hey guys,many months ago,I came across a thread in techtools with information relating to hotcues and parts of a song which people normally place hotcues.Ive been searching the entire forum over and over again but cant seem to find it.Anyone here kind enuf to point me in the right direction?Appreciate the help..
i place cue points on all breakdowns and the end of a breakdown. good places to put them for me. it lets me judge how long segments of the song are. im not sure if theres a dif. between cue markers (IE gird point or load point) form hotcues.
As a song is playing I don’t really jump around with cue points so I use them for a more basic utilitarian purpose. I set intro and outro loops so there’s two cues. Sometimes I use a secondary intro loop as well. I use the fade in and fade out markers to mark where vocals start and end. I very rarely use the load marker. If I can’t see from the wave form where certain things like breaks and stuff are I might set a cue point to mark where those are, but not always because I usually just know where they are.
Just to clarify, (not sure which way you meant it) there’s actually up to (i believe) 24 storable cues. Only 8 of them are “hotcues”, though, so you have the option of instantly jumping to any of them.
I use these 8 for big drops or breaks that I want to be able to jump to, or drums and key vocals for beat juggling. As for the rest of the “coldcues”, if you will, they’re placed at key points where there’s either a change in feel (verse/chorus transition), grids and load points, and saved loops for mix in/out points. I’ve also disabled the mix in/out markers, and I use them as a code for myself to signify good points to jump around in the song to make it shorter, or just keep the drive up by skipping a verse or 2.
On a similar note, anybody else miss the fact that you can’t click on a cue marker by hovering over it with the mouse in TP2? I remember in TP1 that you hovered over it, and instead of giving the measure difference count, it said “Cue”, and you could jump straight to it…
i generally have one for the basic bass/percussion, Start of a breakdown, end of a breakdown/first beat after, Clear vocals, cut up vocals. You could hot cue a drum, a hat, a vocal and a snare to really mess it up, For dub or progressive electro you could use hotcues to switch between wobbles/samples or electro build ups / rifts
My first hotcue is generally at the start, or where I will mix in from. 2nd is normally the break before the first build. 3rd is 4 beats before the drop, 4th is the actual drop. 5th is the start of the breakdown, 6th is 4 beats before 2nd drop, and 7th is the 2nd drop. And lastly, 8 is the start of the outro.
By visual aid I am thinking you could incororate by setting extra markers 32,16 etc.. beats before a break down or drop (you get the idea) to help with phase matching.
Only downside is they can not be deleted at random. where as the hotcues can.
As a few people have reiterated, there are only 8 HOTCUES. These are the 8 that are shown in the advanced view of the deck, and have mappable options for hardware. With Traktor Pro 2, I have not found a limit for how many non-hotcues you can set though, whether they are grids, regular cues, loops, fade-in/out, or loads…And when I say that I haven’t found a limit, I mean that I just kept hitting store until I got well over 50 cues on a track, then gave up, since I will NEVER need that many. Haha.