Wave Editing
With Wave editing, you no longer edit the objects in the virtual project, but the audio files themselves stored on your hard disk. This type of audio editing is also called "destructive" or "offline" editing.
Audio objects refer to audio files that are open in the background. They refer to the audio data and contain working instructions on how to process this data, i.e. which audio data from the file to use and how to process it with effects.
In Sequoia, therefore, all simple editing of individual, finished audio files, such as shortening, cutting, mastering, in other words: the classic applications of a wave editor, can generally also be done in a virtual project. Load your audio file into a project, make the necessary edits to the object, and export the project back to an audio file.
For certain applications, however, it can still be faster and less complicated to edit the audio material directly: For example, if ready-mixed audio files are only to be shortened or recorded raw material is to be cut in advance, i.e. the audio material is to be deliberately changed on the hard disk in order to gain storage space and work more performantly with smaller files. The additional work steps: Creating a project, importing the file and final export are not required.
Also, for audio files used in a virtual project, it can sometimes be helpful to access the audio data directly. An example: you have made a recording, edited different takes together, and in the result you have a large number of objects accessing the same audio file. Now you discover a noise that affects the entire recording. You would now have to make edits to each object separately to eliminate the noise, if you were working purely virtual. At this point it is easier to directly process the audio file, e.g. with the FFT filter. After that all objects use the corrected material.
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