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  #1  
Old 11-06-2015, 03:03 PM
HMA HMA is offline
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Default Delay compensation ignored on commit?

Does the timing of audio remain the same also on heavy delay compensation cases like committing an vocal track to WavesTune plugin.

A quick test shows that waveform moves along the timeline after commit. Or am I doing something wrong?
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  #2  
Old 11-06-2015, 03:11 PM
Wall2Wall Wall2Wall is offline
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Default Re: Delay compensation ignored on commit?

that would be unfortunate.
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  #3  
Old 11-06-2015, 03:19 PM
HMA HMA is offline
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Default Re: Delay compensation ignored on commit?

Quote:
Originally Posted by HMA View Post
Does the timing of audio remain the same also on heavy delay compensation cases like committing an vocal track to WavesTune plugin.

A quick test shows that waveform moves along the timeline after commit. Or am I doing something wrong?
If I put heavy plugins on the same vocal track, like waves tune lite, debreath and cla vocals , I can expect odd behaviour on committing the track. For example after committing to waves lite tune plugin cla vocals plugin dissappeared on the new committed *.cm track. And the audio was moved several samples earlier compared to the original ?????

But one possible reason might be that the delay compensation value is on dark red...on an instable condition i suppose.
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Old 11-06-2015, 03:32 PM
dankin dankin is offline
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Default Re: Delay compensation ignored on commit?

No issues with Slate Trigger. Wonder if it's something to do with those plugins?
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  #5  
Old 11-06-2015, 03:49 PM
HMA HMA is offline
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Default Re: Delay compensation ignored on commit?

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Originally Posted by dankin View Post
No issues with Slate Trigger. Wonder if it's something to do with those plugins?
It is not the first time that long delay look ahead plugins are causing trouble. Debreath is one of those. Hope that in general there is no problem issue with committing to smaller latency plugins.
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  #6  
Old 11-06-2015, 04:24 PM
HMA HMA is offline
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Default Re: Delay compensation ignored on commit?

I had a lot of muted and heavy duty plugins in the track when problem appeared. After reducing the plugins even waves debreath committed right without problems waveforms in the same spot in the timeline as the original ones.
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  #7  
Old 11-06-2015, 04:32 PM
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connor@@vid connor@@vid is offline
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Default Re: Delay compensation ignored on commit?

We did a lot of validation in this area to make sure that things appear where they should. If the delay comp value is dark red it means it is beyond the maximum available amount of delay compensation so inaccurate compensation is expected. If you continue to have problems in normal conditions we'll need to get sessions (no audio needed) and attempt to reproduce issues internally. Thanks!
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  #8  
Old 02-08-2017, 06:09 PM
johnnymacvkguitar johnnymacvkguitar is offline
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Default Re: Delay compensation ignored on commit?

Quote:
Originally Posted by dankin View Post
No issues with Slate Trigger. Wonder if it's something to do with those plugins?
I was using Slate Trigger and after committing my snare tracks they moved in my session and I found out the hard way with a client remarking the snare flams that were happening where they shouldn't be. They were committed and the time stamp is of course off from the original. How can I report this to AVID?
:-(
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  #9  
Old 02-08-2017, 11:20 PM
H-Musikk H-Musikk is offline
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Default Re: Delay compensation ignored on commit?

Quote:
Originally Posted by johnnymacvkguitar View Post
I was using Slate Trigger and after committing my snare tracks they moved in my session and I found out the hard way with a client remarking the snare flams that were happening where they shouldn't be. They were committed and the time stamp is of course off from the original. How can I report this to AVID?
:-(
I experience the same with Drumagog...
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  #10  
Old 08-14-2019, 06:03 AM
Pyxis360 Pyxis360 is offline
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Default Re: Delay compensation ignored on commit?

Hello all

I'm on 2019.5 and Mojave, committing tracks with a hardware insert creates an audio track that is out of time.

If listening in realtime it's fine.

I've tried everything. An empty project with nothing but a single track and a hardware insert, tried turning compensation blue, etc. Nothing.

Has there been any update on this?

Thanks
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