B.J said:
Tim said: > Can you explain a hitpoint more?
Sure. This is used in audio for film/video sweetening a lot, but it definitely can have other applications (reverse cymbal hits, etc).
Imagine you have a sample of an explosion or something that reaches its climax sometime after it starts. The hitpoint is the climax. In the case of a reverse cymbal, the hitpoint would be at the end of the sample. Now, if these samples are loaded into a sampler that understands the hit point, it would be very convenient to the user to be able to trigger the sample at the appropriate time (e.g. Spotted to video or something). The sound of the sample starts before the event, and the hit is aligned with the event. If we cannot support something like this (and maybe we can't; this implies event transport latencies that are much larger than for case #1, and are more likely to cause the kinds of problems you have been discussing), then the user has to compensate for the delay to the hitpoint (which is probably different for each sample), or has to forego a sampler model and just edit and sequence audio (which is how PT's handles it).
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