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@freddiphin that's really useful and really interesting although I'm not quite sure what to think given @FMN-Music video further up the page which, if I'm understanding you correctly, came up with a different result.
Yes, that is what I'm saying. All my tests, including doing exactly what I see in that video, and BOTH the mixdowns with the altered start point of the cut, resulted in a perfectly silent playback when inverted.
i'm nterested to see, if your experience changes, when you turn snap off and use render ranges, that start off grid. Also use test-songtempos other than 120bpm. Since this seems to be mathematical issue, numbers that have same denominators in the bar/beats domain as in the time domain might mask calcualation errors.
"In digital audio workstations (DAWs) and music programming, 120 BPM is the "cleanest" possible tempo.
At 120 BPM, one beat is exactly 0.5 seconds (500ms).
Because 120 is a multiple of 60, many subdivisions result in clean integers or simple floating-point numbers.
Using "messy" tempos like 113.7 BPM or 141 BPM forces the software to handle repeating decimals (like 0.333...) or rounding offsets. If there is a bug in how the software calculates the relationship between "Musical Time" (Bars/Beats) and "Real Time" (Seconds), a clean tempo like 120 BPM might hide it because the math "just works out" by coincidence."
The thing that broke it for me was moving the start point of the tracks to be mixed down or moving the loop when selecting to mixdown just the loop. If you've just cut an audio track at various points then that's not the same test. I know that's what I said in one of my earlier posts (sorry) but that was a bit inconsistent. The thing that consistently didn't work was moving the track, or moving the loop selection (without having a timebase of frames) and then rendering.