本帖最后由 kurtzou 于 15-6-26 16:02 编辑
关于冻结的部分Cakewalk单独有对这个进行解释:
Freeze Track. Bounces the audio in the track to a new audio clip or clips, applies any effects, and disables the effects bin.
The Track view Tracks > Bounce to Track(s) command operates completely offline, meaning you can mix down tracks that may be too complex for your machine to actually play in real time.
Here are some reasons to use Bounce to Track(s):
| Your mix is so complex that real-time playback is impossible. Bounce to Track(s) produces the correct mix, and store the result in a new track or tracks.
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| You require more CPU time for your real-time effects. With Bounce to Track(s) , you can premix some of your tracks with real-time effects applied, saving CPU time during playback.
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calkwalk也有说,只有当你的机器在实时播放时跑不动时,才需要进行bounce或者freeze。这个跟你所描述的CG实时渲染有难度也是一样的,CG渲染也是有很多层,跟我们音频有很多轨是一样的。只有能跑动,用实时是没有问题的。不同的软件,概念也有不同。根据我的实际测试,离线快速导出(full-speed offline render)的方式得到的音频效果远不如我在工程中听到的声音,尤其是混响的部分。
至于SONAR和NUENDO中的Bounce的效果如何我还并未实际测过,希望各位用户也能积极测试一下。
还有就是我不大同意你的关于“
内录的话,应该是使用了无延迟的快速预览方式”的说法。
唯一能够导致内录会影响音质的可能仅发生于对音频块进行伸缩(time stretch),或者实时SRC的时候。请参见cakewalk的说明: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.
而这种情况我们在编曲时几乎是不可能遇到(也请大家注意,尽量避免)。