Do your arpeggiators behave oddly?

Does anybody else find they need time to kick in. Is this considered normal for Logic?
Also, can anyone explain how to record bussed channels. In Pro Tools, its simply a matter of changing the I/O on the channels but how does it work in Logic? Must I always bounce or freeze then raid the freeze folder? And why can I only bounce up to 24 bits but the freeze files are 32?
Thanks. I used to come to this forum alot under a different alias. This is my first post in a while cause I just really have to know how others are doing these tasks.
ken

Ken,
The arpeggiator is definitely not "smart" in that it would have trouble interpreting particular chords. So we can rule that out.
Quantized notes, or notes played even slightly ahead of the beat (but not so ahead that they fall on a quantize point) should be played by the arpeggiator just fine. You didn't specify how much of a delay there was, so I can't comment on the possibilty of there being a timing issue with respect to when you played notes and when the arpeggiator "wants to see" the notes.
You might also want to insure that notes do not overlap in your arpeggiator's source track. There are several commands that address note overlapping in the various editors.
I'd suggest doing a test: play a simple chord progression of whole notes which include some common notes between chords. Look in the Matrix Editor, for example, and make sure the notes are quantized to beat 1 of each bar and that the note lengths don't exceed 1 bar in length (in fact, make them about 10 ticks shy of a full bar). Run the arpeggiator and see how it all plays down. If there are no problems, then increase the length of the notes by a few ticks and see what the "tolerance" of the arpeggiator is to handling overlapping notes.
Bouncing: You can use the menu-based Bounce command without having to do anything special if the sound you're playing is routed to outputs 1/2. But in general, when you want to bounce the output of a buss, you perform the bounce from the output object (where you'll find a bounce button), not the buss itself. So get your sound all set up, make sure all elements are going to the same output (any output) and perform your bounce from there.

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