The Triggers Menu reveals which keys trigger which types of sounds: (H) for Hit, (T) for Transition, etc.
Opens a small list of all the different Sound Design elements in ADD. For more information and extended definitions of these Sound Design elements see, Sound Definitions.
Low velocity, multi-timbral design element used for subtle atmospheric purposes.
- Pulse ( Q ): Pitched and/or percussive sonic element whose volume goes up and down at a consistent rate.
- Drone ( D ): Long, generally low velocity, low frequency element used for atmospheric purposes.
- Other ( B ): Any remaining bed sounds that lack a pulse or contain too much progression or harmony to be classified as a drone
Assorted design elements that have a clear and tangible fundamental frequency/pitch, and often have a musical motif.
- Singles ( U ): design elements that have a clear and tangible fundamental frequency pitch and often have a musical motif.
- Other ( Y ): Rests between beds and music. It has more sonic content than a bed or drone and doesn’t come up to the composition of what we call traditional music. Think of it as melodic filler.
( H ) Impact that adds emphasis and/or intensity.
( R ) An element that evolves over the duration of the sound. It starts low in either tone, volume, or complexity and gradually increases one or more of those elements until the end.
( T ) And element that crescendos at the beginning and decrescendos at the end.
( P ) Sound design element that has a clear and consistent rhythmic or music motif.
( X ) An assortment of atmospheric elements that serve as ethereal sound waves.
( W ) Heavily layered complex sound design compositions. The are less atmospheric and more sound design to achieve results.
( Z ) A mixture of elements that can be used a score or song.
Opens a small list of all available Music elements in ADD.
- Beat: Percussive elements usually comprised of several percussion instruments playing together
- Bass: Low pitched musical elements. Usually a single instrument or instruments playing in unison.
- Chord: Mid to High range musical progressions to add harmony.
- Line: Musical elements designed to create movement or rhythms within the harmony. Usually several instruments.
- Lead: Musical elements that are the main theme of the song over the top of everything else. Usually a solo instrument.
- Vocal: Musical elements created from singing voice.
- Percussion: Rhythmic elements created from anything struck or beaten. Usually a solo instrument.
- Fill: Short rhythmic elements usually placed at the end of a bar to signify a transition to the next section.
- FX: One-shots and extended techniques used to add color to a composition.
- Full Mix: A mixture of elements that can be used a score or song.
Auto Place Audio:
When using a command to place a sound this automatically places an audio region on the timeline. When turned off, using a command to place a region only places the marker on the timeline. You can select and the marker and Replace it or double click it to open up the Magic Marker to add an audio region to the timeline.
Real Time Audio:
When enabled, this plays any newly placed audio region during project playback. You have two options:
- Start: Plays the newly placed sound from beginning to end during project playback. Best for Foley and Music.
- Timeline Position: Plays the newly placed sound from the point of the sync marker to the end during project playback. Best for Sound Design.
When using a command to place a sound, this places the sound on your timeline according to your snap settings. For example, if your snap is set to “Beat”, all new sounds will be placed on the beat of your project. For more information see, Timeline Toolbar.
Opens up the Triggers Pad. Useful for those used to drum machines or who wish to click sounds rather than use hotkeys. For more information see, Triggers Pad.