Object-oriented editing

On top of the classic, track-related editing functions, Sequoia uses object editing as one of the most powerful editing methods in advanced audio production. Working with audio objects offers versatile ways in editing, mixing and mastering. Objects can be defined individually and positioned on the project tracks. Every object can be set with its own parameters, fades, effects and even VST-Plug-Ins. EQs, Aux sends and dynamics are defined for every object, as well as time-stretching and pitch-shifting. These parameters being active only in the dedicated object and thus ensuring freedom from time-consuming and complicated automation.

The definition of objects is non-destructive to the audio-material, consequently no audio files are written to disk, saving hard disk space. By editing an object non-destructively, a virtually unlimited number of undo steps can be realized enabling changes in effects and settings (EQ, AUX, GAIN) up to the last minute before mastering. Furthermore, system resources are effectively saved by calculating all object edits and effects in real-time when audio is played back or exported.

 

Source- / Destination Editing

Sequoia includes a professional 4-point editing function. The method is especially effective and intuitive, since it connects the advantages of a linear audio editing studio consisting of a playback and a recording system with those of a non-linear hard disk system.Two display areas let you view and play back source and destination tracks simultaneously and independently of each other. The lower monitor area (source) displays the source material, i.e. all of the material recorded (including all takes).

The upper area contains the target tracks (destination). Cut material will be arranged using the mouse or keyboard. Both areas can be navigated, zoomed and played independently. Control of the whole project is retained by being able to navigate to source material while playback is running in the destination area.

The actual editing takes place via markers. In and out markers in the source material define the material that should be copied into the destination track following an edit command. This method may be used to quickly realize steps that would otherwise be very time-consuming, e.g. replacement of a passage in a finished multi-track edit with a version that may be played slightly slower. Source/destination only requires in and out markers in the source and in the destination. The edit command inserts the correct passage and moves the remaining audio material synchronously across all tracks to the new edges of the cut.

The advanced Multi-Source Project operation enables multiple source projects to be edited into a new project with the help of the source/destination editing functions. The individual source projects can be easily selected from the source list via a manager especially made for this purpose. The crossfade editor offers the option to adjust cuts exactly and to design transitions.

Advanced crossfade editor

The crossfade editor controls every parameter of a crossfade. All crossfades are computed in real time, meaning modifications to the crossfade are immediate, i.e. they can be played without any intermediate calculations or delay. Keyboard shortcuts and mouse instructions can be configured freely to offer users customized operation.

For example, fade curves and lengths can be changed, different playback commands may be applied in order to evaluate transitions as best as possible, and fades can be stored in snapshots to quickly compare different variations.

A special advantage of this is that the unused material to the left or right of the crossfade may also be viewed, and that it may also be listened to as required. This also makes extremely precise adjustment of the editing points possible.