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Activity Forums Apple Final Cut Pro HEY APPLE: FCPX scores an F for audio handling…

  • Jeremy Garchow

    September 9, 2014 at 10:11 pm

    [David Battistella] “To remove attributes is quite simple. Select a single clip with normalize attributes, no cc, no volumes, no effects or whatever.

    Copy the attributes of that clip. Select all the other clips, paste all attributes. Done. “

    This doesn’t work with audio effects/filters, though.

  • David Battistella

    September 10, 2014 at 4:44 am

    True,

    You have to select all open the audio pane and reset parameters for that. That will remove them all or undo paste attributes, in a way.

    ______________________________

    https://www.bottegabattistella.com/blog/

  • Jeremy Garchow

    September 10, 2014 at 4:58 am

    It still won’t delete effects (unless you have the same effects on every clip).

    If I put bit crusher on one clip and car radio on another, I can’t remove both of those effects with one click or selecting all. Even if I reset parameters, the effects remain on and working.

  • David Battistella

    September 10, 2014 at 6:20 am

    Can you paste blank attributes from another clip?

    ______________________________

    https://www.bottegabattistella.com/blog/

  • Jeremy Garchow

    September 10, 2014 at 3:35 pm

    [David Battistella] “Can you paste blank attributes from another clip?”

    No.

  • Adam White

    September 10, 2014 at 7:41 pm

    I totally agree.

    Audio in FCPX is still a mess if you ask me. In terms of how audio works within the timeline, and interchange with other software. Frustratingly, some of the built in audio tools and plugins are actually really excellent and can get you great results super fast.

    It’s one of the many areas where the amazing potential and power of FCPX is annoyingly held back by some clunky design decisions and an inflexibility in how you can work.

    I have so far refused to edit anything that requires anything more than fairly simple audio work in FCPX. I don’t think I can stomach the endless frustrations that would probably ensue. But for simple music/vo/interview/sfx timelines the built in tools are terrific and mean you can get your audio mixes to “sing” much quicker than any other NLE I’ve used in the past. For that kind of thing it rocks.

    Start trying to layer up a more complicated sound mix though, and I find it a nightmare to be honest. So now if the edit feels in advance like it might require that, I’ll just cut it in something else.

    But this does need to be addressed. A master audio mixer (a la Avid) would be my top request – I know there are no tracks, but surely this could function based on Roles assignments and playhead position? It shouldn’t be beyond the wit of man to get some more useful audio mixing tools into this thing.

  • David Battistella

    September 11, 2014 at 5:16 pm

    I’d like to see a mixer that converts an audio storyline into a track. Better yet a function that converts roles into audio storylines. Those storylines then appear in a master mixer, a track representIon in the mixer. Here, I’d just like it to be like the logic x mixer where I can add compression and eq across a whole storyline. Just that would help a lot internally….as much as I love trackless there are wholesale things that I want to do to tracks and sometimes the whole mix.

    In terms of export ability. Maybe I am on an r3d island but it should be 100% seamless at least to logic for a start.

    Battistella

    ______________________________

    https://www.bottegabattistella.com/blog/

  • Jeremy Garchow

    September 11, 2014 at 5:21 pm

    [David Battistella] “In terms of export ability. Maybe I am on an r3d island but it should be 100% seamless at least to logic for a start. “

    Can’t you use RCX for this?

  • David Battistella

    September 11, 2014 at 10:16 pm

    This way I would have to:

    Export and FCPXXML
    Open in RCX *which won’t read any other audio source
    Export the R3D audio only as wave files.
    Reopen in FCPX
    Export a new FCPX XML
    Try to open that XML in X2Pro

    Anyway, you get the point.

    If FCPX can READ and RENDER R3D audio, then presumably it can read the TC from said audio, no?
    At least the XML could “break” the relationship to the R3D and have it attach to the rendered audio from the Proxy file. This way all X2Pro has to try to read is the audio from a QT file in FCP X (I think this is much more straight forward approach but its probably to simple to execute) Like I might need a tick box that tells the sequence to reference the rendered audio from the proxy instead of the R3D.

    The real problem is the third party (not so much Apple) but Apple would tell me they have an excellent third party solution which is not so excellent (as resolve or intelligent assistants).

    Still. The fact that LOGIC X does not read ANY FCP XML perfectly is failure and just plain old laziness. Lazy lazy lazy.

    IMO there is no larger fish to fry in the software (which is a brilliant and exceptional step forward) than the EXPORT AUDIO fish. 🙂

    Battistella

    ______________________________

    https://www.bottegabattistella.com/blog/

  • Jeremy Garchow

    September 12, 2014 at 2:54 pm

    [David Battistella] “Export and FCPXXML
    Open in RCX *which won’t read any other audio source
    Export the R3D audio only as wave files.
    Reopen in FCPX
    Export a new FCPX XML
    Try to open that XML in X2Pro”

    I was thinking more like an AAF out of RCX for Red audio, and an AAF out of FCPX, and combine the two in ProTools (or wherever).

    Jeremy

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