When you stretch an audio clip, AudioSnap uses a particular formula, or algorithm, to stretch the audio. The best algorithms take the most computing time and power to complete, so if AudioSnap always used the best available algorithms (the iZotope Radius algorithms), you would not be able to play back your clip in a reasonable amount of time to listen to the timing. That’s why you can choose a quick algorithm for
“online” rendering (real-time playback), and a different algorithm for
“offline” or non-real-time rendering. Offline rendering in an AudioSnap context usually means bouncing to track, but it also refers to other offline processes such as freezing tracks and applying effects. When you do any of these mixdown operations such as bouncing, exporting, or freezing, audio clips use the offline rendering algorithm you have chosen for them.
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This choice is similar to iZotope Radius Mix, but exposes two parameters:
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Pitch coherence. Pitch coherence preserves naturalness of timbre for pitched solo voices, such as human speech, saxophone or vocals. The default value for this control is 50%. Higher values of pitch coherence will increase phase accuracy but may sound more modulated.
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Phase coherence. When processing stereo or surround audio, Phase coherence helps to preserve the phase relationships between channels. The default value for this control is 50%. Higher values of phase coherence will preserve the phase between multiple audio channels at the expense of slight distortion.
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The Pitch coherence and Phase coherence parameters can be adjusted in Edit > Preferences > Project - AudioSnap.
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Best choice when bouncing to track with audio clips of a solo instrument. Although a guitar is a “solo” instrument, if you play chords instead of single notes you may want to select “Radius Mix” instead.
Tip: if a clip/track contains a mixture of polyphonic and monophonic parts, you may want to split the parts into separate clips and experiment with different algorithms for each clip.
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