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cue points
Posted: Mon Mar 30, 2009 15:17
by zeropoint
Is there a way to have bpm sync on clip playback, select the in and out points...say 2 beats and then have cue points working in loop back and forth mode? I want to be able to jump to the cues set anywhere in the clip and have the section loop back and forth in sync at the beat rate I set?
Thanks
Re: cue points
Posted: Tue Mar 31, 2009 10:04
by syzygy
The way I would do this is to map the 2 beats option in BeatLoopr to a keyboard key and then map the cue points that I want to use to keyboard keys.
Then you can just hit one of the cue point keys and then quickly hit the beatloopr key to jump to the cue point and engage the BeatLoopr. Note that it is important to hit the cue point first as jumping to a cue point resets the beatloopr.
If you just have one cue point you want to use like this, you could map the beatloopr option and the cue point to the same key - that seems to work too.
It would be nice if beatloopr stayed engaged when cue points are jumped to, though.
Dan.
Re: cue points
Posted: Tue Mar 31, 2009 10:20
by bart
syzygy wrote:It would be nice if beatloopr stayed engaged when cue points are jumped to, though.
Yes indeed, but for this to work the cue points first need to quantize, this is all on out todo list for the future.
Re: cue points
Posted: Tue Mar 31, 2009 14:24
by syzygy
What would be really great would be to have the choice between quantising cue points (like clips triggering) or activating them instantly but jumping to the equivilent part of the beat / 2 beats / bar / whatever the beatloopr is set to.
So, if I hit the cue point on the 2nd beat of a bar when I have the beatloopr set to 4 beats, the transport will jump to the 2nd beat of the bar the cue point is in. That would be great for messing with beats!
Dan.
Re: cue points
Posted: Thu Apr 02, 2009 12:45
by mfo
Yeah, i second that!