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#11
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Re: Real-Time Bounce to Disk...REAL PAIN
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Of course due diligence on whether or not the quick bounce leaves artifacts or sounds different would happen as well before employing this method. Its probably one of those personal choices on how you want to work but it seems like the general concensus is to have a choice. 2.2cents (tax) |
#12
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Re: Real-Time Bounce to Disk...REAL PAIN
Or even if you have been recording all day (say 8-9 hrs.), and the client wants to take home roughs to check out. "Sorry can't do that for you now" unless I want to stay here till 4 AM and then you can pick them up tomorrow.
ROYAL F 'in pain. |
#13
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#14
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#15
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Re: Real-Time Bounce to Disk...REAL PAIN
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i.e. test first before using it as a tool. If it sounds way different everytime you fast process then there is of course an issue which will need to be addressed by the people who write that code or whoever. You will still need to reference it whether its done quickly or in real time. |
#16
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Re: Real-Time Bounce to Disk...REAL PAIN
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Now... The real reason why Digi changed the bounce to realtime was TDM. It is a realtime process and it cannot be done non-realtime even if there wasn't any outboard gear used. It's always realtime and it's always near zero latency. Always. No exceptions. And when such system bounces, it is always realtime. Makes sense? Great. Now how about Native systems? There's no such restriction (unless one uses outboard). The reason why there is no non-realtime bounce is that Digidesign has no reason to develop *two* different playback engines. It's the same zero-error engine that HD has, only that the maximum sampling rate is limited to 96kHz. Same goes to Protools itself; it's the same code base, only that some features have been disabled from the limited version. There's no reason to develop *two* different software. If you're not happy about PTLE, then by all means, buy something else. And besides; most of the time, non-realtime bounce is not making things faster. Your mix probably has all the bells and whistles instantiated so the cpu meter is at 85% once you're ready with the mix. That's 15% for system and idle processes, and there's only 5-10% additional performance left for the non-realtime bounce. If you have a 5min song, that means you could gain 15-30 seconds. Even if you did ten songs, you would only be able to gain few minutes. It takes more than that to switch sessions! Think, people, think. Protools is about sound quality. You get 100% quality once the bounce is finished. Not necessarily so with other bounce engines some of which may accept one or two error samples in the final product. Can you hear it? Probably not. Can you accept it? You decide.
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Janne What we do in life, echoes in eternity. |
#17
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Re: Real-Time Bounce to Disk...REAL PAIN
[quote
Another poster that does not know anything about history of DAWs. In the early days, Digidesign had non-realtime bounce. They *changed* that to realtime. It's better that way, quality-wise. Protools is all about quality; not one error is permitted. Everything must be allright when you play back your session, or when you bounce. There's a zero-tolerance for errors. Now... The real reason why Digi changed the bounce to realtime was TDM. It is a realtime process and it cannot be done non-realtime even if there wasn't any outboard gear used. It's always realtime and it's always near zero latency. Always. No exceptions. And when such system bounces, it is always realtime. Makes sense? Great. Now how about Native systems? There's no such restriction (unless one uses outboard). The reason why there is no non-realtime bounce is that Digidesign has no reason to develop *two* different playback engines. It's the same zero-error engine that HD has, only that the maximum sampling rate is limited to 96kHz. Same goes to Protools itself; it's the same code base, only that some features have been disabled from the limited version. There's no reason to develop *two* different software. If you're not happy about PTLE, then by all means, buy something else. And besides; most of the time, non-realtime bounce is not making things faster. Your mix probably has all the bells and whistles instantiated so the cpu meter is at 85% once you're ready with the mix. That's 15% for system and idle processes, and there's only 5-10% additional performance left for the non-realtime bounce. If you have a 5min song, that means you could gain 15-30 seconds. Even if you did ten songs, you would only be able to gain few minutes. It takes more than that to switch sessions! Think, people, think. Protools is about sound quality. You get 100% quality once the bounce is finished. Not necessarily so with other bounce engines some of which may accept one or two error samples in the final product. Can you hear it? Probably not. Can you accept it? You decide. [/QUOTE] I could not agree more...its about quality, if that is not what you are looking for, then grab Sonar 4! |
#18
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Re: Real-Time Bounce to Disk...REAL PAIN
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- Master was picking at some point - LE crashed at the end and output full-scale white noise - My client was fed up of waiting when he only wanted a rough mix after all - The mix wasn't that good as I thought - It was another sleepless night We are LE users here. That means that most of us aren't profesional yet, or don't have the money to have better gear, or both. Quality? Please let me decide how much quality I want (I can)! EasyB
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Please excuse my language, but not what I say! |
#19
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#20
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