MacroSystem Bogart SE Ver.4 User manual User Manual

Page 73

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73

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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