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Freezing tracks in S1 with Softube CS1 system question

Hello Everyone,

I am recently using Studio One 7.2.1 along with Console One Fader and Console Mk3 controllers (latest updates). Computer is starting to get maxed out in a session and I need to preserve CPU: so I need to start bouncing tracks...

I am wondering what is the best practice solution to freezing tracks with the set-up? I assume the Console One plugin on the track to connect it to the hardware is looked at just like a chain of plugins: audio flows through the chain= Tape/EQ/Compression/out to DAW? Usually, when you freeze a track, it bounces the inserts and then prints that audio at the current plugins state, then turns off the plugins to preserve CPU. Does anyone know if Console One Mk3 system handles this well? If you turn off the plugin as an effect of the bouncing/freezing protocol, do I now lose my fader and pan pots control link to the hardware?

I am away from the studio right now, but I am really needing to figure this out ASAP! It is driving me crazy... Tried to search for the answer, but get only how to freeze audio, not including Console One Fader/Console usage. So, trying to ask here...

Thank you for any help or suggestions.

PS: It is bothering me because when using Console One system, I run into an issue where I already neither can use Studio Ones' Bus folders (they won't open when selected with the hardware...), nor VCA tracks (no insert slot for the plugin to go on a VCA track to connect it to the hardware in S1- ugh!....). I hope this is not another limitation to using this system, because I really love it and it is a joy to work with, mostly (still have not gotten my issue with it not being able to write automation in Studio One without dropping the connection randomly and often = unusable. Ableton Live works perfectly, but I do not want to use/mix in that. Studio One is so much more compelling!). Anyway, I digress...
 
Did a quick check - here's what I found. I only have the Mk3 controller, not the fader, but I'm sure the info is accurate.

When you freeze the track, the Console One plugin is no longer instantiated. So (as I expected), the Console One hardware no longer sees the channel.

BUT, just add a Console One plugin back on the track. You'll be back in business. As long as you don't have any of the sections enabled (i.e. make sure preamp, EQ, compressors, drive, etc are all disabled), the CPU load is really low.

If/when you unfreeze the track, that new Console One instance will be automatically removed prior to the restoration of the unfrozen plugins.
 
Thank you for doing this. Interesting: it is smart enough to remove the extra Console One plugin, but not enough to put a new one in when you freeze the track?...
 
To clarify, from Studio One's perspective, the Console One plugin is exactly the same as any other plugin - no different than any EQ or compressor. There is no special handling in Studio One for the Console plugin.

When you freeze, a track is rendered with the plugin processing and all plugins are removed. With the Console One plugin removed, the hardware can no longer "see" that track.

Unfreezing restores the track without plugin processing and restores the plugins (including the Console One). BUT... any plugins that were added after the track was rendered are removed first, including that Console One plugin you added after rendering.

Hope this makes sense.
 
Yes, this makes sense. Thank you!

So, in this light: if you commit to a state of things on a Console One channel then freeze it, and you want to keep adding/refining the audio in that track after the audio was frozen, you will need to buss that to another audio track and start with that previously worked audio - if you want to be able to go back and refine the original frozen track for some reason and retain the downstream changes, as well....

I think I have it, now. Thank you for the help.
 
No worries - happy to help!
 
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