clicking the X. Preset filter options are available through the Track Visibility button, described below.
To find a specific Track, use [Ctrl]+[Alt]/[Option]+[T] to open a dialog box, then type the Channel name or number. This method works
whether the Track List is open or not.
Icons for each Track type are visible at the bottom of the Track List. Click them to hide or show all Tracks of that type.
The Track Visibility button in the lower right corner (...) opens a menu of useful Track List filters. Options include:
Show All Tracks
Show Selected Tracks
Show Tracks with Events under Cursor
Show Tracks with Events in Loop Range
Show Soloed Tracks
Hide Empty Tracks
Hide Disabled Tracks
Undo/Redo Visibility Change
An independent Undo/Redo history is maintained for up to 10 Visibility changes. This includes Tracks that are shown or hidden manually
using the round buttons in the Track List, Layers that are expanded or collapsed, etc.
There are many more assignable Track visibility commands in the Keyboard Shortcuts menu at Studio One/Options/General/Keyboard
Shortcuts (macOS: Preferences/General/Keyboard Shortcuts). For more information, see Mapping Custom Key Commands .
The Console
Mixing in Studio One is primarily done in the Console. Open the Console by clicking on the [Mix] button or by pressing [F3] on the key-
board.
Each channel of audio in your Song is represented by a Channel in the Console. Audio Tracks in the Arrange view are directly rep-
resented by Audio Channels in the Console, whereas Instrument Tracks have no direct representation in the Console. Instead, Instru-
ment Channels represent the audio output of virtual instruments. There are several other Channel types discussed below, including
Input, Output, Bus, and FX Channels.
It is important to note that the Console opens by default in Large mode, and the following descriptions assume this mode is engaged
unless otherwise noted. For more on this topic, refer to the Alternative Console Layout section of this chapter.
Channel Features
The following features are common to all Channels.
Input/Output
At the top of each Channel is a display of its configured Input and Output, with the Input shown at the top and the Output below it. All
Channels are configured with Main Out as their Output by default.
Audio Channels show the hardware audio input selection. Instrument Channels display the name of the virtual instrument from which
they get their input. Bus and FX Channels display a graphical count of the number of Tracks assigned or sent to them, rather than a dis-
crete display of input channels, as their input source is usually from multiple Channels. Click on the Input area on a Bus or FX Channel to
display a pop-up list of all assigned/sent Tracks. Clicking on a Track in this list selects and expands that Track in the Mix view.
Click on any Input or Output to display and choose from a list of available routing options for any Channel. If several Channels are selec-
ted they can be assigned instantly to the same Input or Output by making a selection for any one of the selected Channels. It is also pos-
sible to assign all selected Inputs or Outputs in ascending order based on the audio hardware configuration.
Clicking on the Input for an Instrument Channel opens the interface for the source virtual instrument.
Mixing 205
Panner and Fader
All Channels feature a horizontal panner and vertical volume fader below the I/O-selection display. The panner can be clicked-and-
dragged horizontally, allowing the audio for each Channel to be positioned left or right in the stereo field. The volume fader can be click-
and-dragged vertically to control the output volume for each Channel. Volume and Pan can be edited on multiple Channels sim-
ultaneously when Channels are Grouped. Numerical values may also be entered for pan and volume.
Studio One uses a -3 dB pan law for all channel panning. On stereo Channels, the panner adjusts the balance of left and right signal
levels.
Mute/Solo
Solo mode is also known as Solo-in-Place, or SIP. Channels can be muted or soloed by clicking on their Mute and Solo buttons, respect-
ively. You can also press [M] for Mute or [S] for Solo on the keyboard to mute or solo selected Channels. Muting silences the Channel’s
audio from the Console so you won’t hear it. Soloing silences all except the audio for the soloed Channel, so you only hear the soloed
Channel. Any number of Channels can be muted or soloed at one time.
When using the [M] or [S] keys to mute or solo an Instrument Track that has a virtual instrument attached to it, mute or solo is applied to
the note data Track in the Arrangement view, rather than to the audio Track in the Mix view. [M] and [S] have no effect on Bus or FX Chan-
nels (see Solo Safe below).
You can perform a Global Solo Off, which disengages Solo on any Track that has it engaged, by pressing and holding [Ctrl] on the key-
board and then clicking on any Solo button. Performing the [Ctrl]-click again recalls the previous solo settings, returning any previously
soloed channels to the solo state. This can be useful when comparing a group of soloed Tracks to other Tracks in your mix.
Solo Safe
It is possible to place Console Channels in Solo Safe mode. When any Channel in the Console is soloed, all Channels with Solo Safe
engaged are also soloed, and all other Channels are muted. To engage Solo Safe on any Channel, [Shift]-click on its Solo button in the
Console. The Solo button is green when Solo Safe is engaged.
Note that FX Channels have Solo Safe engaged by default because effects may be critical to how soloed Channels sound in the mix.
Metering Mode
Each Channel has a level meter to provide a visual display of audio levels. Several metering modes are available: Peak, Peak/RMS, and
Pre-Fader Metering. To select the metering mode, [Right]/[Ctrl]-click inside the meter of any Channel.
Peak and Peak/RMS modes are described in the Metering section of this manual. They are mutually exclusive. Note that this selection
does not affect the metering mode of the Main Out or Sub Outs. Either mode can use Pre-Fader Metering.
Pre-Fader Metering is not enabled by default. When it is enabled, the level meters show levels independent of fader position. When it is
disabled, the level meters respond to fader position. This is known as Post-Fader Metering. The selection you make will be applied glob-
ally to all Channels including the Main Out and Sub Outs.
Name
Channel names are shown at the bottom of each Channel in the Console. Double-click on the name, type a new name, and then press
Enter to change the name of any Channel.
To find a specific Channel, use [Ctrl]+[Alt]/[Option]+[C] to open a dialog box, then type the Channel name or number. This method works
whether the Console is visible or not.
Channel Types
Input
Input Channels represent the configured hardware audio inputs. They can be mono or stereo, depending on the configuration of the hard-
ware input they represent. Use the Input Channels to accurately meter inputs or to add effects processing to an input.
Audio
Audio Channels are direct representations of Audio Tracks in the Arrange view. Each Audio Track has a corresponding Audio Channel in
the Console, with corresponding Record Enable, Monitor Enable, Solo, and Mute controls.
Instrument
Instrument Tracks in the Arrange view have no directly corresponding Channels. An Instrument Track outputs to a virtual instrument, and
the virtual instrument then creates sound. Thus, virtual instruments output audio to Instrument Channels in the Console. A virtual instru-
ment might have any number of outputs, as described in the Set Up Multiple Virtual Instrument Outputs section of the Recording
chapter, and each has a corresponding Channel in the Console.
Aux
An Aux Channel allows an external audio source to be controlled by the Console without the need for an associated track. The incoming
audio can be processed by the native plug-in effects, and its volume can be controlled through the sample-accurate automation provided
by Studio One. For more information, see Set Up an Aux Channel.
Bus
The audio output of multiple Channels can be routed directly to a single Bus Channel. This lets you create a submix so that the audio
from several Channels can be processed together before being routed to the main output. Although less common, it is also possible to
use Sends to route audio to Bus Channels.
For instance, several drum Tracks might be routed to a Drum Bus, where the audio is compressed and equalized, and then routed to the
main output. That audio could also be routed to an FX Channel, through a Send, to apply a reverb effect, which would be applied to all
audio routed to that FX Channel.
Bus Channels can be mono or stereo. Click the Channel Mode button in the Bus Channel to select the desired option.
FX
FX Channels are what are traditionally known as effects return channels, used to apply effects to multiple signals simultaneously through
the use of Sends. Audio can be routed from any Channel through a Send to an FX Channel, which can have any number of effects inser-
ted in its Insert Device Rack. For instance, several keyboard Tracks and a guitar Track could be routed via Sends to an FX Channel with
a reverb plug-in inserted, so that all of the instruments sound like they are in the same physical space.
Dragging an audio effect or FX Chain to the Send slot of a Channel in the Console creates a new FX Channel with the same name as the
effect or FX Chain, and routes audio from the original Channel to the new FX Channel, via a Send.
Console Options
Click the Options button (shaped like a wrench) to bring up a menu with options that let you shape the behavior of the Console to suit
your needs and organizational style. The following options are available:
Grouping Options
Keep FX channels to the right Enable this to cause all FX Channels to be placed together, at the right end of the Console.
This can aid in keeping track of FX Channels in a large-scale Song.
Keep bus channels to the right Enable this to cause all Bus Channels to be placed together, at the right end of the Console.
This can aid in keeping track of Bus Channels in a large-scale Song.
Keep VCA channels to the right Enable this to cause all VCA Channels to be placed together, at the right end of the Console.
This can aid in keeping track of VCA Channels in a large-scale Song.
Preserve order of channels with folder track Enable this to ensure that any Bus Channels that are associated with a Folder
Track remain next to the Folder Track's enclosed Channels when the Keep Bus Channels to the Right option is enabled.
Visibility Options
Link visibility of Track List and Console Enable this to link the show/hide status of the Track List and the Console. When you
hide an item in the Track List or Console, it is hidden in the other as well.
Link expansion and visibility of Folder Tracks Enable this to hide Console Channels associated with a Folder Track when
the Folder Track is collapsed in the Arrange view.
Auto-expand Selected Channel When enabled, this option makes it easier to view expanded Channels in the Console one at
a time. Double-click the first Channel to expand it, and when the next Channel is selected, two things happen: The currently
selected channel auto-expands, and the previously selected channel collapses. If you hold [Alt]/[Option] and click the second
Channel, the previous Channel does not collapse.
Colorize Channel Strips Enable this option to apply channel color coding to full channel strips in the Console. Normally the
color only shows on the channel labels.
Colorize Plug-in Header Enable this option to apply channel color coding to the open editor window of a plug-in. This is handy
when the same plug-in is being used for several Console Channels (the PreSonus Compressor, for example).
Channel Components
Audio device controls This option can be accessed when a suitable PreSonus audio interface is connected. When this is the
case, enabling this option reveals controls on the right side of the Console that are specific to the PreSonus audio interface (e.g.,
Talk button routing and level, headphone options, speaker selection, etc.).
Input controls Enable this option to display the Input Gain and Polarity Invert controls at the top of each Channel in the Con-
sole. These are present for every Channel Type except Output Channels and VCA Channels. The controls are described in the
Inputs and Outputs section of this chapter.
Sends/Cue mix Use this option to show the Sends above the fader on each Channel in the Console. When enabled, click the +
sign to select an existing destination Channel, add a new one, or make a Sidechain connection. Prefader buttons and Send
Level controls are provided for each Channel.
I/O connections Enable this option to display Input / Output routings above the fader on each Channel in the Console.
VCA connections Enable this option to display VCA Channel connections beneath the meter on each Channel in the Console.
When enabled, you can click this selector to assign or de-assign a Channel to any available VCA Channels.
Group assignment Enable this option to display Group assignments above the labels on each Channel in the Console. When
enabled, you can click the Group assignment field and assign the Channel to a different Group.
Solo Mode
Enable Listen Bus activates the Listen Bus. It can provide an audio feed to the control room monitors or headphones that is
separate from the Main Out Channel. The Listen Bus is completely independent from the other Solo modes.
Solo through Listen Bus is independent of the Enable Listen Bus checkbox. After it is engaged, soloed Channels are routed
through the Listen Bus. When it is disengaged, soloed Channels are heard through the Main Out Channel and all other Chan-
nels are muted.
The Console is in Large mode by default. To switch to Small Console mode, click on the Small/Large button at the top of the Console Nav-
igation column. Alternatively, you can press [Shift]+[F3] on the keyboard when the Console is open.
In Small Console mode the Insert and Send Device Racks are hidden, allowing a more efficient use of screen space. To view the Device
Racks for a Channel, click the Expand button that appears above the Channel Editor button next to the Fader in Small mode. This
expands the visible Channel to the right, revealing further Console routing possibilities. Note that the Expand button is only visible in
Small mode when Normal view is selected. It is not visible in Narrow mode.
Narrow Mode
Both the Small and Large Consoles can be made narrow via the Narrow/Normal button to the far left of the Console. Narrow mode has
been designed to maximize the number of visible Channels from left to right in the Console.
When in Narrow mode, the Small Console Channels change so that a volume-fade handle is overlapped on the level meter, with Mute
and Solo controls above the meter. It remains possible to expand a Channel to reveal its Inserts and Sends by double-clicking in open
space on the Channel.
The Inputs panel is closed by default and can be opened and closed by clicking on the [Inputs] button in the Console Navigation column.
The Inputs panel displays Audio Channels in the Console for each configured hardware audio input, as described in the Channel Types
section of this chapter.
The top of each Input Channel has controls for Input Gain and Polarity Invert. For stereo channels there will be two of each control; for
mono channels there will be one. These perform the following functions:
Input Gain These controls adjust the Input Gain for the signal before it is sent anywhere else. The range is from -24.0 dB to
+24.0 dB in increments of 0.1 dB.
Polarity Invert Click this button to invert the polarity of the signal for that Input Channel. When it is lit the polarity has been inver-
ted. The buttons are independent for stereo Input Channels.
The Outputs panel is closed by default and can be opened and closed by clicking on the [Outputs] button in the Console Navigation
column. The Outputs panel displays Audio Channels in the Console for each configured hardware audio output.
External
The External panel is closed by default and can be opened and closed by clicking on the [External] button in the Navigation column. The
External panel displays a list of configured External Devices, including Keyboards, External Instruments, and Control Surfaces.
The configuration for each device can be accessed and edited by clicking on the menu arrow for the device (or [Right]/[Ctrl]-clicking any-
where on the device) and selecting one of the following from the menu:
Edit for control mapping configuration, and to set up an Aux Channel (external instruments only)
Expand/Collapse to show/hide the Aux Channel assignments of a hardware instrument
Setup for device configuration (MIDI routing, etc.)
Reset to reload the device in Studio One
Remove to remove the device from the list.
Instruments
The Instruments panel is open by default and is closed and opened by clicking on the [Instr.] button in the Navigation column. The Instru-
ments panel displays all currently loaded virtual instruments, with each occupying an Instrument Slot. If an Instrument is not connected to
an Instrument Track, it is grayed out.
At the bottom of the Instruments panel are two buttons that allow you to decide how much information is displayed for each Instrument
Slot.
Compact displays only the virtual instrument, an Activate button to enable or disable the instrument, and an arrow that opens a
pop-up menu (described below).
Extended widens each Instrument Slot to display additional information for each virtual instrument: a meter that shows its
CPU load, and the name of the Preset the instrument is using.
Each Instrument Slot pop-up menu offers the following options:
Edit... Select this option to open the Instrument Editor window. You can also [Right]/[Ctrl]-click the device name and select Edit,
or simply double-click anywhere inside the Instrument Slot.
Expand/Collapse Expand lets you choose from an instrument's available outputs (if applicable). Select Collapse to hide that
information again.
Rename... Allows you to rename the instrument, which can be useful when working with multiple instances of the same instru-
ment.
Bypass This lets you silence the instrument without deactivating it. The instrument remains attached to its Track, which keeps
the instrument from being affected by the Remove Unused feature.
Show Scenes
Scenes let you specify which Channels and Tracks you want to work with during a session. For example, you could create a Scene called
"Drums" and recall it whenever you want to focus on the drum mix for a while. You can save multiple versions of the drum mix with dif-
ferent FX and EQ settings, etc., save each as a Scene, and audition them one after the other to see which one you prefer. Any number of
Scenes can be saved and recalled within each Song.
Scenes can be accessed through the Show Scenes button in the Console Navigation column, or by using [Ctrl]+[Alt]/[Option]+[S] to open
a dialog box and typing the Scene name or number. This method is available whether the Scenes list is open or not.
For more details, see the Scenes section.
Show Groups
It is possible to group multiple Channels together so that when one of the faders within the Group is moved, they all move. Their move-
ments are relative to one another, so that the correct dB value relationships are maintained.
Groups are accessed through the Show Groups button in the Console Navigation column. To learn more, see the Groups section.
Click the Channel List button to view a list of the Channels that can be shown or hidden in the Console. If a Channel is in a Group, the
Group name is displayed next to it in the Group column of the Channel List.
Click the round button next to any Channel name in the list to show or hide that Channel. Click-and-drag quickly through the round but-
tons to hide or show any number of Channels. Hidden Channels are not visible in the Console, but they remain faintly visible in the Chan-
nel List.
View only the Channels you want to see by typing in the Filter field near the bottom of the Channel List, placing a comma between search
terms. For example, to view only Channels named "Bass" and "Guitar", you could enter "bas, guit" in the Filter field. Clear the Filter field
by clicking the X.
Icons for each type of Channel are visible at the bottom of the Channel List. Click them to hide or show all Channels of that type.
The Console Channel List can be synced to the Track List, so that any Tracks hidden or shown in the Track List have their related Audio
Channels hidden or shown in the Console, and vice versa. To do so, click the wrench-shaped Options button in the Channel List and
enable the Link Visibility of Track List and Console option.
Remote Bank
The [Remote] button appears when the Channel List is open. The Remote Bank is a special Scene that governs which Channels are
shown and available for manipulation on a connected control surface. Click the [Remote] button to show this scene, then show/hide
tracks as necessary to set which channels are available for control. To hide the Remote Bank, click [Remote] again.
Adding Inserts
The Insert Device Rack contains all Insert effects on a given Channel and is visible in the Console. To add an Insert effect to any Chan-
nel, drag-and-drop an effect from the Browser into the Insert Device Rack of a Channel in the Console or click-and-drag directly to a
Track or Track Lane in the Arrange view.
When navigating audio effects in the Browser, some effects have a navigation arrow next to them. Click on this arrow to expose the pre-
sets for the effect. Click-and-drag a preset into the Insert Device Rack on any Channel to add the effect with the preset already loaded.
Alternatively, you can click on the Add Insert button at the top of the Insert Device Rack to add an Insert effect to a Channel from a pop-up
menu. The plug-in menu functions like a smaller version of The Browser, giving you sorting options, and access to the Favorite and
Recent Plug-ins lists. You can navigate this list using the [Arrow] keys on your keyboard. Click in the search bar and type to find plug-ins
by name.
Alternatively you can choose to browse plug-ins from a basic menu. To change the plug-in menu style, go to the Console Advanced
Options and select the Plug-in Menu style from the popup menu.
Editing Inserts
To edit an Insert, double-click on it in the Insert Device Rack, or click on the menu arrow (or [Right]/[Ctrl]-click anywhere on the
Insert) and select Edit from the pop-up menu. This opens the user interface for the Insert effect, where you can edit the effect’s para-
meters.
When audio effects are inserted on the same Channel, all of the plug-ins appear in tabs at the top of the plug-in header GUI. This makes
switching between effects in the same Insert Device Rack and signal path quick and easy.
The user interfaces for effects from third-party manufacturers vary drastically; for more information, please refer to the documentation for
each effect. Studio One’s built-in effects are discussed in depth in the Built-In Effects chapter.
Navigating Inserts
By default, only one window displays the user interface for an open Insert effect. This keeps screen clutter and window juggling to a min-
imum. To quickly switch between Insert effects on a single Channel, click on the chosen effect tab at the top of the plug-in header GUI.
Alternatively, press [F11] on the keyboard to open the effect editor for the selected Audio Track, then press [Ctrl]/[Cmd]+[Page Up]/[Page
Down] to cycle through the effects in that Channel’s Device Rack.
Inserts can be also re-ordered by dragging them from one position to another in the list of Inserts at the top of the plug-in GUI.
The interface for any Insert can be made to stay open in an independent window until you choose to close it by clicking on the Pin button
in the upper right of the Insert Effect window. With an Insert effect pinned, opening another Insert effect opens a new Insert Effect win-
dow. Any number of Insert Effect windows can be pinned and open simultaneously.
Compare
The [Compare] button in the plug-in header GUI allows you to compare the current settings for a plug-in to the settings stored the last
time the Song, Project or Show was saved.
This makes it possible to freely compare potential changes for a plug-in to existing settings, while retaining a quick way back to existing
settings.
If you wish to temporarily deactivate all Inserts across all Channels in your song, press the Activate All Inserts button at the bottom-left of
the Arrange view. Press the button again to return all Inserts to their most recent activation state. In this way, you can instantly compare
the sound of your Song with and without all activated Insert effects. In addition, any Insert effects or Instruments can be deactivated from
the expanded Performance Monitor window using the check-box next to the Plug-in name.
Removing Inserts
To remove an Insert effect from the Insert Device Rack, do one of the following:
Click on the menu arrow for the Insert effect in the Insert Device Rack (or [Right]/[Ctrl]-click anywhere on the device) and select
Remove from the pop-up menu.
Click on the Insert effect in the Insert Device Rack and drag it into the Trash Bin panel of the Console.
All Inserts can be simultaneously removed from an Insert Device Rack by clicking on the menu arrow at the top of the Rack and selecting
Remove All. When any Insert effect is removed, it is placed in the Trash Bin, where it can be restored to its original state and location at
any time.
Hardware Inserts
You can insert external hardware processors into Audio Channels in the Console, using the Pipeline XTplug-in (only in Studio One Pro-
fessional). The Pipeline XT plug-in can be found in the PreSonus folder of the Effects Browser when sorted by Folder, Vendor, or Cat-
egory.
Configuring Sends
Sends are used to route the audio output (pre- or post-fader) from one Channel to another, such as an FX Channel.
To simultaneously create a new FX Channel and create a Send to that FX Channel from an existing Channel, click-and-drag an effect
from the Browser into the Send Device Rack on a Channel. This creates a Send for the Channel to a new FX Channel with the selected
effect loaded in its Insert Device Rack. This also works with FX Chains.
You can press [F11] to quickly open the FX view for the currently selected Channel, or press [Shift]+[F11] to open the Instrument window
of a selected Instrument Track.
You can also drag an audio effect into a blank space in the Console to create an FX Channel with that effect loaded into its Insert Device
Rack. To route audio from a Channel to an existing FX Channel, click on the Add Send button in the Send Device Rack and choose the
FX Channel from the list.
Dragging an audio effect or FX Chain to the Send slot of a Track lets you create a new FX Channel with the same name as the plug-in or
FX Chain.
Alternatively, you can create an FX Channel by [Right]/[Ctrl]-clicking in blank space in the Console, or on any Channel, and selecting Add
FX. This adds an FX Channel to the Console with no Inserts, which can be the destination for any Send.
FX Channels are routed to the Main Out Channel of the Console by default, but can be routed to any other configured hardware outputs
or Bus Channels, as needed.
To quickly view the effects in the Insert Device Rack of a Send’s destination Channel, double-click on the Send. You can then navigate
the Insert Effect menu as usual.
Sidechaining
Certain effects can accept an input from an audio source that dynamically changes the behavior of the effect. This is called “side-
chaining,” and it facilitates processes such as keying, ducking, and de-essing. Sidechaining is accomplished by using a Send to route
audio to a special Sidechain input on an Insert effect.
FX Chains
Sometimes, a favorite combination of effects can become a staple of your workflow. For instance, you might regularly apply a com-
pressor, EQ, and chorus to your vocal tracks. FX Chains let you save the exact setup of the Inserts on a Channel, so that the entire chain
of effects, including all settings, can be recalled instantly for later re-use.
To create an FX Chain:
1. Configure a Channel with the desired Insert effects and settings.
2. Click on the menu arrow at the top of the Insert Device Rack, next to the Insert label, and select Store FX Chain from the pop-up
menu.
3. Type in a unique name for the FX Chain and click OK or press [Enter] on the keyboard.
Alternatively, you can drag and drop the Insert Device Rack header to the Effects Browser to instantly create an FX Chain with the name
of the Channel. You can also drag and drop the Insert Device Rack header to the File Browser, to export an FX Chain as a file, with the
name of the Channel. To replicate all Devices currently assigned to a Track on another Track, drag and drop the Insert Device Rack
header from the source Track to the Track of your choice.
FX Chains incorporate any parallel processing you set up in the Routing view of the Channel Editor window. Complex multi-effects con-
figurations with custom Macro Controls can be stored and recalled with ease.
FX Chains can be found in the FX Chains folder in the Audio Effects Browser. To insert the FX Chain in the Insert Device Rack of a
Channel, drag any FX Chain from the Browser to the Channel. To replace an effect in the Device Rack, drag the FX Chain on top of the
device to be replaced. Drag the FX chain between plug-ins or to an open spot in the Device Rack to insert it without affecting existing
device assignments.
Click on the menu arrow next to the FX Chain name in the Audio Effects Browser to view and select the individual effects. Both the indi-
vidual effects and each preset can be dragged to the Insert Device Rack of any Channel.
It is also possible to access FX Chains from the Insert Device Rack by clicking on the menu arrow at the top of the Rack and selecting an
FX Chain from the list. This loads the selected FX Chain in the Insert Device Rack.
Busing
Buses can be extremely useful when mixing. You can route Channels directly to buses to help organize a mix into common elements,
such as routing all Drum Tracks directly to a drum bus. Sends are often used to route a channel to multiple buses in order to layer a signal
into various elements of a mix.
To create a new Bus, [Right]/[Ctrl]-click in blank space in the Console, or on any channel, and select Add Bus. You can also select any
number of Channels, then [Right]/[Ctrl]-click on one of the selected Channels and choose Add Bus for Selected Channels to quickly cre-
ate a new Bus and route the selected Channels to that new Bus.
You can then choose that Bus as the Output or Send destination for any Audio or Instrument Channel in the Console. The Bus sends its
summed signal to the Main Out by default but can also be routed to Sub Out Channels. Buses have Sends that can be used the same
way as other Sends in Studio One.
It is possible to nest buses infinitely (A to B, B to C, C to D, and so on). Feedback prevention is in place so that you can’t create a bus rout-
ing that would cause a feedback loop (e.g., A to B, B to C, C to A).
To remove a Bus and re-route all source Tracks to the Main Out, [Right]/[Ctrl]-click the Bus and choose Remove.
Channel Editor
Each Channel in the Console has a corresponding Channel Editor, which has two main views: the Routing view, and the Macro Controls
view. The Routing view lets you control the structure and signal flow of effects for the Channel. The Macro Controls view provides a set of
freely assignable knobs, buttons, and X/Y pads that provide easy access to any parameters in any of the plug-ins currently used in the
Channel.
Because the Channel Editor is all about configuring and controlling audio effects, only Audio Channels and Channels associated with
software Instruments have this feature.
You can display the Channel Editor in the following ways:
Select a Channel, and click the Channel Editor button (which looks like this: ) in the Track Inspector.
Click the number of the corresponding Track in the Arrange view.
Click the Macro Controls or Routing button in an open effects window.
Macro Controls
A single Channel in the Console can host multiple plug-in effects, and you can control them all one-by-one simply by switching from one
plug-in window to another. However, in some cases, it is convenient to be able to access controls from multiple plug-ins in a central con-
trol panel. The Macro Controls feature in the Channel Editor gives you a blank canvas upon which to place crucial control parameters
from any of the present effects, giving you quick access to often-needed controls. This becomes even more useful when creating
FX Chain presets that are geared toward specific sounds.
For example, let's say you create an FX Chain called "Chorused Crunch Guitar Delay," that includes the Ampire, Chorus, and Analog
Delay plug-ins. You might assign Macros to the gain controls on Ampire, rate and depth controls on Chorus, and the delay length and
feedback on Analog Delay. In this way, as soon as you load up that FX Chain, the vital parts of its functionality become available in a cent-
ral, single window, even though you're really controlling three plug-ins at once.
There are eight knobs, eight buttons, and two X/Y control pads available for each Channel. You can assign any available plug-in para-
meter (or multiple parameters) to each of these Macro Controls. Each control (and each axis of each X/Y pad) displays the name of the
associated parameter, and the current setting of that parameter. If multiple parameters are assigned to a Macro Control, the name of the
first parameter assigned is shown, with a "+" symbol next to it.
If things get complex, you can get more in-depth info about assigned parameters in the Macro Controls Mapping view.
When working with the built-in PreSonus plug-ins, assigning parameters to Macro Controls is especially easy—simply [Right]/[Ctrl]-click
the control of choice, select "Connect (name of control) to Channel Macro Control" from the pop-up menu, then choose the desired
Macro Control from the secondary pop-up list.
To clear all assignments for any Macro Control, [Right]/[Ctrl]-click the control and choose "Clear (control name) Connections"
Right-click a Macro Control knob or switch to get access to automation for that control.
You can bring up the Macro Controls Mapping view by clicking the small wrench-shaped button in the Macro Controls window. This view
gives you the ability to assign 3rd-party plug-in parameters to Macro Controls, and also provides some useful additional features for work-
ing with Macros.
The Macro Controls Mapping view shows three columns of information. The left column lists all available Macro Controls, and their cur-
rent assignments (if any). The right column shows all effects plug-ins that are currently inserted into the Channel. Expand any plug-in in
the list to show all assignable parameters for that plug-in. The central "Target" column is a place where Macro assignments can be made,
configured, or broken.
You can assign an unlimited number of parameters to the same Macro Control, each with its own range and polarity, to create powerful
“morphing controls”. As more parameters are assigned to a Macro Control, plus signs (+++) are added to the right of the default name in
the Title column. You can rename the Macro Control if you like; just double-click the name in the Title column.
The simplest way to map a parameter to a Macro is to simply drag the parameter from the right column onto the Macro Control of your
choice in the left column, or into the central Target column when a Macro Control is selected. You can also do this by selecting a Macro
Control and a parameter, and clicking the [Add Targets] button. Once assigned, the parameter of your choice is displayed in the Target
column.
To remove an assignment from a Macro Control, select the Macro in the left column, select the assignment you wish to remove in the Tar-
get column, and click the [Remove Targets] button.
Routing View
Normally, if you add multiple effects to a Channel, they are connected in series; the output of the first effect feeds into the second effect,
which feeds into the third, and so on. If you open the Routing view in the Channel Editor for a Channel with multiple effects, this is what
you'll see.
Each effect in the Routing view is displayed as a module. When they're in series, a line runs through them from top to bottom, signifying
the path of the signal as it runs through the modules. The signal starts at the top, and flows through the effects, to the bottom.
Splitting Signals
The Splitter module lets you split signals, letting you process them through multiple parallel effects paths. These split signals are then
mixed back into a single signal. You can add a Splitter to your effects setup by clicking-and-dragging from the [Splitter] button to your
choice of location in the Routing view.
You can click on a Splitter to select it, and its options are shown in the inspector to the left. The following options are available:
Splits Lets you specify the number of independent paths to split the signal into.
Mute Output Click the boxes to mute and unmute individual split paths.
Levels Lets you set the output level of each split path, from fully off (-∞ dB) to +10 dB. To set the level of a split path, simply
move the corresponding slider, or click its numerical dB display to enter a value with your computer keyboard. Split path levels
can also be adjusted in the Routing view. Click-and-drag the small fader icon on your chosen path to set its output level, or click
in the corresponding numerical display to enter a value in dB.
Split Mode Select the Splitter mode that suits your needs, from the following choices:
Normal Splits the signal into two or more identical copies. This is useful for any sort of parallel processing, such as
"New York" compression or vocal multiprocessing.
Channel Split Splits stereo signals into pairs of mono signals, for independent processing of left and right channel
information. With two splits, this turns a stereo signal into a pair of left/right mono signals. With four splits, you get two
sets of left-right mono signals.
Frequency Split Splits a signal into isolated bands of frequencies, at the frequencies you specify. With two splits, the
signal is crossed-over into two frequency bands, split at a single frequency. With three splits, there are three bands, split
at two crossover frequencies, and so on. When more than one frequency split is employed, The splits are numbered
from low frequency to high.
Much like you can move effects modules into different places in the signal chain, you can move Splitter modules to the position of your
choice, as well as freely move effects into and out of each split path. To remove a Splitter module, click its triangle to open the pop-up
Groups
As discussed in the Edit Groups section of the Editing chapter, it is possible to group multiple Tracks together so that any edits done to
an Event on one Track in the Group are automatically done to all Events for all Tracks in the Group. These same Edit Groups affect how
their related Channel faders behave in the Console.
Show Groups
When the Track / Channel List is open you can view the list of Groups by clicking the Show Groups button. You can temporarily suspend
a Group from this list by clicking the dot next to its name. You can also suspend all Groups by clicking the bracketed Groups icon in the
upper left corner of the Group list.
Groups 226
Nested Groups
Channels can be part of a smaller Group and also part of a larger Group that includes those Channels. In this case the Groups have been
nested. Note that in order to make adjustments to the smaller, nested Group, the larger Group must be temporarily suspended.
Group Attributes
You can specify which controls within a Group will be affected by the other Channels. For example, if you want to be able to pan all of the
grouped Channels at the same time, [Right]/[Ctrl]-click the Group name in the list of Groups and enable Pan. The relative stereo pos-
itions of the Channels in the Group are maintained when the Pan control for one of the grouped Channels is moved. Other features that
can be included or excluded from a Group are Editing, Volume, Mute / Solo, Record / Monitor, Inserts, and Sends.
Groups 227
Groups and Effects
The first time Channels are grouped they keep the individual effects settings and assignments they had. But changes that are made to
the effects of any grouped Channel will cause all of the Channels within the Group to adopt the same changes. Note that this does not
add the new effects to the ones already on the Channels; those will be replaced.
For example, if a new Insert preset is selected for one Channel within a Group, that same preset will be selected for the rest of the Group.
Any changes made to the Sends of a grouped Channel will affect the entire Group also.
If you want to change the effects settings for one of the grouped Channels without affecting the others you can suspend the Group tem-
porarily. You can also specify that the Inserts and the Sends not be affected by other actions within a Group. To ungroup those actions,
disable them in the Group Attributes window.
Scenes
Scenes provide an easy way to save and recall different configurations of Channels and Tracks, as well as different settings. For
example, let's say you want to audition different FX for the drum Channels: you can create a Scene called "Drums", make as many
changes as you like, save those as another Scene, and then go back and forth between them to see which you prefer.
Recalling a Scene shows the desired Channels and Tracks and hides all of the others, which makes it easier to focus on those items.
You can specify which portions of a Scene are recalled, and for which Channels: Volume, Pan, Mute status, Output Channels, etc.
Any number of Scenes can be saved and recalled within each Song. They also can be saved as part of a Song Template.
Scenes 228
Working with Scenes
Click the Show Scenes button in the Console navigation column to access the Scenes list and Recall Options.
To save the current set of Channels and Tracks as a Scene, click the Plus button at the top of the Scenes window. You can give the
Scene a unique name to help you remember its contents.
To recall a Scene, double-click its name in the Scenes list. Alternatively, use [Ctrl]+[Alt]/[Option]+[S] to open a dialog box, then type the
Scene name or number. This method works whether the Scenes list is open or not.
Recall options
All of the Track and Console settings are stored when you Add or Update a Scene. But you can use the Recall Options menu to specify
which aspects of a Scene are recalled. For example, if you want to retain the current Volume setting for the Channels when another
Scene is recalled, disable Volume in the Recall Options menu.
Visibility Disabling this option allows you to compare the settings of two Scenes without changing what is displayed in the
Arrange view and the Console. When it is enabled, the Channels and Tracks are shown/hidden according to the Scene settings.
Volume This option allows the Volume settings to change when a Scene is recalled. Disable it to prevent these changes.
Pan This option allows the Pan settings to change when a Scene is recalled. Disable it to prevent these changes.
Mute This option allows the status of the Mute buttons to change when a Scene is recalled. Disable it to prevent these changes.
InsertsThis option allows the status, contents, and settings of the Insert effects to change when a Scene is recalled. Disable it to
prevent these changes.
Sends This option allows the status, contents, and levels of the Send effects to change when a Scene is recalled, including the
Prefader On/Off settings. Disable it to prevent these changes.
Cue Mix This option allows the status and levels of the Cue mixes to change when a Scene is recalled. Disable it to prevent
these changes.
Input Controls This option allows the Input Gain and Polarity of the Input Channels to change when a Scene is recalled. Dis-
able it to prevent these changes. The Recall Input Channels option must also be enabled for the changes to be applied.
Selected Channels only This option allows you to specify which Channels are modified when a different Scene is recalled. Dis-
able it to allow all Channels to be changed.
Scenes 229
Recall Input Channels Enable this option to recall the settings for the Input Channels (Input Gain and Polarity). The Input Con-
trols option must also be enabled for the changes to be applied.
Recall Output Channels Enable this option to recall the level settings for the Output Channels, including the Main Out Channel
or the Listen Bus.
Scene management
[Right]/[Ctrl]+[Click] one of the Scenes to reveal a menu with the first four options, or click the down arrow next to the [+] symbol inside
the Scenes menu to view all five.
Recall Scene This option recalls the selected Scene.
Rename Scene... Use this option to rename the selected Scene.
Update Scene This option replaces the settings of the selected Scene with the current settings.
Remove Scene Use this option to remove the selected Scene from the list of Scenes.
Remove Scenes To remove two or more Scenes at the same time, hold [Ctrl]/[Cmd] + click to select the desired Scenes, or use
[Ctrl]/[Cmd] + [A] to select them all. Then select Remove Scenes from the menu to remove the selected Scenes.
VCA Channels
As we touched on in Groups, sometimes it's helpful to tie the volume settings of multiple Channels together, so that they can be easily
controlled as a Group. However, when you create a Group, the volume faders for all included Channels move simultaneously when any
grouped fader is moved. This means that any inter-channel volume balancing involves either temporarily ungrouping the Channels, or
changing the relative gain of a Channel using the gain control on an inserted plug-in.
Also, it can be desirable to write automation that changes volumes for a whole set of Channels, which can be cumbersome when it must
be done on a per-channel basis. A similar effect can be accomplished by routing Channels to a Bus and writing volume automation for
Much like you can assign a Folder Track (and its associated Tracks) to a Bus, you can also assign them to a VCA Channel. This gives
you simultaneous control over volumes for all tracks in the Folder Track without the need to route the audio from those tracks into a Bus.
To assign a Folder Track to a VCA Channel, click the Bus/VCA selector in the Folder Track's control panel in Edit View, and select the
VCA of your choice from the pop-up menu. This assigns all Tracks in the Folder to your chosen VCA Fader. This assignment can then be
defeated or changed on a per-track basis.
Some of the features of the Listen Bus are similar to other Bus Channels, and others resemble the features of the Main Output Channel.
For example:
Insert FX and Post-fader FX can be added as needed.
The Output Channel can be selected in the field above the Peak Hold meters.
Metering
Metering is a critical part of the production process. Studio One’s meters visually display audio levels according to your choice of meter-
ing style, and you can meter these levels at various stages in the signal path. The meters automatically display in mono or stereo depend-
ing on the audio source.
Two Metering Mode menus are available: one for the Output Channels and another one for the other Console Channels. Use [Right]/
[Ctrl]-click to access the Metering Mode menu for the desired set of Channels. Note that the Pre-Fader Metering setting is applied glob-
ally to all meters, including the Output Channels. Changing that setting in one menu will change it automatically in the other menu.
The menu for most of the Console Channel Types allows a choice between Peak or Peak/RMS metering modes. The selection will be
applied to all Channels in the Console except the Output Channels.
Peak meters are not available for the Output Channels, which feature Peak/RMS metering with K-System Metering options.
[Right]/[Ctrl]-click on any meter to adjust the Peak Hold and Hold Length settings globally for all Channels.
Peak Meters
Peak meters measure the instantaneous audio level from moment to moment at a very fast resolution and display the highest output
level at any instant. These meters help ascertain the relationship between a given audio level and other audio levels in the mix. Many
effects plug-ins feature peak meters at the input and output so that any level attenuation the effect imparts on the audio signal can be
seen.
Peak/RMS Meters
Peak/RMS meters simultaneously show both peak and RMS levels. Whereas a peak meter shows the highest output level at any instant,
an RMS meter shows an average of the peaks and troughs of an audio signal over time. An RMS meter is intended to indicate the per-
ceived loudness of the audio being measured by functioning in a way similar to the human ear and is therefore often used as a true meas-
ure of perceived loudness.
Pre-Fader Metering
[Right]/[Ctrl]-click on any meter to access the menu and enable or disable Pre-Fader Metering. When it is enabled the level meters show
levels independent of fader position. When it is disabled the level meters respond to fader position. This is known as Post-Fader Meter-
ing. The selection you make will be applied globally to all Channels, including the Output Channels.
Metering 234
The counter turns red when the Main Out signal clips, and counts the total number of clips that occur. Use the counter to help prevent clip-
ping the final stereo mix of your Song. The counter resets when clicked or when the Main Out fader is adjusted.
K-System Metering
The Peak/RMS meters in the Output Channels also feature K-System metering options. The K-System is an integrated metering system
tied to monitoring gain, and it is intended to standardize the levels at which sound is mixed and mastered. This metering system features
three different meter scales called K-20, K-14, and K-12. These three scales are meant to be used with different types of audio pro-
duction and have been described by K-System inventor Bob Katz in his Audio Engineering Society technical paper “An Integrated
Approach to Metering, Monitoring, and Leveling Practices.” Katz wrote:
“The K-20 meter is for use with wide-dynamic-range material, e.g., large theater mixes, ‘daring home theater’ mixes, audiophile music,
classical (symphonic) music, hopefully future ‘audiophile’ pop music mixed in 5.1, and so on. The K-14 meter is for the vast majority of
high-fidelity productions for the home, e.g., home theater and pop music (which includes the wide variety of moderately compressed
music, from folk music to hard rock). And the K-12 meter is for productions to be dedicated for broadcast.”
To switch to any K-System meter, [Right]/[Ctrl]-click on an Output Channel meter and choose an option from the menu.
When using any of the three K-System scales, the 0 VU mark should be calibrated to 85 dB SPL from your monitors, which you should
measure with an SPL meter. For instance, playing back a -14 dBFS sine wave in Studio One while using the K-14 scale causes the meter
to read 0 VU for both the peak and average levels, and your monitors should be adjusted so that the SPL meter at the listening position
reads 85 dB SPL.
Metering 235
Performance Monitor
You can open the Performance Monitor window by navigating to View/Performance monitor. This window displays the current total CPU
and disk usage, as well as specific usage data for Insert effects and Instruments. To open the editing window for an Insert or Instrument,
double-click its name. To deactivate an Insert or Instrument (to free up the associated RAM and CPU), click the check-box next to its
name. To activate a deactivated item, click the check-box again, or click the Activate button on the Insert or Instrument slot in the Con-
sole.
The Cache section shows you the amount of audio data currently in the Audio Cache, with options to show its contents or clean up
unused items in the cache.
Inserting Markers
To insert a new Marker into the Marker Track, with playback running or stopped, click on the Add Marker button or press [Y] on the key-
board. Each new marker is numbered sequentially by default (1, 2, 3…). To insert a named Marker, press [Shift]+[Y], enter a name in the
pop-up window, and click [OK], or press [Enter]. To rename a Marker, double-click on it in the Marker Track, type in a new name, and
then press [Enter] on the keyboard. Note that, for clarity, the Start and End markers cannot be renamed.
Mixing Down
In most cases, you’ll record multiple Tracks in a Song, but you'll need to mix these Tracks to a stereo format for distribution online, or on
CD or DVD. With a DAW such as Studio One, this simply means saving your mix to a stereo file.
To create a mix of your Song in Studio One, navigate to Song/Export Mixdown or press [Ctrl]/[Cmd]+[E] on the keyboard to open the
Export Mixdown menu.
Location
The top section of the Export Mixdown menu is where you can select a location and name for the mix file. Click on the [...] button to
choose a file location. Click on the file name, type in a new name, and press [Enter] to choose a name for the file. Location defaults to the
Mixdown folder in folder for your Song, but once you set a new mixdown location, Studio One uses that location for further mixdowns,
until the next time you close the Song. Mixdowns are titled "Mixdown" by default, but once you set a name, that name is used by default
for any further mixdowns of the current Song.
The Publishing menu lets you choose to send your mixdown to PreSonus Notion software (choose "Send to Notion"), upload it to PreSo-
nus Sphere, or upload it to a connected SoundCloud account (choose "Upload to SoundCloud"), once the mixdown is completed. For
more information on working with Notion in combination with Studio One, see this section. For more information on working with
SoundCloud, see SoundCloud Support. For more detailed information on uploading to PreSonus Sphere see PreSonus Sphere Integ-
ration.
Format
Select the format for your mix file in the middle section of the Export Mixdown menu. Choose from the Wave, AIFF, FLAC, CAF, Ogg Vor-
bis, M4A, AAC/ALAC, or MP3 file formats, and then choose the desired resolution and sample rate.
The MP3 format also offers an option to export at a Constant or Variable bit rate. The encoder will vary the bit rate during export, alloc-
ating more bits to complex passages and fewer bits to simple ones. This flexibility allows generating higher quality output files compared
to the Constant bit rate mode at the same overall bit rate.
If you want to put your mix on a standard audio CD, create a 16-bit, 44.1 kHz Wave file.
Export Range
Choose the Between Loop option to only export the range of your Song between the Left and Right Locators. Choose Between Song
Start/End Marker to export the range of your Song between the Song Start and End Markers, as seen in the Marker Track. Choosing
Between Each Marker exports separate audio files for the range between each marker in the Song for each Track, placing them in
folders named after the markers. Choosing Between Selected Markers lets you choose a pair of Markers to export the range between.
The duration of the range to be exported is displayed in the Duration field. Note that when Between Each Marker is selected, the Duration
field still shows the full length of the Song, signifying the total length of audio to be exported, rather than the length of any one section as
dictated by the Markers.
Song Meta-Information
Certain file formats, such as MP3, can contain additional information about the audio which is referred to as "meta-information". In the
Song/Song Setup/Meta Information menu are many fields of data that can be filled in for each Song. These fields are used to tag audio
files, so that they are labeled correctly for playback in software and various media players. All audio files exported from a Song that can
contain meta-information are tagged with the meta-information supplied here.
At the bottom of the Meta Information menu, you can choose to display the Song’s meta-information when the Song is opened. The
information can also be viewed at any time by selecting Song Information from the Song menu. The Song Information window also con-
tains a Notes tab, in which you can type in any text information about the Song that may be useful later.
The meta-information displayed represents what listeners see in their media players when playing the Song. Displaying this info could
also be helpful in remembering aspects of the Song production later.
Meta-information filled in for any Song is automatically filled in for that Song when it is imported into a mastering Project. For more on
this, refer to the Meta-Information section in the Mastering chapter.
Some of the meta-information entered here also appears at the top of the Full Score and Single Track page layouts in Score view: the
Title of the Song, the Album name, and the Songwriter/Composer. If those items are edited in Score view, they are also changed in the
Song/Song Setup/Meta Information menu. For more information, see The Score Editor chapter.
SoundCloud Support
When you're done mixing down, you can upload your sounds to SoundCloud, a web-based music sharing service, directly from Studio
One. You can also download sounds from SoundCloud (when available) directly into Studio One.
To upload a new mixdown to a connected SoundCloud account as soon as it is created, choose "Upload to SoundCloud" from the Pub-
lishing menu in the Export Mixdown window. The SoundCloud Client opens when the new mixdown is complete. In this dialog, you are
able to upload audio straight to SoundCloud, and set various SoundCloud-specific options as you do so. You can also access the
SoundCloud Client directly by navigating to Studio One/SoundCloud Client.
To export stems from your Song in Studio One, navigate to Song/Export Stems to open the Export Stems menu.
Once in this menu, you can see two tabs labeled Tracks and Channels. The list of Tracks reflects the Tracks in the Arrange view, while
the list of Channels reflects the list of Channels in the Console. Muted Tracks and Channels are unchecked by default, and can be iden-
tified by a (Muted) indicator. Select the Tracks and Channels you wish to export by checking each Track or Channel in the list.
You can easily select all Tracks, select only active Tracks, or deselect all Tracks, by pressing the Select All/Active/None buttons below
the Track list.
Note that the audio file created for any selected Track or Channel is the equivalent of soloing the Track or Channel in the Console and
listening to the result. The audio file includes the results of all Inserts and Sends on the Track or Channel. If you don’t want the Inserts or
Sends included in the exported audio, disable them before exporting.
Location
You can select a location and name for the exported files in the top section of the Export Stems menu. Click on the [...] button to choose a
file location. Click on the file name, type in a new name, and press [Enter] to choose a name for the file. The name of each Track in the
Song that is being exported is appended to the user-specified file name.
The Publishing menu lets you choose to send your stems to PreSonus Notion software (choose "Send to Notion"), upload them to PreSo-
nus Sphere (choose "Upload to PreSonus Sphere") or a connected SoundCloud account (choose "Upload to Soundcloud"), once the
stem export is completed. For more information on working with Notion in combination with Studio One, see this section. For more inform-
ation on working with SoundCloud, see SoundCloud Support. For more detailed information on uploading to PreSonus Sphere see
PreSonus Sphere Integration.
Format
Choose from the Wave, AIFF, FLAC, CAF, Ogg Vorbis, M4A, AAC/ALAC, or MP3 file formats, and then choose the desired resolution
and sample rate. The MP3 format allows the additional option to export at a Constant or Variable bit rate.
Options
The bottom section of the Export Stems menu has several options that affect how the files are created:
Check Preserve Mono Tracks if you would like mono Tracks to render mono audio files. If you are using stereo effects with
mono Tracks, you may wish to disengage this option.
Check Import to Track if you would like the exported Tracks to be imported to new Tracks in your Song.
Check Realtime Processing if you wish to export your Tracks in real time. This option should be used if your Song requires
external MIDI instruments or external hardware processing, so that note data and audio flow to and through those external
sources in real time during the export process.
Check Close After Export if you would like to close the Export Tracks as Audio Files menu after exporting your Tracks.
Check Overlap and specify a duration if you would like to add an overlap to the exported range so you can create crossfades
between them later on.
Mixing Suggestions
Before Mixing
The production work done before mixing has a great impact on the mixing process. Here are a few guidelines you may find helpful:
Finish the arrangement of your Song before attempting to mix. The addition, deletion, and rearrangement of parts can change
the relationships between all of the parts in your Song, which affects the mix.
If any part of your Song is problematic, it is unlikely to work well in a mix. The “fix it in the mix” approach usually leads to a lot of
wasted time, only to achieve poor results. Be sure you are pleased with the individual parts of your Song before attempting to
mix.
Some parts of your Song might rely on a certain amount of mixing and effects processing to achieve the desired sound and char-
acter in the arrangement. It is very easy to let this type of “mixing” carry over into mixing the entire Song. If you find yourself work-
ing on many Tracks at once, you are probably mixing the Song, rather than a particular part.
If your Song lacks personality, vibe, or feeling before you start mixing, it is unlikely to gain any of these subjective qualities during
mixdown. In this case, take the time to re-record certain parts, rearrange the Song, or even start over from scratch.
Mixing Workflow
While mixing requires an objective knowledge of many tools, the process is an art form. If you were to ask ten mix engineers to mix the
same Song, each mix would sound different. There are no step-by-step or “mix by numbers” instructions you can follow to achieve good
results. The following broad concepts may help guide you in the mixing process.
Balance
Mixing is largely about balance. The various elements in a mix are balanced with each other so that each element can be clearly heard
and contributes as desired to the overall mix. This entails using the faders to vary levels and equalizing sounds so that there is no “com-
petition” between elements with similar frequency content. There is a limited amount of space in the mix, based on individual energy
levels for each frequency in the audible spectrum and the relationships of the sounds within the stereo field.
A popular view on mixing maintains that auditory perception occurs within a three-dimensional space, wherein the principles of mixing
are highly visual. A number of variables determine how we perceive location, including frequency, phase, reflections, and relative amp-
litude (level).
Therefore, while mixing, various elements can be positioned in the 3-D listening space using faders, equalizers, ambient effects, and pan-
ning to achieve appropriate balance across the entire mix.
Select a Show
To access the Show Page, select a Show from the Start page or the Studio One toolbar. The drop-down menu in the toolbar contains a
list of existing Shows. If none exist yet, there are two ways to create a Show: Select New Show from the File menu, or create a Show
from a current Song.
Show Templates
On the left side of the New Show window there are two sets of Show Templates (Factory and User). The preset Show Templates include
a selection of preconfigured shows designed around the main Show Page tasks: playing backing tracks, playing real instruments, playing
virtual instruments, and using the Show Page as a virtual FX rack for a digital mixer such as the PreSonus StudioLive consoles.
Templates can help you create a Show very quickly. If you'd like to start from the ground up, select the Empty Show template.
Create a Template
If you plan to use a Show setup more than once, it can be helpful to create a template. To do this, first create a new Empty Show. Next,
create and configure the basic Setlist, the Players, and add your favorite virtual instruments, effects, and any other aspects of the Show
that are your go-to solutions. Then select Save as Template in the File menu.
Replace a Template
If you'd like to replace an existing Show template with the current settings, navigate to File/Save As Template and select Replace Exist-
ing... at the bottom of the window. The Title, Description, and Icon of the older Template are loaded into the Save As Template window.
Click OK to overwrite this file.
Show Location
New Shows are saved to Studio One/Options/Locations/User Data (macOS: Preferences/Locations/User Data). You can choose a dif-
ferent folder by clicking on the [...] button in the New Show window and browsing to the preferred location.
Sample Rate
Use this field to specify the sample rate for the show. The sample rate should match your audio interface by default.
If you plan to use Backing Track Players, it may make sense to choose the same sample rate the backing tracks used. If the sample rate
doesn't match, the backing track audio files are automatically converted in the background and a new audio file is added to the Pool.
Show Setup
Navigate to Studio One/Options/Show Setup (macOS: Preferences/Show Setup) to access the Show Setup information and settings.
These include the General settings, Audio Input/Output settings, and the Meta Information for the Show.
General Settings includes the Sample Rate, which can be changed and applied on this page.
Meta Information includes the Title, Artist, Venue, and Logo, which can be changed on this page.
Audio I/O Setup allows you to route the Players and other components of the Show through the inputs and outputs of your
audio interface, as described here.
The Setlist is where you decide the order for the songs, musical cues, and/or patch performances that make up a Show. Each entry in the
Setlist is called a Setlist Item. They are named automatically as they are added ("Item 1", "Item 2", etc.). You can rename each Setlist
Item, assign it a color, and set it to one of three playback modes (Continue, Stop at End, or Loop). Setlist Items can be reordered with
simple drag & drop.
The view size can be set to Small or Normal for all Setlist Items, using the buttons between the Items and the Setlist Inspector. When set
to Normal, the Item length and BPM are also displayed.
The Setlist Inspector is located at the bottom of the Setlist window. It shows specific information about the selected Item, which can also
be edited here.
You can give each Show a unique identity by adding the name of an Artist and Venue at the top of the Setlist window. It's also possible to
add a logo or some other image below the Venue name. The maximum image size is 1400 x 1400 pixels, and the image you select is
automatically scaled to fit. Alternative versions of a Setlist can be made by saving a new version of a Show (File/Save New Version), just
as you would save alternate versions of Songs or Projects.
Setlist Inspector
The Setlist Inspector shows specific information about the selected Item. You can also change that information here.
Color can be changed by clicking the color field to the left of the Item name.
Name can be changed by double-clicking the field and adding text.
Playback Mode can be set by clicking on the icon or the current Mode name and selecting the desired option.
Start shows the start time of the Item in hours, minutes, seconds, and milliseconds. An Item can begin at the precise moment
you enter here. When running a Show synced to an External MIDI Device via MTC, the start timecode will be the offset at which
a Setlist Item will start playback. The Pause time is adjusted automatically.
The Players column lets you assemble a list of the Players you need for the Show. You can navigate through the Players column with the
left and right arrows on a computer keyboard, or click a specific Player to select it.
The Players column provides these features:
Title Click the field once to enter a name for the Player.
Add Player This button lets you add a Player to the Players column.
Color As Players are added they are assigned a color automatically. This becomes the color for the lane as well. Click the color
field to select a new color.
Instrument Editor Click the keyboard icon to open the Editor for a Virtual Instrument Player.
Mute/Solo These buttons allow you to silence or solo a specific Player.
Patch Automation Each Player can be set to Read or Auto: Off. See the Patch Automation section below for details.
Size buttons At the bottom of the Players column are three buttons that let you specify the Player size (Small, Medium, or
Large). This naturally affects the lane size in the Overview.
The larger Player sizes show more options, which include:
Update Patch Click this button to update the current Patch with any changes you have made to a Virtual Instrument or
an plug-in effect.
Save Patch The button opens the Save menu, which lets you save the current Patch. Give it a new name if you like,
and click OK.
Input/Output These menus provide the same options you see when adding a similar Player.
Note that an asterisk next to the Patch name means the Patch has been changed. Use Update Patch or Save Patch to
preserve any changes you want to keep.
Patch Menu
Each Player in the Players column has a drop-down menu with the following options:
Patch list If you have saved Patches for this Player they appear at the top of the menu. To reselect "None" for the Default Patch,
use the Reset Default Patch option described below.
Default Patch tells you which Patch is the current default for the Player. The default Patch is automatically applied to all slots in
the Player lane. You can select a different Patch for each Item using the menu for that slot.
Set (Patch name) as Default Patch sets the current Patch as the default for the Player.
Reset Default Patch clears the Default Patch selection but retains the Patch in the Patch list for the Player.
Save Patch... opens the Save menu so you can name the Patch and save it.
Update Patch updates the current Patch with any changes you have made.
Rename Patch opens a window that allows you to give the Patch a new name. Click OK to save it.
Remove Patch deletes the current Patch from the Patch List for the selected Player.
Remember, an asterisk next to the Patch name means the Patch has been changed. Use Update Patch or Save Patch to pre-
serve any changes you want to keep.
Click the at the top of the Players column to add a Player to the Show. Each Add Player window type has slightly different options, but
they are similar to what you see when adding a Track.
The options for the Backing Track and Real Instrument Players are similar to the ones you see when Creating an Audio Track:
Name Click here and type in a name for the new Player.
Count Choose the number of Players you would like to create.
Color Choose a color.
Auto-Color Check this box if you would like your Players auto-colored.
Preset Choose an FX Chain to be pre-loaded on the Players.
Input Assign an audio Input to the new Player(s). When creating multiple Players, you can engage the Ascending
option to assign Inputs to each Player in ascending order (Player 1, Input 1, Player 2, Input 2, etc.).
Output Assign an audio Output to the new Player(s). When creating multiple Players, you can engage the Ascending
option to assign Outputs to each Player in ascending order (Player 1, Output 1, Player 2, Output 2, etc.).
The options for the Virtual Instrument Player are similar to the ones you see when Creating an Instrument Track:
Name Click here and type in a name for the new Player.
Count Choose the number of Players you would like to create.
Color Choose a color.
Auto-Color Check this box if you would like your Players auto-colored.
Input Assign a MIDI input Device to the new Player(s). Choose All Inputs | Any to accept input from any connected MIDI
Device. When creating multiple Players, you can engage the Ascending option to assign inputs to each Player in
ascending order of device and MIDI channel.
Output Assign an Instrument to the new Player(s). To create a new instance of a software instrument for each new
Player, choose New Instrument and select an instrument from the provided list. To assign the new Players to a hard-
ware instrument or to a software instrument already in use in the Song, choose Existing Instrument, and select from the
provided list.
When creating multiple Players, you can engage the Ascending option to assign Outputs to each Player in ascending
order of Instrument and MIDI channel.
Each of the Player types has features of its own.
Patches
The current state of a Player can be saved into a Patch, including a complete snapshot of all instrument, plug-in and mixer settings.
There are two ways to save a Patch:
All views [Right]/[Ctrl]-click and select Save Patch... from the menu.
Medium / Large views You can also click to open the Save Patch window.
You can create Patches for Virtual Instrument, Real Instrument, or Backing Track Players by dragging and dropping Instrument Presets,
Effects Presets, or Effects Chains from the Browser to your lane.
Dragging a single virtual instrument Preset from the Browser to a Patch slot of a Virtual Instrument Player adds the instrument,
selects the Preset, and creates a new Patch with the same name.
Dragging an Ampire preset from the Browser to a Patch slot of a Real Instrument or Backing Track Player adds the plug-in,
selects the Preset, and creates a new Patch with the same name.
Dragging a complete FX Chain to a Patch slot of a Real Instrument or Backing Track Player adds all of the plug-ins, and their set-
tings, and creates a new Patch with the same name.
This can be used to quickly and easily set up and automate patch changes for guitar tones or synth patches that better suit more dynamic
or relaxed passages during the flow of a song.
Patch Automation
As stated previously, each slot in a Virtual or Real Instrument Player lane can hold one Patch. Having Read mode enabled for a Player
means that when a Setlist Item is activated, either manually or during playback, the Patches that were assigned to each slot for that
Player lane are recalled. If Patch Automation is disabled (i.e., set to Auto: Off), Patches are not recalled unless they are selected from the
Patch menu or from the Patch List in Performance Mode.
Because an entire instance of a virtual instrument or effect is created for every Preset you place in an Arranger section, transitions from
one Preset to another across Arranger sections will result in non-audible, seamless patch changes.
Overview Select this button to display the Overview window. This reveals the Setlist Items and their locations on the timeline,
with a lane for every Player in the Show. This is the view where Patches can be assigned to a Player for each Setlist Item.
Controls This opens the page where you can select the control configuration and assign the Macro Controls you want to use
during the Performance. Details are in the Controls View section.
Snap When Snap is engaged, the current Snap setting is applied as you adjust the Loop range or the size of a Setlist Item.
The Overview displays the Setlist Items in vertical columns and the Players in horizontal lanes. The columns and lanes are color-
coded: the columns are outlined by the Item color, and the lanes are filled with the Player color.
Item Columns
The head of a column shows the Item name, its Playback Mode, as well as the time signature and tempo for the Item. Each of these is
described in the Setlist section. Note that the Item name and Playback Mode can be changed here (see context menu section below),
but the time signature and tempo must be changed in the Setlist.
Beneath the column head are the slots where the column intersects with the lane for each Player in the Show.
Click-and-drag the column head to reorder Setlist Items in the Overview window, which also changes their order in the Setlist. Drag an
Item in either place, it affects the other.
Click-and-drag the left edge of the column head to the right to add or increase a Pause (this value changes at the same time in the Setlist
Inspector window). If a Pause exists, drag the left edge of the column head to the left to reduce the Pause value. A small window appears
while dragging the left edge and shows the new Start Time, the amount of deviation from the previous Start Time, and the Pause length.
Double-click an item column to set the Horizontal Zoom to fit the screen.
Click-and-drag the right edge of the column head to the left or right to change the Setlist Item length. A small window appears while drag-
ging the right edge to show the Item length.
Note that you can change the size of the Players with the buttons at the bottom of the Players list. (The term was "column" in the Players
file. Change?).
Player Lanes
The intersection between a column and a lane is called a "slot".
Automated Patch changes for each Player can be applied per Setlist Item or Arranger Section, and any number of additional Patches can
be recalled manually during a Performance. A Player can have a list of Patches, one of which can be designated as the default Patch for
the entire lane. You can override the default Patch for any slot; simply click the arrow at the top of a slot to open the Patch list and make a
selection.
There are two other options in the Patch list for each slot in addition to the Patches:
None means that no automatic Patch change happens for this Player when the Setlist Item begins.
Mute silences the Player during that Setlist Item. This also activates the Mute button for that Player in the Player list for the dur-
ation of the Setlist Item. The Player is unmuted by the next slot that has a Patch assignment.
If your Show uses backing tracks then the Patch you assign to a slot is recalled automatically during playback. However, if your Show
does not use backing tracks then you'll need to navigate the Setlist manually. This can be done using a mouse, keyboard shortcuts, pre-
assigned buttons on a hardware controller, or with the Studio One Remote app.
Chord Track
Chord track is available per Setlist item (column) on the Show Page. Chord Track is automatically included with any Song imported to the
Show Page.
To show or hide the Chord Track, click this button, above the Players list.
Chord Track functionality in the Show Page is display-only, intended as a helpful visual chord reference for musicians to follow live in Per-
formance View that displays the current and next Chord. Unlike in the Song Page, the Show Page’s Chord Track will not pitch-manip-
ulate musical information in Backing Track, Real Instrument, or Virtual Instrument Players.
When a Song is imported to the Show Page using Add to Show, the Song’s Chord Track information will be carried over on import.
Alternatively, a new Chord Track can be created from scratch if none was available on import.
Arranger Track
Arranger track is available per Setlist item (column) on the Show Page. Arranger Track is automatically included with any Song imported
to the Show Page—or you can set up a new Arranger Track from scratch.
Simply [Double-click] on your Arranger Track to create a new Section. Right-clicking a Section will bring up a contextual menu where you
can change a section’s color, loop behavior, and more. For more information on editing the Arranger Track in the Song page, click here.
To show or hide the Arranger Track, click this button, above the Players list.
As in the Song Page, The Show Page’s Arranger Track allows you to create verse/chorus-style arrangements in your Player Events,
while also providing the following functionality:
Patch changes can be assigned coincident with Arranger Track sections. This allows for virtual instrument patch changes to auto-
matically occur, for example, at the transition point from a chorus to an outro. When double-clicking the Arranger Track to create a new
Arranger section, Players will receive a drop-down menu within the slot, aligned to the new Arranger Track section, to select a Patch. You
can also use this option to automate effects Patch changes on Real Instrument Players, or selectively Mute backing tracks. Note that
Patch Automation must be set to “Read” in your Players for these changes to take effect.
The Show Page allows you to trigger Arranger sections manually during performance, jumping your playback to any section of the
Arranger Track with musical timing and without breaking rhythm. This is ideal for improvising new song arrangements on-the-fly during
live performance! If you discover that the chorus of your new song is a hit during your live show… now you can choose to double it, live.
Simply double-click an Arranger Track Section to prompt a jump to it. A triangular “pending jump marker” will appear at the head of the
Arranger Track Section to indicate that it is the next to play. The timing of the jump will adhere to the Sync Mode option setting chosen in
the Setlist inspector.
Sync Modes govern the timing of a Jump from one Arranger Section to another. Options include:
Off: Jump occurs immediately upon double-clicking an Arranger Section with no Sync.
1 bar: Jump occurs at the next bar start after the current play position
2 bars: Jump occurs at the end of a 2-bar section, relative to section start
Performance overrides
Additional useful performance override commands are also available during playback. Most of these can be triggered by a user-defined
keyboard shortcut or via Studio One Remote.
Jump immediately, bypassing sync: [OPTION + Double-click]
Toggle Section Playback Mode Loop/Continue [User-definable]
Stop at end of Section [User-definable]
Stop at end of Bar [User-definable]
Playback Modes allow you to set automated loop points in each Arranger track section. These can be used to repeat individual Arranger
sections indefinitely or a specified number of times, before playback proceeds to the following section.
Continue: Section playback proceeds normally to the next section
Stop at End: Playback stops at section end
Loop: Current Arranger Track section loops indefinitely
Loop And Continue: Current Arranger Track section loops X times before proceeding to the next section. X is specified in
“Number of Repeats” field of the [Right-Click] contextual menu of the Arranger Track.
Skip: Arranger Track section will be bypassed entirely for the next section in the sequence.
Note that the Show Page does not support grouped relocation of musical content by clicking-and-dragging Arranger sections. We recom-
mend using the Song Page to set up and the Chord Track and Arranger Track to your liking before importing your finalized Song to the
Show Page.
See the main section on Arranger Track for more information on its functionality in the Song page.
Arranger Track sections can also be viewed and navigated from the Performance View’s Sections View.
The Controls view lets you map the parameters of any Player instrument, plug-in or mixer channel to a set of up to 24 controls (knobs,
faders, and/or buttons), which are available in four predefined configurations. These controls then can be mapped to similar controls on a
hardware controller such as the PreSonus FaderPort 8 or -16, the ATOM or ATOM SQ, or any other external MIDI controller.
Select a Configuration
The four buttons at the top of the Controls view window are used to select a configuration. From left to right the configurations are 8 But-
tons + 8 Knobs + 8 Faders, 16 Knobs, 16 Faders, and 16 Buttons. Select one of these configurations to use it in the current Show.
The arrow opens a window so you can preview the configurations. Up to 16 of the controls you see can be assigned to control multiple
parameters. These customized Macro Controls play a prominent role in the Performance View.
This configuration shows 8 of each type of control (Knobs, Faders, and Buttons). Choose up to 16 of those controls and assign them as
needed. Their individual behaviors can be adjusted in the "Trans." area of the Targets column.
Configuration 2: Knobs
This configuration shows 16 assignable knobs. You can assign them as needed. Their individual response curves can be shaped in the
"Trans." area of the Targets column.
Configuration 3: Faders
Configuration 4: Buttons
This configuration shows 16 assignable buttons. You can assign them as needed to toggle parameters on and off. Their performance
can be inverted by selecting that behavior in the "Trans." area of the Targets column.
The Macro Controls Mapping view shows three columns of information. The left column lists all available Macro Controls and their cur-
rent assignments (if any). The right column shows all plug-ins that are currently part of the Show. Expand any plug-in in the list to show all
assignable parameters for that plug-in. The central Target column is a place where Macro assignments can be made, configured, or
broken.
You can assign an unlimited number of parameters to the same Macro Control, each with its own range and polarity, to create powerful
“morphing controls”. As more parameters are assigned to a Macro Control, plus signs (+++) are added to the right of the default name in
the Title column. You can rename the Macro Control if you like; just double-click the name in the Title column.
You also can choose a specific color for a Macro Control. To do this, click the box between the Control and Title columns for that Macro
Control. Select a color and the menu will close. You'll see that color whenever this Macro Control has a non-zero value.
When working with the built-in PreSonus plug-ins, assigning parameters to Macro Controls is very easy—simply [Right]/[Ctrl]-click the
control of choice, select "Connect (name of control) to Channel Macro Control" from the pop-up menu, then choose the desired Macro
Control from the secondary pop-up list.
Transform Window
You can shape the relationship between the movement of a Macro Control and the settings of its assigned parameters quite extensively.
With a Macro Control selected in the left column of the Macro Controls Mapping view, the current mappings for that control are displayed
in the Target column. Next to the name of each parameter is a button that gives you access to the control transform settings.
This graph traces the response curve from the beginning of the control's travel (the draggable point on the left end of the curve) to the
end of its travel (the point on the right end), with a handle in the middle that you can drag to set the shape of the curve. Dragging these
points up and down the control scales on the left and right of the graph lets you set the effective range of motion for that Macro Control.
For example, the whole range of a Macro knob could be set to affect just a quarter of a parameter's range, for fine-tuning purposes. You
can also move the right point below the left, reversing the action of the knob, according to whatever scale you wish.
Located above and below the graph are buttons that let you Reset the graph to its default setting, Invert the shape of the curve, or Copy
the curve setting and Paste it onto another parameter.
Note that because Macro buttons are a binary control, they have no curve setting. However, clicking in the Trans. column next to a button
assignment inverts its response, causing the parameter to be enabled when the Macro button looks disabled, and vice-versa.
Control Link
Click the Control Link button to enable or disable the connection to your controller. Click the arrow above the button to open a menu of
available controllers and make a selection. For more details on how to map a hardware controller, see the Control Link chapter.
It's possible to run a live show from the Show page edit window, but Performance View offers the ideal combination of factors – large con-
trols, a basic layout, easy to read onstage, and a screen that tells you instantly what's happening now and what's happening next. It's per-
fect for a notebook computer, which invariably has a smaller screen than what people use in their studios.
To enter Performance View from the Show page, click the Perform button in the toolbar or navigate to Show/Perform. You also can use
[Ctrl]/[Cmd]+[Enter], where “Enter” is the Enter key on an extended keyboard.
The Setlist
Most Shows revolve around a Setlist, so we made it easy to find by placing it in a drop-down menu on the top left The Setlist Items are lis-
ted from top to bottom.
If your Setlist has multiple Setlist Items, you can select them directly from the list in Performance View. After selecting a Setlist Item from
the Setlist, you can then use the up and down arrows on your computer keyboard to move through the Setlist.
As each Setlist Item is selected it triggers the Patches on all the Players to change their sounds and mix snapshots. If no backing tracks
are used, this is the way to navigate the Setlist (instead of using the transport controls). You can also select Patches manually. If you
don't want Patches to change automatically at all, just set the Patch Automation of the respective Players to Off. This is done inside the
Players Column in the Show page edit view.
Note that automatic Patch selection is also affected by the "None" and "Mute" settings for each Player in each Setlist Item. For more
information about this, see Patch Selection per Slot.
Transport
Transport The transport provides three buttons: Stop, Play, and Loop/Continue. You can also use the space bar on your computer key-
board to start and stop playback. Loop/Continue affects playback behavior of the current arranger section. Continue will direct the
Show to play on to the next section; Loop will of course Loop the current Arranger section until Loop/Continue is clicked again or the play-
back is stopped. This is a temporary override that will not change your Show’s original settings. Clicking it changes the Sync Mode of the
currently playing section for a single section; it returns to the original setting when the next section plays.
Utility Buttons
These two buttons at the bottom right of Performance View are here to help you to manage the unexpected.
The Mute button mutes all output from all Players.
Use the All Notes Off button if you get a stuck note on one of your MIDI instruments.
Level Meter
Performance View provides a level meter that stretches vertically almost the entire height of the screen. It shows the combined output of
all Players at any given moment during the show.
The default view for Performance View; it contains all of the knob, fader, and button controls currently mapped to your Player instru-
ments, plug-ins, and console controls.
Performance Controls
The majority of the Controls View is occupied by huge, color-coded controls that are visible from across the stage. You can adjust the
controls with your mouse as needed, but it's much faster with a controller like the PreSonus FaderPort 16 or a controller keyboard.
As in the Show page edit view, you can double-click the name field under a control to rename it. Double-click the value field under a con-
trol to enter a specific value. You can also click-drag knobs or faders to change their values, and you can click inside a fader to jump to a
value. The status of a button can be toggled by a click.
If you’re looking for more information on setting up your Controls, visit Show Controls.
Patches view gives you ready, one-click activation of any of the Patches you’ve set up in the Show Page for both real and virtual instru-
ments via a simple, easy-to-read button interface. Use this View to make live changes to your instrument presets, mute status, and more
during a show. Patches can be used to control your Console settings, too.
Note that the Patch buttons displayed in Patches View are Player-dependent; to change the group of Patches displayed, choose the
desired Player from the drop-down menu on the top right. Then simply click on the desired Patch to activate.
Note that regardless of which Player you’ve chosen to navigate on the Patches View, you will always find a button here for the handy
Mute setting.
For more on setting up your Show’s Patches, read up on Players and Patches.
Sections View allows you re-arrange a Setlist Item, live. You may find during a live performance that your audience really likes the new
chorus you wrote. With live arranging via Sections View, you can choose to double that hit chorus, on the fly.
The Sections displayed here are populated by a Setlist Item’s Arranger Track—note that any Songs brought into the Show page will have
their Arranger Tracks brought with them.
Single-Click a Section to schedule a jump to it. The Section will receive a jump indicator icon at the far left of its position in the Arranger
Track in anticipation of the jump.
The jump will occur based on the Sync Mode chosen for the Section in the Show Page Edit View—Off, 1 Bar, 2 Bars, 4 Bars, or End. (For
more on these Sync Modes, visit Arranger Track.
Don’t forget that if you decide to change a Sync Mode setting while running a Show in Performance View, you can go back to the Show
Page Edit View by clicking the X on the top right or pressing [ESC]. The Show won’t stop, and you can make the necessary changes and
then re-enter Performance View. You can also use the Loop/Continue button
Once an Arranger section is playing, it will adhere to the rules of its Playback Mode, as set in the Show Page Edit View:
Continue: Section playback proceeds normally to the next Section.
Stop at End: Playback stops at section end (be careful with this setting in live performance!)
Loop: Section loops indefinitely
Loop And Continue: Section loops X times before proceeding to the next section. X can be specified in the Show Page Edit
View.
Skip: Section will play normally when clicked in Sections View, but will be otherwise bypassed. The icon for Sections set to
“Skip” are greyed out in Sections View to reflect this behavior
Performance overrides
Additional useful performance override commands are also available during playback. Most of these can be triggered by a user-defined
keyboard shortcut or via Studio One Remote.
Jump immediately, bypassing sync: [Double-click a Section button]
Toggle Section Playback Mode Loop/Continue [User-definable]
Stop at end of Section [User-definable]
Stop at end of Bar [User-definable]
What is Automation?
Automation lets you record changes in parameter values; thereafter, Studio One can perform these value changes for you. For instance,
you can record level changes in a Track by capturing your fader movements during playback; from then on, Studio One can perform the
level changes.
Before the advent of automation, mixing was very much a performance. Sometimes it took many pairs of hands on the mixing console to
accomplish all of the fader, mute, solo, and other movements to achieve a mix. Automation makes it possible to record the mixing per-
formance in any way you desire and endlessly tweak every parameter until the desired mix is achieved.
In Studio One, automation is recorded in automation envelopes, which are a series of data points connected by lines that represent the
changing values of the parameter being automated.
Automation Types
Nearly every parameter in Studio One can be automated. Several ways to automate parameters are provided, including Track auto-
mation, Automation Tracks, and Part automation. The following sections describe these automation types.
Track Automation
Track automation allows you to automate any parameter related to an Audio or Instrument Track and the Events it contains. Automation
can be viewed via the Show Automation button at the top of the Track Column in the Arrange view or by [Right]/[Ctrl]-clicking on a Track
and selecting Expand Envelopes. Note that for Instrument Tracks (which do not have automation enabled on any parameters by default),
Expand Envelopes does not show automation unless one or more parameters have been enabled for automation.
Note that automation envelopes on Instrument Tracks control the parameters of the virtual instrument to which the Instrument Track is
routed. All other aspects of Instrument Track automation envelopes work in the same way as with Audio Track automation.
To view automation envelopes one at a time, superimposed on top of Events on the Track, Press [A] on the keyboard or click on the
Show Automation button at the top of the Track column in the Arrange view. With this engaged, the Track column of the Arrange view
changes to reveal automation parameters, including an On/Off button, the parameter name for the currently shown Envelope, and auto-
mation mode selection.
Click on the Automation Parameter display, which is labeled “Display: Off” by default, to reveal the available automation envelopes for a
Track (“Display: Off” indicates that the Events on the Track are displayed, instead of an automation envelope). Volume and Pan auto-
mation envelopes are available by default on every Audio Track. Select a parameter from the list to view and edit the automation envel-
ope, or click on Add/Remove to open the Automation dialog for the Track.
Automation 271
Automation Envelopes In Lanes
To view multiple automation envelopes at once, with each in a lane under the Track, [Right]/[Ctrl]-click on a Track and select Expand
Envelopes. Alternatively, you can click the drop-down arrows for a Track in the Track List to expose its automation envelopes in the same
way. To hide the automation envelopes, deselect Expand Envelopes in the Track contextual menu.
Automation Tracks
Studio One features a Track type dedicated to automation that only contains automation envelopes. An Automation Track can contain
automation envelopes related to any Track and any plug-ins. To add an Automation Track, press [T] on the keyboard to open the Add
Track dialog, and select Automation. Note that at least one envelope on Automation Tracks is always visible, and the envelopes can be
viewed on the Track itself or in lanes, just as with the other Track types.
Arrow Tool
Editing an automation envelope with the Arrow tool lets you add new points to the envelope, move existing points, and select and delete
existing points. Be sure to select the Arrow tool in the Arrange view before attempting the following processes.
This displays the current parameter value. The range and the type of value depend on the parameter being automated and on the current
time value displayed in the Timebase selected in the Arrange view.
[Right]/[Ctrl]-click on any automation point to bring up the contextual menu, where the point value and envelope color can be changed.
In Studio One, you can drag an automation point as far beyond the position of other automation points as needed. Moving an automation
point beyond other points on the envelope causes the other points to move as well. The other points being moved are restored to their ori-
ginal positions on the timeline if the point that caused them to be moved is moved back beyond their original positions.
Paint Tool
Editing an automation envelope with the Paint tool allows you to draw many automation points with a single move of the mouse, effect-
ively painting an envelope. However, a single click with the Paint tool adds a single point.
You can choose from several figures when using the Paint tool, or you can use the Transform editor, as described in the following sub-
sections. Be sure to Show Automation and select the Paint tool in the Arrange view before attempting the following processes.
Transform Automation
You can choose the Transform tool from the Paint tool drop-down list to alter existing automation, or add new automation. With the Trans-
form tool selected, click-and-drag a selection box around any area of an automation envelope; then adjust the selection box by clicking-
and-dragging one of eight handles (four sides and four corners) to scale the selected automation points.
As a shortcut, you can select a range of automation with the Range tool, and press [Alt]+[T] on the keyboard to automatically create a
Transform selection over the chosen range.
Range Tool
You can use the Range tool to quickly trim select ranges of automation up or down in value. This can be done in two ways.
If you want to trim a certain range of automation data up or down, select a range of automation with the Range tool. Then, hover the
cursor in the upper half of the selected range, until the cursor changes into the Trim Tool. Click-and-drag up or down to trim the selected
automation.
If you want to trim a certain segment of automation (the span between two points) up or down, select the Range tool, and hover the
cursor in the upper half of the automation lane, above the segment of your choice, until the cursor changes into the Trim Tool. Click-and-
drag up or down to trim your chosen automation segment.
Auto: Off
When Auto: Off is selected in the Automation Mode window, all automation for the current parameter and for all related parameters are
turned off.
For instance, if you are currently viewing the Attack envelope for a compressor inserted on an Audio Track, and you select Auto:Off, all
parameter automation for the compressor is turned off. However, automation envelopes for parameters that do not belong to the com-
pressor can still use a different automation mode.
This is not the same as turning an individual automation envelope on and off, as described in the Turn Automation On/Off section of
this chapter, as that on/off button only affects the currently visible automation envelope.
Read
When you select Read in the Automation Mode window, any existing automation envelopes on the Track for the related device is read,
and these envelopes control their related parameters. Read mode is automatically engaged when you draw a new automation envelope
with the mouse.
Press [J] on the keyboard to switch to Read Automation Mode manually on the selected Tracks.
Touch
When Touch is selected in the Automation Mode window, automation envelopes can be affected by touch-sensitive, external hardware
controllers, so that new automation is written when a hardware control is touched, and automation is read when the hardware control is
not being touched. This allows the user to manipulate the control at any time in order to write new automation or overwrite existing auto-
mation. Studio One resumes reading automation when the control is released.
Press [K] on the keyboard to switch to Touch mode manually on the selected Tracks.
Touch mode can be used even if your hardware controller does not have touch sensitivity. In this case, automation is written when you
move the hardware controller, and existing automation is read when you are not moving the hardware controller.
Latch
When Latch is selected in the Automation Mode window, automation is read until a hardware control is manipulated, at which point auto-
mation is written continuously until playback is stopped. When playback is resumed, automation is read until a hardware control is again
touched.
Write
When Write is selected in the Automation Mode window, automation is continuously written based on the current position of external
hardware controllers. Existing automation is not read at any point and is instead overwritten with the new automation.
In the bottom-left corner of the Note Editor there's a small button that looks like a couple of jagged mountain peaks ( ). Click that to
show / hide the Automation Lanes. The Parameter tab along the top of the lane shows the parameter currently displayed in the lane.
minus buttons in the bottom-left corner of the Note Editor window. Click the Show/hide Automation Lanes button ( ) to show / hide all
In order to select all Part Automation associated with a note, first make sure all Part Automation lanes are visible by adding additional
automation lanes and selecting the correct tab to display the automation curves.
This option works with all types of automation, including standard types such as Modulation and Pitch Bend, with the exception of Note
Controllers such as Poly Pressure and MPE. Note Controller automation data is always selected with their associated notes, regardless
of the current state of the “Select Part Automation with Notes” option.
Control Linking
With a Keyboard set up, and its control map created, you are one click away from controlling almost any software parameter using Con-
trol Link. The following describes the various ways to use Control Link.
Parameter Windows
To the far left of the Arrange view toolbar in the Song window, you can see two windows separated by a button. The windows are empty
by default. The left window displays the name, value, and other related information regarding the last-changed software parameter; the
right window displays the MIDI name and value of the last-changed, mapped hardware control.
You also can open Parameter windows in each plug-in window. To do this, click on the Edit Mapping button at the top of the plug-in win-
dow.
Global Mapping
With Global mapping, hardware and software controls maintain a one-to-one relationship, where a single hardware control is linked dir-
ectly to a single software control. Some controls, such as Track fader, pan, and mute, can only be mapped globally. To map a plug-in con-
trol globally, be sure Focus is disengaged in the plug-in window by clicking on the Focus button for the Keyboard you are using, so that it
is no longer highlighted.
Focus Mapping
While only one software control can be manipulated at a time by a single hardware control, a hardware control can be linked to any num-
ber of software controls, based on context, using Focus mapping. For instance, a single hardware knob could control the release of a
Gate plug-in, or the Gain of a distortion plug-in, or any number of other parameters, depending on which plug-in is in Focus.
The process of Focus mapping is identical to Global mapping, with one critical difference. To see this difference, open the interface for
any virtual instrument or effect. By default, all virtual instruments and effects open in Focus mode, and the Focus button in the plug-in win-
dow’s toolbar is highlighted. The Focus button displays the name of the related Keyboard.
Only one plug-in window can be in Focus at any time. Click on the Focus button to enable Focus in any open plug-in window.
When a parameter has been mapped in Focus, the link icon used in the parameter window is different from the icon used when a para-
meter is mapped globally.
Control maps only apply to the plug-in window that is in Focus. For instance, a hardware knob might be linked to a software knob in an
EQ plug-in that is in Focus. When another plug-in is brought into Focus, the hardware knob no longer affects the software knob in the EQ,
and it is possible to link this hardware knob to a different control for the plug-in that is in Focus.
In this way, Focus mapping allows different control maps to be made for each plug-in, using the same hardware controls for each. Each
Focus map is stored with the plug-in, making it usable in any Song. Thus, you can make Focus maps for each of your favorite plug-ins
and never worry about them again. In practice, this means that your external hardware always controls the plug-in that is currently in
Focus.
Certain parameters cannot be Focus-mapped, including Track controls such as fader, pan, and mute.
Touch Sensitivity
Various automation modes are discussed in the Automation Modes section of the Automation chapter. These modes directly relate to
the specific capability of your hardware controllers. Touch automation mode is most effective if the hardware control is touch-sensitive.
However, you can use Touch automation with hardware controls that are not touch-sensitive.
Grouping Units
Function Overview
Mixer Layout
The channel order follows the Remote Bank in the Studio One Mixer Bank pane. Here you can show and hide channels for the remote
banks.
Channel Controls
V-Pot Changes the assigned parameter. Push to set the default value. For more infomation, see Assign-
ment Buttons.
Global View Shows all Studio One channels (Send, Console, and Outputs).
Inputs Unused.
Fader Flip Flip button flips the V-Pots with their corresponding faders.
Assignment Buttons
The assignment buttons are used to assign controls to the V-Pots.
Pan (Default) Shows the track names in the LCD strip and assigns V-Pots to Channel Pan.
Monitoring on/off.
Instruments Unused.
Automation
Toggle the automation mode for the selected Channel.
Each Mackie Control Universal and Mackie Control Extender is a separate Control Link device.
Transport
The Play, Rec, Stop, FF, and RW buttons control the transport.
With the Marker button enabled, FF and REW jump between markers, and the REC button inserts a marker at the cursor position.
Function Keys
Function keys are predefined but can be modified using the Mackie Control device editor.
F1 Show Inputs
F2 Show Track
F3 Console
F4 Open Channel
F5 Add Insert
F6 Add Send
Utility Functions
Option + Bank Select Selects previous and next device in an open plug-in editor.
Option + Channel Select Selects previous and next preset in an open plug-in editor.
Project Setup
In the New Project dialog, you can specify a Project Title and save a location, as well as the Project sample rate. Click on OK to create
the New Project.
DDP Import
If you'd like to base your new Project on an existing DDP image, do the following:
1. Enable the "Import Tracks from DDP Image" option in the New Project window.
2. Click OK to create the new Project, and navigate to your DDP image in the file browser that appears.
3. Select the folder that contains your DDP image, then press [Open], and the image is imported, with all metadata and media
intact.
This ability to import, edit, and export DDP images, often reserved for high-end standalone CD mastering systems, helps to make Studio
One a powerhouse mastering tool. For information on exporting DDP images, see DDP Export.
Mastering 289
Album Title and Artist Name
You can enter a title for the album in the Album field, and an artist name (if applicable) in the Artist field. A drop-down arrow below these
fields gives you access to a variety of additional metadata fields (such as EAN, songwriter, and genre) that you can fill out as needed.
Meta-information is used when publishing your Project to any medium. You should fill in this information so your production is accurately
labeled when published and distributed to your adoring fans. When selecting artwork, the image size is limited to 512 x 512 pixels, and
can be automatically scaled to fit.
Adding Tracks
The first step in the mastering process is to place the desired source material into a Project.
The Browser
Just as on the Song page, the Project page has an integrated Browser, allowing you to browse for audio effects and files to add to your
mastering Project, including files in the current Browser Pool. Press [F5] on the keyboard, or click on Browse in the lower right hand
corner of the Project page interface, to open the Browser.
Add a Song
Any Song created in Studio One Professional can be added directly to a Project by importing the Song file into the Project. There is no
need to create a mixdown of the Song first, as this process is automated.
By default, your Song files are contained in the Content/Songs folder of the File Browser, with each Song file contained in its own Song
folder. To add a Song to your Project, browse to the desired Song in the File Browser and then click-and-drag the Song file to the Track
column or Track Lane.
Adding the Song to your Project places it in the Track column. If no master file exists for the Song, you are asked if you would like to cre-
ate a mix of the current state of the Song, which can then be rendered and added to the Track Lane.
When Studio One renders a mix of the Song you added, the length of the mix is determined by the Song Start and End markers, as seen
in the Marker Track of the Arrange view. Be sure these markers are set to the desired locations in the Song.
As you edit Songs within your Project, it is useful to be able to keep track of where you are in time within each Song, as well as the
entirety of your Project. When you place the cursor along the timeline, the Track Time display in the transport shows you the position of
the cursor within the current Song, and the main time display shows the cursor position within the whole Project.
Track Column
All Songs and audio files in your Project are listed vertically in the Track column, with the name of the Song or audio file clearly displayed.
Meta-Information
At the top of the Track column, you can see Album and Artist meta-information fields. To edit these fields, click in the space next to the
field, type your text, and then press Enter. If you want to enter further metadata for the album as a whole, click the small triangle button
below the Artist field, and enter your information as needed.
Meta-information is used when publishing your Project to any medium. You should fill in this information so your production is accurately
labeled when published and distributed to your fans. When selecting artwork, the image size is limited to 1400x1400 pixels, and can be
automatically scaled to fit.
Meta-information that has been filled in for any Song is automatically imported to any mastering Project that includes the Song, Any
changes made to the meta-information of a Song after import into a Project are not automatically applied to Song meta-information inside
a Project, and must be updated manually.
Auto-Incrementing ISRC Codes
In most cases, ISRC codes are assigned sequentially to each track in an album, increasing by one with each subsequent track. Because
of this, if you enter an ISRC code in the meta-information of the first Track in your Project, a dialog pops up, asking if you'd like to auto-
matically assign incrementing ISRC codes to the rest of your Tracks. Press [Yes] if so, or [No] if you'd rather enter them manually. If track
order or selection changes later on, you can always re-assign the ISRC code for the first Track in your Project to be prompted again to
auto-assign the rest.
Pause
It is common for the tracks on audio CDs to be separated by a brief pause. By default, any Track added to the Project has a Pause setting
of two seconds, as per the Red Book standard. In practice, this means that two seconds of silence are appended to the beginning of the
Track, so that although the Track begins immediately after the end of the previous Track, there is a brief pause in playback in between.
The Pause setting can be set to any amount of time up to 10 seconds, as per the Red Book Audio CD standard. The timing between
Tracks is an important creative part of the mastering process and often differs between Projects. To change the Pause setting, click in
the Pause field for a Track in the Track Column and type in a value or click-and-drag the audio Events in the Timeline.
CD Time Display
This display shows the CD Length of your Project based on the total length of all included audio materials.
Track Sequencing
To sequence the Tracks in your Projects, simply click on the file-type icon for any Track and drag the Track above or below the other
Tracks in the Track column.
Notice that the Tracks are automatically relocated in the Timeline of the Track Lane, with all other Track sequencing still intact, including
Track pauses.
Editing Tracks
Sizing Tracks
Tracks in the Track Lane can be sized with the Arrow tool, as described in the Size an Event section of the Editing chapter. The relative
sequencing of all other Tracks in the Project is maintained when any Track is sized. Note that a Track cannot be sized to less than four
seconds in length, per the Red Book CD standard.
When a Track is manually moved across the Timeline so that it overlaps in time with another Track, it is possible to crossfade the two
Tracks so that one fades out as the other fades in. To crossfade overlapping Tracks, select the two Tracks and press [X] on the key-
board. A linear crossfade is drawn that can be edited by clicking-and-dragging on each Track’s fade handle.
Any Track that begins after another Track in time is normally the beginning of a new track on a CD or other medium. Its starting position
serves as the beginning of the track, regardless of the timing of crossfades. If you want to change the point at which the new CD track
begins, simply drag the song marker to a new location within the overlapping range.
Splitting Tracks
To split any Track, set the playback cursor where you want the split and press [Alt]+[X] on the keyboard. The resulting two Tracks can
now be edited like any other, including editing meta-information in the Track column. Splitting a Track for a Song does not adversely
affect the ability to automatically update that Song's mastering file, so it is possible, for instance, to split a long recording into many
Tracks in a Project and still edit the related Song normally.
Note it is not possible to split a Track where the resulting two Tracks would not be at least four seconds in length, per the Red Book CD
standard.
Track Markers
All Tracks in a Project automatically have a Track marker attached to the beginning of the Event in the Timeline. It is possible to manually
insert other Track Markers by positioning the playback cursor at the chosen spot in the timeline, then [Right]/[Ctrl]-clicking in the Track
Marker lane and choosing Split Track at Cursor from the drop-down menu.
Manually inserted Track Markers are green in color, while automatically placed markers are blue in color. Track Markers can be moved
across the Timeline by clicking-and-dragging left or right. Track Markers can be placed anywhere on the timeline, so long as they're in
numerical order, and are not tied to the limits of any single Event. This lets you create a single Track that encompasses multiple Events,
create hidden tracks, and a variety of other mastering magic tricks.
Note that Track Markers are only used when burning a CD, or exporting an image file or DDP file. When exporting a digital release, manu-
ally placed Track Markers are ignored, and separate files are only rendered for actual Tracks, as listed in the Track column.
Click-and-Drag Features
Move Events Click and drag on the beginning or end of a Track Marker while holding [Alt]/[Option], to move all Events at or after
that Track Marker across the timeline as one. This allows for easier mass-editing of track position and spacing.
Move only Start/End Marker Click and drag on the beginning or end of a Track Marker while holding [Ctrl]/[Cmd], to set a
pause period between the two Tracks at that split point.
Note: Any audio that exists in the pause zone you create between two Tracks will still continue to play during the pause.
If you want silence during a pause, you'll want to accomplish that by editing your Track to suit.
Move Track Click and drag in the center portion of a track marker to move Track marker and its related Track to a new location.
This is analogous to dragging tracks up and down the Track List.
Duplicate Track Click and drag in the middle of a track marker while holding [Ctrl]/[Cmd] to duplicate that Track Marker and its
primary Track to a new location on the timeline
Add (Index) Marker Hold [Alt]/[Option] while hovering over the middle portion of a Track Marker to enable the Add Marker tool,
used for placing additional Index markers within the current Track Marker.
If you click and drag on the beginning or end of a Track Marker while holding [Alt]/[Option], all Events at or after that Track Marker can be
dragged across the timeline as one, for easier editing of track position and spacing. If you click and drag on the beginning or end of a
Track Marker while holding [Ctrl]/[Cmd], you can drag to set a pause between the two tracks at that split point. Note: Any audio that exists
in the pause zone you create between two Tracks will still continue to play during the pause. If you want silence during a pause, you'll
want to accomplish that by editing your Track to suit.
Loudness Detection
At the top of the Track Device Rack, a Loudness Information dropdown menu is available. When you first click this menu on a Track, a
Loudness Detection process runs on that Track. Once the detection process finishes, you're provided with readings for EBU-R128 Integ-
rated Loudness (INT) and Loudness Range (LRA), as well as True-peak readings, RMS, and DC levels for the left and right channels. All
measurements are shown both pre-FX and post-FX. This information can help when making level balance decisions from Track to Track
across the Project.
Track Editor
Each Track in your Project has a Track Editor, in which you can create a variety of advanced effect configurations, with assignable Macro
Controls. You can open the Track Editor for a Track by clicking the knob-shaped Editor button in its Track Device Rack. For more inform-
ation, see Channel Editor, which explains the equivalent function in the Console in Song view.
Bouncing Tracks
If you feel the need to free up computer resources or external processors (used through Pipeline), you can bounce a Track in place,
retaining the effects of any plug-ins or external gear in use. To do so, [Right]/[Ctrl]-click the Track in the Track Column, and choose
"Bounce Track" from the pop-up menu. If an external hardware effect is in use on the Track (via Pipeline), the bounce must occur in real
time.
Metering
High-quality metering is critical during the mastering process. The Project page offers three types of meters, each visible at all times, to
help you make creative and technical decisions while processing your material.
The Spectrum Meter is a flexible audio-spectrum meter that offers octave, 1/3-octave, 12th-octave, FFT, Waterfall (WF), Sonogram
(Sono), and Segments display modes. The Spectrum Meter displays standard peak levels and can be adjusted to display Peak Hold
levels for Short, Medium, and Long time intervals, as well as average (RMS) levels within Fast, Medium, and Slow time intervals. As you
move the cursor around the frequency display, the note value of the current frequency is displayed.
The visible range of the meter can be changed in any mode, to help focus in on the range you're interested in. Do this by setting the
Range controls, or simply by clicking and dragging vertically within the meter.
When using the FFT display, a -3 dB/octave line is displayed in addition to the frequency and level crosshair. This line represents com-
pensation for the shrinking frequency-width of the FFT bands towards the higher end of the spectrum, which leads to a lower energy con-
tent. A well-balanced mix should somewhat approximate the slope of this line.
To disable the Spectrum Meter, click the "power" button under the lower left corner. Click again to re-enable the meter. To temporarily
"freeze" the current state of the Spectrum Meter, click the snowflake button below the meter.
12th-Octave Meter
The bands in the 12th-octave meter correspond to the 12 musical tones in an octave, each in its appropriate place on a piano-like key-
board. This allows for easy reading of the pitch or note value of a given signal.
Level/Loudness Meter
The Level/Loudness Meter is located directly beneath the Spectrum Display and is capable of displaying high-resolution Peak/RMS
levels, three K-System scales (as described in K-System Metering) as well as the more recent EBU R128 standard. To choose a stand-
ard to view, click the selector below the Level Meter or [Right]/[Ctrl]-click within the meter and make your selection from the drop-down
menu.
Nowhere is it more important to accurately meter levels than at the mastering stage of production. It is critical to be sure that the levels
across all Tracks are as consistent as desired and that the signals are never clipped. When any amount of clipping occurs in your Project,
a red clip indicator illuminates at the bottom of the Level Meter display, which can only be cleared by clicking on the indicator.
When Peak/RMS mode is selected, you can [Right]/[Ctrl]-click on the meter display to show additional metering options, such as RMS
Length, VU Hold, and Hold Length.
To disable the Level Meter, click the "power" button under the lower left corner. Click again to re-enable the meter.
Loudness Display
Real-time numerical loudness information for the final output is displayed here, in LUFS (Loudness Units Full Scale, for absolute loud-
ness measurements), or LU (Loudness Units, for relative loudness measurements). In either mode, you can see the Integrated loudness
(INT), Loudness Range (LRA), and True-peak (inter-sample peak meter) reading. To reset the measurements, click [Reset].
Metering 296
Phase Meter
The Phase Meter, located to the right of the Level Meter, is helpful when checking stereo playback issues and mono compatibility. There
are two components to this meter: a Goniometer at the center of the plug-in window and a Correlation Meter at the very bottom.
The Goniometer displays left- versus right-channel amplitude on an X/Y oscilloscope. A vertical line in the Goniometer represents a
mono signal. The horizontal Correlation Meter compares the amount of in-phase and out-of-phase audio signal in the left and right chan-
nels. The parameters of the Correlation Meter range from +1 (mono signal) to -1 (reversed-phase mono signal), with 0 indicating the pres-
ence of totally independent signals (true stereo).
Burn an Audio CD
You can burn your mastered Project to a standard Red Book audio CD directly from the Project page. Red Book is the most widely adop-
ted technical standard for audio CDs, and it includes specifications for minimum and maximum track durations, maximum number of
tracks, and how audio is encoded to the CD. Because the Project page adheres to this standard, you can be sure your audio CDs are
compatible with almost any CD player.
To burn your Project to an audio CD, click on the [Burn] button at the top of the Project page. In the Burn Audio CD dialog, you can select
the device you wish to use to burn the CD, as well as the speed of the burning process. In general, using slower speeds in the burning
process reduces the chance for errors.
Burn Options
Several options in the Burn Audio CD dialog are intended to prevent common CD-burning errors: Test Write, Use Burnproof, and Use
Temporary Imagefile. These options usually increase the time it takes to burn a CD in the Project page but they help to prevent wasting
time and blank CDs on failed attempts.
The Test Write option runs tests before attempting to burn the CD in order to be sure the necessary computer resources are available.
Burnproof is a technology capable of preventing buffer under-run errors with some CD burners, in which the CD-writing process is inter-
rupted, and the CD writer is forced to stop burning the CD before it is finished.
The Use Temporary Imagefile option changes the burn process so that an image of the CD to be burned is created before attempting to
burn the CD. This helps to eliminate potential problems related to data not being made available fast enough while writing to the CD.
DDP Export
DDP images are quickly becoming the standard method of getting a disc image from mastering to disc manufacturing. The DDP image
contains all the contents of your master disc, plus formatting information that ensures your replicas exactly match your master. To create
a DDP image of your Project, click on the [DDP] button at the top of the Project page.
All of the DDP image data is exported to a single folder with the name of the Project appended with "DDP." This folder can be delivered to
a duplicator.
Digital Release
It is possible to publish your Project to a single folder containing all Tracks in your Project, properly tagged with the appropriate meta-
information. A common use for this would be to quickly create an MP3 album in one folder and then upload it to a Web site or online
retailer for distribution. This process is similar to creating a mix on the Song page, as described in the Create a Mixdown section.
Click on the [Digital Release] button at the top of the Project page to open the Digital Release dialog. In this dialog, you can choose
whether you want to create WAV, AIFF, FLAC, CAF, Ogg Vorbis, or MP3 files (or, at 384 kHz sample rate, just WAV, AIFF, or FLAC),
and where you wish to store the files. You can also choose a sample rate, a resolution (bit rate), and select Constant or Variable bit rate,
depending on the format. You also have the option to simultaneously upload your Project to a linked SoundCloud account.
The folder to which all new files are written is named according to the Artist and Disc fields in the Project meta-information, at the top of
the Track Column. If the Artist field is disabled, the new folder takes its title from the Disc name field. If the Artist field is enabled, the new
folder title shows the artist name followed by the disc title. If neither the Artist or Disc fields have been filled in, the folder gets its title from
the name of the Project.
The name of each Track in the Track column is used for the name of the new files created. In the Options section of this window, you can
include Track numbers and the artist name in the name of each new file to be created in the album. All other meta-information supplied
for each Track is used to tag the new files appropriately.
You can also choose Realtime Processing, to mix the Project down in real time.
As soon as the mixdown or rendering process is completed, the “Upload to PreSonus Sphere” window will appear. First make sure the
mixed and rendered files in the Files column are complete. Then select a destination Workspace from the Workspaces list. Click the
[Upload] button to initiate the upload to PreSonus Sphere.
To add files to a Workspace, at least one Workspace needs to exist in your PreSonus Sphere cloud storage account. You can manage
your Workspaces by clicking on Manage Workspaces which takes you directly to the Workspaces area of your PreSonus Sphere
account. Here you can manage your storage space, share content with other users, and invite other PreSonus Sphere users to join your
workgroup.
Visit http://www.presonus.com/sphere for more information on PreSonus Sphere.
SoundCloud Integration
PreSonus has partnered with the popular SoundCloud Web service to make it possible for you to upload your music to SoundCloud from
within Studio One. This integration is the first of its kind.
Upload to SoundCloud
Once Studio One is connected to SoundCloud, you can upload music from your Project to SoundCloud directly from Studio One. To do
this, create a digital release from any Project and choose Upload to SoundCloud in the options, or open the Studio One/SoundCloud Cli-
ent dialog.
If creating a digital release, the Tracks from the digital release are added to the SoundCloud Client window automatically, with the appro-
priate meta-information already filled in. If accessing the client directly, click on Add Tracks to add any audio file to the list. SoundCloud
supports the upload of any audio file from Studio One, at any resolution, and at any file size. Any number of Tracks can be uploaded at
once, added from a digital release or manually.
After adding your Tracks, select any Track in the list to edit its information in Track Info and More Info. If you want the Track to be avail-
able publicly, meaning any SoundCloud user can see it, select this option under Track Info. If you want the uploaded file for Track to be
downloadable or streamable, select the corresponding option under More Info.
When finished editing Track information, click on Upload to upload the Tracks to SoundCloud. The Tracks appear in your SoundCloud
account once the upload has completed.
To expand the Micro View for any built-in effect, open the Console and click once on the effect in the Insert Device Rack. The Micro View
expands downward, revealing certain parameters of the effect. Not all parameters of each effect are available in the Micro View, only
those you are likely to change frequently.
In the large Console view, notice the arrows at the very top and bottom of the Insert Device Rack. Click on these arrows to scroll up and
down in the Insert Device Rack to view any number of open Micro Views. To collapse any Micro View, click once on the effect name at
the top of the Micro View.
The Phase meter is helpful when checking stereo-playback issues and mono compatibility. There are two components to this meter: a
large goniometer at the center of the plug-in window and a correlation meter at the very bottom.
The goniometer displays left versus right channel amplitude on several axes. A line in the following directions of the Goniometer display
would mean:
M-Axis Mono signal
+/-S Axis Mono with one channel totally out-of-phase
L/R Axes Mono on one channel (left or right)
M/S Axes Channels in a Mid-Side (MS) encoded or recorded signal
The correlation meter shows the average amount of in-phase and out-of-phase audio signal. Correlation meter parameters are:
+1 Mono signal
-1 Reversed-phase mono signal
0 Independent signals (true stereo or dual mono)
Spectrum Meter is helpful when determining the frequency content of an audio signal. For instance, you might know that a drum loop
needs some EQ, but you might not be sure what frequencies to bring up or down. Or there might be an annoying ring in a guitar part that
you want to get rid of but you do not know the frequency of the ring. Spectrum Meter can help diagnose these problems, and many oth-
ers.
Spectrum Meter is fully adjustable using the following parameters at the bottom of the plug-in window:
Channels
When Spectrum Meter is inserted on a stereo Track, you can choose from the following channels to be analyzed in the meter:
L Left channel only
R Right channel only
L+R Sum of left and right channels
L-R Difference between left and right channels
Analysis Mode
Octave Octave Band displays frequency content divided into octaves, useful for determining broad balance across the fre-
quency spectrum.
3rd Octave Third-Octave Band displays frequency content divided into 1/3 of an octave, useful for determining balance with
good precision across the frequency spectrum.
12th Octave The bands in the 12th-octave meter correspond to the 12 musical tones in an octave, each in its appropriate place
on a piano-like keyboard. This allows for easy reading of the pitch or note value of a given signal.
FFT A Fast Fourier Transform, or FFT, displays frequency content divided into many bands. It’s useful for accurate metering of a
specific range of the frequency spectrum.
When FFT is selected, you can select the FFT window size (FFT size = time vs. frequency resolution). You can choose
from 16,384; 8,192; 4,096; and 2,048. The default setting is 16,384.
As FFT measurements are divided into bands, exact frequencies across the entire spectrum are not measured.
When using the FFT display, a -3 dB/octave line is displayed in addition to the frequency and level crosshair. This line
represents compensation for the shrinking frequency-width of the FFT bands toward the higher end of the spectrum,
which leads to a lower energy content. A well-balanced mix should somewhat approximate the slope of this line.
FFT Curve This performs the same analysis as the FFT mode, but displays the result as a single white line.
Waterfall & Sonogram Two modes that graph changes in frequency content and dynamics over time.
Segments Closely resembles the output of an FFT display. However, the X/Y grid is split up in uniform segments, rather than
varying in resolution depending on frequency. Switchable amplitude segment sizes of 0.5, 1, and 2 dB.
Level Range
Tuner
The Tuner proves invaluable when inserted on guitar, bass, and other instruments that require frequent tuning. The Tuner features a
switchable standard/strobe display, with exact Frequency and Difference readouts in the lower left corner. A Calibration knob enables cal-
ibrating the Tuner to a center frequency from 415 Hz to 465 Hz. Click on the [Strobe Mode] toggle switch to enable the strobe display, in
which the rotation speed is a measure of the amount you need to tune.
There is a center-note indicator with an arrow to either side. When the left arrow is displayed, the signal is tuned below the closest note;
when the right arrow is displayed, the signal is tuned above the closest note. When both arrows are displayed, the signal is perfectly
tuned.
Level Meter
The Level Meter plug-in is a level meter that can be sized as a horizontal or vertical display type. The following parameters are available
in the Level Meter:
Mode Select True Peak, K-20, K-14, K-12, or R128 (Loudness) metering mode.
Corr Engage to display phase correlation.
RMS Len Click the field and select an RMS length value from the menu.
Hold Len Click the field and select a Hold length value from the menu.
The Scope provides the functions an engineer would expect from a digital oscilloscope and is useful for debugging problems in the stu-
dio, such as analyzing crosstalk and noise levels.
There are three signal channels and one math channel. Each channel can either show the left or right signal of the Insert Channel, or
sidechain input, while the math channel can show the difference between two of the signal channels. (B and C can be inverted to sum
instead, or to do a polarity flip.)
Each of the color-coded channels can be scaled and offset in the Y axis, and scaling is shown as percent of full scale per division. (Full
scale is 1.f, equivalent to 0 dB.) All channels can be activated/deactivated by clicking on the colored channel letter.
The time (x axis) can also be scaled and offset. This setting is for all channels. The offset is shown with a green vertical line.
The units follow the samples/seconds switch above the display, and can be expressed in decibels (dB) or percentages (-100% to 100%).
The scope is triggered from one of the following sources:
Slope Triggers when the signal level on the selected channel crosses a threshold level in the right direction. The threshold is
adjusted by the Trigger Level control. Note that this does not apply to the Math channel.
Transients This uses the same audio channel, and the Slope and Level controls still apply, but the transient level is usually
much more narrow: somewhere above 0% and typically around 1.5%.
External Signals Notes sent to the scope MIDI input or not sent at all (free).
Engaging Oneshot turns triggering off after the first received trigger. Retrig waits for one new trigger in case you get the wrong signal or
change the signal.
The Scope display is latching, meaning that a signal is shown only on the second trigger. Note that the scope does not clear its buffer on
stop, so there may be unwanted signal shown until another display trigger occurs.
The Hold control adjusts the length of time shown for a trigger signal, and during this period, no new signal triggers the scope. This is
adjusted in percent of the display width and is also shown in the selected time unit and as a green vertical line. The display is clipped on a
new trigger.
Finally, there is a crosshair for measuring the signals. It has a tool-tip readout using the units displayed in relation to the selected chan-
nel. Use this for measuring distances/differences for the selection, where dB levels are rectified signal levels, so you can compare pos-
itive and negative peak levels.
Tone Generator is capable of generating noise, frequency sweeps, and other signal types commonly used for signal-path testing and cal-
ibration. The Scope would commonly be used in conjunction with Tone Generator to analyze return signals at the end of the signal path
being tested or calibrated.
The following parameters are available in Tone Generator:
Waveform Choose from sine, saw, square, white noise, and pink noise.
Anti-Alias The saw and square waveforms have Anti-Aliasing engaged by default in order to prevent aliasing artifacts
from appearing.
Frequency Set the tone frequency from 1 Hz to 22 kHz.
Modulation
Wobble Engage this to make the tone frequency move from the set frequency to the modulation Target Frequency,
according to the Modulation settings.
Log. Sweep Engage to make the frequency sweep logarithmic instead of linear.
Length Set the length in time of the sweep from Frequency to Target Frequency; range is from 10 ms to 60 seconds.
Phase Shift Set the phase shift that occurs over the chosen Length of time, from 0° to 180°.
Target Frequency The end frequency to which the tone is swept during modulation.
Gated Gated allows the output to be turned on via a note played on a Keyboard (set the output of an Instrument Track to Tone
Generator).
Off/On The default setting is Off. On activates the Tone Generator.
Level The output level of Tone Generator, from -144 dB to +24 dB. (Use caution!)
IR Maker
IR Maker is a utility plug-in that allows you to capture your own impulse responses for use with OpenAIR and with the cabinet section of
Ampire. The following describes general guidelines on how to use IR Maker to create impulses:
Mixtool provides common track utilities, including independent left- and right-channel inversion, left- and right-channel swap, and MS
transformation of stereo signals. Use Mixtool when inverting channels to correct for phase cancellation and correlation issues, as well as
to provide MS transformation to decode signals recorded with Mid-Side stereo configurations.
The following parameters are available for Mixtool when used on a stereo Track:
Gain Set overall output Gain. Variable from -24 dB to +24 dB. Use [Ctrl]/[Cmd]+[Shift] and drag to fine-tune the value.
Swap Channels Click to swap left and right Mixtool input channels. Stereo Tracks only.
MS Transform Click to perform a Mid-Side transform on the Mixtool input channels. Stereo Tracks only. Generally used to
decode MS-recorded signals or to create MS signals for stereo image processing.
Block DC Offset Re-centers the incoming waveform, to remove any DC Offset in the audio signal.
Invert Left Click to invert the phase of the left playback channel for a stereo Track.
Invert Right Click to invert the phase of the right playback channel for a stereo Track.
When used on a mono Track, the Mixtool plug-in has one control to invert the phase of the signal.
Analog Delay
Analog Delay emulates a one-head tape delay with optional tempo sync, LFO, filtered feedback, and other features. It can be used to cre-
ate deteriorating echoes, echoes with changing delay and pitch, and flanging/chorus effects. These types of sounds are often used in
Dub Music or ’70s rock.
The following parameters are available in the Analog Delay:
Delay
Time The base delay time.
Sync Optional Sync mode for Time.
Sync disengaged results in speed expressed as time from 1 ms to 3 s.
Sync engaged results in time expressed as beats from 4/1 to 1/64, with triplets.
Feedback Feedback percentage; that is, the amount of delayed signal to be fed back into the delay input. Variable from 0 to
100%.
Boost Enable this parameter to boost feedback levels.
LFO
Speed The base LFO speed.
Sync Optional Sync mode for LFO Speed.
Sync disengaged results result in Speed expressed as frequency, from 0.01 Hz to 5 Hz.
Sync engaged results in Speed expressed as beats, from 4/1 to 1/64, with triplet and dotted-time variants.
Amount Modifies the effect of the LFO on delay speed. Variable from -50% to 50%.
Type The shape of the LFO waveform; select from triangle, sine, sawtooth, and square.
Color
Low Cut Filters frequencies below this value from the delayed signal. Variable from Off to 20 Hz to 3.2 kHz. Filter is 6 dB per
octave.
High Cut Filters frequencies above this value from the delayed signal. Variable from 400 Hz to 16 kHz to Off. Filter is 6 dB per
octave.
Drive Emulates tape saturation with State Space Modeling. Variable percentage from 0 to 100%.
Motor
Factor Modifies tape speed. Variable from 0.5 (double the delay length) to 2 (half the delay length).
Inertia Modifies speed of changes over time, based on Factor. Variable from 0 to 5.
Synced LFO and synced delay with LFO slower than delay means that modulation is not perceptible (except with high inertia).
Delay 309
Width
Width Regulates the stereo width of the delay feedback. Variable from mono to full stereo width.
Ping-Pong Mode
Off Select this setting to shut off Ping-Pong Mode. This also can be used to freeze the delay effect to one side, for
example.
Sum Select this setting to feed a mono-summed mix of both channels into the delay. Try higher settings of the Width
control to achieve the full ping-pong effect.
2-Ch This option feeds the stereo mix into the delay. Try lower settings of the Width control to "monoize" the delay
effect.
Swap Click this to swap the left and right sides of the Ping-Pong effect. If Ping-Pong Mode is Mono and Width is 100%, for
example, this determines whether the delay effect starts on the left or right sides.
Global
Dry/Wet Adjusts the mix of processed signal and the original dry signal. Variable from 0 to 100%. A setting of 100% is likely to
increase feedback.
Locked Engage this switch to prevent changes to the Dry/Wet balance.
Beat Delay
The Beat Delay is a tempo-synced delay with optional cross-delay and filtered feedback. Use this effect for adding/changing the feel of
rhythmic parts (e.g., adding off-beats) or “spatially doubling” parts (for instance, slap-back echo). Beat Delay has the following para-
meters:
Beats Delay time expressed as beats. Variable from 4/1 to 1/64, with triplet and dotted-time variants.
Offset Adjusts a time offset from -30 to +30% of the specified Beats value.
Feedback Percentage of delayed signal added back into the delay input. Variable from 0 to 99.99%.
Modulation
Ping-Pong
Off Select this setting to shut off Ping-Pong Mode. This also can be used to freeze the delay effect to one side, for
example.
Sum Select this setting to feed a mono-summed mix of both channels into the delay. Try higher settings of the Width
control to achieve the full ping-pong effect.
2-Ch This option feeds the stereo mix into the delay. Try lower settings of the Width control to "monoize" the delay
effect.
Swap Click this to swap the left and right sides of the Ping-Pong effect. If Ping-Pong is Mono and Width is 100%, for
example, this determines whether the delay effect starts on the left or right sides.
Width Regulates the stereo width of the delay feedback. Variable from mono to full stereo width.
Cross Delay When not set to Off (center), the input is sent, in mono, to the left or right channel, with a delayed signal sent to the
other channel. Variable from L 50 ms (right channel dry, left channel delayed 50 ms) to R 50 ms (left channel dry, right channel
delayed 50 ms). Extreme left or right settings create a pronounced stereo effect.
In Pan Sets the ratio between the left and right channels of a stereo input signal. When it is set to full Left, for example, only the
left channel of the input signal is delayed.
Pong-Factor Applies a multiplier to the delayed signal, with a variety of rhythmic subdivisions.
Color
Low Cut Scoops out the low end of the delayed signal using a 6 dB/octave filter. Variable from 20 Hz to 1 kHz.
Hi Cut Rolls off the high-frequency content of the delayed signal using a 6 dB/octave filter. Variable from 1 kHz to 20 kHz.
Global
Delay 310
Mix Adjusts the blend of the processed signal and the original dry signal. Variable from 0 to 100%.
Lock Engage this switch to prevent changes to the Dry/Wet balance.
Groove Delay
The Groove Delay is a four-tap, tempo-synced delay with variable filters and a variable beat grid. Use the Groove Delay to create tempo-
synced delay patterns ranging from simple subdivision taps to intricate evolving grooves or granular effects.
The Groove Delay has the following parameters:
Grid Display This display shows the current value for each tap for either Level, Pan, Cutoff, Swing, or LFO, based on the selec-
ted view mode across a grid of beats. The current value for each tap is color-coded and can be edited with the mouse directly
within the display.
Filter Controls Click this to show/hide the bottom area of the Groove Delay. This is where the Filter settings and Cutoff LFO
Amount controls are located.
Level, Pan, Cutoff, Swing, LFO Click on these buttons to display and edit the respective parameter for each tap in the Grid dis-
play.
Level Adjusts the output level and timing for each tap.
Pan Adjusts the pan and timing for each tap.
Cutoff Adjusts the filter cutoff frequency for each tap.
Swing Adjusts the Groove parameter for all taps that fall on off-beat positions between straight and dotted values, while
simultaneously adjusting Tap 4 and possibly Tap 2 levels (for all on- or off-beat positions). Helps achieve “swing”
grooves.
LFO Adjusts the Cutoff LFO Amount for each tap.
Beatlength
Select one of the note icons to adjust the Grid subdivisions by note value. Options range from 1/2 to 1/64.
Tap Parameters
Beat Position Adjusts the delay length for the currently select tap, in beats. Variable from one beat to two bars. The number of
positions within a bar is determined by the Beatlength: when set to 1/2 Beats, only 4 positions exist; when set to 1/32 or 1/64, 64
positions exist.
Tap Groove Adjusts the delay time relative to the Beat setting as a percentage. Variable from Triolic (= 66.67%, the last note of
the previous triplet) to Dotted (= 150%).
Tap Feedback Adjusts the amount of signal fed back into the delay effect.
Tap Output Level Adjusts the level of the currently selected tap as a percentage of the input level. Variable from 0 to 100%.
Tap Output Pan Adjusts the pan of the currently selected tap. Variable from Left to Center to Right.
Global
Delay 311
Feedback
Dry/Wet Adjusts the mix of processed signal with the original dry signal. Variable from 0 to 99%. A value of 100% could
cause runaway feedback, so that value cannot be reached.
Mix
Effect Depth Adjusts the mix of processed signal with the original dry signal. Variable from 0 to 100%.
Lock Locks the Effect Depth control position in place.
Filter Controls
The following controls become available when the Filter Controls button above the display is engaged.
Filter Click on the [Filter] button to engage the filter for the currently selected tap.
Type Mix Drag the red dot around the X/Y grid to adjust the character of the filter (X axis: low-pass to high-pass; Y axis: band-
pass to peak).
Cutoff/Reso. These controls adjust the cutoff frequency and resonance of the filter.
Cutoff LFO Amount Drag the horizontal fader to adjust the relative amount that the Cutoff Mod LFO can affect the cutoff setting
for the filter. Variable from -1 to 1. (Negative values differ from positive only in phase.)
Cutoff LFO The Cutoff LFO is a modulation source that can affect the cutoff value of the filter for each tap, depending on each
tap’s Cutoff LFO Amount setting.
LFO Speed-[Beats/Frequency] Adjusts the speed of the LFO. Beats variable from 4/1 to 1/64 with triplet and dotted
time variants. Frequency variable from 0.10 Hz to 30 Hz.
Sync Click to engage Cutoff LFO sync. This enables LFO speed adjustment in beats (synced to Song position).
Distortion
Distortion effects focus on the creation of a range of audio clipping artifacts that can add character and attitude to sounds—or destroy
them completely. Studio One includes the following distortion-oriented processors:
Ampire
Distortion 312
Ampire is a powerful and versatile collection of guitar- and bass-amplifier models based on our proprietary State Space Modeling tech-
nology, with precise emulation of every component in the signal path. Convolution-based speaker cabinets and microphones play a vital
role, with variable mic positioning and phase. Signals can be processed pre- and/or post-amplifier by a bevy of effect stompboxes, some
of which employ State Space Modeling of their components. Use Ampire with guitars, basses, or any audio signal to create spot-on emu-
lation of guitar amps and cabinets and a rougher, harmonically-enriched sound.
The Ampire window is divided into four main sections:
Toolbar This runs along the top of the Ampire window, and provides the basic functions such as input / output levels, window
configuration, amp / cabinet selectors, and access to the microphone settings and a tuner.
Gallery The first section under the toolbar allows visual selection and display of the amps and cabinets models. It can be hidden
to reduce the overall size of the Ampire window.
Edit section The next section houses the controls for the selected amplifier model. It is always visible.
Pedalboard The bottom of the Ampire window is home to the Pedalboard, which allows you to add up to eight effects units to
the signal path and configure them however you want. These effects units are also known as Stomps.
Note that the Pedalboard is also available as an independent effects plug-in, which can also contain up to eight Stomps. More
about that later.
Each of these four sections is described in the following paragraphs.
Toolbar
The gateway to Ampire is the toolbar, where component selections are made and basic levels are set. Viewing options are available here
too, along with access to a handy tuner and other features.
Input Level Trim the input level directly at Ampire’s input to pull up weak instrument signals or to attenuate loud, processed sig-
nals. With a good input level, the signal is in the optimal range for dynamic distortion within Ampire. Variable from -12 dB to 24
dB. This parameter is not saved with each preset. It stays at a static setting for each instance of Ampire until you change it.
Show / Hide Views This button ( ) hides or reveals different sections of the Ampire window so you only see what you
want. Click above the button to toggle the Stage view; click below the button to toggle the Stomps view.
Amplifier Model Select an amplifier model by clicking on the Amp name in the toolbar and choosing an amplifier from the
Gallery. Move the cursor over the Gallery images to read a brief description of each amp. You can also use the up / down arrows
in the toolbar or on the left side of the Stage view to select an adjacent amplifier.
Changing the amp model changes the characteristics of the entire amplifier, including preamp and power amp distortion and
amplification, the differences between channels 1, 2, and 3 (where applicable), and tone stack behavior. Select "None" if you
want to bypass the amp head and run the signal directly through the cabinet.
Cabinet Model Click the Cabinet Model selection box to choose a cabinet from the Gallery. Move the cursor over the Gallery
images to read a brief description of each cabinet. You can also use the up / down arrows in the toolbar or on the left side of the
Stage view to select an adjacent amplifier. If you want to take the direct output of the amp head, choose the Bypass icon (
).
You can also drag and drop Impulse Response files into the Mic A, B, and C slots for the User Cabinet (see IR Maker). WAV and
AIFF files are supported.
Mic Edit Controls Click the Mic Edit Controls button to access the settings for the microphones that were used to capture the
sound of each cabinet.
Mic Mix Link Activate this button to link the microphone channel levels. When linked, moving one fader adjusts all
three proportionately, for a combined level of 100%. If a mic level is at 0, moving the other faders adjusts only those
channels. Disengage this button for independent control of each microphone level.
Mic A/B/C Mix Adjust these faders to achieve the desired level for each mic. When linked (as described above), adjust-
ing one adjusts all three.
Mic Mute Each channel has a Mute button. Use the appropriate button to mute only that microphone. Note that this
does not affect the Link status of that channel.
Mic Polarity Each channel has a Polarity switch. Use the appropriate button to invert the phase of that microphone.
Mic B/C Delay These controls simulate moving Mic B and Mic C further from the cabinet. Variable from 0 to 2.9ms.
Show / Hide Tuner This button reveals or hides the Tuner window.
Distortion 313
Frequency/Difference When a pitched input signal is detected, several things happen:
The name and octave number of the nearest fundamental pitch is shown below the tuning meter (i.e., D#2), with arrows
on either side to indicate whether the note is flat, sharp, or in tune (both arrows lit)
Frequency The fundamental frequency of the input signal is displayed in Hertz (Hz)
Difference The amount of deviation from center is shown as a positive number (sharp) or a negative number (flat).
Strobe Click this switch to toggle the tuner between the standard and strobe tuner views.
Calibration Click and drag the knob to set the tuning reference frequency, or enter a value manually in the number
field. [Ctrl]/[Cmd]-click to reset the value to A=440.00.
Mute Activate the Mute switch to defeat the input signal temporarily while the instrument is being tuned. The signal is
restored when the Tuner window is hidden. However, if the Ampire Editor window is closed while the Mute switch is still
engaged, the input signal is not restored.
Output Level Distortion and amplifier emulation may result in massive level changes. Use Output Level to adjust the signal to
normal levels. Unlike the Input Level setting, the Output Level value is saved with each preset. Variable from -24 dB to 12 dB.
PreSonus used our State Space Modeling technology to perform a component-level analysis of every circuit in these sought-after amp-
lifiers. This enables Ampire to recreate the dynamic behavior and non-linearities that are critical to the distinctive tone and character of
tube and semiconductor-based analog circuits.
After an amplifier is selected its controls appear in the middle of the Ampire window (the Edit section). Here's a description of each con-
trol.
MCM 800
Tone Controls Presence controls the amount of negative feedback; increasing the value changes the high frequencies and
harmonics. Bass, Middle, and Treble are basic tone controls for their respective frequency ranges.
Gain Controls Master Volume controls the final output volume. Pre-Amp Volume controls the level of the input signal before
it enters the amplifier circuitry.
Sensitivity Click one of the connectors to route the signal into the High sensitivity input or the Low sensitivity input.
Distortion 314
Dual Amplifier
The channels of the Dual Amplifier model are numbered from right to left. They have similar EQ and tone controls, but each has different
gain and circuit characteristics.
Channel selector This knob selects channel 1, 2, or 3. You can also use the small selector buttons between the toggle switches
to select a channel. The channel indicators have different colors (green, orange, and red) to help you see which is active. The
green channel is "clean", while the orange and red channels are more distorted.
Main Power There are two options for the power supply characteristics: Spongy or Bold.
Tone Controls These are identical for channels 1-3. Bass, Mid, and Treble are basic tone controls for their respective fre-
quency ranges.
Gain Controls These are identical for channels 1-3. Presence controls the amount of negative feedback; increasing the value
changes the high frequencies and harmonics. Master controls the final output volume for the channel. Gain controls the pre-
amp input level.
Mode switch: Channel 1 Two positions: Clean and Pushed, each with different sound characteristics. Pushed has a boost, so
the tone controls contribute less to the sound of Channel 1 in that position.
Mode switch: Channels 2 and 3 Three positions: Raw, Vintage, and Modern. Each provides sound characteristics that were
modeled after different amplifiers from the same manufacturer.
Rectifier switch: All Channels Two positions: Diode and Tube. These determine the basic character of the selected channel,
which changes the output volume, the harmonic response, and the amount of headroom for that channel.
VC30
Channel Inputs The VC30 has three channels: Vib-Trem, Normal, and Brilliant. Each channel has two inputs on the front
panel, arranged vertically. The low-sensitivity inputs are on the top row, and the high-sensitivity inputs are on the bottom row.
Each channel corresponds to a section of controls on the right side. The active channel is determined by which input is used.
Vibrato The controls in this channel are used when one of the Vib-Trem inputs is connected. Use the Speed selector to choose
one of the three speeds. The Vib-Trem selector also has three settings (Vibrato, Off, or Tremolo). Adjust the level with the Vib-
Trem control in the Volume section.
Volume Adjust the gain of each channel with the corresponding control in the Volume section. Usually only one channel is act-
ive, depending on which input is connected. But when the Vib-Trem and Brilliant channels are "jumpered" as shown below, the
gain controls for both channels can be used to achieve the perfect blend.
Tone The Treble and Bass controls are dedicated to the Brilliant channel. The Cut control attenuates the high frequencies, and
is active for all three channels. 0% = no cut, 100% clockwise = maximum cut.
Vib-Trem > Brilliant The Vib-Trem and Brilliant channels can be patched together and used at the same time. To do this, click
input 2 of the Vib-Trem channel, then click it again and a patch cable appears between Vib-Trem input 1 and Brilliant input 2.
This shows that the connection has been made.
This "jumpered connection" sends the signal through both the Vib-Trem and Brilliant circuits, so you have the dirt and tone con-
trol from the Brilliant channel and the vibrato / tremolo effect from the Vib-Trem channel available. The relevant controls in each
Distortion 315
channel can be used to modify and blend the two outputs.
Blackface Twin
This well-known amp has two channels (normal and vibrato). Each channel has two input jacks that differ in input volume, as well as a
Bright switch.
Normal Channel A simple channel with three EQ knobs and a Bright switch. The EQ knob range is from 1 (maximum cut) to 10
(maximum boost); 5 is neutral (no change). With Bright switched on, high frequencies can pass through the volume stage more
easily. The effect depends on the Volume setting; when the volume is low, the Bright switch makes a bigger difference.
Vibrato Channel The features are identical to the Normal Channel, with the addition of Reverb and Vibrato controls. The
Reverb knob controls the amount of spring reverb, with a setting of 1 shutting off the reverb. The Speed and Intensity knobs
control the "Vibrato" effect (it's actually tremolo), with a minimum to maximum range of 1 to 10. An Intensity setting of 1 shuts off
the Vibrato. The Reverb and the Vibrato Intensity can be toggled between their current value and "Off" by clicking below the
appropriate knob.
Amp STV
This amplifier was designed for bass instruments. It has two independent channels, with two inputs per channel (Bright and Normal). The
difference between the Normal and Bright inputs is that the Bright input attenuates the low and mid frequencies.
Channel One Standard volume and boost/cut EQ controls (treble, midrange, bass), with a set of selector switches that influence
the results in each EQ range. Click the desired switch to change its setting.
ultra hi is a two-position switch: flat (0) or boost (+). It has a significant impact on the high frequencies, especially in
combination with the other tone controls.
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mid frequency is a three-position switch: 220 Hz, 800 Hz, or 3000 Hz. This sets the center frequency of the midrange
EQ band.
ultra lo is a three-position switch: cut (-), flat (0), or boost (+). It has a significant impact on the low frequencies, espe-
cially in combination with the other tone controls.
Channel Two Identical to Channel One, only without the midrange controls.
The Ampire Pedalboard features a wide variety of Stomp Box effects, including distortion and modulation of all sorts. Up to eight Stomps
can be used at once and placed in any order you like (pre- or post-amplifier). Several have sync-to-tempo capabilities. You can even use
the same Stomp in several slots if you want.
For added flexibility, the Pedalboard is available as an independent effects plug-in inside the Browser/Effects/PreSonus folder. That way
you can use it as an insert or send effect on any Channel without needing to bypass the amplifier and cabinet models. You can even drag
a favorite Stomp between instances of Ampire and the Pedalboard, and vice versa, as long as there's an empty slot available.
Note that when used with Ampire, all Pedalboard effects are placed prior to the cabinets in the audio chain.
Now let's take a look at the row of buttons beneath the Stomps window. The numbered slots show the names of the selected Stomps in
the order they appear in the window above them. An unused slot has no name. Each slot has an on/off switch, and on the far left is one
switch to rule them all: it toggles the entire Pedalboard on and off.
Mirrored actions
Many of the actions performed in the Stomps window are mirrored in the Stomps tray, and vice versa. For example:
Click-drag the silver switch in the Stomps window and the blue line moves too.
Click-drag a Stomp to a new location and its numbered slot does the same below. Remember that this works both ways.
Toggle the foot switch of an effect in the Stomps window and the on/off switch in the Stomps tray does it too.
Hover over a number in the Stomp tray to identify that effect in the Stomps window. Hover over the top of a Stomp to see its num-
ber.
This is useful if you're using more than one instance of the same Stomp, for example, and you want to know which is which. It
also helps if the Stomps are not located directly above their position numbers in the Stomp tray. Some of them are fat in more
ways than one.
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Now let's take a tour of the parameters, Stomp-by-Stomp.
Bypass
This selection leaves the Stomp slot empty.
Big Fuzz
This is one of the PreSonus State-Space Modeling effects.
Volume Controls the level into the Tone circuit.
Tone Turn to the left to attenuate high frequencies; turn to the right for more treble, less bass. Tone control is post the
two clipping stages.
Sustain A pre-pre-amp stage into the Volume circuit. Adds sustain and fuzz.
Compressor
The compressor pedal reduces the dynamic range of your signal for additional shaping of your sound. With its two different
modes you can dial in the exact amount of sustain that you want.
Gain Sets the input gain to the compressor.
Peak Controls the amount of peak reduction. Higher peak settings result in more gain reduction and more compression.
Mode: limit / compress Toggles between two different dynamic ratios. When in limiter mode, peaks are limited more
aggressively.
Delay
Speed Adjusts the delay speed from 0.01 to 10 Hz.
Sync Engage this if you want to sync the delay speed to tempo.
Beats Selects a beat value for the synced delay speed.
LC Sets the frequency of the low-cut filter from 20 Hz to 1 kHz.
HC Sets the frequency of the high-cut filter from 1 kHz to 20 kHz.
Feed Adjusts the amount of feedback from 0 to 100%.
Mix Adjusts the mix of the delayed signal with the original signal from 0 to 50%.
Equalizer
Guitar/Bass Selects the appropriate style, which adjusts the frequency values for each band of the graphic EQ.
Band Sliders Adjusts the level of each EQ band up or down to achieve the desired EQ setting. Click-drag across them
to set a quick curve.
Fat
This is one of the PreSonus State-Space Modeling effects.
Distortion Turn to the right to increase the amount of distortion.
Filter With this control fully to the left, the Filter is open and high frequencies can pass; fully to the right, the high fre-
quencies are attenuated. Tone control is post-Distortion.
Volume Controls the final output level.
Gate
The gate pedal completely removes unwanted noise in your signal. No more buzzing and humming in your signal chain! This
One-Knob model has the following control:
Threshold Adjusts the lower limit at which the Gate starts to work. Variable from -96 dB to 0 dB. All signals above the
threshold setting are passed through unaffected, whereas signals below the threshold are muted (e.g., pickup hum or
noise).
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Modulation
Chorus/Flanger/Phaser Selects the type of modulation.
Chorus
Delay Adjusts the delay of the chorus signal from 2 to 20 ms.
Speed Adjusts the chorus speed from 0.01 to 10 Hz.
Width Adjusts depth of delay line modulation, from 0 to 100%.
Depth Adjusts the chorus depth from 0 to 100%.
Flanger
Delay Adjusts the delay of the flanged signal from .2 to 4 ms.
Speed Adjust the flanger speed from 0.01 to 10 Hz.
Sync Engage this if you want to sync the flanger speed to tempo.
Beats Selects a beat value for the synced flanger speed.
Feed Adjusts the amount of feedback from 0 to 100%.
Width Adjusts the flanger LFO width from 0 to 100%.
Depth Adjusts the flanger depth from 0 to 100%.
Phaser
Phase Adjusts the frequency of the phaser from 240 Hz to 8 kHz.
Speed Adjusts the speed of the phaser from 0.01 to 10 Hz.
Sync Engage this if you want to sync the phaser speed to tempo.
Beats Selects a beat value for the synced phaser speed.
Feed Adjusts the amount of feedback from 0 to 100%.
Width Adjusts the phaser LFO width from 0 to 100%.
Depth Adjusts the phaser depth from 0 to 100%.
MP Ninety
Speed Controls the phaser speed.
PAE Chorus 1
High/Low Selects the input sensitivity.
Level Control Adjusts the input level.
Chorus Intensity Controls the rate and depth of the Chorus effect for Chorus mode.
Vibrato Depth Controls the depth of the Vibrato effect for Vibrato mode.
Vibrato Rate Controls the rate of the Vibrato effect for Vibrato mode.
Normal/Effect This foot switch toggles the effect on and off.
Mode: Vibrato/Chorus This foot switch toggles the effect between Vibrato and Chorus modes.
Pan
Speed Adjust the pan speed from 0.01 to 10 Hz.
Sync Engage this if you want to sync the pan speed to tempo.
Beats Selects a beat value for the synced pan speed.
Depth Adjusts the pan depth from 0 to 100%.
Reverb
Size This control affects several parameters to approximate an overall room size. It adjusts the size of the reverberated
signal from 0 to 100%, with lower percentages representing smaller rooms and therefore shorter reverb tails and higher
percentages representing larger rooms and longer tails.
Mix Adjusts the mix of the reverberated signal with the original signal from 0 to 50%.
LC Sets the frequency of the low-cut filter from 20 Hz to 1 kHz.
HC Sets the frequency of the high-cut filter from 1 kHz to 20 kHz.
Damp Adjusts the dampening of the reverberated signal from 0 to 100%.
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Tremolo
Speed Adjusts the tremolo speed from 0.01 to 10 Hz.
Sync Engage this if you want to sync the tremolo speed to tempo.
Beats Selects a beat value for the synced tremolo speed.
Depth Adjusts the tremolo depth from 0 to 100%.
Tube Dreamer
This is one of the PreSonus State-Space Modeling effects.
Drive Turn to the right to increase the Drive amount.
Tone Turn to the left to attenuate high frequencies. The tone control is post-Drive.
Level Controls the final output stage.
Tube Driver
Amount Adjusts the amount of drive from 0 to 11.
Wah-Wah
Type Selection Box Selects the type of wah-wah desired.
Amount Adjusts the amount of the wah-wah effect from 0 to 100%, equivalent to rocking a traditional wah-wah pedal
forward and backward.
Bitcrusher
Perfect for audio abuse, Bitcrusher combines overdrive, bit-depth reduction, downsampling and clipping into a single plug-in. Bit depth
reduction and downsampling are both digital resolution-reduction techniques, but each has its own sonic effect. When used in com-
bination, they create a wide variety of tonal options.
The following parameters are available in Bitcrusher:
Wreck
Bit Depth Lets you specify the level of Bit Depth reduction to apply, from 24-bit to 1-bit.
Dirt Enable this to introduce a high-frequency instability in the Bit Depth reduction effect. Good for creating aggressive
sounds.
Downsample Lets you specify the level of downsampling to apply.
Zero Enable this to emphasize the high-frequency ringing effects added by the downsampling process. When disabled,
a smoothing interpolation process is applied to the signal, lessening audible artifacts.
Color
Overdrive Lets you apply a warm distortion effect, ranging from clean to fuzzy.
Clip Lets you set the threshold for the signal clipping effect. At 0 the signal is unaffected, and at settings below 0 the signal is
clipped in your choice of the following ways:
Digital Standard digital clipping. Squarely clips the peaks of the waveform at the chosen threshold.
Overflow Inverts and offsets peaks at a faster interval.
Fold Introduces harmonics by inverting waveform peaks at the chosen threshold (and at zero).
Display The central waveform display shows a rough representation of the wave-shaping effects currently being applied.
Sine Click this to switch to a real-time view of the Bitcrusher audio output.
Distortion 320
Global
Gain Adjusts Bitcrusher output gain. Variable from -24 dB to +24 dB.
Auto Enable this to set Gain automatically, to match the gain changes created by other Bitcrusher processors.
Mix Lets you blend between the dry (0%) and effected (100%) signals.
Red Light Distortion is an analog-distortion emulator with several selectable distortion models.
The following parameters are available in Red Light Distortion:
In Input gain to the distortion. Variable from -12 dB to 24 dB.
Distortion Only for Hard and Bad Tube types, this is the tube working-point adjustment (bias). Variable from 0 to 10.00.
Low Freq Filters frequencies below this value from the distorted signal. Variable from 20 Hz to 5 kHz, depending on the High
Freq setting.
High Freq Filters frequencies above this value from the distorted signal. Variable from 800 Hz to 16 kHz.
Drive Amplification during overdrive. Variable from 0 to 11; drive increases a lot between 10 and 11 for really distorted sounds.
Out Adjust the output gain of Red Light Distortion. Variable from -12 dB to 24 dB.
Stages Number of overdrive stages used serially in the signal path (including filters). Select from 1, 2, or 3 with the horizontal
fader.
Type Select the type of distortion emulation by clicking on the display and selecting Soft Tube, Hard Tube, Bad Tube, Tran-
sistor, Fuzz, or OpAmp from the list.
Mix Lets you set a mix between the wet (effected) and dry (unaffected) signals running through the plug-in, allowing for parallel
processing effects.
Dynamics
Dynamics processing is a key aspect of mixing and mastering. Studio One features very high-quality dynamics processors that give you
complete control. The following sections contain fundamental details on the shaping of audio dynamics, as well as the functions of Studio
One’s dynamics processors.
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Compressor
The Compressor is a full-featured, RMS-based mono/stereo compression processor with internal and external sidechains. Use this
effect to reduce the dynamic range (signal peaks) of any signal.
The following parameters are available in the Compressor:
Threshold Adjusts the lower limit for compression. Variable from -48 dB to 0 dB.
Ratio Adjusts compression range. Variable from 1:1 (no compression) to 20:1.
Knee Adjusts the soft-knee width. (Width refers to the distance from the threshold to the end of the soft knee.) Variable from 0.1
dB to 20 dB.
Look Ahead Click to engage/disengage 2 ms Look Ahead function.
Stereo Link Click to engage/disengage Stereo Link. Stereo Link sums a stereo input signal to mono for signal-power detection.
Display
Input Level Displays input level + RMS.
Reduction Displays level of compressor attenuation (-60 dB to +3 dB) and the maximum reduction amount. The
highest peak is held until surpassed by another peak or until parameters are adjusted or clicked on.
Compression Curve Click the handles in the display to control the curve settings.
Ratio Click the top right handle to adjust the Ratio when Auto-Gain is not engaged.
Threshold Click the middle handle to adjust the Threshold when Auto-Gain is not engaged.
Knee Use the mouse wheel while floating the cursor over the middle handle to adjust the Knee when Auto-
Gain is not engaged. If you don’t have a mouse wheel, use the Knee knob.
Gain Click the bottom left handle to adjust the Makeup gain when Auto-Gain is not engaged.
Auto-Gain Engaged Click on the middle handle to adjust the Threshold and Ratio parameters. The X axis con-
trols the Ratio, and the Y axis controls the Threshold. Hover over the handle to control the Knee, as described
above.
Output Level Displays output level + RMS.
Envelope
Attack Adjusts attack time for dynamics processing. Variable from 0.1 ms to 400 ms.
Release Adjusts release time for dynamics processing. Variable from 1 ms to 2s.
Auto Engage Auto to automatically set varying attack and release settings based on signal content.
Adaptive Engage to automatically vary attack and release times in order to avoid pumping. This results in less-aggress-
ive but smoother compression.
Gain Attenuates or amplifies the compressor input. Variable from -12 dB to 24 dB.
Input Gain The name of the Gain control when the Compressor is in Int. Sidechain mode.
Side Gain The name of the Gain control when the Compressor is in Ext. Sidechain mode.
Makeup When Auto is not engaged, this allows you to control the output gain manually. It is variable from 0 dB to 48 dB.
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Auto Engage to automatically fix the 0 dB input level to the 0 dB output level (guarantees that a 0 dB input level results
in a 0 dB output level). This button cannot be activated when in Ext. Sidechain mode or when the Filter is engaged.
Sidechain (internal)
Filter Click to activate internal sidechain filtering (for frequency-dependent gating). Uses 48 dB/octave filters.
Listen Click to listen to the filtered control signal of the internal sidechain. Helps find specific target frequency for control
signal when de-essing, transient damping, etc.
Low Cut/High Cut Frequency selection for internal sidechain filters. Low Cut variable from Off to 20 Hz to 16 kHz; High
Cut variable from 20 Hz to 16 kHz to Off.
Swap Click to swap the frequencies used for Low Cut and High Cut.
Sidechain (external) Engage by clicking the [Sidechain] button at the top of the effect window to allow other sources to control
the Compressor. When engaged, you can use the Filter, Listen, Low/High Cut, and Swap controls as described above in the
Sidechain (internal) section.
Sources Click to display a list of external sidechain channel sources. A checked box indicates the current source. Mul-
tiple selections can be made.
Mix This parameter lets you set a mix between the wet (effected) and dry (unaffected) signals running through the plug-in, allow-
ing for parallel processing effects.
Expander
Expander is a fully variable downward expander with range control. It features sidechain capability, including an internal sidechain filter
with variable low-cut and high-cut. Expanders increase the dynamic range of a signal such that low-level signals are attenuated while the
louder portions are neither attenuated nor amplified. This is effectively the opposite of compression. Use Expander to decrease the levels
of unwanted noise or bleed from other sources in the desired signal or to restore dynamic range to a compressed signal.
The following parameters are available for the Expander:
Threshold Adjusts the maximum amplitude at which processing occurs. Variable from -60 dB to 0 dB.
Ratio Adjust the ratio of the Expander. Variable from 1:1 to 1:20.
Display
Reduction Meter Displays the maximum reduction amount (-72 dB to +0 dB).
Expansion Curve Click the handles in the display to control the curve settings.
Threshold Drag the top handle to adjust the Threshold when Auto-Gain is not engaged.
Ratio/Range Drag the bottom handle to adjust the Ratio and Range simultaneously.
Look Ahead Click to engage/disengage 2 ms Look Ahead function.
Reduction Range Adjust the maximum amount of attenuation applied to the signal. Variable from -72 dB to 0 dB.
Envelope
Attack Adjusts attack time for dynamics processing, reaction speed to falling signal. Variable from 0.1 ms to 500 ms.
Release Adjusts release time for dynamics processing, reaction speed to rising signal. Variable from 50 ms to 2 s.
Dynamics 323
Sidechain (internal)
Filter Click to activate internal sidechain filtering (for frequency-dependent gating). Uses 48 dB/octave filters.
Listen Click to listen to the filtered control signal of the internal sidechain. This helps find a specific target frequency for
the control signal when de-essing, transient damping, etc.
Low Cut/High Cut Frequency selection for internal sidechain filters. Low Cut variable from Off to 20 Hz to 16 kHz; High
Cut variable from 20 Hz to 16 kHz to Off.
Swap Click to swap the frequencies used for Low Cut and High Cut.
Sidechain (external) Engage by clicking the [Sidechain] button at the top of the effect window to allow other sources to control
the Expander. When engaged, you can use the Filter, Listen, Low/High Cut, and Swap controls as described above in the Side-
chain (internal) section.
Sources Click to display a list of external sidechain channel sources. A checked box indicates the current source. Mul-
tiple selections can be made.
Ducking Engage this button at the bottom of the effect window to invert the external sidechain source signal.
Gate
Gate is a noise-gate processor with range control. It features a large display with grid lines to indicate the Threshold setting relative to 0
dB.
It also has sidechain capability with an internal sidechain filter that includes variable low cut and high cut. Gating is an extreme form of
expansion that severely attenuates the processed signal or silences it entirely. Use Gate to eliminate unwanted noise or low levels in any
Track or to creatively control the level of a given Track using another Track via the sidechain.
The following parameters are available for the Gate:
Threshold Adjusts the signal level threshold at which the Gate switches between closed and open. You can also click and drag
the dot in the Gate display to adjust the Threshold value. Variable from -60 dB to 0 dB.
Reduction Range Adjusts the maximum amount of reduction. Variable from -72 dB to 0 dB.
Display
Reduction Meter Displays the amount of reduction, from -72 dB to 0 dB.
Gate Curve Click and drag the handle in the display to adjust the Threshold.
Look Ahead Click to engage/disengage the 2 ms Look Ahead function.
Envelope
Attack Adjusts the amount of time it takes for the gate to open and let signal through. Variable from 0.05 ms to 500 ms.
Hold Adjusts the amount of time the gate is held open once the signal has dropped below the Threshold setting. Vari-
able from 1 ms to 1 s.
Release Adjusts the amount of time it takes for the gate to close after the Hold period. Variable from 50 ms to 2 s.
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Trigger
Send Trigger Notes Click to engage sending a trigger when the gate opens. Select the gate as an input on any Instru-
ment Track.
Note Click the field and enter a note name, or click-drag the field to adjust the MIDI note to send.
Velo Click the field and enter a number, or click-drag the field to adjust the MIDI velocity value to send.
Sidechain (internal)
Filter Click to activate internal sidechain filtering (for frequency-dependent gating). Uses 48 dB/octave filters.
Listen Click to listen to the filtered control signal of the internal sidechain. Helps find specific target frequency for control
signal when removing narrow-band noise.
Low Cut/High Cut Frequency selection for internal sidechain filters. Low Cut variable from Off to 20 Hz to 16 kHz; High
Cut variable from 20 Hz to 16 kHz to Off.
Swap Click to swap the frequencies used for Low Cut and High Cut.
Sidechain (external) Engage by clicking the [Sidechain] button at the top of the effect window to allow other sources to control
the gate. When engaged, you can use the Filter, Listen, Low/High Cut, and Swap controls as described above in the Sidechain
section.
Sources Click to display a list of external sidechain channel sources. A checked box indicates the current source. Mul-
tiple selections can be made.
Ducking Engage this button at the bottom of the effect window to invert the external sidechain source signal.
Limiter²
Limiter² is a brickwall limiting processor with optional K-System Metering. Use it to prevent your output signal from clipping or to max-
imize signals with very dynamic peaks.
The following parameters are available for Limiter²:
Input
Gain Adjusts the input level into the limiter. Variable from 0 dB to 18 dB.
Ceiling Adjusts the maximum output of the limiter. Variable from -12 dB to 0 dB.
Threshold is relative to Ceiling. Variable from Ceiling value to 12 dB below Ceiling value. Automatic make-up gain is
applied as the Threshold is lowered.
Mode Toggles between Modes A and B. With Mode A the limiter is always clean with no distortion. However, in Mode A
the limiter response is a bit slower. With Mode B the limiter reacts more quickly to the signal, but depending on the set-
tings a small amount of distortion may occur.
Envelope
Attack Select Fast, Normal, or Slow attack for the limiter.
Release Adjust the amount of time it takes for the limiter to stop processing once the input level falls below the Ceiling
setting. Variable from 1 ms to 3 s.
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Metering
Peak/RMS Click to engage Peak/RMS metering.
K-14, K-20, K-12 Click one of these to select a K-System metering option.
Reduction Displays the amount of signal reduction, from -36 dB to 0 dB.
True Peak Often the sample that represents the "peak" of a waveform is not truly at the peak, but rather just near it. This can cre-
ate inter-sample peaks, in which the true outputted amplitude can surge past the limiter threshold. Enable True Peak to detect
and protect from these inter-sample peaks.
Soft Clip Reduces square wave clipping characteristics when the limiter is clipped. Click to engage Soft Clip.
Sidechain Engage by clicking the [Sidechain] button at the top of the effect window to allow other sources to control the limiter.
Sources Click to display a list of potential sidechain channel sources. A checked box indicates the current source. Multiple
selections can be made.
Pro EQ²
Pro EQ² is an eight-band parametric equalizer with optional spectrum metering; variable low-cut, high-cut, low-frequency, and high-fre-
quency multimode filters; and an optional Auto-Gain output gain setting. Use Pro EQ² on any mono or stereo Track to accurately apply
highly musical equalization to any signal.
The following parameters are available for Pro EQ²:
Input Meter Peak/RMS meter shows the unmodified input signal level. The RMS level is represented by a white horizontal line.
Display Click-and-drag frequency-band handles in the display to edit Gain (up/down) and Freq (left/right) parameters. If you
click on a handle, the mouse wheel edits the Q. (If you don’t have a mouse wheel, adjust the desired Q knob or type in a value
below the knob.) Note that LLC frequency must be selected with the buttons.
Band Controls Click to show/hide the bottom half of the Pro EQ² window. This is where all controls, buttons, and options for
each EQ band are located.
Level Range Click this field to select one of three level range options for the Pro EQ² display: 6 dB, 12 dB, or 24 dB. This affects
the vertical scale within the display only; it does not affect the audio output.
Show Curves Click to display all EQ curves or only their combined curve, which is white. When the individual curves are hidden
you can hover over a band-handle to view its curve, and as any band is adjusted its curve is displayed temporarily.
Spectrum Display Type Click this field to select one of four output-spectrum metering modes: Third Octave, 12th Octave, FFT
Curve, or Waterfall. Select None to deactivate spectrum metering.
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Boost. With Boost engaged, 18dB of gain are added to all signals routed into Mix Engine FX. This helps with compensating for low
recording levels. An already “hot” signal won’t require additional gain, but for those recording by the rule of “-18dB ceiling” will benefit
from the additional input gain available.
Noise: Inherent signal noise plays an important role in defining the sonic character of an analog console. It adds to the perception of a
mix that sounds like it’s glued together. The noise of each console modeled as a Mix Engine Effect was State-Space Modeled indi-
vidually, so expect them to sound and behave differently from one another.
In fact, just as in the real hardware, the modeled analog noise isn’t just different for every Mix Engine Effect plug-in—it’s actually different
on every channel! Add a small amount of noise to any mix and it will give the overall sound a more analog character.
Noise Gate: For songs that have a fade at the end, activate the Noise Gate to fade out the noise automatically, avoiding any unwanted
noise tails.
Additionally, Noise Gate automatically creates a smooth fade to the end of the audio file when rendering. Unless the song ends with a
sharp cut, this option should always be enabled when rendering mixes or stems.
Crosstalk: Just like harmonic distortion and noise, crosstalk plays an important role in recreating the sound of an analog mixer.
Crosstalk is always present and also adds to the effect of a mix being “glued together.”
The crosstalk generated by Mix Engine FX spills over naturally into adjacent channels, with decreasing amounts the further a channel is
away from the source. Implementing this feature goes way beyond just developing a DSP plug-in. This goes deep into the DAW mix
engine and required extensive research and development, so we really hope you like it!
Character: On top of the three components already introduced here (Drive, Noise, Crosstalk), each analog console or summing mixer
has a unique sonic signature. Even without any equalization or compression applied to the signal, each console has its own sonic fin-
gerprint that makes it recognizable in the mix. The effect may be subtle but it’s always there.
Mix Engine FX not only capture the unique character of the consoles modeled, it also allows you to increase this character by a variable
amount. Even with the “Character” control at zero, the characteristic fingerprint of the modeled console is present in the signal chain.
Depending on
the style, mix, and source material it may be desired to have a higher amount of this unique signature, which in this case can be easily
achieved by adding more “Character” to the mix. This can be compared to running the signal through the same console multiple times.
Character is processed on the bus the Mix FX is inserted to.
Master Level Control: With multiple gain stages and variable routing (see below) it may be required to adjust the overall signal level
before leaving the plug-in. This is particularly important if further dynamics processing (compressors, limiters, noise gates) is applied to
the signal after a Mix Engine FX Plug-in. In this case, the Master level should be adjusted so no actual gain change is applied—unless
desired.
Gain Compensation: Adding high amounts of Drive to a signal can result in extreme gain offsets inside the console which in turn could
have a negative impact on subsequent plug-ins by offsetting dynamics threshold levels or creating distortion. Mix Engine FX are
equipped with special gain compensation algorithms to avoid this effect.
Two settings are available:
Bus: master gain compensation is applied inside the bus Mix Engine FX is inserted to, before any bus insert effects.
Channel: individual gain compensation is applied in each channel routed into the bus the Mix Engine FX is inserted to.
Channel is the default setting, and in most cases the preferred one. It helps to avoid distortion inside the channel, as well as unwanted
gain offsets on dynamics plug-ins
ECO Mode: Since Mix Engine FX plug-ins apply processing to many sources individually—every individual channel routed into the bus
the plug-in is inserted to—CPU load can easily get out of control, particularly with some heavy non-linear State Space Modeling applied!
When working on a large project with many channels, ECO mode comes to the rescue when CPU load gets too high. In ECO mode, pro-
cessing is reduced by using simplified algorithms with less attention to the non-linearity in the signals.
Passthrough Mode
Most Mix Engine FX feature Passthrough Mode, which allows you to configure how the effect processes its multiple inbound signals, and
allows you to avoid redundant overprocessing of signals in more complex workflows that may involve multiple instances of Console
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Shaper in the same project. For example, you may choose to use distinct Console Shaper instances and settings on both your drum bus
and Main bus. Passthrough Mode can help you better manage this.
With Passthough ON, all source Channels feeding get processed at the source, the busses don't.
With Passthrough OFF, only the Channels/Busses directly connected with the Main output get processed at the source.
The small orange/yellow indicators on Channels and Busses tell you which signals get processed at the source.
In this example, Passthrough is set to On. Mix Engine effects are active on the Main bus. The vocals are processed by Mix Engine FX at
their Channel source and the vocal bus is ignored.
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In this example, Passthrough is set to Off. Mix Engine effects are active on the Main bus. The vocals are processed by Mix Engine FX at
the vocal bus and not the channel source.
Note that Crosstalk is applied to the same channels that get processed at the source. So it's either applied to the channels feeding to a
bus or the busses, but not both.
Console Shaper
Console Shaper is a Mix Engine Effect included in Studio One Professional plug-in that offers quick, easy-to-manage console emulation.
Quality analog mixing consoles are revered for their depth and richness of tone, forgiving gain staging, and for a number of charming
technical "flaws" that are unseen in digital mixers. These issues, such as circuitry self-noise and crosstalk (a low-level bleeding of signals
between a console's channels and busses) were once the bane of console designers. Ironically, they are now thought to contribute to the
euphonic nature of analog summing.
Console Shaper is well-qualified to provide these sought-after analog attributes for your own mixing within Studio One.
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Insert Console Shaper into the special Mix FX slot on your Master Bus, or on any Bus you wish to process separately (such as a drum
bus). All Channels flowing to that Bus are processed individually at their source, and tone shaping parameters for all affected tracks are
set simultaneously with the controls on the central Console Shaper plug-in window or Console controls.
The following parameters are available in Console Shaper:
Drive Lets you dial in the right amount of analog-style saturation for your mix. Lower settings bring just a hair of pleasing drive,
while higher settings can get into crunchier territory.
Noise Lets you add analog-style noise to the channels affected by this instance of Console Shaper. This type of per-channel
noise can have a "gluing" affect on your mix, and add a sense of depth to some sources. Lower settings add just a bit of noise to
each channel, while higher settings can add a more significant amount.
Crosstalk Lets you add a specified amount of inter-channel crosstalk to the channels affected by this instance of Console
Shaper. Lower settings let smaller amounts of crosstalk occur, and higher settings give you more. Note that as you add
crosstalk, overall signal level rises.
All Console Shaper parameters offer on-off switches, for easy toggling of a given feature.
Multiband Dynamics
Multiband Dynamics is a compressor/expander with five completely independent compression/expansion bands, optional simultaneous
adjustment over all bands, and multiband metering. Use it to reduce unwanted signals or banded noise and to emphasize or limit instru-
ments. In practice, this effect can function as a dynamic equalizer or can be used for mastering compression on a complete mix.
This type of compression is regarded by many as an art form, and can be difficult for beginners to use. We recommend you load the fact-
ory presets as a starting point and learn how Multiband Dynamics works by using it.
The following parameters are available for Multiband Dynamics:
Global Display Float mouse in display to view parameter-editing Tooltips above the display.
Input Horizontal lines represent Low and High Threshold for dynamics processing.
Output Horizontal lines represent transformation of the High and Low Thresholds using Gain and Ratio. A signal at the Low
Threshold on the input would be at the low level on the output.
Color Coded Output Gain Red means attenuation, green means amplification.
Mix This control lets you set the mix between effected and non-effected (dry) signals, allowing for parallel processing.
Dynamic changes occur only between Low/High Threshold and Low/High Gain. If the signal is above or below these settings, only linear
gain is applied.
Bands
L, LM, M, HM, H Low, Low Mid, Mid, High Mid, High.
Frequency Knob Adjust crossover frequency between bands. You must have at least one octave between
adjacent bands.
M, S, Bypass Mute, Solo, and Bypass engage buttons for each band.
Editing the crossover frequencies in the display moves other bands when the bandwidth is below one octave. Editing using automation is
limited to a one octave bandwidth. Moving the crossover to limit frequencies disables bands.
Metering
Range Low This is the lowest amplitude to be displayed in band meters. Click to select from -120 dB, -80 dB, -48 dB, -
24 dB, or -12 dB.
Range High This is the highest amplitude to be displayed in band meters. Click to select from +12 dB, 0 dB, -12 dB, -24
dB, or -48 dB.
Metering On/Off Click to engage/disengage metering for all bands.
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Edit All Relative Click to engage/disengage relative dynamics-settings editing for all bands. When engaged, changing dynam-
ics settings for the selected band changes the same settings for all bands by the same amount.
Auto Speed Click to engage/disengage Auto Speed for the dynamics for all bands. Sets adaptive Attack and Release times for
all bands globally.
Dynamics Click on any band to select it and view/edit dynamics settings for that band.
Dynamics Display Click on handles in display to adjust dynamics settings.
Thresholds No dynamics processing occurs for signals outside of the Threshold settings—only gain amp-
lification/attenuation.
Low Threshold Adjusts the lower limit for signal to be processed. Variable from -60 dB to 2x the knee length.
High Threshold Adjusts the upper limit for signal to be processed. Variable from 0 dB to 2x the knee length.
Ratio Adjusts dynamics processing ratio. Variable from 1:10 (gating) to 20:1 (limiting).
Gain Adjusts output gain. Variable from -36 dB to 36 dB.
Attack Adjusts attack time for dynamics processing. Variable from 1 ms to 200 ms.
Release Adjusts release time for dynamics processing. Variable from 4 ms to 200 ms.
Dynamics speeds are adapted to provide a comparable smoothness at the same setting for expansion and compression, so expansion is
slightly slower than the shown length.
Sidechain Engage by clicking the [Sidechain] button at the top of the effect window to allow specific sources to control the Mult-
iband Dynamics processor.
Sources Click to display a list of potential sidechain channel sources. A checked box indicates the current source. Multiple
selections can be made.
Tricomp™
Tricomp is a three-band compressor. It provides automatic threshold and ratio settings for all three bands and relative control for the low
and high bands, as well as switchable automatic attack and release controls. Tricomp can be used to finalize your mix or to add brilliance
or punch to frequency-rich signals.
The following parameters are available for Tricomp:
Input Gain Set overall Input Gain to the compressor
Mix Adjust the mix between dry (unaffected) and wet (effected) signals, for parallel compression effects.
Low Adjusts the relative amount of compression to be applied to the Low compression band. Variable from -5 to 5 depending on
the Compress setting.
High Adjusts the relative amount of compression to be applied to the High compression band. Variable from -0.50 to 0.50,
depending on the Compress setting.
Low Freq Adjusts the upper corner frequency of the Low compression band. Variable from 80 Hz to 480 Hz.
High Freq Adjusts the lower corner frequency of the High compression band. Variable from 800 Hz to 12 kHz.
Input Meter Displays Tricomp’s input level.
Reduction Meter Displays the amount of signal reduction.
Compression Amount The relative amount of compression to be applied to all three compression bands. Variable from 0 to 10.
Output Meter Displays Tricomp’s output level.
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Knee Adjusts the distance/curve of the compressor knee. Variable from 0 dB (hard knee) to 6 dB (soft knee).
Gain Set overall output Gain. Variable from -18 dB to +18 dB.
Attack When Auto is not engaged, these buttons select the compressor attack time. Fast Attack is 0.1 ms; Slow Attack is 10 ms.
Release When Auto is not engaged, this adjusts the compressor release time. Release is variable from 1 ms to 300 ms.
Auto Click to engage adaptive settings for the compressor attack and release times, based on signal content.
Saturation Saturation recreates the saturation sound of famous leveling amplifiers using State Space Modeling. Variable from 0
to 100%.
Sidechain Engage by clicking the [Sidechain] button at the top of the effect window to allow specific sources to control the
Tricomp processor.
Sources Click to display a list of potential sidechain channel sources. A checked box indicates the current source. Multiple
selections can be made.
Mixing
Many tools can help to achieve proper balance and create space for the various parts of your mix. The following effects can help you craft
your mix with precision and excellent sound quality.
Binaural Pan
The Binaural Pan is a panning effect that employs mid/side processing to manipulate the perceived width of stereo signals, from mono to
double the normal width. Use the Binaural Pan on any stereo Track to tightly control its stereo width and pan, as well as to check for
mono compatibility using the Mono switch.
The following parameters are available for the Binaural Pan:
Pan Adjusts the balance in the left and right channels for the stereo Track. Variable from 100% L to 100% R.
Mono Switch to mono playback of the stereo Track.
Width Adjusts the stereo width of the stereo Track. Variable from 0 (mono) to 200% (double stereo width).
The Binaural Pan can only be used on stereo Tracks. If loaded onto a mono Track, the plug-in display shows “MONO CHANNEL.”
Channel Strip
Channel Strip features three processors in one, including a low-cut filter, dynamics processor, and three-band parametric EQ. Channel
Strip optionally applies automatic gain correction to the EQ so that the input-signal power matches the output signal power. Use Channel
Strip on any mono or stereo Track that needs basic channel processing.
The following parameters are available for Channel Strip:
Low Cut
Low Cut Active Click on the Low Cut Active button to engage/disengage the Low Cut filter.
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Frequency Adjusts the Low Cut Frequency to change the filter cutoff frequency. Variable from 40 Hz to 400 Hz.
Compressor
Compress Adjusts the compression amount. Variable from Off to 100%. Simultaneously adjusts threshold (0 dB to -20 dB) and
ratio (2:1 to 10:1).
Expand Adjusts the expansion amount. Variable from Off to 100%. Simultaneously adjusts threshold (-64 dB to -24 dB) and
ratio (1.5:1 to 2.5:1).
Active gain reduction is indicated by a red “LED"-like indicator.
Slow, Medium, Fast Adjusts the RMS averaging speed. Slower speeds may reduce artifacts with some audio material. The
default is Medium, and Studio One version 1 presets open set to Fast.
Display Displays low-cut filter and parametric EQ settings. Click on handles to adjust gain (up/down) and frequency (left/right).
Adapt Q Enable to change band Q depending on the level of boost or cut applied.
EQ
Low, Mid, High Adjusts gain and frequency for each band of the parametric EQ. Each band has fixed Q.
Global
Gain Adjusts the output gain of the Channel Strip. Variable from -12 dB to 12 dB.
Auto Click to engage automatic output-gain setting. This guarantees that a 0 dB input signal equals a 0 dB output signal.
Dual Pan
Dual Pan is a fully variable stereo panner with input balance control, selectable pan law, and independent left/right panning. The fol-
lowing parameters are available for Dual Pan:
Input Balance Adjusts the balance of the stereo input signal from full left to full right.
Pan Law Select a pan law, choose from -6 dB Linear, -3 dB Constant Power Sin/Cos, -3 dB Constant Power Sqrt, 0 dB Balance
Sin/Cos, and 0 dB Linear.
Pan
Left Adjusts the pan of the left input signal from full left to full right.
Right Adjusts the pan of the right input signal from full left to full right.
Link Link the Left and Right panning.
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Fat Channel XT
Fat Channel is a complete virtual version of the channel strip found on the PreSonus StudioLive III line of mixers, which allows you to use
all Fat Channel XT presets in both Studio One and on StudioLive III. With gate/expander, compressor, parametric EQ and limiter func-
tions, Fat Channel combines many essential processing functions into one easy-to-use tool. Along with its "clean" modern dynamics and
EQ processors, Fat Channel XT gives you a selection of high-quality emulations of vintage compressors and EQs to suit your needs..
Header
Stacked Mode Click this option to toggle the display state of Fat Channel XT. When disabled, only the currently selected
processor (such as Gate or Compressor) is displayed. When enabled, all four processors are displayed at once, in a stacked
arrangement.
Processor Select Buttons (HPF/Gate, Compressor, Equalizer, Limiter) When Fat Channel XT is not in Stacked Mode, click
these buttons to display the processor block of your choice.
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Processor Enable/Disable Click the round button next to the processor name of your choice to toggle the on/off state
for that block of processing. Each processor also has its own enable/disable switch within the module interface.
Compressor and Equalizer Model Selectors Click the menu next to the name of the Compressor or Equalizer processors to
open a Gallery view, from which you can choose the desired Compressor or EQ model. Hover the cursor over each image to
view a brief description, then click to select the one you want.
Compressor offers the following choices:
Standard A flexible, modern compressor, with a clean, hi-fi sound.
Tube A model of one of the best-loved vintage tube-based opto-compressors. Excels at vocal smoothing and
at making bass instruments sound larger-than-life.
FET A model of one of the most-used vintage FET-based compressors. Great for adding an aggressive edge
and accentuating room sound for drums, guitars, and other highly transient signals.
Equalizer offers the following choices:
Standard A flexible, full-featured modern EQ, with a clean, hi-fi sound.
Passive A model of the "rolls-royce" of vintage tube-based passive EQs. Deceptively simple controls and a
rich, thick sound make it perfect for gentle tone shaping or adding vintage character.
Vintage A model of what some call the "final word" in vintage solid-state EQs. Combines an "everything
sounds better through it" quality with musically-chosen EQ frequencies for quick, reliable tonal magic.
Swap Comp/EQ Order Click this button to swap the places of the Compressor and Equalizer processors in the signal chain.
Sidechain Engage by clicking the [Sidechain] button at the top of the effect window to allow other sources to control the limiter.
Sources Click to display a list of potential sidechain channel sources. A checked box indicates the current source. Multiple
selections can be made.
Enable/Disable Click the "HPF" legend to enable or disable the high-pass filter module.
High PassSets the frequency of the high-pass filter. Turn all the way left to disengage the filter.
Gate
Enable/Disable Click the "Gate" legend to enable or disable the Gate module.
Threshold This knob sets the level at which the gate opens. Essentially, all signals above the threshold setting are passed
through unaffected, whereas signals below the threshold setting are reduced in level by the amount set by the range control. If
the threshold is set all the way to the left, the gate is turned off (always open), allowing all signals to pass through unaffected.
You can set the threshold from 0 to -84 dB.
Range This adjusts the amount of gain reduction the gate produces. The range can be set from 0 to -84 dB. The Range control
is not available when using the expander.
Key Filter This knob adjusts the frequency at which the gate opens. Setting a specific frequency, in addition to a specific decibel
level, provides more sonic shaping. The key filter can be triggered by the selected channel or bus’s signal or by sidechaining a
channel and using its signal as the source.
Attack (Att) This adjusts the rate at which the gate opens on the selected channel or output. You can set the attack time from
0.02 to 500 ms.
Release (Rel) Adjusts and displays the rate at which the gate closes on the selected channel. The release time can be set from
0.05 to 2 seconds.
Key Listen This button engages and disengages the Key Listen function, which lets you hear how the gate Key Filter is set.
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Expander Switch the gate into expander mode.
Interactive Graph This graph provides a visual representation of the settings and current activity of the gate. You can also
adjust the setting by moving the blue dots to adjust Threshold and Range.
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Compressor Module - Tube Mode
Enable/Disable Click the power switch to enable or disable the Tube Compressor module.
Comp/Limit Toggles the Tube Compressor between its compressor and limiter modes. When in compressor mode, it acts with
a variable ratio of 1:1-10:1. When in limiter mode, it acts with a variable ratio of 10:1-20:1, more aggressively limiting peaks.
Gain Sets input gain to the compressor. Because this type of compressor operates in a different way than a standard com-
pressor, much of the way that it affects signals is based on the input level. Try different settings to see what suits your needs.
Peak Reduction Sets the amount of peak reduction to apply to the signal. Higher settings result in more gain reduction and
more pronounced compression effect.
Key Filter Sets the frequency of a high-pass filter that sits in the compressor sidechain. The higher the setting, the more fre-
quencies are excluded from reaching the compressor's detector, with a variety of useful dynamic results. Ranges from "Off" to
16 kHz.
Key Listen This button engages and disengages the Key Listen function, which lets you listen to the signal that is being fed to
the compressor's detector, after it has passed through the Key Filter.
VU Meter (Gain Reduction) This vintage-style VU meter shows a smoothed representation of gain reduction applied by the
compressor over time.
Enable/Disable Click the power switch to enable or disable the FET Compressor module.
Input Sets input gain to the compressor. This setting affects the action of the compressor, so feel free to try various settings to
find the optimal effect for your needs.
Output Sets the amount of "makeup gain" to apply to a signal. Once a signal is compressed, its overall level is often reduced.
This gain control lets you bring it back up to the proper level after compression occurs.
Attack This adjusts the speed at which the compressor acts on the input signal. A slow attack time (moving the slider to the
right) allows the beginning component of a signal (commonly referred to as the initial transient) to pass through, uncompressed,
whereas a fast attack time (fully to the left) triggers compression immediately when a signal exceeds the threshold. Attack
ranges between 0.8 to 0.02 milliseconds.
Release This determines the length of time the compressor takes to return the gain reduction back to zero (no gain reduction)
after crossing below the compression threshold. Release ranges between 1.1 second to 50milliseconds.
Ratio Selector Buttons These buttons let you choose a compression ratio: 4:1, 8:1, 12:1, 20:1, or "All."The ratio is a function of
the output level versus the input level. For example, if you have the ratio set at 4:1, any signal levels above the threshold setting
are compressed at a ratio of 4:1. This means that for every 4 dB of level increase above the threshold, the compressor’s output
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only increases by 1 dB. The "All" setting recreates the "all buttons pushed in" setting that helped make this compressor type a
legend, providing massive punch and crunch when driven hard.
Key Filter Sets the frequency of a high-pass filter that sits in the compressor sidechain. The higher the setting, the more fre-
quencies are excluded from reaching the compressor's detector, with a variety of useful dynamic results. Ranges from "Off" to
16 kHz.
Key Listen This button engages and disengages the Key Listen function, which lets you listen to the signal that is being fed to
the compressor's detector, after it has passed through the Key Filter.
VU Meter (Gain Reduction) This vintage-style VU meter shows a smoothed representation of gain reduction applied by the
compressor over time.
Enable/Disable Click this On/Off switch to enable or disable the Passive Equalizer module.
(Low) Boost Sets the level of boost applied around the chosen low frequency. This control interacts nicely with the Low Atten-
uation control, allowing for boosts in apparent bass energy while keeping overall bass energy within optimal limits.
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(Low) Attenuation Sets the level of attenuation applied around the chosen low frequency. This control interacts nicely with the
Low Boost control, allowing for boosts in apparent bass energy while keeping overall bass energy within optimal limits.
Low Frequency Sets the center frequency of the band covered by the Low Boost and Low Attenuation controls.
(Hi-Mid) Boost Sets the level of boost applied around the chosen high-mid frequency.
(Hi-Mid) Bandwidth Sets the Q (or width) of the effect of the high-mid EQ band.
(Hi-Mid) FrequencySets the center frequency of the high-mid EQ band.
(High) Attenuation Sets the amount of attenuation applied in a shelving fashion to frequencies at and above the chosen high
frequency.
(High) Attenuation Selector Sets the frequency at and above which the High Attenuation control attenuates treble content.
Enable/Disable Click the power button to enable or disable the Vintage Equalizer module.
Low Frequency Sets the corner frequency of the low-frequency shelving band of this EQ. Choose from 35, 60, 110, or 220 Hz.
Low Gain (LF) Sets the amount of boost or cut to apply the to low-frequency band of this EQ. Range of plus or minus 16 dB.
Low-Mid Frequency Sets the center frequency of the low-mid-frequency band of this EQ. Choose from 360 Hz, 700 Hz, or 1.6
kHz.
Low-Mid Gain (LMF) Sets the amount of boost or cut to apply to the low-mid-frequency band of this EQ. Range of plus or minus
16 dB.
High-Mid Frequency Sets the center frequency of the low-mid-frequency band of this EQ. Choose from 3.2, 4.8, or 7.1 kHz.
High-Mid Gain (HMF) Sets the amount of boost or cut to apply to the high-mid-frequency band of this EQ. Range of plus or
minus 16 dB.
High Gain (HF) Sets the amount of boost or cut to apply the high-frequency shelving band of this EQ. Range of plus or minus 16
dB.
Limiter Module
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Splitter
While not technically an effect in itself, Splitter is a special routing module that lets you split signals and process them through multiple
parallel effects paths. These split signals are then mixed back into a single signal. You can add an instance of Splitter by dragging and
dropping it to a Channel from the Effects section of the Browser, or by clicking-and-dragging from the [Splitter] button to your choice of
location in the Channel Editor’s Routing view.
For more on how to use Splitter, see Routing View in the Channel Editor section. [LINK]
Modulation
Modulation processors are great tools for creating interesting and innovative sounds. Studio One features the following modulation pro-
cessors:
Autofilter
Autofilter features two resonant filters with six selectable filter models. The filter cutoff frequency and resonance can be modulated by an
LFO using standard waveforms, a 16-step sequencer, and an envelope. Use Autofilter to create filtered effects from basic filter sweeps to
complex tempo-synced rhythmic filter patterns.
The following parameters are available for Autofilter:
Filter Type
Filter 1 and Filter 2 Select from 8 filter emulation types, including Ladder LP 12 dB, 18 dB, and 24 dB; Analog SVF 12
dB and 24 dB, Digital SVF 12 dB, Comb, and Zero Delay LP 24 dB (as found in the Mai Tai and Presence XT instru-
ments). Note that Filter 2 also has a Bypass option.
SVFs State Variable Filters can blend between low-pass, bandpass, and high-pass. Click-drag the vertical Fil-
ter Mix fader on the right to blend the filter types.
Chained/Parallel Switch the two filters between chained in series (Filter 1 followed by Filter 2; good for adding peaks,
creating band-reject filters, etc.) and parallel (Filter 1 and Filter 2 process and output the same signal simultaneously;
good for creating wide bandpass filters).
Filter
Cutoff Adjusts the cutoff frequency for both filters. Variable from 30 Hz to 16 kHz. Can be modulated by the envelope
and LFO.
Resonance Adjusts the resonance of the filters. Variable from 0 to 100%.
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ENV/LFO Adjust the modulation amounts for each filter using the Env and LFO vertical faders. Variable from -100% to
100%. Negative values are phase-inverted. The LFO modulates around the value.
Speed
LFO Speed Can be synced to tempo or run free.
Sync Click to engage/disengage LFO tempo sync. When tempo is synced, the speed is variable from 4/1 to
1/64, with various triplet and dotted-time variants.
ENV Follow Adjusts the attack and release times of the volume envelope (Env), affecting cutoff and resonance.
Auto Click to engage/disengage automatic envelope-length selection.
LFO Steps Display This area shows the amplitude for each step in the LFO. A vertical line sweeps through the display to indic-
ate the current position in the selected waveform. The LFO runs freely when Sync is disengaged; with Sync engaged the line
starts and stops with Song playback.
LFO Type Five LFO types are available along the bottom of the display. Click the buttons to select one of the following types:
16 Steps Click in the LFO display to adjust each step. The steps divide the current Speed/Beats time value. The LFO is
bipolar: the value of each step represents amplitude at that step from maximum negative to maximum positive, with the
mid-point as the zero-crossing frequency (no modulation). Click-drag to draw unique shapes.
Waveforms Select triangle, sine, sawtooth, or square.
Color
Drive Adjusts the filter’s feedback overdrive, which features State Space Modeling. Variable from 0 to 100%.
Cutoff 2 Shift Adjusts the offset of Filter 2 Cutoff frequency. Variable from -2 octaves to 2 octaves.
Global
Gain Adjusts Autofilter output gain. Variable from -24 dB to +24 dB.
Auto Click to engage Auto-Gain, to keep input and output signals at equivalent levels.
Mix Adjusts the mix of the Autofilter-processed signal with the original dry input signal. Variable from 0 to 100%.
Sidechain Click the Sidechain button at the top of the effect window to engage sidechain for envelope detection. This allows
you to use another Track to control the envelope.
Sources Click to display a list of potential sidechain channel sources. A checked box indicates the current source. Mul-
tiple selections can be made.
Chorus
The Chorus is a 1-3-voice chorus processor with optional LFO delay time modulation and stereo width control. Chorus processing is
often used on vocal tracks to help create a more full vocal sound so the track fits better in the overall mix. Guitar and synth parts some-
times feature chorus processing for similar reasons.
The following parameters are available for the Chorus:
Delay Adjusts the delay of the Chorus voices. The value you set is the delay time between voices.
LFO Shape Choose between the four waveforms for the LFO: Triangle, Sine, Sawtooth, or Square.
Voices Adjusts the number of added voices in the Chorus; select from 1, 2, or 3.
LFO The LFO modulates the Spacing parameter.
Depth Adjusts the mix of the processed Chorus output with the dry input signal. Variable from 0 to 100%.
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St. Width Adjusts the spreading of the Chorus voices in the stereo field. Click the Spread button to engage/disengage the Ste-
reo Width feature.
LFO Speed Adjusts the speed of the LFO.
LFO Width Adjusts the range of the LFO modulation of Spacing. Variable from 0 to 100%. A value of 100% would modulate the
Spacing parameter from 0 to 2x Spacing.
Low Freq Sets the corner frequency of the low-cut filter.
High Freq Sets the corner frequency of the high-cut filter.
Mode Choose between Doubler mode (equivalent to the Chorus effect in Studio One 2.5 and earlier) and Chorus mode, which
employs inverse all-pass movement, for truer chorus effect.
Flanger
Flanger creates spatial depths, swirls, timbre shifts, and percussive effects. Flanging is often used on guitar tracks to create interesting
shifts in timbre and tone, and it can help create lush synth sounds, as well. It works by splitting an audio signal into two identical signals;
applying a varying, short delay to one signal; feeding its output back to its input by varying amounts; and mixing the processed and unpro-
cessed signals. You can modulate Flanger’s delay time with an LFO, which can be tempo-synced.
The following parameters are available for Flanger:
Feedback Adjusts the amount of delayed output to be fed back into the input. Variable from -90% to 90%. Negative value results
in inverted feedback.
Delay Adjusts the delay time for the copied input signal. Variable from 0.25 ms to 10 ms.
Modulation This section uses an LFO to modulate the Speed/Beats parameter.
LFO-Amount Adjusts the range of the LFO modulation on delay time (speed). Variable from 0 to 100%. A value of
100% would modulate the Speed parameter from 0 to 2x Speed.
Sync Click to engage LFO tempo sync. Time is expressed as Beats.
Speed/Beats Adjusts the speed of the LFO.
Speed Variable from 0.01 Hz to 10 Hz.
Beats Select from 4/1 to 1/64 with triplet and dotted-time variants.
Global
Mix Adjusts the mix of the processed Flanger output with the original dry input signal. Variable from 0 to 100%.
Phaser²
Phaser² applies a variable number of allpass filters in series (one fed into the other), along with one overall feedback loop, to the input sig-
nal. Phaser² features an LFO to modulate the center frequencies for each all-pass filter.
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The allpass filters function as frequency-dependent delays, so that when the filtered output is added to the original input signal, certain
frequencies can be attenuated or amplified as the result of phase shifting. Phasers are commonly used on many types of signals, includ-
ing synths, guitars, and even vocals, to create a distinctive frequency-shifting effect.
The following parameters are available for Phaser²:
Stages Adjusts the number of allpass filter stages in Phaser². Variable from 2 to 20.
Speed/Beats Adjusts the speed of the LFO.
Speed Variable from 0 Hz to 10 Hz.
Beats Select from 4/1 to 1/64, with triplet and dotted-time variants.
Sync Click to engage LFO tempo sync. Time is expressed as Beats.
Color Modulates the frequency for the allpass filters within the limits set by the Range control, with the Center frequency as the
mid-point.
Center Adjusts the center frequency for the allpass filters. Variable from 10 Hz to 8 kHz.
Range Sets the range of Phaser² modulation from 0 to 100%.
Log. Sweep Changes the LFO behavior so that it operates on a logarithmic scale.
Soft Selects a triangle wave as the Phaser² modulation shape. When this is disengaged, a sine wave is used as the
modulation shape.
Feedback Adjusts the amount of the filtered output signal to be fed back into the input. Variable from 0 to 95%.
Global Adjusts the speed of the LFO.
Stereo Spread Adjusts the spread of each allpass filter in the stereo field from 0 to 100%.
Mix Adjusts the blend between the processed Phaser² output and the original dry input signal. Variable from 0 to 100%.
Rotor
Rotor is a rotary speaker effect that simulates the sound of a tube-powered amplifier with independently rotating high-mid horn and bass
woofer, as you might find attached to a classic electric organ. Rotor excels at adding a sense of motion and unique tonal character to
organ sounds, guitars, or anything you want to try. Each speaker's rotation can be set to a range of speeds, with realistic braking and
acceleration effects when changing speeds.
The following parameters are available for Rotor:
Off/On Toggles the rotating action of the virtual speakers on and off, with a smooth speed transition between states.
Slow/Fast Toggles between the two preset speeds for the woofer and horn, with a smooth transition between speeds.
Amp
Drive Add the desired amount of amp drive to the tone using State Space Modeling technology. Lower settings are
cleaner, higher settings are more overdriven.
Horn Q Blends in a midrange peak that emulates the resonance of rotating horn speakers. Lower settings are more flat,
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higher settings have a more pronounced resonance.
A/B Toggles between two amplifier models that are recreated using State Space Modeling technology.
Position
Distance Lets you choose the position of the virtual microphone that picks up the rotating speaker. At low settings, the
mic is close to the speaker, and the stereo sweeping effects are more pronounced. At higher settings, the mic is further
away from the speaker, and the effect is subtler and more diffuse.
Balance Lets you blend between the woofer and horn, to achieve the desired tonal balance. Fully down, you mainly
hear the woofer. Fully up, you mainly hear the horn.
Spread Controls the stereo width of the rotating speaker elements. At low settings, the part of the signal signifying the
front of each rotating element moves in a tight, distinct band across the stereo spectrum. At higher settings, the rotating
element appears wider and more diffuse.
Trim
Woofer Speed and Horn Speed These dual-slider controls let you set the speed at which the woofer and horn spin at
slow and fast speed settings. You can set them to identical values for more coordinated rotation between woofer and
horn, or to differing values that set up contrasting rotations.
X-Trem
X-Trem is a tremolo effect that applies amplitude modulation at a varying amount and rate over time. The X-Trem features tempo sync
and a variable LFO with selectable 16-step and 16-gate sequencers, as well as auto-pan capability. Use X-Trem on any Track to create
anything from subtle shifts in amplitude to tempo-synced, glitchy, gated drums; trancy, gated pads; panned hi-hats; and other popular
sounds.
The following parameters are available for X-Trem:
LFO Steps Display This area shows the amplitude for each step in the LFO. A vertical line sweeps through the display to indic-
ate the current position in the selected waveform. The LFO runs freely when Sync is disengaged; with Sync engaged the line
starts and stops with Song playback.
LFO Type Six LFO types are available along the bottom of the display. Click the buttons to select one of the following types:
Waveforms Select triangle, sine, sawtooth, or square.
16 Steps Click in the LFO display to adjust each step. The steps divide the current Speed/Beats time value; the value of
each step represents amplitude/pan at that step from 0/hard left to 100%/hard right. Click-drag to draw unique shapes.
16 Gates Click in the LFO display to open/close the gate at each step. The steps divide the current Speed/Beats time
value. For each step, no color fill means the gate is closed, and total color fill means gate is open.
Flip This button above the display flips the phase of the selected waveform. It is grayed out and can't be selected when the
LFO mode is "16 Steps" or "16 Gates".
Modulation This section controls the depth, speed, and destination of the LFO.
Depth Adjusts the relative amount of maximum amplitude modulation. Variable from 0 to 100%.
Pan/Trem Click to switch the mode of the X-Trem to affect overall amplitude (Trem) or the left- and right-channel bal-
ance (Pan). Pan is only selectable on stereo Tracks.
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LFO Speed Adjusts the speed of the LFO. With Sync disengaged the speed is expressed in frequency (rate); with Sync
engaged the speed is expressed in rhythmic values (beats).
Rate Variable from 0.01 Hz to 30 Hz.
Beats Select from 4/1 to 1/64 with triplet and dotted-time variants.
Sync Click to engage LFO tempo sync.
Reverb
Reverb effects are used in almost all music productions and for a variety of purposes. In everyday life, reverberation is the result of the
many reflections of sound that occur in a given room or other space. In an ambient space, sound may travel directly to your ear and also
be reflected many times off the walls and ceiling of a room before again reaching your ear. With each reflection, the sound is attenuated
as sound energy is absorbed by the reflecting surfaces and dissipated by traveling through a medium (usually air). This collection of
reflected and attenuated sounds is what we know as reverb.
Reverb provides essential aural cues about the nature of any given space. As such, reverb is commonly used in music production to cre-
ate virtual spaces in which the various parts of a mix can interact.
Studio One features two built-in reverbs: Mixverb and Room Reverb. three built-in reverbs: Mixverb, Room Reverb, and OpenAIR. The
following describes these reverb effects.
Mixverb™
Mixverb is a simple and efficient reverb that is meant to be used as an Insert on mono or stereo Tracks. Mixverb features adjustable size,
pre-delay, and damping, as well as an adjustable gate and stereo width control.
Mixverb offers the following parameters:
Pre-delay Adjust the predelay time. Variable from 0 ms to 500 ms. Predelay is the amount of time before the first reverberated
signals are heard.
Size Adjusts the relative size of the reverberating space. Variable from 0 to 100%.
Damping Adjusts the relative amount of damping (attenuation of the upper frequencies) of the reverberated signal. Variable
from 0 to 100%.
Gate The gate is applied to the reverb output signal.
Gate Tail Click to engage/disengage the gate.
Gate Threshold Adjusts the threshold of the gate. Variable from -36 dB to 12 dB.
Gate Release Adjusts the release time of the gate. Variable from 10 ms to 250 ms.
Global
Width Adjusts the width of the stereo field. Variable from 0 to 100%. Only for stereo Tracks.
Mix Adjusts the mix of processed signal with the original dry signal. Variable from 0 to 100%.
Lock Mix Level Locks the Mix control in place.
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OpenAIR
OpenAIR is a highly efficient convolution reverb capable of delivering ultra-realistic reverberation based on impulses captured from both
real spaces and classic hardware reverbs.
OpenAIR provides the following parameters:
Predelay Defaults to 0 ms; adds predelay to the impulse response with a positive value, or truncates existing predelay in the
impulse response with a negative value. Values range from -150 to 300 ms.
Length For values smaller than the original impulse response length, this cuts the end (that is, shortens the reverb). For larger
values, the range between the ER/LR (early reflections/late reflections) crossover point and the impulse response end gets
timestretched. The beginning (up to the ER/LR crossover point) is not stretched, so the room impression created by the early
reflections stays intact. [Ctrl]/[Cmd]-click restores the length to the impulse response length.
IR Display and Selection
Log Time When engaged, this shows more details for the early reflections, making it easier to set ER/LR crossover
point.
Log Level When engaged, this makes it easier to see RMS curves.
IR Name Click to open file selector, or drag and drop any IR file here.
Prev/Next Switches the impulse response to the previous or next file in the same file location as the existing impulse
response.
ER/LR Scales volumes before and after the ER/LR crossover point, from 0 to 1.00.
Gain Sets the overall output volume.
Mix This is the wet/dry mix, from 0 to 100%.
Envelope
Fade-In Fades in the impulse response, from 0 ms to 2.0 s.
ER/LR Crossover. Sets the crossover point in time for early and late reflections; affects the impulse response pro-
cessing. Range is from 0 to 500 ms.
Fade-Out Fades out the impulse response, from 1 ms to the length of the impulse response.
Shorten with Stretch When this is activated, and the length is smaller than the original impulse response, the impulse
response is not cut and is instead timestretched between the ER/LR breakpoint and impulse response end. (The content of the
impulse response before the ER/LR breakpoint is not stretched or compressed, preserving the character of those reflections
and thus a large part of the reverb character.)
Stretch with Pitch When this is activated, timestretching is not used for length changes, and resampling is used
instead. This scales the early reflections as well.
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Processing As OpenAIR does not feature true stereo processing, channel cross-feed and cross-delay is built-in.
Cross-Feed Adjusts the amount of the delayed “other” channel that gets fed into the left and right IR channels, from 0 to
100%
Cross-Delay Adjusts the delay of the cross-fed channels, effectively acting as stereo distance, from 0 to 25 ms.
Asymmetry Adjusts delays and the mix of cross-feed to simulate an asymmetric recording setup, from full left to full
right.
6-band Graphic EQ Scales frequency ranges in the impulse response.
Room Reverb
Room Reverb is a room simulator reverb that adjusts its internal reverb parameters based on virtual-room models. It is meant for use as
a send effect or as a Main Output Channel effect. Room Reverb features variable room parameters and geometry, selectable room mod-
els, and population, damping, and surface-smoothness controls.
Room Reverb provides the following parameters:
Pre Adjusts the offset for room-derived natural predelay amount. Variable from 0 ms to a higher value determined by current
Room settings.
Length Adjusts the offset for room-derived natural reverb tail length. Value range is variable based on current Room settings.
Reverb Mix Adjust the mix of the reverb tail and early reflections. Variable from 0 to 1. Reverb display is updated to indicate this
mix.
Room
Type Select one of four Room Type models: Small Room, Room, Medium Hall, or Large Hall.
Size Adjusts the geometric average of the width, depth, and height of the virtual-room model. Variable from 1 m to 20 m.
Width Adjusts the width relative to size. Variable from 0.1 to 2.
Height Adjusts the height relative to size. Variable from 0.1 to 1.
Display Displays the overall reverb characteristics across a self-adjusting time scale. Early reflections are represented by ver-
tical lines, and the reverb tail is represented by a colored envelope.
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Character
Population Adjusts the relative population of people in the virtual room. Variable from 0 to 1.
Value of 0 results in enhanced bass, “static” tail.
Value of 1 results in attenuated bass, “moving” tail.
Reflexivity Adjusts the relative smoothness of the surfaces of the virtual room. Variable from 0 to 1. Higher values
evoke a more echo-like reverb tail.
Dampness Adjusts the relative humidity of the air in the room. This has the effect of attenuating the upper frequencies
of the reverberated signal. Variable from 0 to 1.
Geometry
Dist Adjusts the relative distance between the source and the listener position within the virtual room. Variable from 0.1
to 1.
Asym. Adjusts the left and right asymmetry between the source and the listener position. Variable from -1 (listener pos-
ition far right) to 1 (listener position far left).
Plane Adjusts the relative height of the stereo source and listener position within the virtual room. Variable from 0 (half
the height of the room) to 1 (ceiling).
Room Model Select a synthetic reverb model: Small Room, Room, Medium Hall, and Large Hall.
W, D, H Display Displays approximate room dimensions based on current Room settings.
Global
Eco/HQ Mode HQ mode (High Quality) is selected by default. Engage Eco (economy performance mode) to use fewer
CPU resources by disabling floor and ceiling reflections and reducing the calculation accuracy for the reverberation.
Mix Adjusts the mix of the Room Reverb signal with the original dry signal. Variable from 0 to 100%.
Lock Mix Level Locks the Mix control in place.
Pipeline XT
As mentioned in the Removing Inserts section, Pipeline XT allows hardware processors to be inserted on Audio Channels in much the
same way that virtual effects are inserted. This feature is commonly called a “hardware insert.”
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Configuring an Instance of Pipeline XT
Insert an instance of Pipeline on any Channel just like any other effect, either by dragging it in from the Browser, or through the Add menu
in the Insert Device Rack. Note that there are Mono and Stereo versions of Pipeline XT. Use the version that is appropriate for your hard-
ware processor. If your processor is mono-in-stereo-out (as with some delay and reverb units), use the stereo version of Pipeline XT and
feel free to assign a mono send and a stereo return.
Pipeline XT Controls
Setup Mode Shows or hides the "Ping" signal overlay.
Auto Automatically "pings" your external processor send/return chain and compensates for any latency induced by AD/DA con-
verters and hardware processors.
Offset Set an offset value in samples to account for the latency induced directly by AD/DA converters and hardware processors.
Label Click in the empty space to type in a label. This is used to clearly identify the inserted hardware.
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Send Selection Select the output Channel that is used to route audio from Studio One to your hardware processor.
Return Selection Selects the input Channel that is used to route audio from your hardware processor into Studio One.
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Built-in Virtual Instruments
Studio One has five built-in virtual instruments: SampleOne XT, Presence XT, Impact XT, Mai Tai, and Mojito. These instruments provide
a solid foundation for music production in any style. The following sections describe each instrument in detail.
SampleOne XT
A sampler is a bit like a synthesizer. However, instead of generating sounds using oscillators or operators, samplers start with an audio
clip, or “sample,” and then play and process that sample based on how the instrument is configured.
SampleOne XT is a full-featured sampler that builds on the strengths of our original SampleOne instrument. It features triggered
sampling, automatic time-stretching, a full range of tone-shaping tools, and flexible onboard effects. The following section describes how
to use SampleOne XT.
Interface Overview
The main display features four "tabs" along the top, each of which gives you access to a distinct set of tools and parameters:
Wave is where you do the bulk of your sample and loop editing.
Mapping is where you map the loaded samples across the span of the MIDI range.
Envelopes gives you access to graphical representations of the Pitch, Filter, and Amp envelopes, for easy shaping.
Record lets you record audio directly into SampleOne XT from nearly any audio input, send, output, or Instrument track, includ-
ing a mode where samples are split automatically based on amplitude.
To the right of the tabbed interface is the Samples list, which shows the samples that make up the current patch. In the lower half of the
plug-in interface, you'll see controls for sample Pitch (playback frequency), Filter (tone shaping), Amp (amplitude shaping), LFO (mod-
ulation), and effects. Rounding things out are the global settings in the Master module, and a playable onscreen keyboard.
Wave view is where you do the bulk of your sample and loop editing. To select the range of the sample that plays when you trigger it,
click-and-drag the blue triangles below the waveform. To fine-tune the start-and-end points, you can click-and-drag or click and type a
value into the Start and End fields.
Trigger
Open the Trigger menu to choose the method by which to play the currently selected sample, from the following choices:
Normal In this mode, the sample starts playing when you trigger it, and stops when you let go of the key (or when the recorded
note that triggers it ends).
One Shot In this mode, the sample plays through in its entirety when triggered. This is often used for drum sounds.
Toggle In this mode, the sample begins playing when triggered, and stops playing when triggered a second time. This is most
useful for loops and continuous, droning sounds.
Reverse Enable this option to reverse the current sample.
Normalize Enable this option to boost the amplitude of the current sample until its highest peak reaches a point just below full scale.
Load Next/Previous Sample in Folder These buttons let you quickly swap the current sample for its neighbor in the enclosing folder.
This allows for quick auditioning of a range of samples, to find just the right candidate.
Root, Low, and High These selectors let you set the root note and note mapping for the current sample. You can also set these para-
meters in the dedicated Mapping view.
Loop a Sample
To loop playback of a sample, open the Loop selector and choose a looping mode:
Sustain In this mode, when a note ends, playback continues beyond the selected loop range until the end of the release phase
of the Amp envelope.
Release In this mode, when a note ends, playback continues to loop until the end of the release phase of the Amp envelope.
Ping-Pong In this mode, loop playback proceeds to the end of the loop range, then the sample is played in reverse until it
reaches the beginning of the loop range, and so on.
When a looping mode is selected, the Loop Range bracket appears above the sample waveform, indicating the section of the sample to
be looped. If the loop range begins after the initial playback range begins, the sample plays from the beginning of the playback-range pos-
ition to the end of the loop-range position; then it plays from the start of the loop range to the end of the loop range and back for as long as
the sample is triggered.
X-Fade Click-and-drag or click and type in this field to specify a number of samples of crossfade to apply to the loop points, to assist in
removing audible clicks.
Follow Song Tempo Enable this option to automatically timestretch the current sample to fit the tempo of the Song. This is most effect-
ive when using rhythmic loops, such as drum samples. The sample must be tempo-tagged to enable this feature.
All Notes Off Click this button to stop playback of all currently enabled voices.
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Mapping View
Mapping view shows each currently loaded sample as a Keymap Range selector that occupies a certain range of MIDI notes. The bright
mark within each selector shows the current root note of the sample.
To change the root note of a sample, click-and-drag the sample's root-note handle left or right across the keyboard display. The notes on
your keyboard that trigger the sample are indicated in the Keymap Range selector, which is the blue bar extending to the right and left of
the note handle. To restrict the range of notes that can trigger the sample, click-and-drag the left or right edge of the Keymap Range
selector.
Envelopes View
Envelopes view gives you graphical representations of the Pitch, Filter, and Amplitude envelopes that you can freely shape using the
mouse. Click-and-drag the handles on each envelope to change the shape. The Attack, Decay, Sustain, and Release values are shown
as numeric selectors below each envelope. These can also be changed by click-and-drag or click-and-type. Below them are the curve
controls for each applicable envelope value ("AC" for "Attack Curve," "DC" for "Decay Curve," and so on), which let you precisely set the
curve of each envelope segment.
Record View
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Record view lets you record audio directly into SampleOne XT, for immediate use as new samples. To do this, first select the Input to
record, which can be any hardware audio input, send, output, or Instrument output. The Monitor selector lets you choose which bus
should receive the cue signal for monitoring as you record.
There are two main ways you can record:
Record Press Record to begin recording immediately. Press the button again to conclude recording. The resulting audio is
shown in the Samples list, and is then available for use.
Gate Record Press Gate Record to enable amplitude-based recording, in which each distinct region of audio (as specified by
the Gate Threshold controls) is recorded as a separate sample. This is a great way to record a set of drum samples, for
example.
Gate Threshold The Open setting specifies the signal level at which recording begins while in Gate Record mode. The Close setting
specifies the signal level at which recording ends. You can also set these ranges by clicking-and-dragging the triangle-shaped markers in
the signal level display.
Name This field lets you specify the name of the next recorded sample. If more than one sample is recorded before the name is changed,
the samples will share the specified name, followed by a numeric identifier.
Resolution This selector lets you set the bitrate of the recorded samples.
Insertion Key This selector lets you choose the initial root note of the recorded samples. If more than one sample is recorded before the
Insertion Key is changed, the samples are assigned to the next-higher note each time.
Samples List
To add a sample to SampleOne XT, drag any audio clip from the Browser, or any Audio Event or selected range from the Arrange view,
into the Samples list. The waveform for the audio clip appears in the main display. If you drag in a selected range from the Arrange view,
the range is bounced to a separate audio file and then added to SampleOne XT.
Note you can quickly access samples that are in the same file location as a loaded sample by using the [Previous] and [Next] button to
switch to the previous or next sample in that file location.
By default, the keymap range is set from C0 to B5, with C3 set as the sample’s root note. With the SampleOne XT instrument Track prop-
erly set up, and Monitor engaged, press any key within the default keymap range on your keyboard to play the loaded sample. C3 is set
by default as the sample’s root note, so playing the C3 (middle C) key on your keyboard plays the sample at its original pitch and speed.
Playing the keys above C3 shifts the sample pitch higher, and playing below C3 shifts the sample pitch lower and slows down playback
speed.
When adding a REX file to SampleOne XT from the Browser with the Send to New SampleOne XT command, the REX file’s individual
slices are mapped across the keymap (starting at C3 by default, dependent on number of slices), with each slice given its own note.
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Replace a Sample
To replace a sample in SampleOne XT, select the sample that you wish to replace in the Samples list. Then drag any audio clip from the
Browser, or any Audio Event from the Arrange view, into the main display. The sample replaces the previous one in the sample list, and
the previously displayed sample waveform updates to reflect the new sample.
Edit Sample This button lets you specify individual envelope settings for the currently selected sample, rather than changing those para-
meters for all samples, as done by default. If after you've made custom alterations to one sample, you wish to reunify all samples under
the same settings, press Reset.
Pitch
The Pitch controls modify the pitch characteristics of the audio output. Click the button in the upper left corner of the module to activ-
ate/deactivate the effects of the Pitch controls.
Transpose Transposes the pitch of the sample in semitones. Variable from -48 to +48 semitones.
Tune Adjusts the tuning of the sample. Variable from -100 cents to 100 cents.
LFO Adjusts the range within which the LFO affects pitch. Variable from -4 octaves to +4 octaves.
Env Adjusts the range within which the envelope affects pitch. Variable from -4 octaves to +4 octaves.
Attack (A) Adjusts the amount of time it takes to reach the Env value from the original pitch of the sample once a sample has
been triggered. Variable from 0 to 20 seconds.
Decay (D) Adjusts the amount of time it takes to reach the sustain level after reaching full volume. Variable from 0 to 20
seconds.
Sustain (S) Adjusts the Sustain level. Variable from -∞ dB to 0 dB. The sustain period continues until the sample trigger stops.
Release (R) Adjusts the amount of time it takes to reach the original pitch after sample trigger has stopped. Variable from 0 to 30
seconds.
Filter
The Filter parameters modify the frequency characteristics of the audio output. Click the button in the upper left corner of the module to
activate/deactivate the effects of the filter.
Cutoff Adjusts the filter cutoff frequency. Variable from 20 Hz to 20 KHz.
Vel Adjusts the maximum range, in octaves, within which note velocity can affect the maximum filter range (the value
used when velocity equals 127).
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Mod Adjusts the range, expressed as distance in octaves, within which the modulation wheel on your Keyboard can
adjust the instantaneous filter cutoff frequency (the value used when the mod wheel value equals 127).
LFO Adjusts the range within which the LFO affects the cutoff frequenecy. Variable from -8 octaves to +8 octaves.
Env Adjusts the range within which the envelope affects the cutoff frequency. Variable from -8 octaves to +8 octaves.
Res Adjusts the relative resonance of the filter. Variable from 0 % to 100 %.
Type Selects the filter type. Choose from LP24 Ladder, LP24 Zero-Latency, LP12 Ladder, BP12 Ladder, HP12 Ladder, LP12
State, BP12 State, HP12 State, and Eco Filter (lowest CPU use).
Attack (A) Adjusts the amount of time it takes for the filter cutoff frequency to move from the frequency value to the envelope
value once a sample has been triggered. Variable from Variable from 0 to 20 seconds.
Decay (D) Adjusts the amount of time it takes to reach the sustain level after reaching the envelope value. Variable from Vari-
able from 0 to 20 seconds.
Sustain (S) Adjusts the sustain level, which is the mix of the signal filtered at the envelope value with the signal filtered at the fre-
quency value. Variable from -∞ dB to 0 dB. The sustain period continues until the sample trigger stops.
Release (R) Adjusts the amount of time it takes the filter to reach the frequency value after the sample trigger has stopped. Vari-
able from Variable from 0 to 30 seconds.
Drive This lets you specify an amount of filter overdrive, to add fullness and saturation artifacts to your sound.
Punch This control lets you add a range of percussive attack to the start of each note. At the lowest setting, dynamics are
unchanged. At higher settings, the sound becomes more aggressive and more readily pops through the mix.
Key This control sets the relationship between incoming note Pitch and filter Cutoff. In physical instruments, higher notes tend to
produce higher harmonics, brightening slightly as you go up the scale. On a synthesized instrument, if the filter stays static, set-
ting the proper tone in the lower note ranges may cause inappropriate dullness in the higher notes. So, with the Key parameter,
we can compensate for this, and create a more natural-sounding range of timbres up and down the keyboard.
Soft This control lets you switch between two differing analog-modeled processing circuits within the filter. Engage Soft for a
mellower, darker tone. Disengage it for a brighter, more aggressive sound.
Amp
The Amp controls modify the amplitude characteristics of the audio output. Click the button in the upper left corner of the module to activ-
ate/deactivate the effects of the Amp controls.
Gain Adjusts the maximum volume of the audio output. Variable from -144 to +20 dB.
Vel Adjusts the relative amount that note velocity affects the maximum amplitude. Variable from 0 to 1.
Mod Adjusts the relative amount that the modulation wheel on your Keyboard can adjust the instantaneous amplitude
at any time. Variable from -1 to 1.
LFO Adjusts the range with which the LFO affects playback volume.
Pan Adjusts the stereo pan of the audio output. Variable from full L to full R.
Attack (A) Adjusts the amount of time it takes to reach full volume once a sample has been triggered. Variable from 0 to 20
seconds.
Decay (D) Adjusts the amount of time it takes to reach the sustain level after reaching full volume. Variable from 0 to 20
seconds.
Sustain (S) Adjusts the sustain level. The sustain period continues until the sample trigger stops.
Release (R) Adjusts the amount of time it takes to reach a level of -∞ after the sample trigger has stopped. Variable from 0 to 30
seconds.
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LFO
Various parameters of SampleOne can be modulated, or varied over time, with the LFO. The following describes how to use the LFO to
modulate parameters.
LFO Click the Activate button to activate/deactivate.
Sync/Free Choose to sync the modulation speed to tempo (variable from 1/64T to 4 bars), adjust the speed freely as frequency
(variable from 0.01 Hz to 500 Hz), or sync to note-on by selecting neither Sync nor Free (variable from 0.01 Hz to8 KHz).
Rate Set the modulation speed of the LFO, in either rhythmic subdivisions of the Song tempo (Beats), or milliseconds (Speed),
depending on Sync/Free status.
Type Click to select, from top to bottom, the sine, saw, triangle, square, or sample and hold LFO waveform.
Delay Adjusts the amount of time before the LFO affects anything once a sample is triggered. Variable from 0 to 2 seconds.
Mod Adjusts the peak amplitude amount with which the modulation wheel controls the LFO signal strength (LFO strength when
mod wheel value equals 127). Variable from -1 to 1.
Master
The Master controls act on a global level, affecting all samples in the current patch.
Master Sets master volume for the entire patch. Variable between -∞ and +10 dB.
Mono Turn on this option to enable monophonic playing (one voice at a time only).
Glide Enable this option to introduce Glide, and adjust the relative amount of Glide using the Glide Time knob below. Glide creates
gradual shifting over time between consecutive notes, as opposed to the usual immediate switch from one note to the next.
Polyphony By default, up to 32 voices can play simultaneously, meaning you can play 32 separate notes before the first note you played
are cut off to allow more voices to play. Click and drag on the blue number to add or subtract total voices. 64 voices is the maximum.
FX A
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Modulation
This processor creates time-based modulation effects. Choose from the following modes by clicking the [Chorus], [Flanger], or [Phaser]
button:
Chorus This processor creates effects similar to that of multiple identical instruments playing the same part simultaneously. The
synth signal is fed through a short, modulated delay, which is then mixed with the dry signal. Chorus offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Delay This control lets you set the length of the modulated delay. Higher settings create full-bodied chorusing effects,
while lower settings create more pronounced harmonics, akin to the effects of a Flanger.
Speed This control lets you set the speed at which the delay line is modulated. Lower settings create slow, sweeping
effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the delay line is modulated. Lower settings produce subtler chor-
using effects, while higher settings produce more pronounced changes in timbre over time.
Depth This control lets you blend between the dry signal (all the way left) and the chorused signal (all the way right).
Flanger This processor creates resonant, hollow-sounding sweeping effects. The synth signal is fed through a short, modulated
delay, which is mixed with the dry signal. While similar to the workings of a Chorus effect, Flangers get their signature sound by
employing smaller delay times than those used in chorusing, combined with a feedback system that can add extra resonance to
the sweep. Flanger offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Delay This control lets you set the length of the modulated delay (in ms), which changes the pitch of the resultant res-
onance. Higher settings create lower-pitched resonance, while lower settings create resonances at a higher pitch.
Speed This control lets you set the speed at which the delay line is modulated. Lower settings create slow, sweeping
effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the delay line is modulated. Lower settings produce subtler flanging
effects, while higher settings produce more pronounced changes in timbre over time.
Feedback (FB) This control lets you set the amount of output signal to feed back into the Flanger. Higher amounts of
Feedback add to the resonance of the sweeping effect.
Sync Engage this option to enable setting Flanger modulation speed to a rhythmic value (such as 1/8th-note or 1/4-
note) relative to Song tempo. Disengage to set Rate on a continuous scale.
Depth This control lets you blend between the dry signal (all the way left) and the flanged signal (all the way right).
Phaser This processor creates dreamy, otherworldly sweeping effects. The synth signal is fed through a series of all-pass filters
that alter its phase. When mixed with the dry signal, this creates a series of peaks and valleys in the frequency response that
changes depending on the degree of phase shift applied. Phaser offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Shift This control lets you specify the amount of phase shift to apply. Lower settings focus the phasing effect in the
lower frequencies, while higher settings focus the effect in higher frequencies.
Speed This control lets you set the speed of modulation applied to the phase shift amount. Lower settings create slow,
sweeping effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the phase shift amount is modulated. Lower settings produce
subtler effects, while higher settings produce more pronounced changes in timbre over time.
Feedback (FB) This control lets you set the amount of output signal to feed back into the Phaser. Higher amounts of
Feedback add to the resonance of the sweeping effect.
Sync Engage this option to enable setting Phaser modulation speed to a rhythmic value (such as 1/8th-note or 1/4-
note) relative to Song tempo. Disengage to set Rate on a continuous scale.
Depth This control lets you blend between the dry signal (all the way left) and the phase-shifted signal (all the way
right).
Delay
This processor creates an echo effect, either as a single delayed repeat of the input signal, or a trailing series of echoes. The Delay effect
offers the following controls:
Low and High These controls let you set the cutoff frequencies of the provided high-pass and low-pass filters, which effect only
the delayed signal.
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Delay Time This control lets you specify the length of the delay effect, in rhythmic values (such as 1/8th-note or 16th-note) rel-
ative to the tempo of the Song.
Feedback (FB) This control lets you set the amount of effected signal that is fed back into the Delay effect. At zero, there is just
one repeat. As you increase the value, the trail of repeats grows.
Mix This control lets you blend between the dry signal (all the way left) and the delayed signal (all the way right).
Ping-Pong Mode This menu lets you enable and configure the stereo Ping-Pong delay mode. You can choose from the fol-
lowing modes:
Off The delay works as normal, without ping-pong functions.
Panned Using a multi-tap delay structure, this mode pans each delay repeat to the right or left, in sequence.
Dotted and Double These modes work similarly to Panned mode, but employ staggered spacing of the delay taps to
produce a dotted-note or syncopated straight rhythm in the delay repeats.
Reverb Enable this option to route the output of the Delay effect to the Reverb effect, enabling further diffusion and abstraction
of the delay signal.
Reverb
This effect places the synth signal within a synthesized reverberant physical space, ranging from short reverbs that emulate smaller
rooms, to long reverbs that evoke the sounds of large spaces, such as halls and cathedrals. Reverb offers the following controls:
Pre-Delay (Pre) This parameter lets you specify an amount of delay applied to the reverb-processed signal, in a range between
zero and 500 ms. This emulates the delay inherent in large spaces between the impact of a sound and its audible reverberation.
Lower settings are best suited to shorter reverb times, and longer settings with longer reverb times, but let your own taste be the
judge.
Damping (Damp) This control lets you set an amount of high-frequency attenuation to apply to the reverb signal. Spaces with
soft surfaces tend to lose treble quickly as the sound reverberates, resulting in a short bright reverb followed by a progressively
darker tail. Spaces with harder surfaces retain high-end more efficiently over time. Set Damp to its lower range to emulate hard
surfaces, and to the higher ranges to enable further damping, to emulate softer surfaces.
Size This control lets you set the length of reverberation from the moment a sound starts, in a range between 100 ms and 10
seconds. The larger the size, the longer the tail of the reverb, and the larger the emulated space sounds.
Low and High These controls let you set the cutoff frequencies of the provided high-pass and low-pass filters, which effect only
the reverb signal.
Mix This control lets you blend between the dry signal (all the way left) and the reverb signal (all the way right).
FX B
Gater
This is a rhythmic gating effect, able to create a series of syncopated breaks in the synth signal. A variety of presets are provided, each
with a different rhythmic gating pattern. However, the fun really begins when you create your own. Gater offers the following controls:
Beats This control lets you set the length of the gating cycle, in rhythmic values (such as 1 bar or 1/2-note) relative to Song
tempo. For example, at a setting of 1 bar, the 16 steps in the cycle repeat every bar, effectively representing 16th-notes. At a
1/2-note setting, the 16 steps repeat each half-bar, representing 32nd-note values.
Beat Steps This grid lets you specify which steps in the cycle let signal pass through, and which gate the signal to silence. Click
on a step to enable or disable gating for that step.
Stereo Engaging this option creates a separate beat grid for each side of the stereo field. When engaged, you'll see two rows of
beat steps, the top row specifying gate steps for the left channel, and the bottom row gating the right channel.
Depth This control lets you blend between the gated and dry signals, allowing for rhythmic gating effects while retaining the con-
tinuity of the synth sound.
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EQ
This is a graphic equalizer effect, perfect for quick tonal shaping. Set the EQ bands to emphasize or attenuate bands of frequencies to
suit your needs. When a band is in the center of its range, it neither adds nor subtracts. When moved above the center, it emphasizes the
chosen frequency. Moved below the center, it attenuates that frequency.
Choose between Lead mode, with frequencies chosen to suit aggressive, up-front sounds, or Bass mode, with wider-ranging fre-
quencies that work better for basses and mellower chordal parts.
Distortion
This is a variable distortion effect, which adds grit and character to your sounds. Choose from a variety of distortion types, from fizzy tran-
sistor fuzzes to thick, warm tube overdrives. Set the amount of distortion with the Drive knob.
Pan
This is an auto-pan effect, which pans the synth signal left and right over time. Pan offers the following controls:
Speed This control lets you set the speed at which the signal is panned left and right.
Sync Enable this option to set pan speed to a rhythmic value (such as 1/4-note or 16th-note) relative to Song tempo. Disable
this option to set pan speed along a continuous range.
Depth This control lets you set the degree to which the signal is panned. Lower settings give a subtly panned effect, while higher
settings pan the signal more radically, all the way to fully left and right in each cycle.
Virtual Keyboard
The virtual keyboard lets you easily click to play notes or manipulate the Pitch and Mod wheels, while auditioning or editing patches when
you're away from a MIDI keyboard. The keyboard display also shows you which notes are currently being played, as well as the root note
and pitch mapping span of the currently selected sample. You can show or hide the virtual keyboard at any time by pressing the [Keys]
button.
Note that for a more playable keyboard experience when away from your MIDI controller, you can also use Studio One's QWERTY Key-
board Device to play notes using your computer's keyboard.
Next to the virtual keyboard is the Bend parameter, which lets you set the pitch bend range of the Pitch wheel, in semitones.
Export to Impact XT
Once you've created some samples you love, you can always import them to Impact XT using drag-and-drop. To do this, click and drag
your chosen sample from the sample list in SampleOne XT, and hover your cursor over an Impact XT tab at the top of the Instruments
window. Impact XT is then shown, and you can drop your sample onto any pad. You can also select multiple samples in SampleOne XT,
then click and drag the group into Impact XT as described above.
By default, when multiple samples are dropped onto a pad, they are all assigned to that pad and are played interchangably, according to
the current Layer Mode. To distribute multiple samples across multiple pads, press and hold [Shift] before dropping them. The first
sample is assigned to the selected pad, and each subsequent sample is assigned to subsequent pads in ascending note order.
Color Themes
Looking for a little personalization? Try clicking the PreSonus logo at the top right corner of the SampleOne XT window for a selection of
new color themes.
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Presence XT
Presence XT is a virtual sample-player instrument that enables you to play an endless variety of sounds. Presence XT uses a generic
multisample format (also supported by Bitwig Studio) packaged into Sound Sets, and can also load and play presets in EXS, Giga, Kon-
takt (version 4 and below), and SoundFont formats. The bundled Sound Sets include a variety of high-quality instruments. You can
shape your sounds with the provided filter, LFOs, envelopes, mod matrix, and effects.
While Presence XT is, by default, limited to playing sounds from existing libraries, by purchasing the Presence XT Editor Option, you can
upgrade it to a full-featured sampler. With this option installed, you can create your own sample-based instruments, with powerful lay-
ering and scripting features. For more information, see Presence XT Editor.
Presence XT employs a high-performance disk-streaming sample playback system, enabling the use of presets that use very long
samples. Up to 128 sample voices can play simultaneously. One voice is often equivalent to one note. However, some sounds have ele-
ments (such as layers and articulations) that can consume more than one voice per note played.
The central preset display shows the number of sample voices being used at any moment, as well as the name and size of the loaded
preset. The Voice Limit parameter lets you set the level of polyphony you want (1-128, 64 by default).
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Loading and Playing Sounds
You can locate and load presets from Studio One Sound Sets in the following ways:
Click the Preset menu in Presence XT, browse to your preset of choice, and click the preset to load.
With the Presence XT window open, choose a Presence XT preset in the Instruments section of the Browser, and double-click
the preset to load.
Drag a preset from the Sounds section of the Browser onto the Presence XT plug-in window or the Track on which Presence XT
resides.
Create a new Instrument Track with Presence XT and your choice of preset already loaded, by dragging the preset between two
Tracks (or next to the top or bottom Track) in the Arrange view.
Once loaded, the preset is immediately playable with your MIDI controller, or by clicking the virtual keyboard at the bottom of the plug-in
window.
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XT loaded. You can create a new Instrument Track with Presence XT and your choice of preset already loaded, by dragging the preset
between two Tracks (or next to the top or bottom Track) in Arrange view.
You can also locate and access 3rd-party presets using the Files tab in the Browser. If you have an established directory for sampler con-
tent, you can create a new Browser tab pointing to that directory, for quick access. For more on setting up new tabs in the Browser, see
Make Finding Your Favorite Files Easy.
We recommend storing your sampler presets and any needed sample collections together, in the same directory. If needed samples can-
not be found when loading a preset, you are given the chance to locate them in your file system.
Script Controls
Some sounds offer additional controls that interact with a control script built into the sound. When Script Controls are available in a
loaded sound, they appear in the central display. You can tweak and automate these special controls just as you would the built-in con-
trols in Presence XT.
In some cases, Script Controls can replace the functionality of one or more of the standard controls (such as envelope settings). When
working with sounds such as these, use the provided Script Controls to affect those parameters.
Controls Overview
The main control panel lets you control the Filter, LFOs, Envelope Generators, and sample playback parameters. These are the primary
controls you'll use to sculpt your sound. To the right of these controls are the Global parameters: Volume, Velocity, and key mode (Poly,
Mono & Glide).
Along the bottom of the window, you'll see the Mod/FX section (which gives you access to the modulation matrix and effects) and the vir-
tual keyboard. You can hide or show each of these elements by pressing the [MOD/FX] and buttons.
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LFO 1 and LFO 2
LFO stands for Low Frequency Oscillator, and Presence XT has two of them. LFOs create slow-moving regular cycles of control signal
that are useful for modulating other parameters over time. One common example is the way many keyboard patches respond when you
move the Mod Wheel up from zero; the pitch of the oscillators wavers up and down in an expressive manner, much like the sound of
vocal vibrato. This is simply an LFO modulating oscillator pitch to a degree set by the position of the mod wheel.
LFO 1 and 2 have identical controls, so the following explanations apply to both:
Bypass Click the [LFO 1] or [LFO 2] button to turn the selected LFO on or off.
LFO Type Choose between Sine, Triangle, Sawtooth, Square, and Random shapes for the oscillation of the LFO.
Rate Sets the rate at which the LFO oscillates, from inaudibly low (0.01 Hz) for long, sweeping changes, all the way to higher
ranges (up to 8 kHz) useful for FM and AM techniques. When the LFO's [Sync] button is engaged, Rate can be set in terms of
rhythmic values relative to Song tempo, such 1/8th-note and 1/4-note.
Sync Engage this option to enable setting LFO Rate to a rhythmic value (such as 1/8th-note or 1/4-note) relative to Song tempo.
Disengage to set Rate by Hz.
Key Engage this option to bind LFO speed to incoming note pitch. Higher notes result in higher LFO speeds, while lower notes
result in lower LFO speeds.
Free Engage this option to let the LFO run continuously, resulting in a differing LFO start point for each note played. Disengage
to restart the LFO waveform at the start of each note.
Delay This control lets you specify an amount of time (in milliseconds) for the LFO to wait before becoming active after a note is
played. This lets you do things like adding a bit of expression to held notes, or creating layers of modulation that start at different
points in each note by setting distinct Delay values for each LFO.
This set of controls lets you manipulate the way that Presence XT plays the samples in the currently loaded preset.
Sample Start Mod Lets you specify an amount of negative or positive velocity-controlled offset, applied to the point in the
sample at which playback begins. At settings above and below the default of 0, lower-velocity notes trigger a smaller amount of
sample offset, and higher-velocity notes trigger a larger amount of offset.
Pitch Fine Tune Lets you tune sample pitch in a range of -100 to +100 cents (equaling one semitone up or down).
Sample Shift Lets you manipulate sample playback speed with no change in pitch. While pitch is not affected, the range of
Sample Shift is -36 to +36 semitones, which references the amount of transposition that would normally be needed to shift a
sample's speed the specified amount. When playing one-shot (non-looping) samples, this control varies the length of the
sample. When playing looped samples, this control enables useful textural and harmonic changes.
Transpose Lets you transpose incoming note pitch in a range of -12 to +12 semitones.
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Filter
Presence XT offers a versatile multi-mode Filter, which lets you shape and enhance your sounds. The filter is often one of the most
important defining elements to the sound of an analog synthesizer, and likewise, this filter's unique characteristics have much to do with
the sound of Presence XT. The Filter offers the following controls:
Bypass Click the [Filter] button to turn the filter on or off.
Filter Mode Choose from the following filter modes, each with its own sound-shaping characteristics.
LP 24 dB Ladder This mode emulates a classic 24-dB-per-octave low-pass filter based on a transistor-ladder con-
figuration, as found in many classic synthesizers. This type of filter allows frequencies below the chosen Cutoff fre-
quency to pass through, which cutting frequencies above Cutoff at a rate of 24 decibels per octave—a fairly aggressive
slope.
LP 24 dB Zero This is a 24-dB-per-octave low-pass filter, based on a zero-delay-feedback architecture that closely
models the tone and modulation behavior of analog filters.
LP 12 dB Ladder This is a low-pass filter with a 12-dB-per-octave curve, which cuts frequencies less aggressively than
the 24 dB filters.
BP 12 dB Ladder This is a high-pass and low-pass filter in series, known collectively as a band-pass filter. It allows a
selected band of frequencies to pass through, then cuts frequencies above and below that band at a rate of 12 decibels
per octave.
HP 12 dB Ladder This is a high-pass filter with a 12-dB-per-octave slope. This lets frequencies above the chosen
Cutoff frequency pass through, while cutting frequencies below Cutoff at a rate of 12 decibels per octave.
LP 12 State, BP 12 State, HP 12 State, Eco Filter These are a set of simple, clean digital filter models, in low-pass,
band-pass, high-pass, and eco (low-CPU low-pass) modes. You can access these filter types in the drop-down menu at
the end of the row of Filter Mode switches.
Cutoff This lets you set the corner frequency of the filter—the point in the slope of the filter at which the filter cuts incoming audio
by 3 dB. In the case of the Band-Pass filter, this sets the center frequency of the passed frequency band.
Soft This control lets you switch between two differing analog-modeled processing circuits within the filter. Engage Soft for a
mellower, darker tone. Disengage it for a brighter, more aggressive sound.
Drive This lets you specify an amount of filter overdrive, to add fullness and saturation artifacts to your sound.
Punch This control lets you add a range of percussive attack to the start of each note. At the lowest setting, dynamics are
unchanged. At higher settings, the sound becomes more aggressive and more readily pops through the mix.
Resonance (Res)This lets you set the amount of resonance in the filter, which is an emphasis centered on the chosen cutoff fre-
quency. At lower settings, the filter cuts frequencies smoothly. As you increase Res, the emphasis at the cutoff frequency
becomes more pronounced, able to mimic resonances such as those in voices or acoustic instruments, as well as many classic
synthesis effects. At the highest settings, the filter can self-oscillate, emitting a pitched tone at the current cutoff frequency. This
filter oscillation can be treated somewhat like an extra oscillator, especially in conjunction with the Key parameter.
Velocity (Vel) This control sets the relationship between incoming note Velocity and filter Cutoff. When set at the center, velo-
city does not affect cutoff. When moved to the right, cutoff rises as note velocity increases. When moved to the left, cutoff lowers
as note velocity increases.
Key This control sets the relationship between incoming note Pitch and filter Cutoff. In physical instruments, higher notes tend to
produce higher harmonics, brightening slightly as you go up the scale. On a synthesized instrument, if the filter stays static, set-
ting the proper tone in the lower note ranges may cause inappropriate dullness in the higher notes. So, with the Key parameter,
we can compensate for this, and create a more natural-sounding range of timbres up and down the keyboard.
When Key is set all the way to the left, the filter is unaffected by note pitch. In the middle, cutoff follows note pitch subtly,
allowing high notes to shine. When set all the way right, filter cutoff follows note pitch closely in a relative fashion,
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moving upward and downward in semitone values as notes are received. This lets you use the filter as an additional
pitched oscillator or resonator when filter Res is set high.
Envelopes
Envelope generators are a vital part of sound synthesis, giving us the ability to shape the amplitude and timbre of our sounds within the
time-scale of each note. Presence XT has two envelope generators, labeled Amp Env (so named because it is hard-wired to amplitude),
and Env 2 (which is often routed to filter cutoff, for timbral shaping).
Both Env modules are triggered when a note is played. Each Env then outputs a control signal that follows the shape set by the following
controls:
Attack (A) This control lets you set the time required for the envelope to go from zero (silence) to full amplitude, in a range from
0 ms to 20 seconds.
Decay (D) This control lets you set the time required to drop from full amplitude to the sustain level, in a range from 0 ms to 20
seconds.
Sustain (S) This control lets you set the signal level that is maintained from the end of the decay period, until the key is
released, in a range from -∞ dB (silence) to 0.0 dB (full amplitude).
Release (R) This control lets you set the time required to fall back to silence after the key is released, in a range from 0 ms to 30
seconds.
Delay (△ - Env 2 only) This control lets you specify a length of time (in ms) for the Env to pause before starting its attack phase
after a note is played. This can assist in creating evolving sounds, where cycles of modulation occur at differing times over the
length of a note.
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Global Settings
The following Global parameters let you configure Presence XT's overall behavior and capabilities, to meet your needs.
Volume This control lets you set the total output volume, in a range from -∞ dB (silence) to +10.0 dB (ten decibels above unity
gain).
Velocity This control lets you set the degree to which Presence XT's volume is affected by note velocity, from zero (no velocity
sensitivity) to 1.0 (full velocity sensitivity).
Poly, Mono, and Glide Enable Poly mode to allow polyphonic playing (more than one note at a time). Enable Mono mode to
play just one note at a time. When in Mono mode, you can enable Glide to cause the pitch to sweep smoothly from that of the cur-
rently held note to that of the next note, when played legato (one note played while the previous note is held). The Glide knob
lets you set the rate of pitch change over time, from 1 ms to 1 second.
Effects
Presence XT offers seven built-in effects processors to add dimension to your sounds. They are arranged in two banks: FX A (Mod-
ulation, Delay, and Reverb) and FX B (Gater, EQ, Distortion, and Pan). You can enable or disable each effect by clicking its name. You
can show or hide the Mod/FX section of the plug-in window by clicking the [Mod/FX] button.
Modulation
This processor creates time-based modulation effects. Choose from the following modes by clicking the [Chorus], [Flanger], or [Phaser]
button:
Chorus This processor creates effects similar to that of multiple identical instruments playing the same part simultaneously. The
synth signal is fed through a short, modulated delay, which is then mixed with the dry signal. Chorus offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Delay This control lets you set the length of the modulated delay. Higher settings create full-bodied chorusing effects,
while lower settings create more pronounced harmonics, akin to the effects of a Flanger.
Speed This control lets you set the speed at which the delay line is modulated. Lower settings create slow, sweeping
effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the delay line is modulated. Lower settings produce subtler chor-
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using effects, while higher settings produce more pronounced changes in timbre over time.
Depth This control lets you blend between the dry signal (all the way left) and the chorused signal (all the way right).
Flanger This processor creates resonant, hollow-sounding sweeping effects. The synth signal is fed through a short, modulated
delay, which is mixed with the dry signal. While similar to the workings of a Chorus effect, Flangers get their signature sound by
employing smaller delay times than those used in chorusing, combined with a feedback system that can add extra resonance to
the sweep. Flanger offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Delay This control lets you set the length of the modulated delay (in ms), which changes the pitch of the resultant res-
onance. Higher settings create lower-pitched resonance, while lower settings create resonances at a higher pitch.
Speed This control lets you set the speed at which the delay line is modulated. Lower settings create slow, sweeping
effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the delay line is modulated. Lower settings produce subtler flanging
effects, while higher settings produce more pronounced changes in timbre over time.
Feedback (FB) This control lets you set the amount of output signal to feed back into the Flanger. Higher amounts of
Feedback add to the resonance of the sweeping effect.
Sync Engage this option to enable setting Flanger modulation speed to a rhythmic value (such as 1/8th-note or 1/4-
note) relative to Song tempo. Disengage to set Rate on a continuous scale.
Depth This control lets you blend between the dry signal (all the way left) and the flanged signal (all the way right).
Phaser This processor creates dreamy, otherworldly sweeping effects. The synth signal is fed through a series of all-pass filters
that alter its phase. When mixed with the dry signal, this creates a series of peaks and valleys in the frequency response that
changes depending on the degree of phase shift applied. Phaser offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Shift This control lets you specify the amount of phase shift to apply. Lower settings focus the phasing effect in the
lower frequencies, while higher settings focus the effect in higher frequencies.
Speed This control lets you set the speed of modulation applied to the phase shift amount. Lower settings create slow,
sweeping effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the phase shift amount is modulated. Lower settings produce
subtler effects, while higher settings produce more pronounced changes in timbre over time.
Feedback (FB) This control lets you set the amount of output signal to feed back into the Phaser. Higher amounts of
Feedback add to the resonance of the sweeping effect.
Sync Engage this option to enable setting Phaser modulation speed to a rhythmic value (such as 1/8th-note or 1/4-
note) relative to Song tempo. Disengage to set Rate on a continuous scale.
Depth This control lets you blend between the dry signal (all the way left) and the phase-shifted signal (all the way
right).
Delay
This processor creates an echo effect, either as a single delayed repeat of the input signal, or a trailing series of echoes. The Delay effect
offers the following controls:
Low and High These controls let you set the cutoff frequencies of the provided high-pass and low-pass filters, which effect only
the delayed signal.
Delay Time This control lets you specify the length of the delay effect, in rhythmic values (such as 1/8th-note or 16th-note) rel-
ative to the tempo of the Song.
Feedback (FB) This control lets you set the amount of effected signal that is fed back into the Delay effect. At zero, there is just
one repeat. As you increase the value, the trail of repeats grows.
Mix This control lets you blend between the dry signal (all the way left) and the delayed signal (all the way right).
Ping-Pong Mode This menu lets you enable and configure the stereo Ping-Pong delay mode. You can choose from the fol-
lowing modes:
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Off The delay works as normal, without ping-pong functions.
Panned Using a multi-tap delay structure, this mode pans each delay repeat to the right or left, in sequence.
Dotted and Double These modes work similarly to Panned mode, but employ staggered spacing of the delay taps to
produce a dotted-note or syncopated straight rhythm in the delay repeats.
Reverb Enable this option to route the output of the Delay effect to the Reverb effect, enabling further diffusion and abstraction
of the delay signal.
Reverb
This effect places the synth signal within a synthesized reverberant physical space, ranging from short reverbs that emulate smaller
rooms, to long reverbs that evoke the sounds of large spaces, such as halls and cathedrals. Reverb offers the following controls:
Pre-Delay (Pre) This parameter lets you specify an amount of delay applied to the reverb-processed signal, in a range between
zero and 500 ms. This emulates the delay inherent in large spaces between the impact of a sound and its audible reverberation.
Lower settings are best suited to shorter reverb times, and longer settings with longer reverb times, but let your own taste be the
judge.
Damping (Damp) This control lets you set an amount of high-frequency attenuation to apply to the reverb signal. Spaces with
soft surfaces tend to lose treble quickly as the sound reverberates, resulting in a short bright reverb followed by a progressively
darker tail. Spaces with harder surfaces retain high-end more efficiently over time. Set Damp to its lower range to emulate hard
surfaces, and to the higher ranges to enable further damping, to emulate softer surfaces.
Size This control lets you set the length of reverberation from the moment a sound starts, in a range between 100 ms and 10
seconds. The larger the size, the longer the tail of the reverb, and the larger the emulated space sounds.
Low and High These controls let you set the cutoff frequencies of the provided high-pass and low-pass filters, which effect only
the reverb signal.
Mix This control lets you blend between the dry signal (all the way left) and the reverb signal (all the way right).
Gater
This is a rhythmic gating effect, able to create a series of syncopated breaks in the synth signal. A variety of presets are provided, each
with a different rhythmic gating pattern. However, the fun really begins when you create your own. Gater offers the following controls:
Beats This control lets you set the length of the gating cycle, in rhythmic values (such as 1 bar or 1/2-note) relative to Song
tempo. For example, at a setting of 1 bar, the 16 steps in the cycle repeat every bar, effectively representing 16th-notes. At a
1/2-note setting, the 16 steps repeat each half-bar, representing 32nd-note values.
Beat Steps This grid lets you specify which steps in the cycle let signal pass through, and which gate the signal to silence. Click
on a step to enable or disable gating for that step.
Stereo Engaging this option creates a separate beat grid for each side of the stereo field. When engaged, you'll see two rows of
beat steps, the top row specifying gate steps for the left channel, and the bottom row gating the right channel.
Depth This control lets you blend between the gated and dry signals, allowing for rhythmic gating effects while retaining the con-
tinuity of the synth sound.
EQ
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This is a graphic equalizer effect, perfect for quick tonal shaping. Set the EQ bands to emphasize or attenuate bands of frequencies to
suit your needs. When a band is in the center of its range, it neither adds nor subtracts. When moved above the center, it emphasizes the
chosen frequency. Moved below the center, it attenuates that frequency.
Choose between Lead mode, with frequencies chosen to suit aggressive, up-front sounds, or Bass mode, with wider-ranging fre-
quencies that work better for basses and mellower chordal parts.
Distortion
This is a variable distortion effect, which adds grit and character to your sounds. Choose from a variety of distortion types, from fizzy tran-
sistor fuzzes to thick, warm tube overdrives. Set the amount of distortion with the Drive knob.
Pan
This is an auto-pan effect, which pans the synth signal left and right over time. Pan offers the following controls:
Speed This control lets you set the speed at which the signal is panned left and right.
Sync Enable this option to set pan speed to a rhythmic value (such as 1/4-note or 16th-note) relative to Song tempo. Disable
this option to set pan speed along a continuous range.
Depth This control lets you set the degree to which the signal is panned. Lower settings give a subtly panned effect, while higher
settings pan the signal more radically, all the way to fully left and right in each cycle.
Modulation Matrix
Presence XT provides 16 configurable modulation routings, in two banks of eight (Mod A and Mod B). Modulation signals can be routed
from a selection of incoming MIDI controller signals (such as Pitch Bend, Mod Wheel, and Aftertouch), modulation generators (such as
the LFOs and envelopes), or the pitch or velocity of played notes.
These modulation signals can be used to vary most of the parameters throughout Presence XT, including modulation sources them-
selves (such as LFO 2 modulating the rate of LFO 1, or the Decay of Env 2).
Each modulation slot has a bypass button at the top, which lets you enable or disable the flow of modulation signal. Below that are the
input selector and modifier selector. If you assign a modulation source to the input selector only, that signal is routed directly to the
chosen destination. In some cases, you’ll want to govern the flow of one mod source before it reaches its destination, using the signal
from another mod source. For example, you may want to control the output level of LFO 1 (routed to a parameter such as oscillator pitch)
with the Mod Wheel. In this case, you'd choose Mod Wheel with the input selector, and LFO 1 with the modifier selector below.
Below that is a slider that controls the amplitude and polarity of the modulation signal. Set at its center, no modulation occurs. Move the
handle right of center to send an increasing amount of the modulation signal, at its normal (positive) polarity, to the chosen destination.
Move it left of center to send the signal to its destination with a negative value.
If the parameter you wish to modulate is set to a high value, you may want to send a negative modulation signal to it, driving the setting
downward and causing more audible effects. Positive-going modulation signals are more efficient when modulating parameters set to
low values.
A selector at the bottom of each modulation slot lets you choose the destination of the chosen modulation signals.
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Virtual Keyboard
The virtual keyboard lets you easily click to play notes or manipulate the Pitch and Mod wheels, while auditioning or editing patches when
you're away from a MIDI keyboard. The keyboard display also shows you which notes are currently being played.
Note that for a more playable keyboard experience when away from your MIDI controller, you can also use Studio One's QWERTY Key-
board Device to play notes using your computer's keyboard.
Next to the virtual keyboard is the Bend parameter, which lets you set the pitch bend range of the Pitch wheel, in semitones. The upper
value sets up-bend range, and the lower value sets down-bend range.
Presence XT Editor
By default, Presence XT is a sample player, which lets you play (and tweak) sounds from existing libraries. If you want to create your own
sample-based instruments, you can purchase and install the Presence XT Editor Add-on, available from the PreSonus Shop. This
option upgrades Presence XT to full sampler functionality, with powerful scripting and layering features.
This editing function can also be used to deeply change and further optimize programs from imported sound libraries (such as those in
EXS or Giga format), or Presence XT libraries created by other users. Commercial Presence XT libraries (such as those included with
Studio One or bought separately) are protected, and cannot be edited.
Once you've installed the Presence XT Editor Add-on, when you open a Presence XT window, you'll see a new button, marked "Editor."
Press this button to open the editing interface. To return to the normal view, click the [Player] button. You'll notice there are four main sec-
tions in the editing interface:
Program
This area shows you the saved name and disk size of the program you're editing. If you click the menu button next to the [Program] but-
ton, a pop-up menu appears. Choose from the following functions:
New Program Resets Presence XT to a default state, with a blank program loaded. If you've begun to create a program and
have not yet saved it, you'll receive a warning, telling you that your samples and parameter settings will be lost if you go through
with creating a new program.
Pack Program Lets you package your program, with all its samples and settings, into a single file, for easy storage and sharing.
Packed programs are created with a ".soundx" file extension.
Set Program Password Lets you set a password that Presence XT prompts for if a person attempts to edit this program. This
lets you keep a program from being edited, even when sharing it with others.
To the right of the program area, you'll see three buttons that control the editor display. They look like this:
The first button shows or hides an information drawer at the top of the editor window. Here, you can edit the program's name, set its cat-
egory, and add a description and information about yourself, as author of the program. The information you enter here is shown in the
Player view when your program is loaded, so we recommend you always fill in these fields.
The second and third buttons arrange the Layers and Zones areas either side-by-side, or vertically stacked, according to your pref-
erence.
Finally, you'll see the [Script] button, which opens the scripting view, in which you can write scripts in JavaScript, for greater creative con-
trol and interface flexibility in your programs. For more information on working with JavaScript in Presence XT, see Scripting.
Layer
This area deals with Layers, which are entire sample sets, arranged in Zones (as discussed below) across the range of MIDI key and
velocity values. These layers can be combined to create fuller sounds and textures, or to set up one or more MIDI-switchable
variations for a given sound.
Zones
This area deals with Zones, which are areas in which a single sample is placed across the range of MIDI key and velocity values. These
sample zones are the pieces that make up a layer (as discussed above), letting you decide exactly how your samples are placed, played,
and processed.
For example, a high-quality piano sound may have a group of separate samples for every note on the piano, arranged to be played at
low, mid, or high velocity. In the Zones area, you can make decisions like this with your own samples, setting up the range of the key-
board and key velocity in which each sample plays, along with many other options. For more information on working with zones, see
Zones.
Parameters
This area gives you access to a wide variety of modulation, tonal, and behavioral options for each layer and the zones within them. The
parameters available in this area can pertain to the program as a whole, to the currently selected layer, or the currently selected zone.
Clicking the [Program], [Layer], or [Zones] button changes the focus of the Parameters area to address each of those categories, as
needed. You can also switch the mode of the parameters area between these three settings by clicking the [Parameters] button. You can
easily keep track of which mode you're in, because the Parameters area is color-coded: Program mode is blue, Layers is red, and Zones
is turquoise.
For more information, see Parameters.
Layers
The Layers area of the Presence XT editor window is used to establish sound layering in your program. Layers are entire sound sets,
with samples placed in zones, and most of the necessary sample-by-sample decisions already made (such as key and velocity ranges,
processing details, and so on). You can add multiple layers to your program, to create hybrid sounds that play together, or provide MIDI-
selectable variations on a given sound, such as different bowing and plucking styles in a violin sound.
Managing Layers
To add a new layer, [Right]/[Ctrl]-click in the layers list or click the menu button next to the [Layers] button. Choose "Add Layer" from the
pop-up menu. A new layer is created and added to the layers list. This pop-up menu also offers the following options:
Remove Layer Removes the currently selected layer from the program. This also removes all samples placed in zones within
that layer.
Duplicate Layer Creates a duplicate of the currently selected layer, with all sample placements and parameters the same.
Merge Layers Combines the sample placements and related parameter settings for all selected layers, into one new layer.
Copy Page Parameters Copies the parameter settings shown on the current visible page for the currently selected layer, so
that they can be pasted to a different layer.
Paste Page Parameters Pastes the copied parameter settings to the currently selected layer.
If you select more than one layer at a time, you'll see all of the zones in all selected layers shown in the Zones area below, whether in list
or grid mode.
Layer Parameters
Each layer in your program has several pages of parameters available for editing, to help you shape the sound to your liking. By default,
the Main page of parameters is shown. When navigating through a layer's parameters, you can use the cursor keys on your keyboard to
move between them, as well as up or down from layer to layer. To edit a selected parameter, press [Enter] on your keyboard, then edit
the parameter, and press [Enter] again to lock in the new value.
The Main page contains the following parameters for each layer:
Title Lets you set the title for the layer.
Variation Lets you designate a layer as a key-switched variation of the sampled sound set (such as different styles of picking or
strumming on a guitar sound). If enabled, this layer becomes active when the MIDI note specified in the Trigger parameter
(described below) is played. When another variation is activated by its own MIDI key trigger, this layer stops playing. To des-
ignate one variation as the default, leave its Variation box unchecked, but still provide a note for the variation in the Trigger
column.
Trigger Lets you specify the MIDI note that activates this layer, if it has been enabled as a Variation.
Note Off Trigger Enable this to trigger sounds within this layer only when a MIDI note ends. This is most useful for adding
release sounds to a sample program, such as piano hammers falling back into place after a note is played.
Gain Sets overall gain for an entire layer.
Pan Shifts overall pan placement for an entire layer, relative to the pan settings for each zone in that layer.
Zone Shift Moves all zones contained within a layer up or down the MIDI key range. When you do this, the range of playable
notes for each zone is moved up or down, and the base note for each zone shifts with it.
Tune Adjusts tuning of all samples contained in a layer.
If you click the menu button next to the button currently marked "Main," you can access the following sets of modulation and processing
parameters for each layer:
LFO 1 & 2 These settings mirror the LFO settings in the Player view of Presence XT, setting LFO parameters for all zones in a
layer.
Amp Env & Env 2 These settings mirror the Envelope settings in the Player view, setting envelope parameters for all zones in a
layer.
Filter These settings mirror the Filter settings in the Player view, setting filter parameters for all zones in a layer.
Other These settings mirror the Glide Time, Velocity Strength, and Velocity Curve controls in the Player view, setting con-
figuration options for all zones in a layer.
When you make changes to parameters in these pages, those changes are applied to all zones in that layer. If any affected zones have
differing settings for those parameters, their values are shifted in a relative fashion as you change the corresponding layer parameter.
The Zones area is where you do most of the work when sound designing with Presence XT. You drag samples here from the Browser for
inclusion in your program, and then you set the parameters for each sample zone. This lets you place the sample in the desired area of
the MIDI key and velocity range and make all the necessary decisions about sample behavior, modulation, and processing.
By default, the sample zones you create by adding samples are shown in a list. This shows the name and parameters for each sample.
You can search for a zone by name within the currently selected layer by typing into the Search bar above the Zones display.
Managing Zones
You add zones to a layer by selecting that layer and dragging samples into the Zones area. If you click the menu button next to the
[Zones] button, a pop-up menu appears with the following functions:
Apply Parameters from File Updates zone parameters to match those found in source file (such as root note, tuning, and loop
mode).
Remove Zone Removes the currently selected zone from the program.
Copy Page Parameters Copies the parameter settings shown on the current visible page for the currently selected zone, so
that they can be pasted to a different layer.
Paste Page Parameters Pastes the copied parameter settings to the currently selected zone.
Refresh Selected Zone(s) Lets you re-import samples in the selected zones, if the original samples have been changed or
edited since you originally imported them.
Show in Finder/Explorer Opens an Explorer (Windows) or Finder (macOS) window, showing you the location of the currently
selected sample.
Zone Parameters
Looking at zones in list view, you see the list of samples in the currently selected layer, and several columns of parameters with values
for each zone. By default, the Main page of parameters is shown.
When you look at zones in grid view, you see them as labeled regions, filling a certain space within the range of MIDI notes (horizontally)
and velocity values (vertically). You can click and drag the top, bottom, and side edges of each zone to select the desired range in which
that zone will play. If you select multiple zones (by holding [Shift] or [Cmd]/[Ctrl] and clicking the desired zones), you can edit their ranges
or move them as a group.
If you click one of the "keys" in the keyboard display at the bottom of the grid, all zones triggered by that note are selected.
Parameters
There are a great many available layer and zone parameters that you can access in the Layer and Zones areas of the editor window.
While editing in this "spreadsheet" style can be fast and precise, sometimes it can be helpful to use the type of knobs, buttons, and dis-
plays you're used to in the Player mode to help set and visualize these parameters. The Parameters area of the editor window lets you
set many of the available parameters in this way.
The Parameters area can show controls for the program as a whole (all layers and zones, together), or for one or more selected layers
(and the zones they contain), or for one or more selected zones. You can choose to display parameters for each by clicking the [Pro-
gram], [Layer], or [Zones] button, or cycle through them by clicking the [Parameters] button. You can easily keep track of which mode
you're in, because the Parameters area is color-coded: Program mode is blue, Layers is red, and Zones is turquoise.
Whatever mode is selected, parameters pertaining to modulation, filter, and mode-specific settings for that level in the program are
shown
When the Parameters area is in Zones mode, a [Wave] button appears. Clicking this brings up a waveform display for the sample in the
selected zone. Click and drag along the top edge to set the loop range for the displayed sample. Click and drag at the beginning or end of
the sample to move the play start or end point for the displayed sample.
While loop editing is possible in this fashion, it lacks the control and accuracy of a dedicated wave editor. As a result, clicks and pops may
appear when changing loop start and end points in this display. Adding a loop crossfade may solve this problem. This waveform display
is mainly meant for monitoring or reference. If in-depth loop editing is required, a dedicated wave editor software should be used.
If you want to replace the sample in a zone with a new sample, simply select the zone, and drag the new sample onto the waveform dis-
play. This retains any parameter settings you made for the previous sample.
Scripting
Presence XT offers powerful scripting functions, based on JavaScript. We chose this language because it is well supported and doc-
umented, and known by many. Scripting can be used to affect many functions in a program, most notably to assign macro knobs and but-
tons to your choice of parameters. Once script controls are assigned here, these controls appear in the central display in the Player mode
of the Presence XT window.
You may have seen these sorts of controls in some of the included Presence XT programs. Scripting is the way to make this happen.
The first button shows or hides a drawer that displays the eight scriptable control knobs and buttons for the program. By default, it looks
blank. To enable a control, click the dot-shaped button in its lower left corner. To rename a control, click the pencil-shaped button that
appears when you hover the mouse cursor over the control. The functions that these controls relate to are set in the script that you cre-
ate.
The second button opens our documentation for the JavaScript structure you can use to script within Presence XT. It goes through the
various entry points, objects, and parameters that you can use to interface with Presence XT's engine.
Between this information and the wide range of info resources available on the internet, you can soon dig into scripting for your pro-
grams, unlocking many useful functions.
You can click the [Reset] button to return the code window to its default (blank) state, or press [Apply] to apply your script and try out its
functions.
Impact XT
Impact XT features a grid of pads into which samples are loaded and played back independently, as with many popular hardware drum-
sample players. Each pad has its own pitch, amplifier, and filter controls with accompanying envelopes. There are multiple stereo and
mono outputs for each pad, making sophisticated output busing simple.
Impact XT 382
Interface Overview
Impact XT is arranged as a 4x4 grid of pads, with controls for each pad. There are eight selectable banks of 16 pads, labeled A through
H. Below each pad are Solo and Mute controls, as well as an Output Channel assignment. Click on any pad to select it and view its para-
meters, located on the right side of the interface. At the top of the window is the waveform display, which shows the currently selected
sample along with controls for setting start and end points. To the right of the waveform display are the sample controls, which let you set
playback behavior for the samples on each pad.
Waveform Display
When you select a pad, its currently loaded sample is shown in this display. Here, you can set sample start and end by moving the tri-
angle-shaped markers. If more than one sample is loaded in the pad, you can switch between them by clicking the numbered buttons
above the waveform display. You can click-and-drag the demarcations between the sample selector buttons to set the velocity-switching
values (for use with the Velocity Layer Mode).
Add Sample (+) Choose this option to add an additional sample to this pad.
Reverse Enable this option to reverse the current sample.
Normalize Enable this option to boost the amplitude of the current sample until its highest peak reaches a point just below full scale.
Impact XT 383
Load Next/Previous Sample in Folder These buttons let you quickly swap the current sample for its neighbor in the enclosing folder.
This allows for quick auditioning of a range of samples, to find just the right candidate.
Start and End Sets the sample start and end, in samples.
Sample Controls
These controls let you fine-tune sample behavior for each pad:
Color Choose a color with which to mark the pad.
1st and 2nd Note Assignment Choose two MIDI note values to trigger this pad.
Trigger Choose One Shot to play the loaded sample once when a pad is struck, no matter how long it is held. Chose Loop to con-
tinuously loop the sample as long as the pad is held. Choose Toggle to begin playing the sample when the pad is struck, and continue
playing it (even if looped) until the pad is struck a second time. Select Normal to begin playing the sample when the pad is struck and held
down, and continue playing it until the pad is released.
Layer Mode This parameter lets you choose how multiple samples are treated if loaded onto a single pad. Choose Velocity to switch
between the samples depending on pad velocity. Choose Round Robin to step through the samples one by one each time the pad is
struck. Choose Random to choose a sample at random each time the pad is struck. Choose Stack to play all loaded samples sim-
ultaneously.
Choke This parameter lets you specify the relationship between different pads, such as those set up to play closed and open hi-hat cym-
bals. Choose Self to allow a pad's playback to be stopped when the pad is played a second time (rather than continue to ring out).
Choose a Choke group (1-32) to tie the playback of this pad to all other pads also assigned to that choke group.
Quantize This parameter lets you limit your ability to play a pad to a preset rhythmic value. Choose from Off (no rhythmic limits), Bars
(once at the start of each bar), Beats (once per quarter note), 1/2-Beats (once per eighth-note), and 1/4-Beats (once per 16th note).
Follow Tempo Enable this option to automatically timestretch the current sample to fit the tempo of the Song. This is most effective
when using rhythmic loops, such as drum samples.
Offsets Introduce a playback offset of up to 2.5 seconds at the start or end of the loaded sample.
All Notes Off Press this button to end playback for all currently playing samples.
Edit Sample This button lets you specify individual settings for the currently selected sample, rather than changing those parameters for
all samples, as done by default. If after you've made custom alterations to one sample, you wish to reunify all samples under the same
settings, press Reset.
Pitch Controls
You can modify the pitch for each pad’s sample using the Pitch controls.
Impact XT 384
Transpose Adjusts the transposition in semitones for the selected pad. Variable from -48 to +48.
Tune Adjusts the tuning, in cents, for the selected pad. Variable from -100 to 100 cents.
Pitch Envelope (One-Shot Trigger Mode Only)
Attack Adjusts the amount of time from when the pad is triggered to when the envelope value is reached. Variable from
0 s to 20 s.
Hold Adjusts the amount of time the envelope value is held after the attack period and before decay begins. Variable
from 0 s to 20 s.
Decay Adjusts the amount of time it takes after the hold period to return to the envelope value. Variable from 0.98 ms to
20 s.
Pitch Envelope (Loop and Normal Trigger Modes Only)
Attack Adjusts the amount of time it takes to reach the Env value from the original pitch of the sample once a sample
has been triggered. Variable from 0 to 20 s.
Decay Adjusts the amount of time it takes to reach the sustain level after reaching full volume. Variable from 0 to 20 s.
Sustain Adjusts the Sustain level. Variable from -∞ dB to 0 dB. The sustain period continues until the sample trigger
stops.
Release Adjusts the amount of time it takes to reach the original pitch after sample trigger has stopped. Variable from 0
to 30 s.
Env Adjusts the detune range of the pitch envelope in cents. Variable from -4 to +4 octaves. (The default value is 0, meaning the
pitch envelope has no effect.)
Vel Adjusts the maximum detune value, in cents, that pitch is affected by velocity (the maximum detune value when triggered
note velocity equals 127). Variable from -4 to +4 octaves.
Filter Controls
Each pad features a variable filter to allow anything from subtle tonal shaping to heavily processed filter sweeps.
Cutoff Adjusts the cutoff frequency of the filter. Variable from 20 Hz to 20 kHz.
Res Adjusts the resonance of the filter. Variable from 0 to 100.
Filter Env (One-Shot Trigger Mode Only)
Attack Adjusts the amount of time it takes for the filter cutoff frequency to move from the frequency value to the envel-
ope value once a sample has been triggered. Variable from 0 s to 20 s.
Hold Adjusts the amount of time the envelope value is held after the attack period and before decay begins. Variable
from 0 s to 20 s.
Decay Adjusts the amount of time it takes to return to the cutoff level after reaching the envelope value. Variable from 0
s to 20 s.
Filter Env (Loop and Normal Trigger Modes Only)
Attack Adjusts the amount of time it takes for the filter cutoff frequency to move from the frequency value to the envel-
ope value once a sample has been triggered. Variable from 0 to 20 seconds.
Decay Adjusts the amount of time it takes to reach the sustain level after reaching the envelope value. Variable from 0 s
to 20 s.
Impact XT 385
Sustain Adjusts the sustain level, which is the mix of the signal filtered at the envelope value with the signal filtered at
the frequency value. Variable from -∞ to 0 dB. The sustain period continues until the sample trigger stops.
Release Adjusts the amount of time it takes the filter to reach the frequency value after the sample trigger has stopped.
Variable from 0 to 30 seconds.
Env Adjusts the range of the filter envelope in octaves, relative to the cutoff value. Variable from -8000 to +8000. (The default
value is 0, meaning the filter envelope has no effect.)
Vel Adjusts the maximum value in octaves affected by velocity . Variable from -100 % to + 100 % (the maximum value when
triggered note velocity equals 127).
Filter Type Selects the filter type. Choose from LP24 Ladder, LP24 Zero-Latency, LP12 Ladder, BP12 Ladder, HP12 Ladder,
LP12 State, BP12 State, HP12 State, and Eco Filter (lowest CPU use).
Drive This lets you specify an amount of filter overdrive, to add fullness and saturation artifacts to your sound.
Punch This control lets you add a range of percussive attack to the start of each note. At the lowest setting, dynamics are
unchanged. At higher settings, the sound becomes more aggressive and more readily pops through the mix.
Soft This control lets you switch between two differing analog-modeled processing circuits within the filter. Engage Soft for a
mellower, darker tone. Disengage it for a brighter, more aggressive sound.
Amplifier Controls
To adjust the amplitude for each pad, use the following parameters:
Gain Attenuates or boosts the amplitude, in dB, of the sample assigned to the selected pad. Variable from -144 to 20 dB.
Pan Adjusts the sample’s stereo pan for the selected pad. Variable from fully left to fully right.
Amp Env (One-Shot Trigger Mode Only)
Attack Adjusts the amount of time from when the pad is triggered to when maximum amplitude is reached. Variable
from 0 s (no attack, sample starts at maximum amplitude) to 20 s.
Hold Adjusts the amount of time the maximum velocity is held after the attack period, before decay begins. Variable
from 0 s to 20 s.
Decay Adjusts the amount of time it takes after the hold period to reach an amplitude of -∞ from the maximum amp-
litude. Variable from 0 s to 20 s.
Amp Env (Loop and Normal Trigger Modes Only)
Attack Adjusts the amount of time it takes to reach full volume once a sample has been triggered. Variable from 0 to 20
seconds.
Decay Adjusts the amount of time it takes to reach the sustain level after reaching full volume. Variable from 0 to 20
seconds.
Sustain Adjusts the sustain level. Variable from -∞ to 0 dB. The sustain period continues until the sample trigger stops.
Release Adjusts the amount of time it takes to reach a level of -∞ after the sample trigger has stopped. Variable from 0
to 30 seconds.
Vel Adjusts the maximum amplitude value, in dB, affected by velocity (the maximum amplitude value when triggered note velo-
city equals 127). Variable from 0 to 1.
Pad Focus
By default, the Pitch, Filter, and Amplifier controls act on the pad you most recently selected. To make editing easier when working on
multiple pads, you can enable Pad Focus by clicking the [Pad Focus] button at the top of the plug-in window. When this mode is enabled,
"focus" shifts to whatever pad you most recently played, letting you edit parameters for that pad.
Impact XT 386
Pad Focus and Control Linking
When in Pad Focus mode, if you use Control Link to assign a hardware control to a Pitch, Filter, or Amplifier control in Impact XT, that
hardware control is linked in Focus mode. This means that the hardware control acts on the assigned parameter not only for the originally
assigned pad, but for whatever pad is most recently played. Using Control Linking under Pad Focus mode can make editing many pads a
faster and easier process.
Color Themes
Looking for a little personalization? Try clicking the PreSonus logo at the top right corner of the Impact XT window for a selection of new
color themes.
Mai Tai
Interface
The central control panel contains controls for the Oscillators (Osc 1 and 2) and Noise generator, the Character processor and Filter, and
the LFOs and Envelope Generators. These are the primary controls you'll use to sculpt your sound. You can enable or disable each of
these modules by clicking the module's name. To the right of these controls are the Global parameters, which let you tune the overall
behavior and capabilities of the synth to your needs.
Along the bottom of the window, you'll see the Mod/FX section (which gives you access to Mai Tai's modulation matrix and effects) and
the virtual keyboard. You can hide or show each of these elements by pressing the [MOD/FX] and buttons.
Oscillators
Two oscillators are available, per voice, allowing for rich sounds with a wide tonal palette. Each Osc has its own set of parameters, which
differ in small but significant ways. In both Osc 1 and Osc 2, you'll see the following controls:
Noise Generator
The Noise section is a noise generator that can add texture and character to your sounds. The Noise module offers the following con-
trols:
Bypass Click the [Noise] button to turn Noise on or off.
Level Lets you set the volume level for the noise generator.
Pan This control lets you position each oscillator separately in the stereo field, from left to right.
Color Lets you set the timbre of the noise from dark to bright.
Character
The Character processor is one of the unique features of Mai Tai, offering a range of waveshaping effects that broaden its tonal range.
The Character module offers the following controls:
Filter
Mai Tai offers a versatile Filter, which lets you shape and enhance your sounds. The filter is often one of the most important defining ele-
ments to the sound of a subtractive synthesizer, and likewise, this filter's unique characteristics have much to do with the sound of Mai
Tai. The Filter offers the following controls:
Bypass Click the [Filter] button to turn the filter on or off.
Filter Mode Choose from the following filter modes, each with its own sound-shaping characteristics.
LP 24dB Ladder This mode emulates a classic 24dB-per-octave low-pass filter based on a transistor-ladder con-
figuration, as found in many classic synthesizers. This type of filter allows frequencies below the chosen Cutoff fre-
quency to pass through, which cutting frequencies above Cutoff at a rate of 24 decibels per octave—a fairly aggressive
slope.
LP 24dB Zero This is a 24dB-per-octave low-pass filter, based on a zero-delay-feedback architecture that closely mod-
els the tone and modulation behavior of analog filters.
LP 12dB Ladder This is a low-pass filter with a 12dB-per-octave curve, which cuts frequencies less aggressively than
the 24dB filters.
LFO stands for Low Frequency Oscillator, and they work very much like Osc 1 and 2 in Mai Tai, only slower. Standard oscillators are
used mainly to create audible pitched tones, LFOs create slow-moving regular cycles of control signal that are useful for modulating
other parameters over time. One common example is the way many synth patches respond when you move the Mod Wheel up from
zero; the pitch of the oscillators wavers up and down in an expressive manner, much like the sound of vocal vibrato. This is simply an
LFO modulating oscillator pitch to a degree set by the position of the mod wheel.
LFO 1 and 2 have identical controls, so the following explanations apply to both:
Bypass Click the [LFO 1] or [LFO 2] button to turn the LFO on or off.
LFO Type Choose between Sine, Triangle, Sawtooth, Square, and Sample & Hold shapes, for the oscillation of the LFO.
Envelopes
Envelope generators are a vital part of sound synthesis, giving us the ability to shape the amplitude and timbre of our sounds within the
time-scale of each note. Mai Tai has three envelope generators, labeled Amp Env (so named because it is hard-wired to amplitude), Env
2 (which is often routed to filter cutoff, for timbral shaping), and Env 3.
All three Env modules are triggered when a note is played. Each Env then outputs a control signal that follows the shape set by the fol-
lowing controls:
Attack (A) This control lets you set the time required for the envelope to go from zero (silence) to full amplitude, in a range from
0 ms to 20 seconds.
Decay (D) This control lets you set the time required to drop from full amplitude to the sustain level, in a range from 0 ms to 20
seconds.
Sustain (S) This control lets you set the signal level that is maintained from the end of the decay period, until the key is
released, in a range from -∞ dB (silence) to 0.0 dB (full amplitude).
Release (R) This control lets you set the time required to fall back to silence after the key is released, in a range from 0 ms to 30
seconds.
Delay (△ - Env 2 and 3 only) This control lets you specify a length of time (in ms) for the Env to pause before starting its attack
phase after a note is played. This can assist in creating evolving sounds, where cycles of modulation occur at differing times
over the length of a note.
Global Settings
The following Global parameters let you configure Mai Tai's overall behavior and capabilities, to meet your needs:
Volume This control lets you set the total output volume, in a range from -∞ dB (silence) to +6.0 dB (six decibels above unity
gain).
Velocity This control lets you set the degree to which Mai Tai's volume is affected by note velocity, from zero (no velocity sens-
itivity) to 100% (full velocity sensitivity).
Poly, Mono, and Glide Enable Poly mode to allow polyphonic playing (more than one note at a time). Enable Mono mode to
play just one note at a time. When in Mono mode, you can enable Glide to cause the pitch to sweep smoothly from that of the cur-
rently held note to that of the next note, when played legato (one note played while the previous note is held). The Glide knob
lets you set the rate of pitch change over time, from 1 ms to 1 second.
Voices This parameter lets you set the level of polyphony (number of available simultaneous voices) for Mai Tai, in a range from
1 to 32. Note that this control has no effect when in Mono mode (in which there is only one voice available, by default).
Quality Choose from a variety of sound quality modes to suit the power of your CPU and your taste in synth timbres. The fol-
lowing modes are available:
80s The simplest and most CPU-efficient of the modes. High-frequency modulation can create harsher, more typically
"digital" artifacts in this mode, much like some early digital synths of the 1980s.
Normal The default mode, Normal makes a good compromise between CPU load and sonic complexity. This mode is
useful in most standard synthesis tasks.
Effects
Mai Tai offers seven effects processors to add dimension to your sounds. They are arranged in two banks: FX A (Modulation, Delay, and
Reverb) and FX B (Gater, EQ, Distortion, and Pan). You can enable or disable each effect by clicking its name. You can show or hide the
Mod/FX section of the plug-in window by clicking the [Mod/FX] button.
Modulation
This processor creates time-based modulation effects. Choose from the following modes by clicking the [Chorus], [Flanger], or [Phaser]
button:
Chorus This processor creates effects similar to that of multiple identical instruments playing the same part simultaneously. The
synth signal is fed through a short, modulated delay, which is then mixed with the dry signal. Chorus offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Delay This control lets you set the length of the modulated delay. Higher settings create full-bodied chorusing effects,
while lower settings create more pronounced harmonics, akin to the effects of a Flanger.
Speed This control lets you set the speed at which the delay line is modulated. Lower settings create slow, sweeping
effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the delay line is modulated. Lower settings produce subtler chor-
using effects, while higher settings produce more pronounced changes in timbre over time.
Depth This control lets you blend between the dry signal (all the way left) and the chorused signal (all the way right).
Flanger This processor creates resonant, hollow-sounding sweeping effects. The synth signal is fed through a short, modulated
delay, which is mixed with the dry signal. While similar to the workings of a Chorus effect, Flangers get their signature sound by
employing smaller delay times than those used in chorusing, combined with a feedback system that can add extra resonance to
the sweep. Flanger offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Delay This control lets you set the length of the modulated delay (in ms), which changes the pitch of the resultant res-
onance. Higher settings create lower-pitched resonance, while lower settings create resonances at a higher pitch.
Speed This control lets you set the speed at which the delay line is modulated. Lower settings create slow, sweeping
effects, while higher settings create faster, more aggressive modulation.
Width This control lets you set the degree to which the delay line is modulated. Lower settings produce subtler flanging
effects, while higher settings produce more pronounced changes in timbre over time.
Feedback (FB) This control lets you set the amount of output signal to feed back into the Flanger. Higher amounts of
Feedback add to the resonance of the sweeping effect.
Sync Engage this option to enable setting Flanger modulation speed to a rhythmic value (such as 1/8th-note or 1/4-
note) relative to Song tempo. Disengage to set Rate on a continuous scale.
Depth This control lets you blend between the dry signal (all the way left) and the flanged signal (all the way right).
Phaser This processor creates dreamy, otherworldly sweeping effects. The synth signal is fed through a series of all-pass filters
that alter its phase. When mixed with the dry signal, this creates a series of peaks and valleys in the frequency response that
changes depending on the degree of phase shift applied. Phaser offers the following controls:
Mono Engage this option to sum the wet (effected) signal to mono.
Shift This control lets you specify the amount of phase shift to apply. Lower settings focus the phasing effect in the
lower frequencies, while higher settings focus the effect in higher frequencies.
Speed This control lets you set the speed of modulation applied to the phase shift amount. Lower settings create slow,
sweeping effects, while higher settings create faster, more aggressive modulation.
Delay
This processor creates an echo effect, either as a single delayed repeat of the input signal, or a trailing series of echoes. The Delay effect
offers the following controls:
Low and High These controls let you set the cutoff frequencies of the provided high-pass and low-pass filters, which effect only
the delayed signal.
Delay Time This control lets you specify the length of the delay effect, in rhythmic values (such as 1/8th-note or 16th-note) rel-
ative to the tempo of the Song.
Feedback (FB) This control lets you set the amount of effected signal that is fed back into the Delay effect. At zero, there is just
one repeat. As you increase the value, the trail of repeats grows.
Mix This control lets you blend between the dry signal (all the way left) and the delayed signal (all the way right).
Ping-Pong Mode This menu lets you enable and configure the stereo Ping-Pong delay mode. You can choose from the fol-
lowing modes:
Off The delay works as normal, without ping-pong functions.
Panned Using a multi-tap delay structure, this mode pans each delay repeat to the right or left, in sequence.
Dotted and Double These modes work similarly to Panned mode, but employ staggered spacing of the delay taps to
produce a dotted-note or syncopated straight rhythm in the delay repeats.
Reverb Enable this option to route the output of the Delay effect to the Reverb effect, enabling further diffusion and abstraction
of the delay signal.
Reverb
This effect places the synth signal within a synthesized reverberant physical space, ranging from short reverbs that emulate smaller
rooms, to long reverbs that evoke the sounds of large spaces, such as halls and cathedrals. Reverb offers the following controls:
Pre-Delay (Pre) This parameter lets you specify an amount of delay applied to the reverb-processed signal, in a range between
zero and 500 ms. This emulates the delay inherent in large spaces between the impact of a sound and its audible reverberation.
Lower settings are best suited to shorter reverb times, and longer settings with longer reverb times, but let your own taste be the
judge.
Damping This control lets you set an amount of high-frequency attenuation to apply to the reverb signal. Spaces with soft sur-
faces tend to lose treble quickly as the sound reverberates, resulting in a short bright reverb followed by a progressively darker
tail. Spaces with harder surfaces retain high-end more efficiently over time. Set Damping to its lower rage to emulate hard sur-
faces, and to the higher ranges to enable further damping, to emulate softer surfaces.
Size This control lets you set the length of reverberation from the moment a sound starts, in a range between 100 ms and 10
seconds. The larger the size, the longer the tail of the reverb, and the larger the emulated space sounds.
Low and High These controls let you set the cutoff frequencies of the provided high-pass and low-pass filters, which effect only
Gater
This is a rhythmic gating effect, able to create a series of syncopated breaks in the synth signal. A variety of presets are provided, each
with a different rhythmic gating pattern. However, the fun really begins when you create your own. Gater offers the following controls:
Beats This control lets you set the length of the gating cycle, in rhythmic values (such as 1 bar or 1/2-note) relative to Song
tempo. For example, at a setting of 1 bar, the 16 steps in the cycle repeat every bar, effectively representing 16th-notes. At a
1/2-note setting, the 16 steps repeat each half-bar, representing 32nd-note values.
Beat Steps This grid lets you specify which steps in the cycle lets signal pass through, and which gates the signal to silence.
Click on a step to enable or disable gating for that step.
Stereo Engaging this option creates a separate beat grid for each side of the stereo field. When engaged, you'll see two rows of
beat steps, the top row specifying gate steps for the left channel, and the bottom row gating the right channel.
Depth This control lets you blend between the gated and dry signals, allowing for rhythmic gating effects while retaining the con-
tinuity of the synth sound.
EQ
This is a graphic equalizer effect, perfect for quick tonal shaping. Set the EQ bands to emphasize or attenuate bands of frequencies to
suit your needs. When a band is in the center of its range, it neither adds nor subtracts. When moved above the center, it emphasizes the
chosen frequency. Moved below the center, it attenuates that frequency.
Choose between Lead mode, with frequencies chosen to suit aggressive, up-front sounds, or Bass mode, with wider-ranging fre-
quencies that work better for basses and mellower chordal parts.
Distortion
This is a variable distortion effect, which adds grit and character to your sounds. Choose from a variety of distortion types, from fizzy tran-
sistor fuzzes to thick, warm tube overdrives. Set the amount of distortion with the Drive knob.
Pan
This is an auto-pan effect, which pans the synth signal left and right over time. Pan offers the following controls:
Modulation Matrix
Mai Tai provides 16 configurable modulation routings, in two banks of eight (Mod A and Mod B). Modulation signals can be routed from a
selection of incoming MIDI controller signals (such as Pitch Bend, Mod Wheel, and Aftertouch), modulation generators (such as the
LFOs and envelopes), or the pitch or velocity of played notes.
These modulation signals can be used to vary most of the parameters throughout Mai Tai, including modulation sources themselves
(such as LFO 2 modulating the rate of LFO 1, or the Decay of Env 2)
Each modulation slot has a bypass button at the top, which lets you enable or disable the flow of modulation signal. Below that are the
input selector and modifier selector. If you assign a modulation source to the input selector only, that signal is routed directly to the
chosen destination. In some cases, you’ll want to govern the flow of one mod source before it reaches its destination, using the signal
from another mod source. For example, you may want to control the output level of LFO 1 (routed to a parameter such as oscillator pitch)
with the Mod Wheel. In this case, you'd choose Mod Wheel with the input selector, and LFO 1 with the modifier selector below.
Below that is a slider that controls the amplitude and polarity of the modulation signal. Set at its center, no modulation occurs. Move the
handle right of center to send an increasing amount of the modulation signal, at its normal (positive) polarity, to the chosen destination.
Move it left of center to send the signal to its destination with a negative value.
If the parameter you wish to modulate is set to a high value, you may want to send a negative modulation signal to it, driving the setting
downward and causing more audible effects. Positive-going modulation signals are more efficient when modulating parameters set to
low values.
A selector at the bottom of each modulation slot lets you choose the destination of the chosen modulation signals.
Virtual Keyboard
The virtual keyboard lets you easily click to play notes or manipulate the Pitch and Mod wheels, while auditioning or editing patches when
you're away from a MIDI keyboard. The keyboard display also shows you which notes are currently being played.
Note that for a more playable keyboard experience when away from your MIDI controller, you can also use Studio One's Use Your Com-
puter Keyboard as a MIDI Keyboard to play notes using your computer's keyboard.
Next to the virtual keyboard is the Bend parameter, which lets you set the pitch bend range of the Pitch wheel, in semitones.
Mojito is a simple, monophonic, subtractive synthesizer with effects that is capable of generating a wide range of sounds. It models a clas-
sic analog synthesizer and features a low-aliasing oscillator and a 24 dB filter emulation. Mojito can generate killer bass sounds, lead
sounds, and special effects.
Interface
Mojito is organized into Oscillator (OSC), Amplifier (AMP), Filter (FLT), and FX sections, with easy-to-use, yet powerful controls.
Oscillator
Mojito’s Oscillator section is on the upper left of the plug-in window. Here you can set up the harmonic content of the sound source. The
basic controls are the three large knobs on top: Pitch, Wave, and Width.
Pitch Adjusts the frequency from one octave below to one octave above the played note. Note that this affects the cutoff fre-
quency only via key tracking. Pitch is modified by the pitch-bend wheel (± 2 semitones).
Wave Selects between a sawtooth wave and a pulse wave. These two waveforms have a rich and regular harmonic content,
making them classic sources for subtractive synthesis. Sawtooth waves contain the fundamental and all harmonics whereas
pulse waves have only the fundamental and odd harmonics. Mixed settings effectively adjust the level of the even harmonics.
Width Adjusts the pulse width of the pulse wave from almost zero to square. This adjusts the balance between the fundamental
and the higher and lower harmonics.
Below the three main OSC controls is a smaller row of knobs that adjust how much the oscillator settings are modulated. The speed of
the modulation is adjusted using the LFO Speed controls, located to the right of these knobs. The LFO can be synced to tempo or it can
oscillate with a freely adjustable period. Use the modulators to create chorus-like or string-like sounds, vibrato, and other familiar mod-
ulated sounds.
There is also a Sub Oscillator knob, which can be adjusted from 0 to 100% to add more low frequency content to the sound.
The Portamento section lets you control pitch slewing between notes. Using the mode selector, you can choose between three modes:
Off A note that is played while another note is playing silences the previous note and trigger the new one.
Legato An overlapped note does not trigger a new envelope but the pitch slowly changes to the pitch of the new note.
Retrigger An overlapped note retriggers the current envelope, starting at its volume at the moment it is retriggered. This also
slowly changes the note’s pitch. Note velocity is not applied or updated for overlapped notes.
The Time knob adjusts the glide speed (that is, the duration of the pitch change) when using portamento. The range is from 5 ms to 1 s.
Amplifier
Below the Oscillator section is the Amplifier section. This consists of a Gain control, which responds to MIDI Volume messages, and a
Velocity-to-Volume control, which modulates the volume of a note in response to key velocity.
The most important part of this section is the ADSR envelope. (“ADSR” stands for “Attack, Decay, Sustain, Release.”) With these four
sliders, you can adjust the amplitude characteristics over time. These characteristics play a huge role in defining the overall sound. The
ADSR envelope can control the volume of a played note and can also control the filter cutoff.
A Adjust the attack time, which is the time required for the sound’s amplitude to go from zero (silence) to full amplitude. The
range is from 2 to 500 ms.
D Adjusts the decay time, which is the time required to drop from full amplitude to the sustain level. The range is from 2 ms to 1 s.
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S Adjusts the sustain level, which is the level that is held from the end of the decay until the key is released. The range is from -
96 dB (silence) to 0 dB (full amplitude).
R Adjusts the release time, which is the time required to fall back to silence after the key is released. The range is from 2 ms to 2
s.
Filter
The section on top of the right side of Mojito only affects the resonant 24 dB low-pass filter.
Reso Controls the resonance of the filter, which is an amplification, or emphasis, of the signal at the cutoff frequency.
Note: If the amount of resonance of a filter is raised high enough, the filter begins oscillating at the cutoff frequency, thus
generating its own waveform. Be careful: this can be loud!
Drive Controls the amount of filter drive from 0 to 100%.
Cutoff Knob Controls the corner, or cutoff, frequency, which is the point above which frequencies are attenuated. The range is
from 20 Hz to 16 kHz.
The other controls affect the modulation of the cutoff frequency.
Key Controls how much the played note scales the cutoff frequency.
Velo Controls how much the velocity of the played note shifts the cutoff frequency up or down.
Envelope Controls how much the ADSR envelope shifts the cutoff frequency up or down.
LFO Controls the amount of shifting that the filter LFO applies to the cutoff frequency. The LFO can either be synced to tempo or
it can oscillate with an adjustable period.
FX
On the bottom right is a small effects section where you can apply a modulation effect to enliven or broaden the sound. Mod Depth con-
trols the amount of this effect. Using Mod Color, you can adjust the timbre from a flanger-like to a chorus-like effect. The modulation util-
izes an LFO that has the same speed as the filter LFO.
Finally, there is an Overdrive, the amount of which is controlled by the Drive control.
Multi Instruments
Sometimes, just one instrument isn't enough to get the sound or functionality you're looking for. You might want each half of the keyboard
to trigger a different instrument, or to create powerful layered sounds with multiple instruments responding to your touch simultaneously.
Creating flexible, playable instrument configurations with multiple plug-ins, keyboard splits, layers, and real-time Note FX processing is
easy using the Multi Instrument function in Studio One.
To simplify the process of controlling multiple instruments and effects at once, we've included a page of Macro Controls you can assign
to parameters in any plug-in hosted in the Multi Instrument, giving easy access to vital parameters without the need to open multiple plug-
in windows.
Each instance of Multi Instrument can host multiple plug-in instruments and Note FX processors. Before any devices are added, the rout-
ing matrix in the center of the main control window is empty. To add an instrument, click the [Add Instrument] button and select the instru-
ment of your choice from the menu. Once the instrument is loaded, its editor window is displayed. You can also simply drag instruments
from the Instruments tab of the Browser directly into the routing matrix.
The chosen instrument appears as a module in the routing matrix, with a line leading to it, signifying the flow of note and control data to
that instrument. If you add additional instruments, the line splits, to show the flow of data to each instrument.
To bypass or enable an instrument or Note FX module, press its Activate button.
To open the editing interface for an instrument, double-click on its name, or click the small triangle on the right of the module and choose
Edit... from the pop-up menu. To rename an instrument or Note FX module, choose Rename... from its pop-up menu. To remove an mod-
ule, choose Remove from its pop-up menu.
Note FX Splitters
To affect two instruments in tandem with one Note FX module, you'll want to use a Splitter. To add a Splitter to the matrix, click-and-drag
the Drag Splitter button, and place your Splitter between the two chosen instruments. Any Note FX placed above the Splitter affects all
note data running to the two instruments, for simultaneous chord generation, arpeggiation, and so on.
Note that FX Splitters are only available (and needed) when three or more instruments are present in the current Multi Instrument. If just
two instruments are present, you can affect both instruments with a single Note FX by dragging the Note FX module onto the top of the
signal flow diagram.
By default, each instrument in a Multi Instrument receives note data from the full range of the keyboard. If you want to split the keyboard
into distinct ranges (such as synth bass on the left side, and piano for the right hand), or simply specify an instrument's playable range,
you can use the range sliders, just above the virtual keyboard display.
Each instrument in a Multi Instrument has a range slider that specifies the range of keys in which that instrument is allowed to play. Click-
and-drag the ends of each range slider until the desired range of keys is selected for each instrument.
If two or more instruments overlap in their ranges, those sounds are layered when keys in overlapping ranges are played. Layering can
be useful for building rich, complex tones from multiple sources.
Macro Controls
Given that a Multi Instrument may contain several instruments and a selection of Note FX and audio effects, we've included a set of
assignable Macro Controls in each Multi Instrument (much like the Channel Editor and Macro Controls controls you'll find in the Con-
sole). This lets you assign often-used parameters throughout all devices in your Multi Instrument to a single page of knobs, buttons, and
X/Y pads.
Note FX
Note FX are real-time effects processors that change and reinterpret incoming note data before it reaches your choice of plug-in instru-
ment or external MIDI device. Arpeggiator, Chorder, and Repeater are most useful for creative expansion and adaptation of note data.
Input Filter is a utility processor that limits note output to a selected range of note and velocity values. You assign Note FX to Instrument
Tracks in the Note FX section of the Track Inspector. For more information, see Track Inspector.
Once you've loaded one or more Note FX processors onto an Instrument Track, you can quickly access the related settings by clicking
the Note FX Editor button on the control area for that Track in Arrange view. You can also access these settings by double-click-
ing one of the processors in the Note FX section of the Track Inspector.
You can save and load Note FX settings as presets, just as you can with other instruments and effects. For more information on saving
and loading presets, see the Signal Routing chapter.
Rendering Note FX
If you wish to make the effects of Note FX processing permanent (part of the note data, rather than a real-time process), select the Track
and navigate to Event/Render Instrument Tracks, or [Right]/[Ctrl]-click the desired Part in Arrange view and choose Instrument
Parts/Render Instrument Tracks from the pop-up menu.
This also makes permanent any transposition or velocity changes you've made within the Inspector view for the track.
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Arpeggiator
Arpeggiator turns chords (as well as single notes) into arpeggios—rhythmic cycles of single notes, derived from the notes currently held.
Like the arpeggiator functions found in many synthesizers, Arpeggiator creates repeating patterns of notes that can travel upwards in
pitch, downwards, up-and-down, down-and-up, or in a randomized pattern. You can also use Arpeggiator to play repeated patterns of
whole chords, or note patterns that follow the order in which notes are played.
Going beyond the basics, you can use the Pattern function to create rhythmic patterns of velocity and note length that the arpeggio fol-
lows as it plays, opening many creative options for repeating musical articulations.
The following parameters and functions are available in Arpeggiator:
Arpeggio Direction Choose the note direction that creates the pattern you want, from the following options:
Up The arpeggio starts at the lowest held note and travels upward through the held notes, then returns to the lowest
note as the arpeggio begins again.
Down The arpeggio starts at the highest held note and travels downward through the held notes, then returns to the
highest note as the arpeggio begins again.
Up/Down The arpeggio starts at the lowest held note, travels upward to the highest, then travels back down to the low-
est note, and the arpeggio begins again.
Down/Up The arpeggio starts at the highest held note, travels downward to the lowest, then travels back up to the
highest note, and the arpeggio begins again.
Random The arpeggio plays the currently held notes in a random pattern.
Chord Mode The currently held chord (or single note) is repeated as long as it is held.
From Input The arpeggio pattern is derived from the order in which notes are played and held.
Octave Range Lets you extend the range of the arpeggio by mirroring the currently held notes an octave above (at a setting of
2), the two octaves above (at 3), or the three octaves above (at 4). At 1, no mirroring occurs and the arpeggio plays according to
the held notes. Setting Octave Range above 1 when in Chord Mode causes an upward-rising cycle of repeated chords, an
octave apart, its length determined by the Octave Range setting.
Rate Lets you select a rhythmic value, determining the length of each arpeggio step. Range is from a bar to a 64th-note, in all
triplet and dotted varieties.
Swing Lets you add swing to the timing of the arpeggio, creating a range of rhythmic feels. For more information on swing tim-
ing, see Swing.
Gate Acts as an overall note-length control. Lower settings create shorter notes, and higher settings create longer notes. When
a Pattern is active, Gate works relative to the gate settings in the Pattern.
Hold Enable this to hold all currently played notes. Each new chord or single note that you play replaces the previous memory
and holds until the next note input is received.
Velocity Acts as an overall note-velocity control. When a Pattern is active, Velocity works relative to the velocity settings in the
Pattern.
Pattern/Fix Switches Choose Pattern to allow Velocity data from the Pattern to control note velocity (in tandem with the Velo-
city control). Choose Fix to set a fixed velocity for all notes, with the Velocity control.
Pattern This is a 32-step pattern sequencer you can use to create repeating patterns of note velocity and gate (length) that are
applied to the control output of the Arpeggiator. The Pattern area contains the following controls:
Activate Pattern Toggle this on or off to enable or disable the Pattern sequencer.
Pattern Sequencer This series of sliders is where you'll create your velocity/gate pattern. You can click and drag each
step in the sequence vertically (to set velocity) and horizontally (to set gate length). 16 steps are shown at any one time.
To reach the second set of 16 steps, click the right-arrow to the right of the pattern. To return to steps 1-16, click the left-
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arrow to the right of the pattern.
Pattern Length Lets you choose the length of the pattern.
Chorder
Chorder is an intelligent chord generator that lets you trigger chords by playing single notes. You can specify intervals in the chord manu-
ally, or capture chord shapes played on the keyboard. Each key can trigger a different chord of your choice, or you can choose a single
chord shape, to play across multiple keys. You also have control over the area of the keyboard that triggers these chords, letting you, for
example, trigger chords in the upper part of the keyboard, while playing single-note bass parts in the lower half.
The central interface shows two rows of piano-style keys. The lower row is used to audition chord shapes; click and hold a key to play. In
Learn Mode, the lower row lets you select a keyboard key for chord assignment (selected key turns orange). The upper row displays the
notes being played (both by MIDI input and the chord generator), and which keyboard keys have been assigned chord shapes (small
square at the bottom of each key turns orange). In Learn Mode, the upper row displays the currently assigned chord shape for the selec-
ted key (chosen notes turn orange).
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Filter Outside Enable this to stop all notes that fall outside of the Chord Range. Disable to allow playing notes outside the
range.
Repeater
Repeater works just like it sounds—it creates rhythmic repetitions of the notes you play. These repetitions can be simple copies of incom-
ing notes, or can change in velocity, gate length, and pitch as the pattern plays.
The following parameters and features are available in Repeater:
Individual Velocity & Gate Engage to enable individual setting of note velocity and gate length for each step.
Individual Pitch Engage to enable individual setting of note pitch for each step.
Sequencer This lets you specify velocity, gate, and pitch values for each step in the sequence of repetitions. The following con-
trols are available for each step:
Level/Gate Slider With Individual Velocity and Gate enabled, you can click and drag the upper edge of this slider up or
down to set note velocity for the current step. You can also click and drag the right edge of the slider left or right to set
note gate length for the current step. With Individual Velocity and Gate disabled, moving velocity or gate sliders manip-
ulates that setting for all steps (equivalent to turning the Velocity Level and Gate knobs).
Pitch With Individual Pitch enabled, you can click and drag this slider up or down to apply a positive or negative pitch
transposition to the current step. With Individual Pitch disabled, moving a pitch slider changes pitch transposition for all
steps simultaneously. At 0, no transposition occurs.
Rate Lets you set the rate of repetition. When Sync is enabled, you can choose a tempo-synced rhythmic value between one
bar and one 64th-note, in all triplet and dotted varieties. When Sync is disabled, you can choose a repetition frequency between
2 and 25 Hz (repetitions per second).
Sync Enable Sync to snap the Rate control to rhythmic values, in sync with Song tempo. Disable to set repetition speed in Hz.
Steps Select your desired number of repetitions (and sequencer steps), from just two steps, to 32.
Velocity Level Acts as an overall velocity level control, scaling every step's velocity, relative to its custom setting.
(Velocity Relative to) Input Enable this to derive overall repetition velocity from note input, attenuated or boosted by the set-
ting of the Velocity Level control.
Velocity Scale Turn this to introduce a sloping change in velocity in the sequence over time, relative to each step's setting. At
center, no slope is added. Turned left of center, a downward slope is introduced. Turn to the right for an upward slope.
Gate Acts as an overall gate length control, scaling every step's gate length, relative to its custom setting.
Gate Scale Turn this to introduce a sloping change in gate length in the sequence over time, relative to each step's setting. At
center, no slope is added. Turned left of center, each step in the sequence is shortened more than the last. Turn to the right, and
each step is lengthened more than the last.
Pitch Scale Turn this to introduce a sloping change in pitch in the sequence over time, relative to each step's setting. At center,
no slope is added. Turned left of center, you get a range of downward pitch shift slopes. Turn to the right for upward slopes.
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Input Filter
Input Filter lets you filter out unwanted notes before they reach your instrument or MIDI device. You can specify a range of note pitches to
allow, and a range of note velocities to allow, and all notes that fall outside of either of those ranges are stopped. The following para-
meters are available in Input Filter:
Key Range (Low and High) Set the low and high limits for note pitches. This can be done by moving the ends of the slider
above the keyboard graphic, or by manipulating the Key Range displays by typing in values or scrolling through values with your
pointing device's scroll function. Any incoming notes that fall outside of the chosen Key Range are stopped.
Minimum and Maximum Velocity Set the low and high limits for note velocity. This can be done by moving the sliders to the
left and right of the keyboard graphic, or by manipulating the Min Velocity and Max Velocity displays by typing in values or
scrolling through values with your pointing device's scroll function. Any incoming notes that fall below the Min Velocity per-
centage or above the Max Velocity percentage are stopped.
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Video Playback and Sync
Studio One Professional has a built-in video player that enables you to score to picture by syncing Song and video playback. The fol-
lowing chapter describes how to use this video player in detail.
Import Video
The simplest way to import a video file is to drag-and-drop it from the File Browser into the arrangement. Supported video files appear in
the browser with a Film Strip icon. You can also use the Import Video menu in the Video Player to import any supported video file.
Drag a video file from the File Browser to the arrangement to import the video file to the Video Player. When doing this, note that the pos-
ition to which you drag the video is used to set the offset for video playback. For instance, if you drag-and-drop a video to 10 seconds in
on the timeline, the offset is set at 10 seconds, and video playback does not begin until that position is reached.
Hold [Ctrl]/[Cmd] while dragging to only extract the audio from the video and place it in the position to which you drag. Hold [Alt] while
dragging to simultaneously import the video file to the Video Player and extract the audio from the video and place it on an audio Track.
The process of importing a video and extracting its audio track is described in the Video Playback and Sync chapter. Extracting the
audio from the video file is an important step, because otherwise the audio from the video will not be exported with the Song.
To export the Song to a Video file, select Export Video from the Song menu. Choose a file name and storage location in the pop-up win-
dow, and then choose the File Type, Video Codec, and Audio Codec. Note that the codec options are provided by your computer's oper-
ating system, and the options could change when an OS update is released.
Next, choose the Export Range. This can be defined by the length of the video, by the Loop points, or by certain Markers within the Song.
Mixdown Options are provided too, such as the preferred Output, Mono export, and whether to include the master effects when the file is
rendered. Select Use realtime processing if external devices are part of the mix.
Once those decisions are made, click OK or Save to export. The Video file will be created and given the appropriate file extension.
There are many situations in which importing data from one Song to another can be useful. Whether you want to create an alternate ver-
sion, re-use musical content in a new composition, or bring in useful non-musical content, you can make that happen with the Import
Song Data function. Apart from Audio and Instrument tracks, you can also import the Tempo Track, Marker Track, and Chord Track from
one Song to another.
To begin, navigate to Song/Import Song Data and choose a .song file from your file system to open the Import Song Data window. You
can also reach this function by navigating to the song of your choice in the Files tab of the Browser, [Right]/[Ctrl]-clicking a .song file and
choosing Import Song Data from the pop-up menu.
The Tracks column on the left lists the available tracks in the Song. Click the check boxes next to the Tracks of your choice to mark them
for importing.
The Track Options section lets you choose whether or not to import the Events, Layers, or Automation from the selected tracks. This lets
you do things like reusing the track structure of a Song as a template for a new Song without bringing in any note data, or for stripping
extensive automation data when starting an alternate mix.
In the Media Options section, you can choose whether or not to copy the related media files from the original Song to the new one.
In the Console Options section, you can choose whether to bring over Volume & Pan settings, Inserts, Sends, and Instruments to the
new song. Feel free to exclude any of these elements if you want to start fresh.
Once you've selected your desired Tracks and selected your chosen options, click [OK] to import the Tracks to the current Song.
Exporting AAF
To export a Song in AAF format, navigate to File/Save As... or File/Convert To... and choose "AAF File (*.aaf)" from the [Save as type:]
selector. Select a target location and choose a name for your new AAF file, then press Save. Then, you have a few useful options to
choose from:
Embed audio Store WAV and AIFF files from your Song within the exported AAF file. If disabled, references to files are used
instead.
Split stereo tracks Convert stereo tracks to mono pairs. This ensures compatibility with applications which do not support
import of stereo tracks.
Convert audio files Create copies of all audio data in a different format for export.
Trim audio files Discard silent regions in audio files to reduce the file size of your AAF project.
Export pan Include pan automation in your AAF export. Some DAWs do not accept pan automation in AAFs, so if you have
trouble importing your AAF, try re-exporting it with this option disabled.
Legacy mode Enable to improve compatibility with older applications.
Note that AAF only recognizes standard audio files, so you may want to render your Audio and Instrument Tracks as continuous audio
files before exporting the AAF. One easy way to do this is to save a copy of your song to use for export, then select all of your Song con-
tent and navigate to Event/Bounce Selection (or [Right]/[Ctrl]-click one of the selected Parts and choose Bounce Selection from the pop-
up menu). Then, just remove any Instrument Parts that were bounced, and your Song is ready to export.
Importing AAF
To import an AAF into Studio One, open or create a Song, then simply drag-and-drop the AAF file onto the timeline. You can also import
an AAF by navigating to File/Open and choosing the AAF file, or by double-clicking the AAF file in your file system. Any available audio
tracks and one video track referenced in the AAF are added to your Song.
Note that only one video file can be imported, so if the source project contains multiple video clips, they should be consolidated in the ori-
ginal NLE or DAW before the AAF is exported. Only the raw video is imported, without any filters or VFX.
Saving Options
Studio One offers you multiple ways to save the work in progress of your Documents (Songs, Shows, or Projects), backup your files, auto-
mate your work saves, and export to multiple formats. Each is a different tool for a different job.
Save
Saves the active Document, overwriting it with the original name and filepath. All related media (Audio clips, MIDI, etc.) are stored in the
Document’s Media subfolder and linked to the .Song, Show, or Project file.
Save As…
Saves the current Document with the options to choose a new file path and/or a new filename. Save As… only saves the .Song,
.Show, or .Project file to a new location, and does not create a new Media subfolder or copies of linked media like Audio clips and MIDI.
Media is linked from this new document to its original file path location. This new Document file becomes the active working document in
Studio One.
The Save As… command can also be used for exporting your Document to various formats including:
AAF File - Advanced Authoring Format. More details here.
Capture Session - A proprietary PreSonus format for use with PreSonus Capture.
MIDI File - a .MID file. More details here.
OpenTL - Tascam’s Open Tracklist format.
Zip File - Compresses your entire document and all of its related media into a single Zip file for easy sharing and backup.
Unused files are excluded from the Zip, as are alternate Song Versions. More info on Zip Export here.
A special save option that gives you the option to create an alternate version of a Document while continuing your work on the original.
Save New Version will store a new file in your original working folder, and will not create a new Media subfolder.
Incremental version:
Tick this box to save your Document as an incremental version and update your Document file and continue to work on the
new incremental version.
Leave unticked to save your Document as an alternate version located in your Documents History subfolder and continue work-
ing on the original Document.
Use the “Restore Version” option from the File menu to access previously saved Versions of a currently open Document.
Save as Template
Saves your .Song or .Show file to Studio One’s “templates” subfolder, causing it to appear in the New Song or New Show menus under
the “User” tab. Media subfolders are not copied to this location. Save as Template is not compatible with Projects.
Convert To
Convert To allows you to quickly save your currently-opened Studio One Document (Song, Show, or Project) to another file format.
Options include:
Autosave
Autosave is located in Studio One’s Preferences under Locations >> User Data. You can set the frequency with which it automatically
runs a typical Save command as described above.
Options include:
Used cached plug-in data on save Tick this box if you would like to avoid Studio One requesting to save your plug-in settings
on each Autosave. When this box is ticked, Studio One will refrain from querying plug-ins to for all of their settings on each Auto-
save, and instead their last state will be used from thecache. When using plug-ins that have a lot of parameters, this can
decrease the saving time of your Documents.
Ask to copy external files when saving Song tick this box if you would like to be prompted to make copies of linked media
when Autosave runs
Export to Zip
From the File menu, you’re able to export Studio One Documents—Songs, Shows, and Projects—with all of their referenced media files
to a Zip file for easy backup and sharing. In addition, all unused files are removed from the exported Zip to keep it as small as possible.
You can access this via either the “Save as” or “Convert to” options.
When doing so, you’ll be presented with this dialogue box:
Options:
Lossless audio file compression (FLAC) When ticked, the audio files in the exported Zip will be converted to .flac. This does
not apply to audio files used in an instrument like Sample One)
Upload to PreSonus Sphere When ticked, your new Zip file will be uploaded to your PreSonus Sphere account, if you have
6 Audio Track
Input/Ouput Selection 49
64-bit mix engine 36
Monitoring 51
Record-Enabling 51
A
Tempo Mode 49
Advanced Options 29, 31
Auto-Save 42
Audio Effects
Automatic Delay Compensation 36
Ampire 312
Automation 271
Analog Delay 309
Envelopes 273
Auto Filter 344
Hardware Controllers 283
Beat Delay 310
Modes 276
Binaural Pan 336
Part 276
Bitcrusher 320
Track 271
Channel Strip 336
Chorus 345
B
Compressor 322
Bend Panel 92
Console Shaper 328
Bouncing 197
Dual Pan 337
File Management 199
Expander 323
Browser 160
Fat Channel 338
Audio Effects 164
Flanger 346
Cloud Tab 173
Gate 324
Importing Files 169
Groove Delay 311
Plug-in Manager 166
IR Maker 307
Pool 175
Level Meter 305
PreSonus Exchange 173
Limiter 325
Virtual Instruments 162
MixVerb 349
Burn an Audio CD 297
Multiband Dynamics 334
OpenAIR 350
Phase Meter 303
C
Phaser² 346 Control Link 279
415
Disc Image 297 FX Chain 220
Duplicating Events 178 Copy FX chain between channels 216
Duplicating Tracks 178
G
E Global Tracks 179
Editing 68 Arranger Track 179
Arranger Track 180 Chord Track 180
Audio Editor 101 Global Track Visibility button 179
Bend Markers 91 Global Tracks in Audio/Music Editors 180
Clip Gain Envelopes 73, 75 Marker Track 179
Comping 88 Ruler Track 179
Create an Instrument Part 72 Signature Track 180
Detect Transients 91 Tempo Track 180
Drum Editor 108 Groove Extraction 93
Drum Maps 109 Groups 226
Edit Groups 85
Event Volume Envelopes 70 I
Events 68 Inserts 215
Explode Pitches to Tracks 80 Inspector 96
Lock 83 Event Inspector 99
Macro Toolbar 135 Track Inspector 97
Note Editor 102 Instrument Track
Nudge 79 Configuring an Instrument Track 53
Scratch Pad 182 Creating an Instrument Track 52
Slip 78 Monitoring 55
Snapping 68 Record Enabling 55
Split at Grid 103
Strip Silence 80 K
Tab to Transient 91
K-System Metering 235
Timestretching 86
Key Commands 37
Tools 69
Locate a Channel or Track 38
Transient Detection and Editing 91
Mapping 38
Transpose 78
Recall a Scene 38
Export
Key Signature 193
Export a MIDI File 172, 410
Export a Video File 408
M
Export Stems 241
Macro Controls 221
Marker Track 237
F
Mastering 289
FaderPort 22
Automatic Update of Mastering Files 301
Folder Tracks 200
Splitting Tracks 293
416
Track Markers 294 Quick Switch 47
Track Sequencing 292 Show 45
Meta-Information 240 Song 44
Mixing Start 42
Automation Modes 207 Peak Meter 234
Bus 207 Performance Monitor 15
Channel List 214 Pitch Correction 133
Channel Types 207 Presets
Console 205 Use and Create Presets 49
Console Options 208 Project 289
Copy/Paste Channel Settings 206
Detach Console 214 Q
External Devices 211 Quantize 93
Faders 206 Swing 77
Find a Channel 207 Quantize Panel 77
FX Channel 207
Inputs and Outputs 211 R
Instrument Editor 213
Recording
Instruments 212
Activating Recording 56
Listen Bus 232
Audio Tracks 48
Metering Mode 206
Auto Punch 57
Mix Engine 36
Input Quantize 60
Mute/Solo 206
Loop Recording 59
Narrow Mode 209
Loop Record Takes and Mix 61
Panners 206
Metronome 57
Remote Banks 214
Note Erase 62
Show Groups 213
Note Repeat 61
Show Scenes 213
Precount and Preroll 56
Small Console 209
Record Mode 60
Solo Safe 206
Record Takes to Layers 60
Music Loops 85
Takes 59
Undo All 61
N Undo Last Loop 61
Note FX 402 Unpack Takes 60
Arpeggiator 403 Retrospective Recording 35
Chorder 404 ReWire 54
Input Filter 406
Repeater 405 S
Scenes 228
P Recall a Scene 229
Pages Score Editor 142
Project 46 Action menu 144
417
Autoscroll 146 Real Instrument Player 255
Editing the Score 151 Select a Show 247
Inspector 147 Setlist 249
Layout Style 146 Setlist Inspector 250
Note / rest values 145 Setlist Item columns 257
Notehead symbols 145 Show Setup 248
Overview 142 Start the Show 270
Print the Score 146 Templates 247
Step record / undo 146 Toolbar 256
Symbols panel 148 Transform Window 264
Toolbar 143 Virtual Instruments 255
Transpose Notes 144 Sidechain 218
Setup 11 Signature Track 192
Audio Device 11 Song
Audio IO 15 Creating a New Song 24
Aux Channel 20 Sound Sets 23, 167
Control Surfaces 20 SoundCloud 240, 299
MIDI Devices 17 Studio One Artist 1
System Requirements 11 Studio One Prime 1
Show Page 246 Studio One Professional 1
Add a Player 254
Add a Song 248 T
Add Content 248 Tempo Track 194
Assigning Macro Controls 263 Time Signature 192
Backing Tracks 254 Track Layers 63
Control Link 264 Track List 202
Controls Preview window 263 Find a Track 202
Controls View 261 Track Visibility button 203
Create a Show 247 Track Transform 94
External Instruments 255
Inspector 250 V
Introduction 246
VCA Channels 230
Live Instruments 255
Video
MIDI Devices 255
Import Video 407
Overview window 257
Sync to Video 408
Patch Automation 256
Video Playback and Sync 407
Patch selection 258
Virtual Instruments
Patches 255
Add a Virtual Instrument 53
Performance Controls 267
Articulation Key Switches 367
Performance Mode 265
Impact XT 382
Player lanes 258
Mai Tai 387
Players and Patches 251
Mojito 398
418
Multi Instruments 399
Multiple Virtual Instrument Outputs 54
Presence XT 365
SampleOne 355
Z
Zoom 135
419
Be sure to check out www.presonus.com for the latest feature lists, compatibility, and computer requirements.
©2021 PreSonus Audio Electronics, Inc. All Rights Reserved.
AudioBox USB, Capture, CoActual, EarMix, Eris, FaderPort, FireStudio, MixVerb, Notion, PreSonus, PreSonus AudioBox, QMix, RedLightDist, SampleOne, Sceptre, StudioLive, Temblor, Tricomp, and WorxAudio are registered trademarks of PreSonus Audio Electronics, Inc.
Studio One is a registered trademark of PreSonus Software Ltd.
Mac, macOS, iOS, and iPadOS are registered trademarks of Apple, Inc., in the U.S. and other countries. Windows is a registered trademark of Microsoft, Inc., in the U.S. and other countries.
ASIO is a trademark and software of Steinberg Media Technologies GmbH. VST is a trademark of Steinberg Media Technologies GmbH.
Other product names mentioned herein may be trademarks of their respective companies. All specifications subject to change without notice. Bon temps y’all; let’s make some music!