Workaround for tools does not freeze properly with Ableton Live
October 13, 2009 by p2pmmo · Leave a Comment
This applies to the entire Middle West / Quantum Leap PLAY online, I’m a fan of. So I wrote their support:
Here’s what happened: I freeze a track like any other to save CPU, but when you play the music cut – for any reason, they are not viable as expected. To circumvent this problem, I can manually using resampling (recording the output from one channel to the input of another), but it takes time and painstaking.
I can provide sound samples if desired, the reproduction is very simple. This does not apply in my other non-repro-PLAY software synths from other companies.
It seems that others have the same problem as me http://www.soundsonline-forums.com/showthread.php?t=13224
Jay Coffman helpful answer (emphasis mine):
Live uses a process of rapid rebound, not for samplers, with hard real-time streaming capable. If you have a quick rebound, try increasing your buffer settings in Live. Try a setting of 512 or 1024 in games, go to the Settings menu. In the streaming tab, you use a motor from 0 in the overloaded tab, uncheck this option. Now go to the main menu under Tools>> Advanced Properties and use the sample of “clean” function to samples of unused memory to be seen.
Another possibility is simply a live audio and output bus of the game is to create an instrument track, the audio-laden tracks. Record enable the audio track and listen to your sequencer to it will be recorded in real time.
I also asked, Ableton, so welcome the opportunity, a way of rebounding DAW as some others, such as Cakewalk. At this moment we have not. But Michael Ableton, after consultation with me, if my sentences correctly, they play (), called:
2) to enable REALTIME render mode, you can simply “external audio effect” to a bus returning from input selection / put-track and mute the return.
Alternatively, you can resample the main track to an audio track.
To do this, create an audio track and set the input selector to re-sampling. Then the recording starts at this track.
So, basically suggested the same thing Jay and I have done before.
Hope this helps any of you who wonder why froze does not sound like it does what it should, it’s not as elegant as the gel length, as usual, then once more waiting to bounce in real time, but it works … around.