![]() And you'll notice that no matter how we have these levels set, which are just entirely too high, it won't go above zero. There are a number of controls you can adjust in this plug-in, but I pretty much leave this the way it is. So to keep that from happening, I'm going to add a mastering plug-in called MasterFX ( Figure 18, below). We're going above zero, which is always bad in digital audio. Figure 17 (below) shows what's called "making everything louder than everything else." You'll notice that we're peaking in Figure 17. Remember, Vegas started life as an audio workstation and it still has the best audio capabilities of any NLE on the market. And Vegas gives you all the flexibility to look at these levels any way you choose. If you're used to working in any other digital audio workstation, you likely have a favorite way of viewing your workspace. You've got our old friend, the Master Bus, which you can bring right up ( Figure 16, below).įigure 16. You have a variety of ways that you can look at the levels of audio. Audio Properties in the Mixing ConsoleĪll of our main controls are still across the top, as they have been in previous versions, in serving busses, Assignable FX, things like that. The Audio Properties ( Figure 15, below) and layout are streamlined from previous versions.įigure 15. Hope this helps someone should they encounter similar symptoms.Let's take just a moment and poke around the Mixing Console ( Figure 14, below) for a little bit. I lost the contents of 33 two-line lower-thirds today because of this "quirk". Like many people, I frequently use "Save as" to create multiple similar projects - on this occasion, I saved as, made my changes and saved them, then re-opened the original version, tweaked it and saved it, all in the same Vegas instance. This behaviour does not occur in V8 - each project retains its own discrete text contents. I've done the same test several times in V9, and also ran it in Vegas 8 a couple of times. If, instead of saving the project at this stage, I close Vegas, restart it, and open the first project ("FIle1.veg"), the text events contain the correct text. IF - repeat - IF - I now save the project, the text events for the first project will be saved with the text from the second project's events. > Second text event's text still has text (in my case "Text2 Unique") from the other project, although the "Active take" name is correct for the project. > First text event's text still has text (in may case "Text2") from the other project. > Open the first project (in my case, "File1.veg") > Save the project (remember we're currently working on "File2.veg") > Edit the text in both events on the timeline so they're different (I changed "Text1" to "Text2" and "Text1 Unique" to "Text2 Unique") > Change the active take name from "Sony Text 2" to something else (I changed it to "Unique Sony Text 2") > Display the properties for the second text event. > Save the project as another name (I called it "File2.veg") ![]() > Save the project (I called it "File1.veg") > Put a second text event on the timeline. (this is a minimalist distillation of a real-life sequence of editing steps). So here's how to reproduce - much more enlightening. ![]() Generated media content (text events text) from one project is erroneously retained in a subsequent project that you open in the same instance of Vegas, making the correct text unavailable until and unless you close Vegas without saving that subsequent project and open the project in a fresh instance of Vegas. It's easier to describe how to reproduce the problem than to come up with a one-sentence summary that describes it elegantly. Have surfed for previous reports of this but can't find anything.
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