Logic 8 Bug

This is a minor issue I encountered but hope the the Apple Logic Techs fix it quick. When I have a High sample rate set for my song like 96K and When I go into my browser to search for Kicks or snares to drag into Ultrabeat, When I play the Kick or other sound from my browser they play at High Pitch instead of the Real way its supposed to sound. When I drag that High Pitch Kick from the browser to the ultrabeat sampler, From the Sampler they play the right way but from the browser they play at high pitch. I guess because those samples are at 44.1K and In Logic my song is at 96K but I'm sure that bug could be fixed. Because the whole point of hearing it from the browser is to see if thats the sound that you want to drag in to ultrabeat. Thanks and Let us know when its fixed.

i'm having the same problem with logic 8 and my motu 828.
when i play something thru input 3 (mono recording), it also plays thru input 2.
very strange.
i've tested the interface with Live and other apps without a problem.
it's definately a bug and i hope apple fixes it right away.

Similar Messages

  • I/O Error result code -36: Logic bug, or Mac OSX bug?

    Hello-
    I encountered a problem in Logic Pro 8 today that severely damaged one of my audio files in my session. I was working in the sample editor, and I went to copy and paste an audio fragment. When I tried to paste the audio, this error came up:
    "I/O Error, result code = -36"
    After that, the cursor turned into a black and white spinner, and the audio file that I was working with suddenly was altered in a way that somehow erased a portion of it in the song. I had to ability to undo, view the changes in the audio file, etc, etc. It was damaged irreversibly, and I had to end up re-recording that segment. Does anyone know why this happens, and is it a bug in Logic?
    BTW, I have over 500 gigs free on the external drive that I am recording to, and nothing has changed, hardware-wise on my system in over 6 months... Any help would be greatly appreciated.

    Adam Nitti wrote:
    Hello-
    I encountered a problem in Logic Pro 8 today that severely damaged one of my audio files in my session. I was working in the sample editor, and I went to copy and paste an audio fragment. When I tried to paste the audio, this error came up:
    "I/O Error, result code = -36"
    After that, the cursor turned into a black and white spinner, and the audio file that I was working with suddenly was altered in a way that somehow erased a portion of it in the song. I had to ability to undo, view the changes in the audio file, etc, etc. It was damaged irreversibly, and I had to end up re-recording that segment. Does anyone know why this happens, and is it a bug in Logic?
    BTW, I have over 500 gigs free on the external drive that I am recording to, and nothing has changed, hardware-wise on my system in over 6 months... Any help would be greatly appreciated.
    This sounds like one of two things that I have seen with this error :
    1.- your external hard drives' connection to the computer is not 100% stable (loose cable...dusty environment...)
    2.- Your audio device, is ti FireWire too? Is it daisy chained to this external hard drive? Maybe the order of the daisy chaining needs to be looked at.
    Cheers

  • Just another 10.4.9 Logic Bug...Is Apple listening?

    Now when you record an audio track and hit stop, the fade indicator in the left hand pane which is normally a 0 becomes an asterisk as if you have multiple audio files with multiple fades. This is the norm when you do have multiple audio files with multiple fades but not when you only have one audio file with NO fades. Way to go Apple, batting a thousand!

    omg, I lost exactly that very same nanosecond of sleep over it too! and I demand that nanosecond back, now! how dare they call this thing a pro app? if I add up all the picoseconds of sleep I've lost over these frankly unsurmountable bugs, I'd be entitled to a whole trillionth of my usual daily rate.
    but seriously. I hope people are learning a lesson here. every time a system update comes around, it's inevitably followed by an onslaught of posts in the following format:
    I was in the middle of project x which has a deadline in y number of days and now I did the update and I'm ruined. good one apple.
    well. the simplest of rules to follow is that if you have a project 'x' with a deadline 'y', then system updates can and should wait until after 'y'. at the end of the day, we are the professionals responsible for getting the work done, nobody else. if the machine is working, then don't mess with it till you have the time to backup (or even better, clone) your system and then carefully dedicate some time to doing an update. and even then, you should only do it after you've waited for the dust to settle, to make sure that there aren't any reports of big problems with the update, and after you've done the rounds of all your 3rd party plug in websites to make sure they haven't got big flashing warning signs all over their site screaming 'our plug ins aren't ready for system x.y.z yet!'.. or at the very least, they may have updates for you to get first.
    in the case of this OS update, it really does look like the only legit problem being reported so far is the new AU val causing some plug ins to fail validation. the cause seems to be only that developers knew this new AU val version was coming, but weren't expecting it till 10.5 leopard. so it's not a bug, nor a faulty update nor a bug-bomb dropped on us all by apple. all that is going to be required is an update to certain plug ins so that they pass validation again, because there was a spec change. and according to reports, there doesn't seem to be anything critically wrong with these plug ins either.. they just don't match the new spec so AU val deems them as failed. you can still open the validation app and force logic to use them, and then continue working as normal, until updates come out.

  • Logic bug ethernet network

    if you record to an ethernet network drive logic will not update fade files. I have tried everything to make it happen but the reality is that logic has a bug that doesnt allow you to play back fade files on a network drive. does anyone out there have a workaround/ I have just paid a whole bunch of cash to have logic record over the ethernet network and it doesnt work. is there a workaround?
    if anyone out there has an ethernet network please do a 'save as' with a project that has fades, copy it to the ethernet network drive and then close down your song and re open it from the network. it will give you an error message. fade files wont update.
    soem people say this is a permissions error but the songs play fine on every other type of drive. final cut pro will play from the network, itunes plays from the network. LOGIC will paly from the network but the FADE FILES wont update.
    Logic people, please give us an update. If the schools get a hold of this info they are not going to be too happy and Im $2500 into a ethernet network that logic cannot utilise.
    iseas anyone? i would love to see this bug fixed or a workaround so i can use my drive.

    hi matbd, I think the synology DS411j is a great system, it does what it said it would. The write speed is around 30mbs so that maybe a little slow for some people but the read speed for me is around 80mbs which is great. No matter which raid system you purchase, Logic will not update fade files and since my last post I realize that it also wont update freeze files.
    I dont think your workaround can work because I am not sure you can seperate the folder that the fade files write to from the audio files folder. When you record a song it puts everything in the same folder and Im not 'techy' enough to know how to seperate the different folders onto different drives. It may work if you can do it but im not sure how.
    http://www.logic-users-group.com/forums/
    I posted a message on this forum that ran quite some time. if you read it you will see the various responses I got.
    Lastly, I am going to copy one of my songs with a fade file onto the raid, then copy it back to a different local drive to see if it will ressurect the fade files when it goes back to a local drive. If it can do this then at least you can store the files on the raid without damaging the fades.
    i hope this answer was useful. if you hear anything else about this matter i would love to know what was said. have a fantastic day
    francis

  • AStar Search Logic (Bug)

    I have been working on a simple implementation of the A* Search Algorithm. I thought it was working, but apparently I didn't test it enough with different terrain movement costs (grass is easier to pass through than mountains, etc.). And now I'm wondering if my logic is even correct:
    loop through each waypoint:
        do until next waypoint is found:
            do for each adjacent node:
                if checked node is on the closed list:
                    if checked node is not on the open list:
                        make the checked node's parent = the current node
                        put the checked node on the open list
                        checked node g cost = parent node g cost + 1 (straight) or sqrt of 2 (diagonal)
                    if checked node is on the open list:
                        if the checked node's g cost < the parent node's g cost:
                            --------Should I do this next line?--------
                            switch the two nodes (in terms of parent)
                            checked node g cost = parent node g cost + 1 (straight) or sqrt of 2 (diagonal)
        let h cost = distance between current node and next waypoint
        let f cost = g cost + h cost
        make the current node the node with the lowest f cost
        put it on the closed list and remove it from the openI think that just about covers it.
    I can't seem to find good documentation on A*, so I tried several similar ways (particularly regarding the parent values), but none seem to work. The full source code can be found at http://students.hightechhigh.org/~dturnbull/11thGradeDP/Programming/AStar/AStar.zip (along with the Jar itself). A screenshot of the bug and the corresponding debug log can be found at http://students.hightechhigh.org/~dturnbull/11thGradeDP/Programming/AStar/Debug/.
    (In the screenshot, the other two paths should have the same f cost as going through the middle disregarding terrain cost. Why then, would it choose to go through the high movement cost terrain?)
    Can someone please point me in the right direction?

    First I'd like to say that, considering you're an 11th grade student, you really did a nice job! Your aplication looks nice and you have even commented your code with Javadoc standards.
    But now the criticism. ; )
    You have one big problem: your AStar class. It's far too big (almost 2000 lines!) and has far too much responsibility: it's handling events, the GUI, game logic, etc. Some of the methods are over 100 lines long(!), making them very hard to follow.
    It's best to create a non-GUI application first and when your game logic is done (and works), build a GUI around it [1].
    When creating a larger application, it can be helpfull to underline all nouns and verbs in the problem description: the nouns are your classes and the verbs are the methods from those classes.
    You could end up with these five classes:
    |                                                                      |
    | + TerrainType: enum                                                  |
    |______________________________________________________________________|
    |                                                                      |
    | - cost: int                                                          |
    | - passable: boolean                                                  |
    | - label: char                                                        |
    |______________________________________________________________________|
    |                                                                      |
    | -TerrainType(cost: int, passable: boolean, label: char) << constr >> |
    | + getCost(): int                                                     |
    | + isPassable(): boolean                                              |
    | + getLabel(): char                                                   |
    | + toString(): String                                                 |
    |______________________________________________________________________|
    |                                            |
    | + Coordinate                               |
    |____________________________________________|
    |                                            |
    | x: int                                     |
    | y: int                                     |
    | Direction: enum                            |
    |____________________________________________|
    |                                            |
    | + Coordinate(x: int, y: int): << constr >> |
    | + distance(that: Coordinate): int          |
    | + equals(o: Object): boolean               |
    | + get(direction: Direction): Coordinate    |
    | + toString(): String                       |
    |____________________________________________|
    |                                                  |
    | + Tile                                           |
    |__________________________________________________|
    |                                                  |
    | - coordinate: Coordinate                         |
    | - terrainType: TerrainType                       |
    |__________________________________________________|
    |                                                  |
    | + Tile(x: int, y: int, type: char): << constr >> |
    | + equals(o: Object): boolean                     |
    | + getCoordinate(): Coordinate                    |
    | + getTerrainType(): TerrainType                  |
    | + hashCode(): int                                |
    | + toString(): String                             |
    |__________________________________________________|
    |                                       |
    | + Path                                |
    |_______________________________________|
    |                                       |
    | - tiles: List<Tile>                   |
    | - end: Coordinate                     |
    | - cost: int                           |
    | - estimate: int                       |
    |_______________________________________|
    |                                       |
    | + Path(end: Coordinate): << constr >> |
    | + Path(that: Path): << constr >>      |
    | + add(tile: Tile): void               |
    | + compareTo(that: Path): int          |
    | + contains(tile: Tile): boolean       |
    | + getLastTile(): Tile                 |
    | + reachedEndCoordinate(): boolean     |
    | + toString(): String                  |
    |_______________________________________|
    |                                                               |
    | + Grid                                                        |
    |_______________________________________________________________|
    |                                                               |
    | - grid: Tile[][]                                              |
    | - width: int                                                  |
    | - height: int                                                 |
    |_______________________________________________________________|
    |                                                               |
    | + Grid(width: int, height: int, data: String[]): << constr >> |
    | + findPath(start: Coordinate, end: Coordinate): Path          |
    | + getNeighbours(tile: Tile): List<Tile>                       |
    | + getTile(c: Coordinate): Tile                                |
    | - processData(data: String[]): void                           |
    | + toString(): String                                          |
    |_______________________________________________________________|Note that the TerrainType is an enum [2].
    I used the following data for the grid:// 'b'=brick, 'X'=building, 'm'=mud, '.'=dummy
    String[] data = {
        "bbbbbbbbbbbbbbbb",
        "bXXXXbXXXXXXXXXb",
        "bX..XbX.......Xb",
        "bX..XbX.......Xb",
        "bX..XbX.......Xb",
        "bX..XbX.......Xb",
        "bX..XbX.......Xb",
        "bX..XbX.......Xb",
        "bX..XmX.......Xb",
        "bX..XmX.......Xb",
        "bX..XbX.......Xb",
        "bX..XbX.......Xb",
        "bX..XbX.......Xb",
        "bX..XbX.......Xb",
        "bXXXXbXXXXXXXXXb",
        "bbbbbbbbbbbbbbbb"
    }And the algorithm in the Grid class for finding a 'cheapest' path between two points (the A* algorithm) could be written as:public Path findPath(Coordinate start, Coordinate end) {
      Queue<Path> allPaths = new PriorityQueue<Path>();
      Set<Tile> visited = new HashSet<Tile>();
      Path firstPath = new Path(end);
      firstPath.add(getTile(start));
      allPaths.offer(firstPath);
      visited.add(getTile(start));
      while(!allPaths.isEmpty()) {
        Path cheapestPath = allPaths.poll();
        Tile lastTile = cheapestPath.getLastTile();
        List<Tile> neighbours = getNeighbours(lastTile);
        for(Tile tile : neighbours) {
          if(visited.add(tile)) {
            Path copy = new Path(cheapestPath);
            copy.add(tile);
            allPaths.add(copy);
            if(copy.reachedEndCoordinate()) return copy;
      return null;
    }Due to the fact that all paths are stored in a PriorityQueue, I always get the cheapest path. Of course the Path class needs to implement the Comparable interface in order to let the PriorityQueue order the paths correctly [3].
    So, I'm sorry I cannot help you with the bug in your code, but perhaps this is of help to you.
    Good luck.
    [1] Google for "MVC pattern".
    [2] If you're new to enum's, read this tutorial: http://java.sun.com/docs/books/tutorial/java/javaOO/enum.html
    [3] This tutorial explain how to do that: http://java.sun.com/docs/books/tutorial/collections/interfaces/order.html

  • Logic Bugs and upgrades

    [ Edited by Apple Discussions Moderator; Please start a new topic about your technical issue. ]
    I just bought Logic. Will I have to buy upgrades in the future in order to get BUG fixes?? How can a company sell a product that does not work properly and is defective? I am hoping this is not the case.......

    This forum is so full of general complaining about Logic that I can't help thinking why those people bought Logic in the first place - surely there are other applications to use for those people. If somebody feels that Logic is so buggy that he/she needs an urge to complain and complain, I wish they would go ahead and change to some other program.
    I do understand that in this kind of user's forum the problems arise and that's OK when there are specified problems and (hopefully) solutions. I'm just so tired about general complaining.
    OK, I got it of my chest and now I can continue to do music with my favorite tool - Logic...

  • Possible Logic bug or defective user?

    hello
    hope you're all having happy holidays
    wondered if anyone had come across a bug in logic whereby you set up an external audio instrument track fired using a midi track, then after recording said good audio... all your tracks except the one you recorded won't play? Ive checked nothing is solo'd, nothing is muted, master is up but still getting no levels on play, it's like the new track is still solo'd, but no indicator to say so..
    I have a back up of my project that seems to be playing ok before I did the audio recording, but going to have to re-do a bunch of processing if I can't figure out what's happened. if anyone could suggest a numpty button i may have overlooked that may have been pressed, that would be most good.
    ttfn
    Ju
    08 Jan:The Fusion Project @ White Horse, Tiverton
    26 Feb:Underground @ Hole In The Wall, Exeter
    03 Apr:Underground @ Inn On The Square, Barnstaple

    Something is soloed that you can't see, Paul, when they flash like that. Do this:
    unsolo all of them. Go into the mixer. Select 'all' in the upper right hand side. This will show you channel strips you might not have known you even had. One of them will be soloed. Unsolo it.
    That shows you the principle. Next time, if you just hold "option-shift" and click a solo (solos all), then still holding "option-shift" click again to unsolo all.

  • Human Logic Bug help me!!!!

    hai friends
    see the code and help me
    boolean human=null;
    public boolean testHuman()
    if(notlieing)
    human=true;
    else{
    human=false
    return human;
    when i run this program with various human being it alaways return null
    if my logic is wrong then
    how i know whether a human is telling the truth or not....using java program.
    help me with source code...
    thanks in advance.

    Firstly,
    - don't get what your condition (notlieing) is supposed to do (not that it would be too important)
    - do you really intend to use GLOBAL variables (or the concept of that) for returned values????
    How about:public boolean testHuman() { return(notlieing);}
    human = testHuman();- anyway, what I really think your problem is:
    boolean has by default only two possible values (true, false). Of course, to allow comparison to null, one of them must equal (its representation) to null (I think it's false), therefore, I assume that your condition (notlieing) simply always fails. The other possibility would be that you don't give all details.

  • Logic Bug need getting rid of

    protected int block(int indexOne, int indexTwo)     //to determine the win value if blocking
      {                         //return 0 if the move is a block, -1 if block failed
        int[][] tempBoard = new int[3][3];
        int winValue;
        for(int i = 0; i < 3 ; i++)
          for(int b = 0; b < 3; b++)
            tempBoard[i] = ticTacToeBoard;
    tempBoard[indexOne][indexTwo] = 2;
    for(int i = 0; i < 8; i++)
    int one = tempBoard[winGameChecks[i][0][0]][winGameChecks[i][0][1]];
    int two = tempBoard[winGameChecks[i][1][0]][winGameChecks[i][1][1]];
    int three = tempBoard[winGameChecks[i][2][0]][winGameChecks[i][2][1]];
    if(one != 0 && one == 1 && two == 1 && three == 2)
    {return 0;}
    if(one != 0 && three == 1 && two == 1 && one == 2)
    {return 0;}
    if(one != 0 && one == 1 && three == 1 && two == 2)
    {return 0;}
    return -1;
    Part of my tic tac toe program, Ive narrowed down my logic problem to here. I am using a minimax algorithm and the block method is the only one that can set the my winValue for the minimax to 0, after the first 2 times this thing is called, it does what its supposed to do and check for the positions that a computer can use to block, now a problem arises when the third time it is called, all my winValues for all the moves are set to 0 and the computer doesn't think like it should and just makes a random move, same thing happens with moves beyond 3. The block method is called through a forloop and is called the same was it is called the first 2 times so it has to be somewhere in the method itself where the error is occurring. If someone can help point it out, Id be most appreciative. Ill look on my own as well and see if I can find it

    it goes to see if it can find a win and if it can a -1 appears as the win value of that move
    I have a tree worth of nodes which each hold a different move, to determine the effectiveness of that node, the winvalue is determine for each node first then chosen in the order of negative numbers to positive numbers. The computer doesn't know which move to take yet, so it makes a children worth of nodes which contains all the possible moves the computer can make. It assigns each a winValue and it takes the -1 if there is one. Then it takes the 0 if there is one and then it takes the +1 if there is one. If there is more than one of each, a random number is generated and a random one is picked. The problem is that when 2 X's are adjacent, the winValue for everything that should be a +1 or a 0 is turned into a 0 and when the computer really should block, it picks a random move instead since all the winvalues become 0.

  • Logic bug with osx 10.6.7

    ok after the update of osx, logic(9.1.3) doesn't create the audio waves track preview when i record some audio stuff
    here is a pic
    http://img24.imageshack.us/i/schermata20110409a15340.png/
    as you can see there is no wave preview , that track is a guitar track recording, the sound is ok but NO PREVIEW
    some solution?

    Have you tried *Options>Audio>Refresh Overview(s)* ?

  • Another logic bug

    I knew the B word would make you look. This is either a bug or im doing this wrong. I just imported an audio region into apple loops via what I think is the proper method. 1) click on region to be imported 2) region menu - add to apple loops library 3) fill in appropriate tag info...
    when i call up the loop it does NOT work as an apple loop.
    It plays only at the original tempo.
    Is this not how to import loops?
    is this not what the apple loop utility is for??

    Did you select "One-Shot" in the utility app.?

  • "Warning! Not Enough Memory!" A bug in Logic 7.1?

    Hello,
    I seem to have discovered a bug in my Logic 7.1, and would like to see if this is a system specific bug, or a bug in everyones Logic. It seems to occur in the Matrix editor which results in the error ""Warning! Not enough memory! This operation cannot be undone" and follows with the mysterious deletion of random parts, and totally corrupts the file, preventing me from doing any further MIDI edits or even undo the mysterious deleated parts!
    Here is how I discovered it. I selected two separate audio instrument tracks (violin and viola) and opened them in the matrix editor. To see both parts at once, I double clicked on the background, resulting in viewing all possible MIDI parts. I then selected from the "show selected regions only" from the view menu to isolate the violin and viola parts. I then copied some notes from the violin part and then double clicked on the viola part and attempted to paste the violin information I copied to the viola part. However, the information would not paste for some reason, so I decided to simply draw in the new notes, and BAM, the error message "Warning! Not enough memory" occurs.
    I have been able to replicate this error on my own system on a few occasions, but it doesn't always seem to happen which is strange. I may be able to get around it by making sure I double click and isolate the part I want to copy first, before isolating where I want to copy it to, however I need to test this idea out more often to make sure. In the mean time I have tried "reorganizing memory" in logic, repairing permissions and running all maintenance scripts, Re-installed the OS 10.3.9 update (just incase something didn't install correctly), ran apple "hardware test" in which everything passed, and trashed and rebuild my preferences, and I'm still able to create this error.
    I do feel something is wrong here, I was wondering if anyone may be willing to try to duplicate this on their system, just so I can be sure there is a Logic bug, or maybe there is something wrong with my personal setup. (MANY weird things have been happening lately, such as corrupted key commands in my preference files).
    Thanks in advance for your help!
    -Jon

    Thanks for your comments Rohan. The reason this post was relatively clear headed is because I already went through my "freak out" process earlier that week! But thanks for your comments. I did try to make this post as clear as possible, in the hopes that others could potentially get the same "buggy" results. I guess the problem seems to stem from something bigger then how I arrived at it, but from what I've found researching it, the matrix editor does seem to play a consistent part.
    Maybe we should send a quick note to apple, asking them to keep an eye out for this bug?
    In answer to your specific questions, the size of my file before the error was 468KB, and the file after I saved the error is 544KB. Not a big enough difference to raise flags, as the error file does contain a few more seconds of music, some different parts, etc. The song itself is only 32 bars long @ 103bpm, and the total bars is set to 266. At the current tempo, the song would end at around 7min, much shorter then an hour. For the record, I have done many longer, more memory and CPU intensive pieces and experienced no such problems (except for the need to freeze a few tracks). For example, I recently scored a film that was heavy in Atmosphere, VSL, and Stormdrum, and ran an uncompressed film file and no problem. Now that I think of it, perhaps it could be an EXS problem even? For those who have experienced this error, were you editing a EXS part?
    As for the Key commands problem, I will have to do more research and testing once I upgrade my system. I dont mind loosing my current key commands and preferences and starting again. In fact, I think I can do a better job customizing Logic now that I have a better idea of what it can do. However, if this seems to be a consistent problem, then I may not do too much customizing yet
    Thanks again for the post Rohan. I hope everything runs soother in Tiger after a clean install. Any quick tips for optimal Tiger setups?
    -Jon

  • Logic "Scroll in Play" Display Bug

    Logic is exhibiting a mild yet very annoying display bug. I first reported it on Jan. 12, 2010 here:
    http://discussions.apple.com/message.jspa?messageID=10892868#10892868
    I am still plagued by this problem on my 8-core, 3GHz Mac Pro. I was about to purchase a new video card hoping that would cure it. Now, however, after trying it on a different Mac (dual core iMac), I was able to reproduce the problem. It's a Logic bug; not a problem with my hardware.
    The problem, specifically, occurs when "Scroll in Play" is enabled and a multi-track tune is played (I'm using all MIDI tracks). Every so often (perhaps every 10 bars), some artifacts appear on the display. They appear to be image fragments that were somehow improperly reproduced. Below is an example.
    Note that part of the bar number is improperly reproduced. Now, I have seen this bug on both a Mac Pro and a dual-core iMac. I certainly would like to see this problem fixed.

    Pete_in_Denver wrote:
    Erik -
    I have noticed this most while tracking/recording (and not editing) - is there a way around that? Frankly, it FEELS like a bug - I turn it on, it turns itself off again - REPEAT.
    Thaks for the response by the way!
    You're welcome, Pete.
    What I meant is: the turning-off-when-editing is by design, the turning-off-when-touching-nothing is a bug, and the only thing that works for me is to zoom out the affected window a little.

  • Logic Pro 5.1 ch plugin subwoofer channel bug report

    hello,
    I had found out that Native Instruments absynth 5.1 ch synthesize sofware , which in stand alone mode
    outputs the subwoofer channel audio properly, does not output subwoofer channel audio in Logig Pro surround
    plugin in 64 bit mode.
    I contacted  Native Instruments about this and after a certain time, they say that they did deeper invstigation
    and found out that it is the Logic bug.
    I just don't know how to bug report to the apple, so I put this here.
    Please confirm and fix it.

    The crashed thread (7) mentions logic's preferences file. (com.apple.logic.pro). Drag it to the desktop (so you can reclaim you key commands if it works) and restart logic. Logic will create a new preferences file. Worth a try..

  • 8.0.2 horrendous bug still exists!!!!!!!!!!!!!

    The effects and sample caching bug is horrendous in my opinion. It's been there for years. It wastes huge amounts of my time. While there are some things you can do to minimize these glitches, there are NO 100% reliable work arounds. If you work in Logic and want a professional result you absolutely must listen to the finished bounce very carefully for glitches. These glitches come in many forms and will often times only be noticed after you receive the finished product from the mastering house.
    The main culprits are:
    1. Reverb and delay tails. If you have reverb or delay on a track and you stop playback and move your position, the reverb or delay will begin where it left off.
    2. Samples. For example I often replace kicks and snares with samples. When I go to start a bounce random samples will play at the beginning of the track.
    3. Clicks from compressor and EQ plug ins. These are less obvious, but generally mastering brings them out loud and clear after it's too late.
    Keep in mind that these glitches don't generally happen until a split second before a region starts. That means it is very common for them to happen in the middle of the song. Starting and stopping playback a few times does NOT completely clear the cache.
    It's a total craps shoot and the most embarrassing, time wasting aspect of Logic.
    I really wish I could trust Logic to give me a bounce that is exactly "as expected."
    I just sent a bug report... I encourage you all to do the same. They are obviously working on stuff and I think it's our responsibility to make it a priority for them.
    http://www.apple.com/feedback/logicpro.html

    Hi Rohan,
    I meant to begin my last post "with all due respect". I read you all the time, you are always well informed, plus you came up with the 8.02 key command fix/discovery..
    Rohan Stevenson1 wrote:
    hi pancentre,
    no mate that's not correct re logic flushing the buffer. that is actually my point - it can't, not the way the audio engine is designed - god, but my memory is sketchy on this - i remember getting the ins and outs of this a long time ago...
    Right, I understand exactly what you're saying, this is indeed the way Logic works... my point was it's an archaic system that was devised at a time when computers had 1/1000th the processing power we have now. There's no need for such great efficiency, plugins can be kept partially active, this is how 9 out of 10 DAWs flush the buffers, the plugin is always active to some extent.
    one of the things that makes logic efficient is the way it handles plugs - it doesn't process them the whole time - only when there is sound to process.
    Agreed, see above. I think this is related to a couple of Logic's other quirks.
    Efficiency in one area is causing less efficiency in other areas, the overload messages. What happens when a song is playing and it comes upon three regions with a couple of space designers and an instance sculpture? Instead of these plugs being partially active and using a little processor, they all become active at once and often cause a spike... ie; system overload or other kind of glitch.
    it is the 3rd party plugs that have to flush its own audio buffer - its not something logic can effect without changing the way it works to become much less efficient.
    but if you were to call it a 'logic bug' then i would find it hard to disagree with you:
    Well, I guess it's hard to say but it seems like Apple came up with a workaround for Logic's behaviour and then asked everyone else to do the same. Until Apple version 7.xx Logic's plugins used to do the reverb tails and all other manner of little tics & glitches.
    There's still a couple of Logic's plugs that aren't all the way compliant.
    pancenter-

  • Logic crashing whenever I do more than one audio to score or trasposition

    Wonder if anybody else is having this issue. I'm on OSX 10.7.4 2.66 ghz c2d intel MBP with 8gb ram. Using Logic Pro 9.1.7.
    If I use audio to score the first time it works fine, but after that Logic bugs out and none of my hot keys work (command+S no longer saves, command+0 no longer opens the event list, etc). Other than that it works, but if I try to audio to score again, when I finish it will crash. Usually the screen flashes white first. Sometimes I have to force quit, sometimes it just completely vanishes.
    The same thing will happen if I am using Function>Transorm on the event list.
    Would really love to know if this is happening to other people. I don't know how to revert back to an older version of logic (I downloaded an earlier one, but when I try to run it it tells me there is a newer version already installed). I have multiple songs that need to have audio to score done 5ish times, and transposition the same, and I have to restart logic between each time because it will crash if I don't.  Blah.
    Process:         Logic Pro [3455]
    Path:            /Applications/Logic Pro.app/Contents/MacOS/Logic Pro
    Identifier:      com.apple.logic.pro
    Version:         9.1.7 (1700.57)
    Build Info:      Logic-17005700~2
    App Item ID:     459578486
    App External ID: 6130764
    Code Type:       X86 (Native)
    Parent Process:  launchd [134]
    Date/Time:       2012-05-29 18:42:56.051 -0700
    OS Version:      Mac OS X 10.7.4 (11E53)
    Report Version:  9
    Interval Since Last Report:          283153 sec
    Crashes Since Last Report:           7
    Per-App Interval Since Last Report:  175724 sec
    Per-App Crashes Since Last Report:   7
    Anonymous UUID:                      B92ABCBC-674D-4525-B7BA-E89BACD392E6
    Crashed Thread:  0  Dispatch queue: com.apple.main-thread
    Exception Type:  EXC_BREAKPOINT (SIGABRT)
    Exception Codes: 0x0000000000000002, 0x0000000000000000
    Application Specific Information:
    objc[3455]: garbage collection is OFF
    abort() called
    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
    0   libsystem_kernel.dylib                  0x9ce699c6 __pthread_kill + 10
    1   libsystem_c.dylib                       0x92822f78 pthread_kill + 106
    2   libsystem_c.dylib                       0x92813ce3 __abort + 198
    3   libsystem_c.dylib                       0x92813c1d abort + 231
    4   com.apple.logic.pro                     0x003e50c9 std::ostream& TraceOutContainer<CEvs>(std::ostream&, CEvs, char const*, int) + 3839577
    5   libsystem_c.dylib                       0x9287859b _sigtramp + 43
    6   com.apple.CoreFoundation                0x90231db1 __HALT + 1
    7   com.apple.CoreFoundation                0x9014512f CFBasicHashFindBucket + 1679
    8   com.apple.CoreFoundation                0x90144a87 CFDictionaryGetValue + 135
    9   com.apple.CoreFoundation                0x90188e54 CFBundleCopyLocalizedString + 1668
    10  com.apple.Foundation                    0x96f61d25 -[NSBundle localizedStringForKey:value:table:] + 72
    11  com.apple.logic.pro                     0x0056b6e3 std::ostream& TraceOutContainer<CEvs>(std::ostream&, CEvs, char const*, int) + 5438579
    12  com.apple.logic.pro                     0x001caac1 std::ostream& TraceOutContainer<CEvs>(std::ostream&, CEvs, char const*, int) + 1634385
    13  com.apple.logic.pro                     0x00407b7a std::ostream& TraceOutContainer<CEvs>(std::ostream&, CEvs, char const*, int) + 3981578
    14  com.apple.logic.pro                     0x0055f768 std::ostream& TraceOutContainer<CEvs>(std::ostream&, CEvs, char const*, int) + 5389560
    15  com.apple.logic.pro                     0x007189a4 std::ostream& TraceOutContainer<CEvs>(std::ostream&, CEvs, char const*, int) + 7196468
    16  com.apple.CoreFoundation                0x901ddd11 -[NSObject performSelector:withObject:] + 65
    17  com.apple.AppKit                        0x9975386f -[NSApplication sendAction:to:from:] + 232
    18  com.apple.prokit                        0x00fd1f9d -[NSProApplication sendAction:to:from:] + 118
    19  com.apple.logic.pro                     0x005f72fa std::ostream& TraceOutContainer<CEvs>(std::ostream&, CEvs, char const*, int) + 6011018
    20  com.apple.AppKit                        0x99846e43 -[NSMenuItem _corePerformAction] + 536
    21  com.apple.AppKit                        0x99846ac0 -[NSCarbonMenuImpl performActionWithHighlightingForItemAtIndex:] + 171
    22  com.apple.AppKit                        0x99846149 -[NSMenu _performActionWithHighlightingForItemAtIndex:sendAccessibilityNotification:] + 79
    23  com.apple.AppKit                        0x99b21fcb -[NSMenu performActionForItemAtIndex:] + 65
    24  com.apple.AppKit                        0x99b21ffe -[NSMenu _internalPerformActionForItemAtIndex:] + 45
    25  com.apple.AppKit                        0x99b2622f -[NSMenuItem _internalPerformActionThroughMenuIfPossible] + 106
    26  com.apple.AppKit                        0x9998c78c -[NSCarbonMenuImpl _carbonCommandProcessEvent:handlerCallRef:] + 172
    27  com.apple.AppKit                        0x997bc446 NSSLMMenuEventHandler + 452
    28  com.apple.HIToolbox                     0x9658cdec _InvokeEventHandlerUPP(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*, long (*)(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*)) + 36
    29  com.apple.HIToolbox                     0x964084f3 _ZL23DispatchEventToHandlersP14EventTargetRecP14OpaqueEventRefP14HandlerCallRec + 1602
    30  com.apple.HIToolbox                     0x96407970 _ZL30SendEventToEventTargetInternalP14OpaqueEventRefP20OpaqueEventTargetRefP14H andlerCallRec + 482
    31  com.apple.HIToolbox                     0x9641c755 SendEventToEventTarget + 76
    32  com.apple.HIToolbox                     0x9658d2b0 _ZL18SendHICommandEventmPK9HICommandmmhPKvP20OpaqueEventTargetRefS5_PP14OpaqueE ventRef + 482
    33  com.apple.HIToolbox                     0x9658d31a SendMenuCommandWithContextAndModifiers + 70
    34  com.apple.HIToolbox                     0x965f8b61 SendMenuItemSelectedEvent + 275
    35  com.apple.HIToolbox                     0x96458f2d _ZL19FinishMenuSelectionP13SelectionDataP10MenuResultS2_ + 129
    36  com.apple.HIToolbox                     0x965e8926 _ZL19PopUpMenuSelectCoreP8MenuData5PointdS1_tjPK4RecttmS4_S4_PK10__CFStringPP13 OpaqueMenuRefPt + 1898
    37  com.apple.HIToolbox                     0x965e8bf4 _HandlePopUpMenuSelection7 + 639
    38  com.apple.AppKit                        0x9998fbbe _NSSLMPopUpCarbonMenu3 + 4532
    39  com.apple.AppKit                        0x99db4c84 _NSPopUpCarbonMenu3 + 107
    40  com.apple.AppKit                        0x9998d870 -[NSCarbonMenuImpl popUpMenu:atLocation:width:forView:withSelectedItem:withFont:withFlags:withOpti ons:] + 425
    41  com.apple.prokit                        0x0106d1ba -[NSProCarbonMenuImpl popUpMenu:atLocation:width:forView:withSelectedItem:withFont:withFlags:withOpti ons:] + 398
    42  com.apple.prokit                        0x010671c8 -[NSProSegmentedCell _presentMenu:forSegment:location:] + 356
    43  com.apple.prokit                        0x0106705c -[NSProSegmentedCell _trackMenuForSegment:] + 246
    44  com.apple.prokit                        0x01066f5f -[NSProSegmentedCell _trackSelectedItemMenu] + 57
    45  com.apple.AppKit                        0x99751dd2 -[NSSegmentedCell trackMouse:inRect:ofView:untilMouseUp:] + 1444
    46  com.apple.prokit                        0x01067f13 -[NSProSegmentedCell trackMouse:inRect:ofView:untilMouseUp:] + 376
    47  com.apple.AppKit                        0x9975144f -[NSControl mouseDown:] + 943
    48  com.apple.AppKit                        0x9971afc5 -[NSWindow sendEvent:] + 7533
    49  com.apple.prokit                        0x00ff6cc8 -[NSProWindow sendEvent:] + 257
    50  com.apple.logic.pro                     0x007c71f3 std::ostream& TraceOutContainer<CEvs>(std::ostream&, CEvs, char const*, int) + 7911299
    51  com.apple.AppKit                        0x996b4163 -[NSApplication sendEvent:] + 4788
    52  com.apple.prokit                        0x00fcfbdf -[NSProApplication sendEvent:] + 2043
    53  com.apple.logic.pro                     0x0061312d std::ostream& TraceOutContainer<CEvs>(std::ostream&, CEvs, char const*, int) + 6125245
    54  com.apple.AppKit                        0x99645d11 -[NSApplication run] + 1007
    55  com.apple.prokit                        0x00fd242b NSProApplicationMain + 439
    56  com.apple.logic.pro                     0x0002b1c5 DummyConnection::DummyConnection() + 193
    Thread 1:: Dispatch queue: com.apple.libdispatch-manager
    0   libsystem_kernel.dylib                  0x9ce6a90a kevent + 10
    1   libdispatch.dylib                       0x91525e10 _dispatch_mgr_invoke + 969
    2   libdispatch.dylib                       0x9152485f _dispatch_mgr_thread + 53
    Thread 2:: com.apple.NSURLConnectionLoader
    0   libsystem_kernel.dylib                  0x9ce67c22 mach_msg_trap + 10
    1   libsystem_kernel.dylib                  0x9ce671f6 mach_msg + 70
    2   com.apple.CoreFoundation                0x901759da __CFRunLoopServiceMachPort + 170
    3   com.apple.CoreFoundation                0x9017eb04 __CFRunLoopRun + 1428
    4   com.apple.CoreFoundation                0x9017e1dc CFRunLoopRunSpecific + 332
    5   com.apple.CoreFoundation                0x9017e088 CFRunLoopRunInMode + 120
    6   com.apple.Foundation                    0x96f850c4 +[NSURLConnection(NSURLConnectionReallyInternal) _resourceLoadLoop:] + 378
    7   com.apple.Foundation                    0x96f78e25 -[NSThread main] + 45
    8   com.apple.Foundation                    0x96f78dd5 __NSThread__main__ + 1582
    9   libsystem_c.dylib                       0x92820ed9 _pthread_start + 335
    10  libsystem_c.dylib                       0x928246de thread_start + 34
    Thread 3:: com.apple.CFSocket.private
    0   libsystem_kernel.dylib                  0x9ce69b42 __select + 10
    1   com.apple.CoreFoundation                0x901cce15 __CFSocketManager + 1557
    2   libsystem_c.dylib                       0x92820ed9 _pthread_start + 335
    3   libsystem_c.dylib                       0x928246de thread_start + 34
    Thread 4:
    0   libsystem_kernel.dylib                  0x9ce6983e __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x92824e21 _pthread_cond_wait + 827
    2   libsystem_c.dylib                       0x927d542c pthread_cond_wait$UNIX2003 + 71
    3   com.apogee.DuetPlugIn                   0x0f1e834f apogeeDriverPlugInMessageQueue::WaitForNextMessageInList() + 57
    4   com.apogee.DuetPlugIn                   0x0f1e8616 ClientBiDirConnection::HandlePropertyChanges() + 28
    5   com.apogee.DuetPlugIn                   0x0f1e88dc PthreadHandlingPropertyChanges(void*) + 21
    6   libsystem_c.dylib                       0x92820ed9 _pthread_start + 335
    7   libsystem_c.dylib                       0x928246de thread_start + 34
    Thread 5:
    0   libsystem_kernel.dylib                  0x9ce6983e __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x92824e21 _pthread_cond_wait + 827
    2   libsystem_c.dylib                       0x927d542c pthread_cond_wait$UNIX2003 + 71
    3   com.apogee.DuetPlugIn                   0x0f1e7fcc MessageTX::TXThread() + 118
    4   com.apogee.DuetPlugIn                   0x0f1e8266 TransmitThread(void*) + 21
    5   libsystem_c.dylib                       0x92820ed9 _pthread_start + 335
    6   libsystem_c.dylib                       0x928246de thread_start + 34
    Thread 6:
    0   libsystem_kernel.dylib                  0x9ce69a9a __recvfrom + 10
    1   libsystem_c.dylib                       0x927d54a2 recv$UNIX2003 + 54
    2   com.apogee.DuetPlugIn                   0x0f1e8c65 ClientBiDirLocalSocketConnection::ReceiveData(void*, int) + 53
    3   com.apogee.DuetPlugIn                   0x0f1e7489 MessageRX::RXThread() + 193
    4   com.apogee.DuetPlugIn                   0x0f1e7973 ReceiveThread(void*) + 21
    5   libsystem_c.dylib                       0x92820ed9 _pthread_start + 335
    6   libsystem_c.dylib                       0x928246de thread_start + 34
    Thread 7:
    0   libsystem_kernel.dylib                  0x9ce67c22 mach_msg_trap + 10
    1   libsystem_kernel.dylib                  0x9ce671f6 mach_msg + 70
    2   com.apple.CoreFoundation                0x901759da __CFRunLoopServiceMachPort + 170
    3   com.apple.CoreFoundation                0x9017eb04 __CFRunLoopRun + 1428
    4   com.apple.CoreFoundation                0x9017e1dc CFRunLoopRunSpecific + 332
    5   com.apple.CoreFoundation                0x9018ef01 CFRunLoopRun + 129
    6   com.apple.DVCPROHDMuxer                 0x0f56a98f AVS::DestroyAVCDeviceController(AVS::AVCDeviceController*) + 317
    7   libsystem_c.dylib                       0x92820ed9 _pthread_start + 335
    8   libsystem_c.dylib                       0x928246de thread_start + 34
    Thread 8:
    0   libsystem_kernel.dylib                  0x9ce6983e __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x92824e21 _pthread_cond_wait + 827
    2   libsystem_c.dylib                       0x927d542c pthread_cond_wait$UNIX2003 + 71
    3   com.apple.music.apps.MAAudioEngine          0x02b4b899 MDFileIOThread_IsBusy + 3593
    4   libsystem_c.dylib                       0x92820ed9 _pthread_start + 335
    5   libsystem_c.dylib                       0x928246de thread_start + 34
    Thread 9:
    0   libsystem_kernel.dylib                  0x9ce67c22 mach_msg_trap + 10
    1   libsystem_kernel.dylib                  0x9ce671f6 mach_msg + 70
    2   com.apple.audio.midi.CoreMIDI           0x01390f67 XServerMachPort::ReceiveMessage(int&, void*, int&) + 101
    3   com.apple.audio.midi.CoreMIDI           0x013b3f5b MIDIProcess::RunMIDIInThread() + 259
    4   com.apple.audio.midi.CoreMIDI           0x013b48e2 MIDIProcess::MIDIInPortThread::Run() + 24
    5   com.apple.audio.midi.CoreMIDI           0x0139253b XThread::RunHelper(void*) + 17
    6   com.apple.audio.midi.CoreMIDI           0x01391f05 CAPThread::Entry(CAPThread*) + 123
    7   libsystem_c.dylib                       0x92820ed9 _pthread_start + 335
    8   libsystem_c.dylib                       0x928246de thread_start + 34
    Thread 10:
    0   libsystem_kernel.dylib                  0x9ce6983e __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x92824e78 _pthread_cond_wait + 914
    2   libsystem_c.dylib                       0x92824f7b pthread_cond_timedwait_relative_np + 47
    3   com.apple.CoreServices.CarbonCore          0x9351d3a7 TSWaitOnConditionTimedRelative + 178
    4   com.apple.CoreServices.CarbonCore          0x9351d11d TSWaitOnSemaphoreCommon + 490
    5   com.apple.CoreServices.CarbonCore          0x9351cf2e TSWaitOnSemaphoreRelative + 24
    6   com.apple.CoreServices.CarbonCore          0x93592398 TimerThread + 292
    7   libsystem_c.dylib                       0x92820ed9 _pthread_start + 335
    8   libsystem_c.dylib                       0x928246de thread_start + 34
    Thread 11:
    0   libsystem_kernel.dylib                  0x9ce6a02e __workq_kernreturn + 10
    1   libsystem_c.dylib                       0x92822ccf _pthread_wqthread + 773
    2   libsystem_c.dylib                       0x928246fe start_wqthread + 30
    Thread 12:
    0   libsystem_kernel.dylib                  0x9ce6a02e __workq_kernreturn + 10
    1   libsystem_c.dylib                       0x92822ccf _pthread_wqthread + 773
    2   libsystem_c.dylib                       0x928246fe start_wqthread + 30
    Thread 13:
    0   libsystem_kernel.dylib                  0x9ce6a02e __workq_kernreturn + 10
    1   libsystem_c.dylib                       0x92822ccf _pthread_wqthread + 773
    2   libsystem_c.dylib                       0x928246fe start_wqthread + 30
    Thread 14:: com.apple.appkit-heartbeat
    0   libsystem_kernel.dylib                  0x9ce69bb2 __semwait_signal + 10
    1   libsystem_c.dylib                       0x927d57b9 nanosleep$UNIX2003 + 187
    2   libsystem_c.dylib                       0x927d5558 usleep$UNIX2003 + 60
    3   com.apple.AppKit                        0x9988e816 -[NSUIHeartBeat _heartBeatThread:] + 2399
    4   com.apple.Foundation                    0x96f78e25 -[NSThread main] + 45
    5   com.apple.Foundation                    0x96f78dd5 __NSThread__main__ + 1582
    6   libsystem_c.dylib                       0x92820ed9 _pthread_start + 335
    7   libsystem_c.dylib                       0x928246de thread_start + 34
    Thread 0 crashed with X86 Thread State (32-bit):
      eax: 0x00000000  ebx: 0x00000000  ecx: 0xbfffdcbc  edx: 0x9ce699c6
      edi: 0xac2a52c0  esi: 0x00000006  ebp: 0xbfffdcd8  esp: 0xbfffdcbc
       ss: 0x00000023  efl: 0x00000246  eip: 0x9ce699c6   cs: 0x0000000b
       ds: 0x00000023   es: 0x00000023   fs: 0x00000000   gs: 0x0000000f
      cr2: 0x0183a000
    Logical CPU: 0
    Binary Images:
        0x1000 -   0xbe7ff7  com.apple.logic.pro (9.1.7 - 1700.57) <5F56E15A-9720-AE07-31BF-AD616FF0803C> /Applications/Logic Pro.app/Contents/MacOS/Logic Pro
      0xe81000 -   0xe9ffef  com.apple.XSKey (1.0.0 - 52) <71B94F53-15DB-9012-91F2-211F7C2CD790> /Library/Frameworks/XSKey.framework/Versions/A/XSKey
      0xeae000 -   0xee1fe7  com.apple.music.apps.MAAudioUnitSupport (9.1.7 - 233.39) <ABF83631-4841-7F96-B672-89D824152C56> /Applications/Logic Pro.app/Contents/Frameworks/MAAudioUnitSupport.framework/Versions/A/MAAudioUnit Support
      0xef0000 -   0xf21ff3  com.apple.musicaudiodataservices (1.1 - 250.92) <11E60B69-F34E-72B0-DC8E-BC23B4D9D949> /Applications/Logic Pro.app/Contents/Frameworks/MAAssetSharing.framework/Versions/A/MAAssetSharing
      0xf31000 -   0xf33fff  com.apple.ExceptionHandling (1.5 - 10) <6CA9446C-7EF9-35EE-BDF2-AA8D51E93E9E> /System/Library/Frameworks/ExceptionHandling.framework/Versions/A/ExceptionHand ling
      0xf39000 -   0xf97ff3  com.apple.music.apps.MALoopManagement (9.1.7 - 218.94) <F762B969-271F-3F4D-87E7-277129D40801> /Applications/Logic Pro.app/Contents/Frameworks/MALoopManagement.framework/Versions/A/MALoopManagem ent
      0xfaf000 -  0x11d7ff7  com.apple.prokit (7.2.2 - 1817) <CB7DEEA0-A70C-397B-87B6-6787DACEDAB1> /System/Library/PrivateFrameworks/ProKit.framework/Versions/A/ProKit
    0x12e4000 -  0x135ffff  com.apple.music.apps.MACore (9.1.7 - 477.48) <D5C25B6D-62D4-B642-F42C-5FBA37B4D171> /Applications/Logic Pro.app/Contents/Frameworks/MACore.framework/Versions/A/MACore
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    0x95a5f000 - 0x95a8eff7  libsystem_info.dylib (??? - ???) <37640811-445B-3BB7-9934-A7C99848250D> /usr/lib/system/libsystem_info.dylib
    0x95a8f000 - 0x95ba0ff7  libJP2.dylib (??? - ???) <845C74F4-1074-3983-945F-EB669538CAA9> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ ImageIO.framework/Versions/A/Resources/libJP2.dylib
    0x95ba1000 - 0x95ba5fff  libGIF.dylib (??? - ???) <A6F1ACAE-7B9B-3B3F-A54A-ED4004EA1D85> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ ImageIO.framework/Versions/A/Resources/libGIF.dylib
    0x95ba6000 - 0x95bb4fff  com.apple.opengl (1.7.7 - 1.7.7) <2D362F15-5EA6-37B6-9BCB-58F2C599ACDA> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
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    0x95c20000 - 0x95c40ff7  com.apple.RemoteViewServices (1.4 - 44.1) <1F831750-1E77-3013-B1A6-0DF528623790> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/Remot eViewServices
    0x95c41000 - 0x95c75ff8  libssl.0.9.8.dylib (44.0.0 - compatibility 0.9.8) <567E922C-E64F-321B-9A47-6B18BF481625> /usr/lib/libssl.0.9.8.dylib
    0x95c76000 - 0x95cacff4  com.apple.LDAPFramework (3.2 - 120.2) <39DF72E3-CDAF-33CC-B2DA-67B8891A5CFF> /System/Library/Frameworks/LDAP.framework/Versions/A/LDAP
    0x95cad000 - 0x95cadfff  com.apple.Accelerate.vecLib (3.7 - vecLib 3.7) <22997C20-BEB7-301D-86C5-5BFB3B06D212> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.fr amework/Versions/A/vecLib
    0x95cae000 - 0x95cb9fff  libkxld.dylib (??? - ???) <D8ED88D0-7153-3514-9927-AF15A12261A5> /usr/lib/system/libkxld.dylib
    0x95cbc000 - 0x95d1effb  com.apple.datadetectorscore (3.0 - 179.4) <3A418498-C189-37A1-9B86-F0ECB33AD91C> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDe tectorsCore
    0x95d1f000 - 0x95d29ff2  com.apple.audio.SoundManager (3.9.4.1 - 3.9.4.1) <2A089CE8-9760-3F0F-B77D-29A78940EA17> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.f ramework/Versions/A/CarbonSound
    0x95d2a000 - 0x95d2cff7  libdyld.dylib (195.5.0 - compatibility 1.0.0) <637660EA-8D12-3B79-B644-041FEADC9C33> /usr/lib/system/libdyld.dylib
    0x95d2d000 - 0x95da8ffb  com.apple.ApplicationServices.ATS (317.11.0 - ???) <42238C8B-C93F-3369-A500-EC0F10EB2C80> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ ATS.framework/Versions/A/ATS
    0x95da9000 - 0x961abff6  libLAPACK.dylib (??? - ???) <00BE0221-8564-3F87-9F6B-8A910CF2F141> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.fr amework/Versions/A/libLAPACK.dylib
    0x961ac000 - 0x961acfff  com.apple.vecLib (3.7 - vecLib 3.7) <8CCF99BF-A4B7-3C01-9219-B83D2AE5F82A> /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib

    Have you tried assigning a different key command to open the list?  I don't know if you're using an "O" or a zero but an "O" might be a problem.  Just a shot in the dark but in any case I do know that sometimes key command comflicts or non-assignments can give a white screen flash. 
    You'd have nothing to lose by assigning a new key command.  I don't have Logic open now but I think you get to Key Commands by clicking "Settings" tab up at top left.  If not that, it's in Preferences.  When there use the search function to find "list", select your exact function from the choices,  and then use the automatic "learn function" at the right to type in a new key or key combo. Worth a shot. Also, we should all be exporting a copy of our key commands to dropbox or some other drive for safe keeping.
    Cheers,
    -moto
    Message was edited by: Motomuso

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