Editing regions in the sample editor, Protecting the anchor point, Search zero crossings – Apple Logic Express 7 User Manual
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Chapter 11
Sample Editor
Editing Regions in the Sample Editor
If accuracy is what you need, you should edit the start and end points of Regions in the
Sample Edit window, not the Audio window.
The same goes for any adjustments you make to the Anchor, which in many cases
should really be placed on the amplitude peaks, rather than at the start of the attack
phase of the sound. A good example would be recordings of brass instruments, which
may take some time to build to a peak. Moving the Anchor to these peaks forces the
Region to snap to the grid of your arrangement, using the Anchor as the pivot point.
The flexible zoom settings allow you to be as precise as you like, going right down to
the level of single bits, at the highest magnification factor.
Important:
Be careful! Any changes to the Anchor point will change the relative
position of the audio Region in the song. Given that the front of a Region is the default
position for the Anchor, you must also take care when changing a Region’s start point.
The small markers on the lower edge of the waveform display provide direct access to
the boundaries of the Region and the Anchor. As usual, you can just grab them, and
pull.
•
S = Region Start
•
E = Region End
•
Triangle = Anchor
Protecting the Anchor Point
If you move the start or end points of a Region past the Anchor point, the Anchor point
will also move. This is often not what you want to happen.
Hold down Option while moving the start or end markers to prevent the Anchor from
moving. Keep in mind though, that the Anchor can never be to the left of the Region
start point, so it will move if you drag the start of the Region past the Anchor (to the
right), even with Option pressed.
Search Zero Crossings
If this editing option is switched on, Logic will search for the nearest point where the
waveform crosses the zero amplitude axis whenever the start or end points of a
selection are changed. This avoids glitches in playback. The program looks for zero
crossing points just before the start point, and beyond the end point.