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Bogart SE 4 User manual
The name of the sample to be played back appears on the left
of the play symbol and the counter. Click on stop or the right-
hand trackball button to stop play.
(7) Add audio samples to a sound track
Select the desired sound track by activating the symbol to
the right of the track or by clicking on the track itself (selected
track turns blue). Select the scene, approximately at which the
audio sample is to begin.
Click on the Add button to call up a dialog showing the list of
audio samples. Select the audio sample of your choice here,
either directly or with the aid of the slider with which you are
already familiar. The audio samples already added are marked
with a point next to the length. Below the audio samples is a
Play button which you can use to listen to the selected audio
sample again in order to check it before adding it.
Confirm with OK to close the Add dialog. The selected audio
sample is added to the active sound track. The audio sample
is placed by default in the storyboard at the very beginning
of the active scene (the scene in the frame). Use the Range
button to move it again (see item (9)). Should an audio sample
already be present at the current point in the selected sound
track, the Add function inserts the sample after the material
which is already present. Should there be insufficient space,
i.e. the audio sample be longer than the gap, the sample is
shortened at the end such that it fills the gap exactly.
If an audio sample is inserted at the end of the storyboard and
is longer than the last scene, it is automatically trimmed in to
the length of the scene. Click on the audio sample to read the
new length in the bottom left-hand corner. If the storyboard
is subsequently lengthened, the audio sample is trimmed out
again (up to a maximum of its original length).
(8) Hit the Remove button to delete the active audio sample.
This function has no effect upon the original track, as only
audio samples from the supplementary tracks can be deleted.
Remember that removing a audio sample may necessitate
recreation.
(9) Clicking on “Replace” opens the list of sound clips and you
can select a clip that now replaces the previously active clip on
the sound track. Especially when you have already individually
positioned a sample, it is an advantage to replace, placing the
new sample at the exact same position.
(10) Range: Moving and trimming audio samples
When you want to precisely define the starting point of a
sound sample, you should select it in the audio-mix track and
then activate “Range”. The Range menu is called up. You can
use this to move it in its entirety or trim it at its back and its
front. The Range function is used for adjusting the position and
the IN and OUT points of a audio sample. The Range button
can be selected when an audio sample is clicked upon and
tracks to add an effect for the complete sound track.
Effect selection in the Audio-Mix menu is described under item
(14) Effects. A white dot in the associated button indicates the
presence of an effect in the sound track concerned.
(4) Click on the Record button to play the storyboard (from the
current scene onwards). Simultaneous recording is possible
through the selected audio input. For instance, if you have
selected the microphone input, you can record a commentary
for your video. During audio recording, a volume level indica-
tor is overlaid over your video material at the bottom edge of
the screen. The recorded commentary is subsequently added
automatically to the sample list. If the commentary track is ac-
tive and provides sufficient capacity for the audio sample, it is
automatically placed in the commentary track.
(5) The Opt button allows you to merge (bounce) sample tracks
into one.
Multiple audio tracks can be mixed into one track. This is use-
ful if you need more space for arrangements. The Opt button
(in the audio-mix menu) allows you to merge (bounce) sample
tracks into one. This function creates a new sample that can
be added to an audio track of your choice. The combined
sound recordings are deleted. The newly combined sound
sample can also be stored in your audio bin, e.g. as a back-up.
The ‘merge tracks’ window has the following options:
‘Replace in Storyboard’: tag this to insert the new combined
sample at the current position in the sound track.
Insert to: This allows you to decide into which track the new
sample is to be inserted.
Create sample: Tag this option to add the new sample to the
sample bin, named “Mix”. From here, you can continue to edit
it.
(6) Click on the Play button next to the scrollbar of the story-
board to play from the scene currently located in the centre of
the video. The other simultaneous tracks are played provided
they have been created. Should the other tracks not have been
created, only the currently selected track is played back. This
saves you from having to repeatedly create tracks, for example
when you wish only to check the position of the commentary.
Video is generally played at the same time.
During play, a volume level indicator is displayed, showing any
over-modulation. The volume level indicator has a peak-level
indicator, i.e. the maximum level is displayed continuously until
it is exceeded once again.
By contrast, the play switch at the bottom of the screen plays
back the current active audio sample. Only audio is played
back here, of course there is no video here. Here too, a volume
level indicator is displayed, indicating any over-modulation.
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