How do you arrange your cues? - Page 2
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  1. #11
    Tech Mentor Be-Ne-Dek's Avatar
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    Quote Originally Posted by dodge View Post
    I am definitely liking the extra 4 on kicks snares hats etc! Thats a sick idea!.. And I dont normally write the word "sick" to describe something. I have been thinking what I'd use the extra buttons on a launchpad for, and that is definitely it!
    Nice one man.
    haha glad i could help! its a lot of fun! you can also do some cool things with them, like, sometimes ill use my crossfader, and trigger the sample on the cue point, and move my crossfader as if i were scratching it, makes for a really cool effect
    All I have to do is play music, and make sure it is fist pumpin material.

  2. #12
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    I've got 6 cue points (well 7 if you count the gridmarker).
    1: Grid marker first beat of the track/were traktor drops it. This is locked and untouched/used I don't have it bound to any keys/buttons.
    2: opening/mix in loop
    3: first interesting bit of the track
    4 5 6: Loops or cues to show bits of the track and to juggle through
    7: Out loop, last decent sound on the track and a safety to give me time to mix in another track.

    6 is sometimes also used as a second out loop if a track has a long section that I don't find that interesting or that can't be mixed out into another track smoothly

  3. #13
    Tech Mentor Be-Ne-Dek's Avatar
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    Quote Originally Posted by Remote View Post
    I've got 6 cue points (well 7 if you count the gridmarker).
    1: Grid marker first beat of the track/were traktor drops it. This is locked and untouched/used I don't have it bound to any keys/buttons.
    2: opening/mix in loop
    3: first interesting bit of the track
    4 5 6: Loops or cues to show bits of the track and to juggle through
    7: Out loop, last decent sound on the track and a safety to give me time to mix in another track.

    6 is sometimes also used as a second out loop if a track has a long section that I don't find that interesting or that can't be mixed out into another track smoothly
    I'm liking the safety concept, i mean, we've all been there where a track almost played down and we had nothing ready to go :eek:
    All I have to do is play music, and make sure it is fist pumpin material.

  4. #14
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    Quote Originally Posted by Remote View Post
    I've got 6 cue points (well 7 if you count the gridmarker).
    1: Grid marker first beat of the track/were traktor drops it. This is locked and untouched/used I don't have it bound to any keys/buttons.
    When you say not bound, do you mean you have it on a cue number that isnt assigned to your controller? Thats what I do, grid marker for me is number 6 as I only have 5 hot cues.

    dunno about the cue to tell you when you're close to the end, thats the whole point of being able to see the whole wave form with a locator to tell you where you are in the track

  5. #15
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    Quote Originally Posted by dodge View Post
    When you say not bound, do you mean you have it on a cue number that isnt assigned to your controller? Thats what I do, grid marker for me is number 6 as I only have 5 hot cues.

    dunno about the cue to tell you when you're close to the end, thats the whole point of being able to see the whole wave form with a locator to tell you where you are in the track
    Yeah same concept here. I use hot cues 2 - 7 and have 1 reserved for the beatgrid, as it's the one traktor uses by default. I have a VCI-300 so I have 6 cue points per-deck but I start assigning at 2. This means if I load up a track I have beat-gridded/set up yet I can just drop cue points on the fly without messing with the beatgrid.

    I don't have a cue for track end warning I have a 8+ beat loop that is the last decent bit of the track this stops the track running into the trail off (either were the track fades away or drops to just beats) before I have time to mix in a new track. This also makes it easy to leave a beat or sound from the leaving track if your doing a long mix and want to keep it going.

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