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Cubase 15 Pro — Operation Manual v15.0.0
Manual Reference — Producer Edition

Cubase 15 Pro

Sable-curated workflow reference. Covers setup, recording, MIDI editing, mixing, automation, modulators, and export — organized around how you actually work, not how Steinberg chapters are laid out.

Version 15.0.0
Manual pages ~1,600
Publisher Steinberg / 2026
Platform macOS
01

New in Version 15

Hub Redesign

The Cubase Hub has been substantially redesigned — easier for new users to get started while offering advantages for experienced users. Includes recent projects, templates, and news panel.

Stem Separation

Separate mixed audio events into individual tracks based on instrument type (drums, bass, melody, vocals) using AI processing. Accessed via Audio > Stem Separation.

Pattern Editor — Melodic Mode

The Pattern Editor now supports melodic sequences (monophonic and polyphonic) alongside its classic drum mode. A step-sequencer workflow for melodic content.

Six New Modulators

Random, Attack Decay, Morph LFO, Wavefold LFO, Crossfader, and Sample & Hold join the existing modulator roster. All accessible from the Modulators tab in the Lower Zone.

Quick Audio Export

One-click export on the File menu and toolbar. Exports the full project as Wave (24-bit, project sample rate) or MP3 (256 kbps, 44.1 kHz) without opening the full export dialog.

Expression Map Redesign

Completely reworked — simpler to add and edit musically significant expressions. Useful for articulation switching with external instruments.

Volume & Pan as Track Controls

Volume and pan can now be added as visible controls directly in the track list, reducing round-trips to the MixConsole for quick adjustments.

Automation Improvements

Revised automation track context menu, one-click parameter name selector with search, and new Automation Panel options for fast access to last-touched parameters.

UltraShaper & PitchShifter

Two new plug-ins described in the Plug-in Reference. UltraShaper is a dynamic compressor with auto make-up gain and clip stage. PitchShifter allows separate L/R channel pitch shifting for stereo signals.

VST Plug-in Manager Overhaul

Updated UI aligns with the overall Cubase design. Cleaner plug-in organization and collection management.

02

System Setup

Studio Setup Dialog

Central hub for audio, MIDI, and remote control device configuration. Open via Studio > Studio Setup.

Devices List
Select a device to show its settings on the right. Includes ASIO driver, MIDI ports, and connected controllers.
Reset (per device)
Sends a reset to the active ASIO device and restarts audio processing. Use when experiencing clicks or dropouts. Causes a brief audio interruption.

Audio Settings Dialog

Open via Edit > Audio Settings. Settings here are mirrored in Studio Setup.

ASIO Driver
Select your audio interface driver. For Apollo, select the Universal Audio ASIO driver.
Control Panel
Opens the hardware control panel directly (UA Console for Apollo).
Input / Output Latency
Displays current hardware latency. Adjust buffer size in the hardware control panel.
Direct Monitoring
Enables monitoring via hardware (zero-latency). When active, Cubase sends monitor control commands to the interface.
Release Driver in Background
Allows other apps to use the audio driver when Cubase is not in focus.

MIDI Setup

Open Studio > Studio Setup and select MIDI Port Setup. Enable the ports you want Cubase to use. Disable inactive ports to avoid MIDI feedback loops. USB hardware synths appear as their own ports.

03

Audio Connections

Maps ASIO hardware ports to Cubase input/output busses. Open with F4 or Studio > Audio Connections.

Inputs / Outputs Tab

Bus Name
Click to rename. Use descriptive names matching your physical routing (e.g. "Apollo In 1-2", "Synth Return L/R").
Device Port
Maps the bus to physical hardware I/O. Expand a bus entry to see per-speaker channel assignments. Ports used by multiple busses are noted in square brackets.
Add Bus
Opens the Add Input/Output Bus dialog. Set channel count and configuration.
Presets
Save and recall complete bus configurations. Essential if your setup changes between sessions.

Group / Effect Tab

Create Group Channel Tracks (submix busses) and FX Channel Tracks (send effect returns) and set their output routing.

External Instruments & Effects

Map hardware synths and outboard gear into the Cubase signal chain. External Instruments appear in the VST Instruments selector. External Effects appear in Insert/Send effect selectors.

External instrument latency is automatically measured and compensated by Cubase. Set up external instruments here to keep hardware synths in sync with the project timeline.
04

Project Window

The main workspace, divided into four independently togglable Zones.

Left Zone

Inspector (track parameters, routing, inserts for selected track) and Visibility panel.

Project Zone

Track list on the left, event display (timeline) on the right. Primary editing area.

Right Zone

Media Rack, VSTi Rack, Chord Pads, and Control Room access.

Lower Zone

Hosts the Key Editor, MixConsole, MIDI Remote tab, Modulators tab, and Sampler Control without opening separate windows.

Essential Key Commands

ActionShortcut
Play / StopSpace
RecordNum *
Stop + Return to ZeroNum 0 (double-press)
Open/Close MixConsoleF3
Open/Close Lower Zone MixConsoleAlt/Opt-F3
Open Audio ConnectionsF4
Open Editor (MIDI or Audio)Ctrl/Cmd-E
Zoom In (horizontal)H
Zoom Out (horizontal)G
QuantizeQ
UndoCtrl/Cmd-Z
RedoShift-Ctrl/Cmd-Z
Snap On/OffJ

Track Versions

Each track supports multiple named versions — alternative takes or arrangements stored on the same track. Right-click the track name → Track Versions. Switch between versions from the selector that appears at the track top.

Folder Tracks

Group related tracks in a Folder Track for visual organization and group editing. New in v15: Folder Tracks can automatically propagate their color to all contained tracks. Enable in Preferences → Event Display — Folders.

05

Grid & Snap Configuration

The grid and snap system controls where events land when you move, draw, or place them. Three settings work together: Primary Time Format (ruler display), Snap Type (what events snap to), and Grid Type (the resolution of the grid). These live on the Project Window toolbar and inside each editor independently.

Snap On / Off

Toggle snap with J. When snap is off, events move freely at any position. When on, behavior depends on the Snap Type setting. Snap state is independent between the Project Window and editors (Key Editor, Drum Editor, etc.).

Snap Type

Sets what events snap to. Click the Snap Type pop-up on the toolbar.

Grid
Events snap to the positions defined by the Grid Type — the standard mode for most work. New events and moved events both land on grid positions.
Grid Relative
Events don't snap to the grid but move in grid-sized steps from wherever they already are. Useful for shifting an out-of-time event by exact increments while preserving its offset from the grid. Only applies when dragging existing events — new events snap like Grid mode.
Events
Start and end positions of other events become magnetic. Drag an event near another event's edge and it locks to it. Essential for tight butt-editing of audio clips.
Shuffle
Drag one event past an adjacent event and they swap positions. Useful for reordering clips without manual gap-filling.
Cursor
The project cursor becomes magnetic — drag an event near the cursor and it snaps to that position.
Grid + Cursor / Events + Cursor / Events + Grid + Cursor
Combination modes. Events + Grid + Cursor is the most flexible all-purpose setting for detailed editing.

Grid Type — Musical (Bars+Beats format)

When the ruler is set to Bars+Beats (the standard for music production), the Grid Type sets the note-value resolution of the grid.

Bar
Snap to bar lines. Good for moving large sections, arranger-level editing.
Beat
Snap to beats (quarter notes in 4/4). Good for phrase-level editing.
Use Quantize
Grid resolution follows whatever value is set in the Quantize Presets pop-up on the toolbar. This is the most flexible option — change one dropdown and both the quantize grid and the snap grid update simultaneously. Recommended for most MIDI work.
Adapt to Zoom
Grid resolution adjusts automatically with horizontal zoom level. Zoomed out = snaps to bars; zoomed in = snaps to 64th notes. Good when navigating large projects without changing grid settings manually.
Set Grid Type to Use Quantize as your default. Then when you change the Quantize Preset from 1/16 to 1/8 or 1/32, your snap grid changes with it automatically — no extra steps.

Quantize Presets (Grid Resolution Selector)

The Quantize Presets pop-up on the Project Window toolbar and inside each editor sets the musical note value used for both quantizing and (when Grid Type = Use Quantize) snapping. Available values include straight, triplet, and dotted note values from 1/1 down to 1/64.

ValueWhen to Use
1/4Quarter-note grid — broad strokes, beat-level editing
1/8Eighth-note grid — standard for most synth parts
1/16Sixteenth-note grid — default for most electronic music, drum programming
1/3232nd-note grid — fast runs, detailed editing
1/8 TEighth-note triplets — 12/8 or triplet shuffle feels
1/16 TSixteenth-note triplets — swing patterns, syncopation
1/8 DDotted eighth — characteristic delay/echo time, dotted rhythms

Length Quantize (Key Editor)

Separate from the quantize/snap grid — the Length Quantize value controls the length of newly drawn notes in the Key Editor, and is also used by Step Input to set note duration. Found on the Key Editor toolbar as its own pop-up menu.

Quantize Link
Note length is tied to the Quantize Preset value — when you change the grid resolution, note length updates with it. The most common setting for Step Input work.
Fixed Values (1/4, 1/8, 1/16, etc.)
Note length is fixed regardless of the current quantize grid. Useful when you want step size and note length to be different (e.g., 1/16 steps with 1/8 note lengths for overlapping legato parts).

Grid in the Key Editor and Drum Editor

Each editor has its own independent Quantize Presets and Length Quantize settings on its toolbar — separate from the Project Window's grid settings. Changing the grid in the Key Editor does not affect the Project Window and vice versa. This means you can have 1/16 snap in the Project Window while working at 1/32 in the Key Editor simultaneously.

The grid overlay intensity in editors can be adjusted in Edit > Preferences > Event Display → Grid Overlay Intensity slider. Crank it up if the grid lines are too faint to see clearly against dark backgrounds.
05

Recording

Record-Enabling Tracks

Click the Record Enable button (red circle) on the track. To auto-enable on selection: Edit > Preferences > Editing—Project & MixConsole → activate Enable Record on Selected Audio/MIDI Track.

Basic Recording

Procedure
  1. Record-enable the target track(s).
  2. Position the project cursor at the start point.
  3. Press Num * or click Record on the Transport.
  4. Press Space or Num * to stop. Recorded event appears in the track.

Punch In / Punch Out

Set Left Locator (punch-in) and Right Locator (punch-out). Activate Punch In and Punch Out on the Transport panel. Recording starts/stops automatically at those positions during playback.

Activate Pre-Roll so playback starts a few bars before the punch point, giving you time to lock in before recording begins.

Cycle Recording

Activate Cycle on the Transport and record. Cubase loops the locator range repeatedly, creating a new take on each pass. Set the record mode in Transport > Common Record Modes: New Parts, Stacked (takes stacked in lanes), or Mix.

Monitoring Options

Auto Monitor
Default. Monitors input when track is record-enabled and playback is stopped.
Tape Machine Style
Monitors input while recording only.
Direct Monitoring
Zero-latency monitoring via hardware interface. Enable in Audio Settings. Cubase still controls level and mute.

MIDI — Retrospective Record

Cubase continuously buffers incoming MIDI. If you played something great before hitting Record, click Insert MIDI Retrospective Recording in the Key Editor toolbar to recover the performance.

07

Step Input

Step Input lets you enter notes one at a time from a MIDI keyboard (or by clicking) without having to play in real time. You set the note duration and step size independently, then each keypress inserts a note and advances the cursor by one step. Chords are entered by pressing multiple keys simultaneously. It's the precision alternative to real-time recording for programmed parts.

Activating Step Input

Procedure
  1. Open a MIDI part in the Key Editor (double-click the part, or select it and press Ctrl/Cmd-E).
  2. Right-click the Key Editor toolbar and activate Step/MIDI Input to make the section visible.
  3. Click the Step Input button in the toolbar (keyboard icon). It illuminates when active.
  4. Enable MIDI Step Input (the MIDI plug icon next to it) so that your keyboard triggers step entry.
  5. Set the Quantize Preset (step size — how far the cursor advances after each note).
  6. Set the Length Quantize (note duration — how long each entered note is). Set to Quantize Link to match the step size, or a separate value for staccato/legato feels.
  7. Position the blue step input cursor in the note display where you want to start entering notes.

Entering Notes & Chords

Single note
Press one key on your MIDI keyboard. The note is inserted at the cursor position with the current Length Quantize value, and the cursor advances by one step (the Quantize value).
Chord
Press and hold multiple keys simultaneously. All held notes are inserted as a chord on the same step position. Release all keys to advance the cursor.
Rest (empty step)
Press → Right Arrow to advance the cursor one step without inserting a note. Adds a rest to the pattern.
Move cursor back
Press ← Left Arrow to move the cursor back one step (without deleting the note there). Use to re-enter or correct a previous step.
Lengthen / Shorten a note while inserting
Hold down keys on your MIDI keyboard and press (lengthen by one step) or (shorten by one step) while still holding the keys. The initial length is set by Length Quantize; the adjustment increment is the Quantize value.
For a tied note spanning two steps — hold the first note, press to extend it, then release. The note now occupies two steps of time.

Step Input Toolbar Options

Step Input (button)
Activates/deactivates step input mode. When off, the Key Editor returns to normal editing mode.
MIDI Step Input (button)
Enables your MIDI keyboard as the input source. When off, you can still click notes into the piano roll manually while step input is active.
Move Insert Mode
When active, all notes to the right of the step input cursor shift right to make room for newly inserted notes — like inserting text in a word processor. When off (default), new notes overwrite or add on top of whatever is already there.
Record Note On Velocity
When active, the velocity you play on your keyboard is captured and stored with each note. When off, notes use a fixed default velocity.
Record Note Off Velocity
Captures the release velocity from your keyboard (useful for instruments that respond to key release).
Keep Existing Notes
When active, stepping over positions that already have notes does not replace them — you're adding to the part, not overwriting. When off, existing notes at each stepped position are replaced.
Record Pitch
Includes the pitch from your MIDI input. In most cases this stays on; deactivate it if you want to step only through rhythms without changing pitches of existing notes.

Step Input Workflow — Typical Approach

Building a Synth Line Step by Step
  1. Create a MIDI part on your instrument track (draw a blank part with the Draw tool, or double-click in the track area).
  2. Double-click the part to open the Key Editor. Activate Step Input and MIDI Step Input on the toolbar.
  3. Set Quantize to 1/16 (step size = one 16th note).
  4. Set Length Quantize to Quantize Link (notes will be one 16th note long, matching the step).
  5. Play your notes one at a time. Each keypress advances one 16th note forward automatically.
  6. For chords: press multiple keys at once and release together.
  7. For rests: press instead of a key.
  8. To make a legato passage: change Length Quantize to 1/8 while keeping step size at 1/16. Each note now overlaps the next by one 16th — smooth legato.
  9. Deactivate Step Input when finished. Audition the part.
For The Neon Dawn programming: work at 1/16 step size to build the basic rhythm skeleton, then go back and manually adjust individual note lengths in the Key Editor for breath and variation. Step Input gets the notes in the right places; the Key Editor refines the feel afterward.

Step Input in the Drum Editor

Step Input works identically in the Drum Editor. Each key on your MIDI keyboard triggers a different drum sound (based on the drum map assignment). Press a pad or key and that drum sound is placed at the current step position. Use for rests. This is an alternative to the Pattern Editor for building drum patterns directly in the Drum Editor with full note-by-note control.

The Drum Editor's Step Input and the Pattern Editor are separate tools. The Pattern Editor (section 04 above) is a dedicated step-sequencer with its own grid. Drum Editor Step Input gives you the same note entry as the Key Editor but with the Drum Editor's visual layout and per-drum quantize values.

Step Input vs. Pattern Editor — Which to Use

ScenarioUse
Programming a melodic synth line note by noteKey Editor Step Input
Building a drum groove with per-pad step resolutionPattern Editor (Drum Mode)
Entering a chord progression one chord at a timeKey Editor Step Input
Euclidean rhythms, generative drum patternsPattern Editor (Drum Mode)
Melodic sequences / arpeggios with step-sequencer feelPattern Editor (Melodic Mode, new v15)
Drum part that needs to integrate into existing MIDI editingDrum Editor Step Input
08

MIDI Editing

Key Editor

The primary MIDI editor — piano-roll style grid where notes appear as horizontal bars. Open by double-clicking any MIDI part, or Ctrl/Cmd-E. Can dock in the Lower Zone.

Note Display
Horizontal = time, vertical = pitch. Note length is represented by note width. Use the Draw tool to add notes.
Controller Display
Lanes below the note display show velocity, mod wheel, pitch bend, sustain pedal, and any CC data. Multiple lanes can be shown simultaneously.
Scale Assistant (Inspector)
Select a musical scale — the display dims non-scale pitches and the piano keyboard highlights scale tones. Snap Pitch Editing constrains edits to scale notes.
Solo Editor
Solos the track being edited during playback. Toggle from the Key Editor toolbar.

Key Editor Shortcuts

ActionShortcut
Add note (Draw tool active)Click in note display
Delete noteAlt/Opt-click with Draw tool
Select AllCtrl/Cmd-A
Transpose up 1 semitone
Transpose down 1 semitone
Transpose up 1 octaveShift-↑
Transpose down 1 octaveShift-↓
Legato (extend to next note)Alt/Opt-L

Drum Editor

Opens automatically for tracks with a Drum Map assigned. Notes display as diamond markers where each row is a drum sound. Each sound has its own quantize value — set per-row in the left column. Velocity shown as bar height.

MIDI Functions (Edit Menu)

Delete Doubles
Removes duplicate notes at the same pitch and position — common artifact of cycle recording.
Delete Overlaps
Trims notes that overlap the same pitch. Essential for monophonic synth parts.
Fixed Note Length
Sets all selected notes to the current Length Quantize value.
Fixed Velocity
Sets all selected notes to a uniform velocity.
Render Sustain Pedal to Note Lengths
Extends note lengths to match held sustain pedal data, then removes CC64 events.
Thin Out Controller Data
Reduces density of CC data (mod wheel, pitch bend) without audible effect. Reduces file size.
09

Quantize & Groove

Quantizing moves audio or MIDI to the nearest musically relevant grid position. Non-destructive — original positions are always remembered. Reset at any time.

Quantize Functions

FunctionWhat It Does
Quantize QMoves event starts to nearest grid position.
Reset QuantizeReverts to original unquantized positions.
Quantize MIDI Event LengthsTrims note ends to match the Length Quantize value.
Quantize MIDI Event EndsMoves note ends to nearest grid positions.
Freeze MIDI QuantizeMakes quantized positions permanent as new base positions.
AudioWarp QuantizeTime-stretches audio content to align with the grid.
Create Groove Quantize PresetExtracts timing from hitpoints to create a groove template.

Quantize Panel

Open via Edit > Quantize Panel. Detailed control over the quantize operation.

Soft Quantize
Moves events only partway toward the grid. Set Quantize Strength (0–100%). Apply repeatedly to gradually tighten timing without snapping rigidly.
Swing
Offsets every other grid position for shuffle feel. 0% = straight, 100% = maximum swing.
Catch Range
Events within this many ticks of the grid are not moved — preserves intentional micro-timing near the beat.
Auto Apply
Instantly applies changes to selected parts. Audition different settings during playback.

Groove Quantize

Extract the rhythmic feel of an existing recording and apply it to other tracks — transferring the human timing and pocket of one performance onto another.

Creating a Groove from Audio
  1. Double-click the source audio event to open it in the Sample Editor.
  2. In the Inspector, open the Hitpoints section. Click Calculate Hitpoints.
  3. Adjust the Threshold slider so hitpoints land precisely on drum hits and transients.
  4. In the Create section, click Groove. The groove is added to the Quantize Presets menu.
  5. Select the MIDI or audio you want to affect, open the Quantize Panel, select your groove preset.
  6. Adjust Position, Velocity, and Length to taste. Use Auto Apply to hear results in real time.
For The Neon Dawn percussion: import a reference drum sample, extract its groove, apply to programmed Triaz MIDI at Position 60–80% to add human pocket while keeping mechanical tightness. Use Velocity at 40–60% to get the dynamic feel without over-compressing the programmed velocities.
Position
How much groove timing affects the target. 100% = exact match. 50% = halfway between grid and groove feel.
Velocity (MIDI only)
Applies the velocity dynamics of the groove source to target notes.
Pre-Q
Quantizes target to a standard grid first before applying groove. Use 1/16 Pre-Q when applying shuffle groove to 16th-note patterns.
Max. Move
Caps how far any event can move. Prevents extreme outliers from being pulled too far from their original position.
10

Audio Editing

Sample Editor

Non-destructive audio editor for individual audio events. Open by double-clicking any audio event. Can dock in the Lower Zone.

Waveform Display
Shows the audio clip waveform. Zoom with H/G.
Overview Line
Shows the full clip with a highlighted window region. Drag the region to navigate to different sections.
Snap Point
Reference position marker inside the event. Used as the snap anchor when placing events in the Project Window. Drag to reposition or use Audio > Snap Point to Cursor.
Regions
Named sections within a clip that can be dragged out as separate events. Useful for long recordings with multiple usable takes.

Hitpoints

Marks transient positions in audio. Enable auto-detection in Preferences > Editing—Audio. Use hitpoints to: quantize audio, extract groove presets, create slices for tempo-flexible loops, generate MIDI notes from audio rhythms, and create warp markers.

Navigate hitpoints in the Project Window with Alt/Opt-N (next) and Alt/Opt-B (previous).

Slices & Tempo Matching

Create slices from hitpoints to make audio loops tempo-flexible. In the Sample Editor Inspector → Hitpoints → Slices. Audio is divided at hitpoints; each slice becomes a separate event inside an Audio Part that stretches with project tempo changes.

Stem Separation (New v15)

Select an audio event → Audio > Stem Separation. AI separates the audio into instrument stems (drums, bass, melody, vocals, other), each placed on a new track. Useful for sampling, remixing, or isolating elements from mixed sources.

Fades & Crossfades

Event Fades
Hover over the top-left corner of any audio event for the fade-in handle; top-right for fade-out. Drag to create. Double-click to edit the fade curve shape.
Crossfades
Select two adjacent events and press X. Auto-crossfades available per-track via right-click → Auto Fades Settings.
Auto Fades
Applies a short fade-in/fade-out to all events on the track. Essential for eliminating clicks on sliced audio loops.
11

VariAudio

Edits pitch and timing of individual notes in monophonic audio recordings. Primarily optimized for vocals. All edits are non-destructive and undoable at any time.

Apply Direct Offline Processing (time-stretch, pitch-shift plug-ins, reverse) BEFORE using VariAudio. Certain offline processes invalidate VariAudio data and force full reanalysis.

Activating VariAudio

Procedure
  1. Double-click an audio event to open it in the Sample Editor.
  2. In the Sample Editor Inspector, click the VariAudio tab.
  3. Click Edit VariAudio. Cubase analyzes the audio and displays pitch segments as colored blocks in the waveform.

Segments & Gaps

Segments (colored blocks) = tonal notes. Vertical position = pitch, horizontal = timing. The pitch curve within each segment shows pitch variation over the note's duration. Gaps between segments = breath sounds, rests, non-tonal content.

Pitch Editing Tools

Drag Segment Vertically
Moves pitch. With Pitch Snap Mode active, snaps to semitones (or scale tones if a scale is selected).
Correct Pitch
Snaps selected segments to the nearest semitone. Adjust Pitch Quantize slider for partial correction strength.
Straighten Curve
Flattens the pitch curve within a segment, removing vibrato or drift. Use the strength slider to control amount.
Shift Formant
Changes the timbre character of a segment independently of pitch. Use after large pitch shifts to restore natural sound.
Volume
Adjust the volume of individual note segments directly in VariAudio.

Scale Assistant

Select a scale in the Inspector. In-scale pitches are displayed brightly; out-of-scale pitches are dimmed. Snap Pitch Editing constrains all moves to scale tones. Quantize Pitches snaps all selected segments to the nearest scale pitch in one operation.

Enable Use Chord Track as the scale source for correction that dynamically follows your chord progression.

MIDI Extraction

After analysis, use Extract MIDI (VariAudio Inspector → Choose Function) to generate a MIDI part from the vocal pitch data. Useful for creating harmony lines or doubling vocals with a synthesizer.

12

Direct Offline Processing

Applies plug-in effects and audio processes to events non-destructively. Undoable in any order at any time, including after reopening the project. Open via Audio > Direct Offline Processing or F7.

Clip-Based

Processing is per-clip, so two events on the same track can have completely different processing chains.

Non-Destructive

Original audio is never touched. Processed versions are stored in the project's Edits folder.

CPU-Free Playback

Processed audio plays back without real-time DSP — DOP effects add zero CPU load during playback.

Order-Independent Undo

Remove or modify any process in the chain, in any order — Cubase re-renders automatically.

DOP Window Controls

Process Chain
Lists all applied processes. Drag to reorder. Click the eye icon to bypass individual processes.
Add Plug-in / Add Process
Add VST effects or built-in audio processes.
Auto Apply
ON by default — changes render instantly. Turn OFF for long files or plug-ins with learning functions, then click Apply manually.
Render Permanently
Bakes processing into the audio file, removing the DOP chain. Use for delivering final stems.

Built-In Processes

NormalizeGainReverseSilenceFade In / Fade OutDC Offset RemovalEnvelopePitch ShiftTime StretchResamplePhase ReverseStereo FlipMerge Channels
Parameter-free processes like Silence and Reverse are applied instantly even when Auto Apply is off.
13

MixConsole

Cubase's mixing environment. Open standalone with F3, or in the Lower Zone with Alt/Opt-F3. Multiple windows can be open simultaneously and linked.

MixConsole Sections

Fader Section
Mirrors the track list order. Each channel strip has fader, pan, solo/mute, record enable. Fader value shows dB level.
Channel Section
Detailed view for the selected channel: Routing, Pre-Gain/Phase, Inserts, EQ, Strip, Sends, Cue Sends.
Left Zone — Visibility
Show/hide individual channels. Lock channels to left or right of the fader section for permanent visibility (e.g., master bus always visible).
Left Zone — Snapshots
Save and recall complete MixConsole states. Name by version or date. Recall any time without undo.
Left Zone — History
Browse and undo specific MixConsole parameter changes independently of the main project undo history.

Inserts

16 insert slots per channel (8 pre-fader, 8 post-fader). Slots 7–8 are always post-fader — appropriate for dithering on the Master output. Signal passes through inserts in series, top to bottom.

Drag plug-ins between insert slots to reorder. Drag from one channel to another to copy. Hold Ctrl/Cmd while dragging to move instead of copy.

Sends

Parallel routing to FX Channel Tracks or Cue Channels. Each send has its own level and pre/post-fader switch. Pre-fader sends are independent of the channel fader — essential for headphone cue mixes.

For reverb returns: set the FX plug-in to 100% wet. Control the reverb blend entirely via send levels per channel — one shared reverb instance, each source with its own apparent depth.

Channel Strip

Integrated gate, compressor, EQ, transient shaper, saturator, and limiter modules in one unit. Modules can be reordered by dragging. Separate from Inserts — both can be used simultaneously on the same channel.

VCA Faders

Control groups of channels with a single fader while preserving their relative levels. Unlike Group Channels, VCA automation is stored per-VCA track without summing audio. Create via Project > Add Track > VCA Fader.

14

Control Room

Separates the monitoring environment from the mix signal chain — monitors are controlled through Control Room rather than the Master output bus. Open via Studio > Control Room or the MixConsole Right Zone.

Your monitor speakers should be assigned as Control Room Monitor Channels — NOT as the output of the Main Mix bus. This keeps monitoring independent from your export level chain.

Setting Up Control Room

Procedure
  1. Open Audio Connections F4 → click the Control Room tab.
  2. Enable Control Room (toggle at top of the tab).
  3. Click Add Channel → select Monitor → set Stereo configuration.
  4. Assign the Audio Device and Device Port to your monitor speaker outputs.
  5. In the Outputs tab, confirm the Main Mix bus is routed to your mix bus (not directly to speakers).

Channel Types

Monitor (up to 4)
Each represents a speaker set. A/B between main monitors, secondary speakers, or headphones with a single click.
Phones (1)
Headphone output for engineer reference. Can monitor main mix or any cue mix.
Cue Channels (up to 4)
Performer headphone feeds — each with its own independent cue mix built from per-channel cue sends in the MixConsole.
External Inputs (up to 6)
Route external sources (reference CD, vinyl) into the monitoring chain without adding them to the project.
Talkback (1)
Engineer-to-performer microphone. Routes to cue channels. Can be recorded if needed.

Main Tab Controls

Dim
Reduces monitor level by a fixed amount (set in Preferences). Instant level drop without touching the volume control.
Mono
Sums monitor output to mono for mono compatibility checks.
Listen (AFL)
After Fader Listen — routes a single channel to the Control Room for solo monitoring without affecting the mix.
15

Audio Effects

Insert Effects

Serial processing — signal passes through each insert in order. Pre-fader inserts for dynamics (gate, compressor) work on the true unscaled signal level. Post-fader inserts (slots 7–8) for master processing, limiting, or dithering.

In v15, Effect Control Panel UI scaling is adjustable — right-click the plug-in header to set a UI scale percentage for any plug-in with a too-small or too-large interface.

Send Effects (FX Channels)

Parallel routing — dry signal continues through the channel while a copy is sent to an FX Channel at a controllable level. Ideal for shared reverbs and delays. Set the FX plug-in to 100% wet; control blend per channel via send level.

Side-Chaining

Setting Up Side-Chain
  1. Add a side-chain-capable plug-in (e.g., Compressor) to the target channel's Insert slot.
  2. Click Activate Side-Chain in the plug-in's control panel header.
  3. On the source channel, open Sends in the MixConsole and add a send to the target plug-in's side-chain input.
  4. Enable the send. Adjust send level to control trigger strength.

External Effects (Outboard Gear)

Set up in F4 → External FX tab. The external effect then appears in the Insert selector like any VST plug-in. Round-trip latency is measured automatically and compensated.

16

VST Instruments

Instrument Tracks vs. Rack Instruments

Instrument Track
Combines a VST instrument, audio output channel, and MIDI track in one. Best for dedicated single-voice instruments. Add via Shift-T or double-click in track list → Instrument Track.
Rack Instrument (VSTi Rack)
Open via Studio > VST Instruments. Multiple MIDI tracks can address the same rack instrument simultaneously. Required for multi-timbral instruments (Superior Drummer multi-out, Groove Agent multi-channel).

VST Instrument Control Panel

A/B Settings
Compare two preset states by switching between A and B. Copy current settings to A or B before experimenting.
Show Modulation Connections
Reveals the visual modulation routing overlay — shows which Cubase Modulators are connected to which instrument parameters.
VST Quick Controls
8 assignable macro knobs in the Inspector. Map hardware controller knobs/faders to Quick Controls for hands-on instrument control.

Freezing Instruments

Click the Freeze button on an Instrument Track to render it to audio temporarily. Frees CPU. Unfreeze at any time to edit. Tail Length setting determines how much audio tail is captured after the last MIDI note.

Multi-Out Instruments

For instruments like Superior Drummer 3 with multiple outputs: after adding as a Rack Instrument, click the arrow next to the instrument in the VSTi Rack to activate additional audio output channels. Each activated output appears as a separate channel in the MixConsole.

17

Automation

Records parameter changes over time and plays them back on every playback pass. Changes are stored on automation tracks linked to each channel.

Write & Read

W (Write)
Record automation. Any parameter adjusted during playback while W is active is captured. Enabling W automatically enables R.
R (Read)
Play back automation. Disable R to lock parameters at their current static value, ignoring recorded automation.
Global W/R Buttons
On the Project Window toolbar — activate/deactivate automation on ALL tracks simultaneously.

Drawing Automation Manually

Procedure
  1. Click the Show/Hide Automation triangle on a track to expand its automation lane.
  2. Click the parameter name in the lane header to choose which parameter to automate. In v15, a searchable selector appears.
  3. Select the Draw tool and click/drag on the automation lane to add events.
Use the Line tool for smooth linear ramps between two values. Use the Object Selection tool (Alt-click) for precise single-point placement.

Automation Write Modes

Touch
Records while control is touched/moved. Returns to existing curve when released.
Auto-Latch
Starts writing when you touch a control, continues writing the new value after release until playback stops.
Cross-Over
Starts writing when the physical control crosses the existing automation curve value.
Trim
Offsets existing automation relative to current values rather than overwriting. Use to globally raise or lower a section without losing relative shape.
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MIDI Remote

Integrates hardware MIDI controllers with Cubase using script-based mapping. Plug in a supported controller and it works immediately. Create custom surfaces for unsupported hardware.

MIDI Remote Mapping Assistant

Mapping a Control
  1. Open the MIDI Remote tab in the Lower Zone.
  2. Click Open Mapping Assistant on the MIDI Remote info line.
  3. Move a knob, fader, or button on your hardware — it highlights in the surface view.
  4. Click or move the Cubase parameter you want it to control (fader, EQ knob, plug-in parameter, etc.).
  5. Mapping is created instantly. Repeat for all controls.
Create Mapping Pages to use the same controller for different contexts (Page 1 = MixConsole faders, Page 2 = filter controls on current synth). Switch pages from the MIDI Remote info line.

Focus Quick Controls

Maps 8 controller knobs to the VST Quick Controls of whichever instrument window currently has focus. Move focus to a different synth — the knobs instantly switch to control that synth. Configure in the Mapping Assistant → Focus Quick Controls section.

Creating a Custom Surface

Click Edit MIDI Controller Surface on the info line → open the Surface Editor. Add control types (knob, fader, button, pad) matching your hardware's layout. Save, then use the Mapping Assistant to assign functions.

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Modulators

Internal signal generators that automatically change any automatable parameter over time — creating evolving textures and rhythmic variation without manual automation. Access via the Modulators tab in the Lower Zone.

Modulator output CANNOT be written as automation data and is NOT included in audio exports. Convert to automation tracks before exporting final mixes if modulation affects the output.

Available Modulators

LFO

Oscillates a parameter automatically. Sine, Triangle, Saw, Pulse, S&H waveforms. Free-running or synced to project tempo. Classic for vibrato, tremolo, filter sweeps, auto-pan.

Envelope Follower

Generates control signal from the amplitude of an audio input (the track's audio or a side-chain source). Rhythm-driven modulation from a drum loop, for example.

Step Modulator

Up to 32 programmable steps — a step-sequencer for parameter control. Creates rhythmic modulation patterns.

Random (New v15)

Generates random values at a set rate for organic, unpredictable movement within defined boundaries.

Attack Decay (New v15)

One-shot triggered envelope. Adds transient-like movement to sustained parameters on each trigger.

Morph LFO (New v15)

LFO that gradually morphs between waveform types over time. Creates evolving textural movement.

Wavefold LFO (New v15)

LFO with wavefold processing — generates harmonically complex waveforms from simple inputs.

Crossfader (New v15)

Crossfades between two values over time for smooth parameter transitions.

Sample & Hold (New v15)

Captures a value at regular intervals and holds it until the next capture. Creates stepped, quantized random movement.

Shaper

Custom graphical envelope drawn by the user, repeating at a set rate. Completely arbitrary modulation shape.

Macro Knob

Single manual control that simultaneously drives multiple parameters at user-defined ratios — a hardware-style macro knob for live performance sweeps.

ModScripter

Script-based modulator for custom modulation algorithms. Requires basic scripting knowledge.

LFO Key Parameters

Retrigger Mode
Free (runs continuously), Sync to Project Start (locked to tempo/phase from bar 1), or MIDI (restarts on each MIDI note). Use Sync to Project Start for rhythmically locked modulation.
Sync Mode — Note
Set rate as a musical division (1/4, 1/8, 1/16) — automatically syncs to project tempo.
Phase
Starting phase on retrigger. Offset LFOs on different parameters for stereo or polyrhythmic modulation effects.
Hold Modulator Output
Freezes the LFO output at its current value. Automatable — "freeze" a filter mid-sweep at an exact position.

Assigning Modulators to Parameters

Procedure
  1. Select the track you want to modulate.
  2. In the Modulators tab (Lower Zone), click Add Modulator and choose a type.
  3. On the target plug-in or MixConsole channel, right-click the parameter you want to modulate.
  4. Choose Add Modulation Connection and select the modulator.
  5. Set the modulation depth (amount) in the connection settings.
20

CC Automation & Automation Lanes

Cubase has two distinct places where automation data lives, and understanding the difference between them is critical — especially for MIDI CC data like mod wheel, expression, and filter cutoff.

Controller Lanes (Key Editor)

CC data stored inside the MIDI part. Travels with the part when you move it. Edited in the Key Editor's lower display. Best for performance data tied to specific notes — mod wheel swells, pitch bends, expression curves.

Automation Tracks (Project Window)

CC data stored on the track's automation lane, independent of any MIDI part. Doesn't move when you move parts. Best for mix-level automation — filter sweeps spanning the whole song, volume rides, send levels over time.

If both a Controller Lane and an Automation Track exist for the same CC on the same track simultaneously, you get conflicting data. Set a merge mode in MIDI > CC Automation Setup to define which wins, or keep your approach consistent — part-based OR track-based for each controller.

Controller Lanes — Setup

The controller display lives at the bottom of the Key Editor and Drum Editor. Show it via Set up Window Layout > Controller Lanes on the toolbar, or click the Create Controller Lane button at the bottom left of the editor.

Add a Lane
Click Create Controller Lane (the + button at lower left of the editor). Select an event type from the pop-up menu. Each lane shows one controller type at a time.
Change Lane Type
Click the controller name label on the left edge of any lane — a pop-up lists all available types. A diamond icon next to a name indicates data already exists for that controller.
Show All Used Controllers
Open the Create Controller Lane menu → Show Used Controllers. Opens a lane for every CC type that has recorded data in the current part. Fastest way to see what was captured during recording.
Show Velocity Only
Create Controller Lane menu → Show Velocity Lane Only. Collapses back to just velocity — the quickest reset after deep CC editing.
Save Lane Presets
Click Controller Lane Setup (gear icon) → Add Preset. Save your favourite multi-lane layout (e.g. Velocity + Mod + Expression) as a named preset for recall on any part.

What Each Lane Type Shows

Lane TypeWhat It Contains
VelocityNote-on velocity for every note. Shown as vertical bars — taller = louder. One bar per note.
Off VelocityNote-off (release) velocity. Only meaningful for instruments that respond to key release.
PitchbendPitch wheel data. Has its own semitone grid with configurable range. Center = 0, up/down = bend amount.
AftertouchChannel pressure — how hard keys are pressed after initial contact. Single value for entire keyboard at once.
Poly PressurePer-note pressure. Separate lane per note number. Rarely supported but powerful on compatible synths.
Continuous Controllers (CC)Any of the 128 MIDI CCs — mod wheel (CC1), breath (CC2), expression (CC11), sustain (CC64), etc. Shown as a stepped or ramped curve.
Program ChangePatch/preset change events at specific time positions.
Velocity VarianceRandom velocity offset range per note. Applied during real-time playback to add organic feel without permanently changing velocity values.
Play ProbabilityChance (0–100%) that each note plays back. Lower values create probabilistic, generative patterns that vary each loop.

Drawing CC Data

Select a tool from the Key Editor toolbar and click/drag in a controller lane:

Draw Tool — single click
Places one CC event at the clicked position and value. Good for precise point placement.
Draw Tool — click and drag
Paints a series of CC events following the mouse path. The density of events is set by the Length Quantize value — smaller values = more events = smoother curves. For very smooth curves, set a small Length Quantize (1/64) and deactivate Snap.
Line Tool — Line mode
Click and drag to draw events in a perfectly straight line from start point to end point. Essential for clean linear fades.
Line Tool — Parabola mode
Draws events on a parabola curve. More natural-sounding than a straight line for fades and swells. Modifier keys: Ctrl/Cmd = reverse curve direction, Shift = adjust exponent, Alt/Opt = shift curve position.
Line Tool — Sine / Triangle / Square
Generates periodic waveform curves automatically. The Quantize value sets the period length (one cycle). Length Quantize sets the event density. Use Sine for smooth modulation wheel automation, Square for stuttered gating effects, Triangle for linear LFO-like sweeps. Hold Shift while drawing to set the period length freely.
Line Tool — Paint
Freehand drawing — drag to paint multiple events along any path.
Object Selection Tool + Alt-drag
Edit existing CC events by dragging. Equivalent to the Draw tool for editing.
For The Neon Dawn filter sweeps: use Line Tool in Parabola mode for natural-sounding CC74 cutoff sweeps. For mod wheel expression on synth pads, use Draw Tool with Length Quantize at 1/32 and Snap off — paint the curve freehand following the part's natural dynamics.

Step vs. Ramp Curve Type

By default, CC events are stored as Steps — the value jumps instantly at each event point and holds until the next. This is fine for switches (sustain pedal, program changes) but creates a staircase effect on smooth controllers like mod wheel.

To create smooth transitions: select a CC event, then on the Key Editor info line change Curve Type from Step to Ramp/Curve. Cubase interpolates smoothly between the two events. Click the curve handle that appears between events to adjust the curve shape (concave/convex).

You can also change multiple events at once — select a range of CC events and change Curve Type on the info line and all selected events switch simultaneously. Certain CCs are always stored as Steps regardless of this setting (CC64 sustain, CC0/32 bank select, CC120–127 channel mode messages).

Controller Event Editor (Scaling & Shaping)

Select a range of CC events with the Object Selection or Range Selection tool — a bounding box appears with smart handles for bulk reshaping operations:

Scale Vertically (top center handle)
Scales all selected events up or down proportionally. Drag up = boost the whole curve, drag down = reduce. Preserves the curve shape.
Move Vertically (top edge, not center)
Shifts the entire selected range up or down by a fixed offset.
Tilt Left / Tilt Right (top corners)
Pivots the curve from the opposite end. Tilt Left anchors the right end and tilts the left end up or down — creates ramp shapes from flat data. Essential for making gradual builds from a flat mod wheel line.
Compress Left / Compress Right (Alt/Opt + top corners)
Compress or expand the curve from one side — squeezes dynamic range toward the center or stretches it toward the edges.
Stretch (bottom edge handle)
Stretches or compresses the selected events horizontally in time.

Pitchbend Lane — Special Features

The Pitchbend lane has a configurable semitone grid that helps you draw precise pitch bends to exact intervals.

Set up Grid (gear icon on the lane)
Opens the Grid Settings pane. Set Pitchbend Range Up and Down (default ±2 semitones). Match this to the pitchbend range set in your synth patch — they must agree or the visual grid won't match the audible result.
Snap Pitchbend Events
Restricts event placement to the semitone grid positions — bends snap to exact semitone intervals rather than landing between notes. Toggle from the lane header.
Show Semitones Grid
Displays horizontal grid lines at each semitone position. Enable independently of Snap if you want the visual reference without enforced snapping.

Automation Tracks (Project Window)

Automation tracks in the Project Window are separate lanes below each track that store parameter changes as curves. They work for any automatable parameter — MixConsole faders, EQ settings, plug-in knobs, send levels, and also MIDI CCs (after extraction).

Show / Hide Automation Lanes
Hover over the lower-left corner of a track — click the triangle arrow icon (Show/Hide Automation) that appears. Or right-click the track → Show/Hide Automation.
Add Another Lane
Hover over the lower-left corner of an existing automation lane and click the + icon to append another automation track for a different parameter.
Assign a Parameter
Click the parameter name label on any automation lane — a searchable selector opens. The 5 most recently touched parameters appear at the top for quick access (new in v15).
Show All Used Automation
Right-click any track → Show All Used Automation. Opens every automation lane that contains data. Equivalent of "Show Used Controllers" but for the whole track in the Project Window.
Show Only One Plug-in
Right-click an automation track → Show Only Automation Tracks of [plug-in name]. Isolates all automation belonging to a specific effect — useful when one synth has 20 automated parameters.
Mute an Automation Lane
Click the Mute button on any individual automation lane to disable that parameter's automation without deleting it. The parameter returns to its static value.
Remove Unused Parameters
Right-click any automation lane → Remove Unused Parameters. Cleans up empty automation lanes cluttering the track list.

Converting CC Data: Part → Automation Track

When you record MIDI in real time with a mod wheel or expression pedal, the data lands in the Controller Lane inside the MIDI part. To move it to a Project Window automation track for arrangement-level editing:

Extract MIDI Automation
  1. Select the MIDI part containing the CC data.
  2. Go to MIDI > Functions > Extract MIDI Automation.
  3. The CC data is removed from the Controller Lane and placed on automation tracks in the Project Window.
  4. Right-click the track → Show Used Automation (Selected Tracks) to see the newly created lanes.
Extract MIDI Automation only works for continuous controllers (CC1–CC127). Pitchbend, aftertouch, and SysEx cannot be converted to track automation — those must stay in Controller Lanes.

CC Automation Setup — Conflict Resolution

Open via MIDI > CC Automation Setup. This dialog controls what happens when CC data exists in both a Controller Lane and an Automation Track for the same parameter.

Record Destination on Conflict
When both Record and Write Automation (W) are enabled simultaneously, this sets where new CC data goes: MIDI Part (into the Controller Lane) or Automation Track.
Replace 1 — Part Range
The part's CC data takes priority within the part's time range. Outside the part, the automation track resumes. Abrupt switch at part borders.
Replace 2 — Last Value Continues
Like Replace 1 but smoother — the last CC value from the part is held until the automation track has an event to take over.
Average
The playback value is the average of both the part CC and the automation track CC at each point. Blends both sources.
Modulation
The automation track curve modulates the part's CC curve — higher automation values amplify the part data, lower values reduce it. Good for dynamic macro control over performance CC data.
Simplest approach: pick one system and stick to it per controller. Mod wheel performance data → Controller Lane (travels with the part, part of the performance). Filter cutoff sweeps that span the whole arrangement → Automation Track (set it and forget it at the project level).

Common MIDI CC Reference

CC#NameTypical Use
CC 1Mod WheelVibrato depth, filter sweep, expression layer switching
CC 2Breath ControllerWind instrument expression, dynamics
CC 7Channel VolumeOverall MIDI channel volume (use carefully — conflicts with MixConsole fader)
CC 10PanMIDI channel panning (coarse)
CC 11ExpressionDynamic shaping within a phrase — preferred over CC7 for real-time dynamics
CC 64Sustain PedalHold notes — always stored as Step (on/off)
CC 65Portamento On/OffEnable/disable glide between notes
CC 71Resonance (Filter Q)Filter resonance on many synths
CC 74Filter CutoffBrightness / filter frequency — widely supported
CC 91Reverb Send LevelReverb depth (General MIDI standard)
CC 93Chorus Send LevelChorus depth (General MIDI standard)
Cubase supports 128 standard CCs, 16,384 RPNs (Registered Parameter Numbers), and 16,384 NRPNs (Non-Registered Parameter Numbers). RPN/NRPN support was extended in v15 for MIDI 2.0 registered and assignable controllers.
21

Importing Audio

Getting audio into a Cubase project — whether stems from other sessions, ACE-processed vocal exports, drum samples, or reference tracks — follows a few different paths depending on the source.

Import Audio File (Main Method)

Procedure
  1. Select File > Import > Audio File (or drag a file directly from Finder into the Project Window).
  2. Locate and select your audio file. Supported formats: WAV, AIFF, FLAC, MP3, OGG, WMA (Mac: CAF, AIFF, WAV).
  3. The Import Options dialog appears — choose whether to copy the file into the project folder (recommended) or reference it from its current location.
  4. The file is placed on the selected track at the project cursor position. If no track is selected, a new Audio Track is created automatically.
  5. A clip is also added to the Pool for project-wide management.
Always copy files into the project folder on import. This keeps your project self-contained and prevents missing files when moving between systems.

Drag and Drop from Finder / File Browser

Drag an audio file from macOS Finder directly onto an existing track or into empty track space. If you drop into empty space, a new track is created. Snap is respected — if Snap is on, the file lands on the nearest grid position. Hold Shift while dragging onto an existing event to replace its clip.

For reimporting ACE-processed vocals: export from ACE as WAV, then drag back into Cubase onto a new Audio Track. Match the start position to your original vocal region using the Pool's Origin Time or by eye-lining up the waveform.

Import via the Pool

Open the Pool (Ctrl/Cmd-P or Project > Pool). Click the Import button on the toolbar to browse and import files directly into the Pool without immediately placing them on a track. From there, drag the clip to any track position, or use Media > Insert into Project. Good workflow for batch-importing stems when you want to audition and place them selectively.

Supported Compressed Formats

FormatNotes
WAV / AIFFPreferred — uncompressed, imported directly. No conversion.
FLACLossless compressed — imported directly, no conversion needed.
MP3Converted to WAV/AIFF on import. File in project folder will be significantly larger than the original MP3.
OGG VorbisConverted on import. Open source format, decent quality.
WMA (Windows only)Converted on import.

Sample Rate & Bit Depth Mismatch

If an imported file's sample rate differs from the project (e.g. importing a 44.1kHz file into a 48kHz project), Cubase will flag it and offer to convert it. Always accept the conversion to keep everything in sync. Bit depth mismatches are handled automatically — Cubase works internally at 32-bit float regardless of the source file's bit depth.

22

Hitpoints → MIDI (Rhythmic Audio to MIDI)

This is a different workflow from VariAudio (which extracts pitch from monophonic audio). Hitpoints detect transients in rhythmic audio — drum hits, percussion attacks, bass plucks — and place markers at each one. From those markers you can create MIDI notes, slices, and tempo information.

What It's For

Double/Replace Drums

Detect hits in a live drum recording → create MIDI notes → trigger a VST drum instrument alongside or instead of the audio.

Tempo Map from Audio

Detect the tempo of a freely-played piano or live recording → create a tempo track that matches the performance.

Slice to Grid

Slice a loop at hitpoints → stretch/warp each slice independently to match the project tempo. Foundation of loop-based production.

Creating MIDI Notes from Hitpoints

Procedure
  1. Double-click the audio event to open it in the Sample Editor.
  2. In the Sample Editor Inspector (left panel), open the Hitpoints section.
  3. Click Calculate Hitpoints. Cubase analyses the audio and places triangle markers at each detected transient.
  4. Adjust the Sensitivity slider — higher catches more transients (more MIDI notes), lower is more selective. Preview the hitpoint positions visually on the waveform.
  5. Manually add hitpoints with the Draw tool or remove false detections with the Erase tool if needed.
  6. Open the Create section in the Hitpoints inspector and click MIDI Notes.
  7. In the Convert Hitpoints to MIDI Notes dialog, set: Velocity Mode (Dynamic = follows peak levels, Fixed = all the same), Pitch (which note the MIDI triggers), Length, and Destination (new MIDI track or existing).
  8. Click OK. A MIDI part is created on a new or selected MIDI track with one note per hitpoint.
After creating MIDI notes, assign the MIDI track to Groove Agent SE or Superior Drummer 3. Set the pitch to match the kick, snare, or other drum sound you want triggered. This is how you reinforce a live drum recording with samples, or replace a click-tracked piano recording with a programmed synth pad on the same rhythm.

Velocity Mode — Dynamic vs. Fixed

Dynamic Velocity
MIDI note velocities are derived from the peak level of each detected transient — louder hits become higher velocity MIDI notes. Best for realistic drum triggering where you want the dynamics to match the original performance.
Fixed Velocity
All MIDI notes get the same velocity value regardless of the audio. Best when you're using the MIDI purely for rhythmic triggering and want to control dynamics separately via the synth or drum module.

Other Hitpoint Create Options

Create Slices
Cuts the audio event at every hitpoint position, creating independent audio slices that can be repositioned, pitch-shifted, or time-stretched individually. Foundation of AudioWarp tempo matching.
Create Regions
Creates named regions in the Pool at each hitpoint position — useful for exporting individual hits as samples.
Create Groove
Extracts the timing grid from the audio's hitpoints and makes it available as a Groove Quantize preset. This is how you "borrow" the groove feel from one recording and apply it to MIDI tracks. See the Quantize & Groove section.
Create Warp Markers
Places AudioWarp warp markers at each hitpoint — the starting point for manual tempo correction of free-time recordings.
23

The Pool

The Pool is Cubase's central file manager for all audio and video files in a project. Every audio event in your project references a clip in the Pool; every clip references a file on disk. Understanding the Pool prevents missing files, duplicate data, and project bloat.

Opening the Pool

Press Ctrl/Cmd-P, or go to Project > Pool, or Media > Open Pool Window. The Pool is organized into three top-level folders: Audio (all audio clips and regions), Video, and Trash (clips staged for deletion).

Key Columns

ColumnWhat It Shows
MediaClip/region name — click to rename. Renaming here also renames the file on disk.
UsedHow many times this clip appears in the project. Empty = unused.
StatusIcons: Record folder (•), Processed (P), Missing (?), External (E), Recently Recorded (star)
Musical ModeCheckbox — enable to tempo-match the clip to the project tempo via time stretching.
TempoThe clip's detected/assigned tempo. Shows ??? if unknown — enter it manually before enabling Musical Mode.
InfoSample rate, bit depth, channel count, duration.
PathFull path to the file on disk. Shows External if outside the project folder.

Essential Pool Operations

Find what a clip is used by
Select a clip → Media > Select in Project. All events in the Project Window that use this clip become selected.
Find which clip an event uses
Select an event in the Project Window → Audio > Find Selected in Pool. The clip is highlighted in the Pool.
Insert a Pool clip onto a track
Drag from the Pool into the Project Window — snap applies. Or select the clip → Media > Insert into Project to place at the cursor or origin time.
Remove unused clips
Media > Remove Unused Media → choose Trash (staged) or Remove from Pool (immediate, doesn't delete the file). Run this before archiving a project to clean up accumulated take files.
Permanently delete files from disk
Drag clips to the Trash folder → Media > Empty Trash → Erase. Permanent — cannot be undone. Only do this for files you're certain aren't used in other projects.
Fix missing files
Missing files show a ? in the Status column. Go to Media > Find Missing Files to locate and relink them. This happens when audio files are moved outside of Cubase.
Duplicate a clip (non-destructively)
Select a clip → Media > New Version. Creates a new edit version referencing the same audio file — no new file written to disk. Useful for applying different processing to the same source.
Never rename or move audio files in Finder/Explorer outside of Cubase. Always rename inside the Pool. Moving or renaming files externally breaks the project's references and generates missing file errors on next open.

Pool Record Folder

The record folder (indicated by the • icon in the Status column) is where new recordings are saved. By default it's the project's main Audio folder. You can create subfolders in the Pool and designate one as the record folder — useful for keeping vocal takes, synth recordings, and imported stems organized in separate subfolders.

To set a new record folder: right-click a Pool subfolder → Set as Record Folder.

24

Media Rack & MediaBay

The Media Rack is the right-zone panel for finding and loading sounds, presets, loops, and instruments without leaving the Project Window. MediaBay is the full standalone version with advanced search and database features.

Opening the Media Rack

Click Show/Hide Right Zone on the Project Window toolbar, then click the Media tab at the top of the right zone. The Home page shows tiles for each media type.

Home Page Tiles

TileWhat's Inside
VST InstrumentsAll installed VST instruments with preset browser. Drag onto track area to create a new Instrument Track.
VST EffectsAll installed VST effects. Drag onto a track's insert slot to load.
Loops & SamplesFactory and user audio/MIDI loops sorted by content set. Preview before loading.
PresetsTrack presets, strip presets, FX chain presets, Pattern presets.
User PresetsYour own saved presets — same categories but filtered to user-created content only.
FavoritesCustom folders you've added. Content auto-scanned into the database. Best way to add your own sample library folders.
File BrowserRaw file system browser — navigate directly to any folder on your drives.

Adding Your Sample Library as a Favorite

Procedure
  1. In the Media Rack, open the Favorites tile.
  2. Click Add Favorite.
  3. Navigate to your sample library folder (e.g. an external drive with your Splice downloads or custom samples) and select it.
  4. The folder is added as a tile. Cubase scans the content and adds it to the MediaBay database automatically.
  5. Click the Favorite tile to browse its contents in the Results list. Use the search bar to filter by name or attribute.

Previewing & Loading Media

Audition a file
Select any loop, sample, or preset in the Results list — it plays back automatically (if Auto Play is on) via the Previewer section. For audio loops, preview plays in sync with the project tempo if Musical Mode is active on the clip.
Load onto a track
Drag from the Results list directly onto a track or into empty track space. For instrument presets, drag onto an existing Instrument Track to load the preset into that instrument, or onto empty space to create a new track.
Search
Type in the search bar at the top of the Media Rack. Searches by filename by default. In the full MediaBay window (Media > Open MediaBay), you can filter by attributes — tempo, key, category, instrument type, etc.
For The Neon Dawn workflow: add your Triaz, Superior Drummer 3, and any external sample pack folders as Favorites. This makes all your drums and loops searchable from within Cubase without switching apps.
25

Arranger Track

The Arranger Track lets you define named sections of your song (Intro, Verse, Chorus, Bridge, Outro) and then play them back in any order you specify — including with repeats — without moving or copying a single event. It's non-destructive song structure experimentation.

Only one Arranger Track is allowed per project.

Setting Up

Procedure
  1. Add the Arranger Track: Project > Add Track > Arranger.
  2. Select the Draw tool and draw arranger events on the track spanning each song section. They're named A, B, C automatically.
  3. Double-click each event name on the info line to rename it (Intro, Verse, Chorus, etc.).
  4. Click Open Arranger Editor on the track (or in the Inspector).
  5. Activate Arranger Mode in the Editor toolbar.
  6. In the Arranger Events list (right panel), double-click events to add them to the Current Arranger Chain (left panel) in your desired playback order.
  7. Click in the Repeats column to set how many times each event plays.
  8. Press Play — Cubase plays the chain in order.

Working with Chains

Reorder events
Drag events up or down in the Current Arranger Chain list.
Add repeats
Click the Repeats column for an event and type a number. The Counter column shows which repetition is currently playing during playback.
Multiple chains
Click Create New Chain to save alternate arrangements (e.g. "Radio Edit" vs "Extended Mix" vs "Live Version"). Switch between them from the Select Active Chain menu.
Repeat Forever mode
Click the Mode column and select Repeat Forever for an event — it loops until you manually click the next event or stop. Useful for live performance or extended loop jamming.

Flattening to Linear Project

When you're happy with an arrangement and want to commit it to a normal linear timeline, click Flatten Chain in the Arranger Editor. This converts the arranger chain into actual events in the Project Window — copying and rearranging them as needed.

Flattening is semi-destructive — it may remove events from the project that don't appear in the chain. Always save a copy before flattening: File > Save New Version. The option Keep Arranger Track in Flatten Options lets you preserve the arranger track after flattening so you can refer back to the original structure.
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Chord Track

The Chord Track stores your song's harmonic structure as a series of chord events on the timeline. Once defined, it drives several powerful features: VariAudio pitch correction to match your key, Scale Assistant highlighting across all MIDI editors, MIDI tracks that automatically follow chord changes, and real-time live input transposition. Think of it as a harmonic skeleton for the whole project.

Adding the Chord Track and Creating Chord Events

Procedure
  1. Add the Chord Track: Project > Add Track > Chord Track. There can only be one.
  2. Select the Draw tool and click on the chord track at the start of each chord change. An undefined chord event named "X" is placed.
  3. Switch to the Object Selection tool and double-click a chord event to open the Chord Editor.
  4. Select a root note from the leftmost column (C, D, E...).
  5. Select a chord type (maj, min, dim, aug, sus...).
  6. Optionally add tensions (7, 9, 11, 13) and a separate bass note for slash chords.
  7. Press Tab or click Add Chord to move to the next undefined event and repeat.
Fastest method: click Activate MIDI Input in the Chord Editor and play a chord on your keyboard — Cubase detects and enters it automatically. Or type it: click Define Chord by Text Input and type e.g. Cmaj7, Fm9, Bb.

Chord Assistant — Finding the Next Chord

With a chord event selected, click Chord Assistant in the Chord Editor for three ways to get suggestions:

List Assistant
Suggests the next chord based on harmonic rules (cadences or common-note relationships). Select Cadence for traditional progression logic, Common Notes for smoother voice-leading suggestions.
Proximity Assistant
Shows suggested chords in a radial layout — closer to the reference chord = simpler, more expected. Further away = more surprising, complex. Click any suggestion to audition it.
Circle of Fifths
Interactive circle showing all 12 major chords (outer ring) and parallel minors (inner ring) with scale degree labels. Click any chord to try it. Right-click → Use as Origin to re-center the circle on a new key.

How the Chord Track Drives Other Features

VariAudio Scale Assistant
In the Sample Editor with VariAudio active, enable Use Chord Track in the Scale Assistant section. Vocal pitch segments are now color-coded against the current chord — out-of-key notes are visually flagged, and Quantize Pitches snaps them to chord tones. See the VariAudio section.
Key Editor Scale Assistant
The Key Editor's Scale Assistant can also follow the Chord Track — note display highlights notes that belong to the current chord as you step-input, making it easy to stay in key without memorizing scale shapes.
Follow Chord Track (MIDI Tracks)
In the Inspector for any MIDI or Instrument Track, open the Chords section and set Follow Chord Track to a mode. Cubase transposes the MIDI notes on that track to match each chord change. Modes: Chords & Scales (maintains intervals), Chords (maps to chord tones), Scales (maps to scale), Root Notes (bass tracks follow root), Voicings (maps to a voicing library).
Live Input
In the Chords Inspector section, set Live Input to Chords or Scales. Now any key you play on your MIDI keyboard is automatically transposed to fit the current chord or scale on the Chord Track — so you can play simple patterns and have Cubase voice them correctly without knowing the exact notes. Powerful for performance and sketching.

Creating a Chord Track from Existing MIDI

If you already have a MIDI chord part (e.g. a piano comping track), Cubase can extract a Chord Track from it: select the MIDI part → Project > Chord Track > Create Chord Events. The chord progression is analysed and populates the Chord Track automatically. Good for reverse-engineering the harmony of a finished sketch.

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Tempo Track

The Tempo Track controls your project's tempo over time — either as a fixed BPM or as a changing curve. For The Neon Dawn's electronic production, a fixed tempo is the norm. But for live piano recordings or any freely-played performance you want to sync to a grid afterward, the Tempo Track tools are essential.

Fixed Tempo vs. Tempo Track Mode

Fixed Tempo (default)
One constant BPM for the entire project. Set it in the Transport panel's tempo field. Everything syncs to this. The standard mode for programmed electronic music.
Tempo Track Mode
Allows different BPMs at different points on the timeline — gradual ramps, sudden changes, ritardandos. Activate via the Activate Tempo Track button on the Transport panel or inside the Tempo Track Editor.
If Tempo Track mode is on, only tracks set to Musical Time Base (the musical note icon in the track controls) follow tempo changes. Tracks set to Linear Time Base (clock icon) stay fixed to real time and drift relative to the music. Always check this for each track when working in tempo track mode.

Tempo Track Editor

Open with Ctrl/Cmd-T or Project > Tempo Track > Open Tempo Track Editor. The editor shows a curve display with BPM on the vertical axis and time on the horizontal axis.

Add a tempo event
Select the Draw tool and click in the curve display. Set the New Tempo Type (toolbar) to Ramp for gradual changes or Step for instant jumps.
Edit existing events
Select with the Object Selection tool. Drag up/down to change BPM, left/right to move in time. The info line shows the exact BPM and position.
Tempo Recording panel
Click Open Tempo Recording Panel on the toolbar to tap tempo in real time during playback — tap a key in rhythm and Cubase records those BPM changes as tempo events. Good for matching a free-tempo recording by feel.

Calculate Tempo from MIDI Events

If you recorded a MIDI performance (piano, pads) without a click track and now want to lock a grid to that performance:

Procedure
  1. Select the freely-recorded MIDI events or the entire MIDI part.
  2. Select MIDI > Functions > Calculate Tempo from MIDI Events.
  3. Cubase analyses the timing of the MIDI notes and generates a tempo curve in the Tempo Track Editor that follows the natural tempo of the performance.
  4. Activate Tempo Track mode — now the rest of your project (synths, drums, etc.) will follow the piano's natural tempo fluctuations.
This is the key workflow for recording live piano and then adding production around it — the grid bends to the performance rather than the performance being forced onto the grid. Record piano freely, calculate tempo, then layer drums and synths that lock to the resulting tempo map.

Time Signature Track

Displayed as a row above the tempo curve in the Tempo Track Editor. Click with the Draw tool to add time signature events. Use this when your song has a bar of 3/4 in the middle of otherwise 4/4 material, or when working with odd-meter sections. Time signature changes are instant (no ramp) — they always snap to bar lines.

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Cue Mixes (MixCubes & Headphone Mixes)

Cue mixes are discrete monitor mixes routed independently from the main mix — so you can send different balances to different outputs simultaneously. In your setup this covers routing audio to your MixCubes on a separate output from your main monitors, and potentially creating a dedicated vocal or piano headphone mix during recording.

Cue Mixes require the Control Room to be set up correctly with your Apollo's outputs properly mapped to Audio Connections. The Control Room section (Section 14 above) covers the prerequisite setup — make sure the MixCubes output is assigned as a Monitor Channel in Control Room, NOT as a Main Mix output.

MixCubes as a Monitor Channel

Your MixCubes should be set up as a second Monitor Channel in the Control Room (alongside your main monitors). In the Control Room panel, the Monitors section lets you switch between monitor sets with a single click — main monitors vs. MixCubes — or add keyboard shortcuts for instant switching.

Add MixCubes as a Monitor
  1. Open Studio > Audio Connections (F4) → click the Control Room tab.
  2. Click Add Channel → select Monitor.
  3. Name it "MixCubes" and assign it to the Apollo output pair connected to your MixCubes.
  4. In the Control Room panel (Monitors section), you can now switch between Monitor 1 (main monitors) and Monitor 2 (MixCubes) using the source selector buttons.
The Control Room level knob and Dim button affect whichever monitor is currently active — both monitor sets use the same master volume control. This means you can set MixCube listening levels relative to your main monitors without re-adjusting your Apollo console.

Cue Channels (Performer Headphone Mixes)

Up to 4 discrete Cue Channels can be created, each with its own independent mix. Every channel in the MixConsole gets a per-cue-channel send with level, pan, and pre/post-fader selection. This is how you send a vocalist a "more me" mix — more vocal, less drums — without touching the main mix.

Setting Up a Cue Channel
  1. In Studio > Audio Connections → Control Room tab → click Add ChannelCue.
  2. Assign the Cue Channel to an Apollo output (headphone output or a spare output pair).
  3. In the MixConsole, click Set up Window Layout → activate Cue Sends. A Cue Sends section appears below the fader section on each channel.
  4. For each track you want in the cue mix, activate its Cue Send for that cue channel and set the level independently.

Cue Send Options

Pre-fader vs. Post-fader
Pre-fader: the cue send level is independent of the main mix fader — moving the main fader doesn't affect the headphone mix. Best for recording sessions. Post-fader: cue mix follows the main mix fader. Use with caution.
Use Current Mix Levels
Right-click a Cue Channel in the Control Room → Use Current Mix Levels. Copies all current main mix fader levels to the cue sends and sets them pre-fader — instant starting point for a headphone mix that mirrors the main mix.
Change Cue Sends Levels (global adjust)
Select channels in MixConsole → right-click the Cue Channel → Change Cue Sends Levels → use Relative Mode to nudge all selected sends up or down together while preserving their relative balance. Useful when headroom is tight and the whole cue mix needs lowering.
Source selector (Mix / Ext / Cues)
In the Control Room cue channel controls, the source selector determines what the performer hears: Mix = a copy of the main stereo mix, Cues = the custom cue send mix you've built, Ext = an external input.

Metronome Click to Cue Only

In the Control Room cue channel section, there's an Activate Metronome Click button and a Click Level control per cue channel. Enable click for the performer's cue mix without it bleeding into the main mix or your studio monitors.

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Channel EQ

Every channel in the MixConsole has a built-in 4-band parametric EQ in the Channel Strip — no plugin slot needed, zero additional CPU cost. It's the first place to reach for basic tone-shaping on any track.

Accessing the Channel EQ

In the MixConsole, click Set up Window Layout → activate Channel Strip. The strip appears below the fader section. The EQ section is the second module from the top (labeled EQ with 4 band controls). Click the EQ section header to expand it. Alternatively, click Edit Channel Settings (the E button on any channel) to open the full Channel Settings window which shows the EQ curve display.

The 4 EQ Bands

BandDefault FreqAvailable Types
Band 1 (Low)~80 HzParametric, Low Shelf, High-Pass (Cut)
Band 2 (Low-Mid)~250 HzParametric only
Band 3 (High-Mid)~2.5 kHzParametric only
Band 4 (High)~10 kHzParametric, High Shelf, Low-Pass (Cut)

Each band has three controls: Gain (±24 dB cut or boost), Frequency (20 Hz – 20 kHz), and Q-Factor (bandwidth — higher Q = narrower, more surgical; lower Q = wider, more musical). Click the band's on/off button to enable it.

Band Types and When to Use Each

Parametric (Bell)
The default for bands 2 and 3. Boosts or cuts a bell-shaped frequency range around the center frequency. The width is controlled by Q. Use for: targeting problem resonances (narrow boost to find, narrow cut to remove), adding presence, taming harshness.
Low Shelf (Band 1)
Boosts or cuts all frequencies below the shelf frequency by a fixed amount. Gentler than a cut filter. Use for: adding or removing overall weight/warmth, controlling proximity effect on vocals.
High Shelf (Band 4)
Boosts or cuts all frequencies above the shelf frequency. Use for: adding air and brilliance (gentle high shelf boost around 10–16 kHz), taming harsh high-frequency content.
High-Pass Cut (Band 1)
Removes all content below the cutoff frequency. Essential for eliminating rumble, handling noise, sub-bass build-up on non-bass tracks. Use on virtually every track except kick and bass — typically 80–120 Hz on synths, 120–200 Hz on vocals.
Low-Pass Cut (Band 4)
Removes all content above the cutoff frequency. Use for: removing harshness and digital high-frequency artifacts, filtering synths for warmth, taming harsh room sound.

EQ in the Channel Settings Window

Click the E button on any MixConsole channel to open the full Channel Settings window. This shows a visual EQ curve display where you can click and drag nodes directly on the curve to adjust frequency, gain, and Q simultaneously. The curve display gives you a graphical overview of your EQ shape — much easier than working with the numeric controls in the strip alone.

Drag a node
Left/right = change frequency. Up/down = change gain.
Scroll on a node
Mouse wheel = adjust Q (bandwidth).
Bypass the whole EQ
Click the EQ Bypass button (the power icon on the EQ section header) to A/B your EQ against the unprocessed signal.
EQ Presets
Click the preset browser arrow in the EQ section header to save and load EQ settings. Save your vocal EQ shape as a preset and load it as a starting point on every vocal track.

Channel Strip EQ Position

The EQ can be positioned before or after the dynamics modules (gate, compressor) in the signal chain. Right-click the EQ section header → Move EQ > Pre Dynamics or Post Dynamics. EQ before compression is more common for most sources. EQ after compression is useful when you want the compressor to respond to the unprocessed tone.

Quick Reference — Common EQ Moves

SituationMove
Vocal — reduce boxinessNarrow cut 200–400 Hz, Q around 3–5
Vocal — add presenceGentle boost 2–4 kHz, Q around 1.5
Vocal — add airHigh shelf boost 10–16 kHz, +2–3 dB
Synth pad — remove mudHigh-pass cut Band 1 at 80–150 Hz
Synth lead — tame harshnessLow-pass cut Band 4 around 8–12 kHz, or narrow cut 3–5 kHz
Bass synth — tighten low endHigh-pass at 30–50 Hz to remove sub rumble, cut 200–400 Hz to reduce mud
Piano — remove proximity boomLow shelf cut around 150–200 Hz
Find a resonanceNarrow boost (high Q), sweep frequency slowly until the problem rings out, then flip to a cut
The Channel Strip EQ is great for broad strokes and corrective work. For more complex surgical EQ or mid-side processing, load Steinberg's Frequency plug-in as an insert — it's a 8-band EQ with mid-side capability, dynamic EQ modes per band, and a full visual interface.
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Export / Mixdown

Quick Audio Export (New v15)

File > Export > Quick Audio Export or toolbar button. No dialog. Auto-detects range from events (ignores locators). Outputs 24-bit WAV at project sample rate or MP3 at 256 kbps / 44.1 kHz. If an Arranger Chain is active, it defines the export range.

Export Audio Mixdown Dialog

File > Export > Audio Mixdown. Full control over all export parameters.

Single Channel
Export one output: Main Mix, a Group, an FX return, or any individual track.
Multiple Channels
Export several channels simultaneously, each to its own file. Use for stem exports. Filter with the Search Channel field.
Export Range
Locators (between L/R locator), Cycle Markers (each marker range = one file), or Arranger Chains (each chain = one file).
Export Queue
Add multiple export jobs with different settings. Run them all in one batch operation.
Naming Scheme
Auto-name files by channel name, date, or custom tokens via Set up Naming Scheme.

File Formats

FormatUseNotes
Wave (.wav)Master delivery, stems, archives24-bit for production; 16-bit for CD; 32-bit float for internal use
AIFF (.aif)Mac interchangeSame quality as WAV, different container
MP3Reference, sharing, streamingLossy. Use 320 kbps for best quality
FLACLossless archive, streaming mastersLossless compression — smaller than WAV
AAC / M4AApple ecosystem deliveryBetter than MP3 at equivalent bitrates

Stem Export

Procedure
  1. Set Left and Right Locators to cover the full project range.
  2. Open File > Export > Audio Mixdown.
  3. Switch to Multiple channel mode.
  4. Check the channels to export (Drums Group, Bass, Synths, Vocals, etc.).
  5. Set file location and naming scheme (use channel name token for auto-naming).
  6. Click Export. Each channel exports to its own file simultaneously.

Real-Time Export

Cubase automatically uses real-time export when external instruments or outboard effects are in the signal chain. The export plays back at normal speed so hardware can process audio. Plan for longer export times when hardware gear is involved.