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12-24-2014, 02:27 PM
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#41
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Human being with feelings
Join Date: Jul 2009
Location: Wellington
Posts: 4,622
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Quote:
Originally Posted by spk77
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ta spk77, wish me luck
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12-24-2014, 02:54 PM
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#42
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Moderator
Join Date: Aug 2007
Location: Caracas, Venezuela
Posts: 8,676
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Quote:
Originally Posted by spk77
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Holy cow! That's incredible! I do that manually with per-take envelopes so this would be awesome for my workflow... Yeah, I need to read about all this Lua/EEL/ReaScript/Sorcery stuff soon... very soon!
__________________
Pressure is what turns coal into diamonds - Michael a.k.a. Runaway
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12-25-2014, 02:31 AM
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#43
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Human being with feelings
Join Date: Jul 2006
Location: Paris, France
Posts: 499
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Hello
I was thinking : is it possible to use Reascript headlessly ? I mean, can I setup a (headless) server on AWS and automatically create a project, insert tracks, media items and FX, then render the project without any GUI ?
Merry Christmas
Geoffroy
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12-25-2014, 04:01 AM
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#44
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Human being with feelings
Join Date: Feb 2007
Location: Oulu, Finland
Posts: 8,062
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Quote:
Originally Posted by geoffroy
Hello
I was thinking : is it possible to use Reascript headlessly ? I mean, can I setup a (headless) server on AWS and automatically create a project, insert tracks, media items and FX, then render the project without any GUI ?
Merry Christmas
Geoffroy
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ReaScript requires a running Reaper instance (with GUI and all) to be used.
However, to do what you describe to a degree, you could generate a .rpp file directly with a suitable scripting language like Python and then call Reaper with some command line options that allow opening a rpp file and then render it to an audio file. This will likely require GUI facilities to be available too. (The Reaper GUI appears when it does renders this way, so I will assume the GUI is mandatory.)
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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12-25-2014, 04:02 AM
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#45
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Human being with feelings
Join Date: Jul 2013
Posts: 121
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How would I go about talking to my natve c++ application from reaper in lua?
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12-25-2014, 04:12 AM
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#46
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Human being with feelings
Join Date: Feb 2007
Location: Oulu, Finland
Posts: 8,062
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Quote:
Originally Posted by mete0r
How would I go about talking to my natve c++ application from reaper in lua?
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This would depend on if the implementation of Lua in Reaper allows you to use OS facilities like writing/reading files, shared memory or network sockets. It would at the moment appear these are not available but maybe Schwa can clear that up.
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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12-25-2014, 04:39 AM
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#47
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Human being with feelings
Join Date: Jul 2013
Posts: 121
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I think files work (maybe?):
Code:
function testFiles(fname)
test = io.open(fname, "r")
if test then
test.close()
return "yay\n"
else
return ";_;\n"
end
end
reaper.ShowConsoleMsg(testFiles("non-existent file"))
reaper.ShowConsoleMsg(testFiles("/home/mete0r/.wine/drive_c/users/mete0r/Application Data/REAPER/Scripts/lel.lua"))
reaper.ShowConsoleMsg(testFiles("C:/users/mete0r/Application Data/REAPER/Scripts/lel.lua"))
reaper.ShowConsoleMsg(testFiles("file.lua"))
-- THIS MAKES REAPER CRASH ON MY MACHINE
--pwdHandle = io.popen("cd", "rw")
--reaper.ShowConsoleMsg(pwdHandle.read("*all"))
--pwdHandle.close()
prints
io.popen seems to make reaper crash on my machine, but I'm on linux so I'm not sure if that's the problem. I should make a virtual machine to experiment a bit.
EDIT: my code was wrong, you can't pass rw to popen, with just r it works: http://lua-users.org/lists/lua-l/2007-10/msg00189.html
Last edited by mete0r; 12-25-2014 at 06:43 AM.
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12-25-2014, 10:46 AM
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#48
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Human being with feelings
Join Date: Jul 2006
Location: Paris, France
Posts: 499
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Quote:
Originally Posted by Xenakios
generate a .rpp file directly with a suitable scripting language like Python and then call Reaper with some command line options that allow opening a rpp file and then render it to an audio file.
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Thanks Xenakios !
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12-25-2014, 11:13 AM
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#49
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,239
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Just seeing the small item_fft.lua example makes me wonder and seeing the possibilities.
It would be great to have a lua script that can be "docked" inserted in any walter element of the theme. Not just as a docked window. For example create a small rectangle space embedded inside the MCP track in the mixer window, defined by the theme with new walter variables. Insert small lua scripts there to make RMS meters! Or even Loudness EBUR128 meters!
if not.. a single dockable large window with all tracks with RMS metering would be nice too.
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12-26-2014, 05:36 PM
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#50
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Human being with feelings
Join Date: Feb 2007
Location: Oulu, Finland
Posts: 8,062
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Anybody yet tried doing plain boring reusable GUI elements like buttons and sliders with Lua and the gfx_ stuff?
I am going to attempt that soon but if anybody already has something, it'd be interesting to see that...
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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12-26-2014, 06:11 PM
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#51
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Human being with feelings
Join Date: Jan 2008
Location: Vancouver, BC
Posts: 3,793
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Quote:
Originally Posted by schwa
...I was working on a script that will represent a significant new feature, which will be released as part of 5.0, and be indistinguishable from functionality coded natively in REAPER. Because, really, it is functionality coded natively in REAPER, with identical access to the internals of REAPER, including access to track audio and MIDI.
I really think that the combination of Lua's ease of use, and improvements to REAPER's API, will open up an almost unlimited world of creative possibilities.
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Will it be possible with the new scripting abilities of V5 to add functionality to Reaper "plugins"?
I'm curious because I requested some Media Explorer improvements on the SWS tracker and was told it couldn't be done because the Media Explorer is not a core part of the program, but a plugin making it inaccessible to the SWS extension...
__________________
FRs: v5 Media Explorer Requests, Global Quantization, Session View
Win10 Pro 64-bit, Reaper 6(x64), AMD 3950x, Aorus X570 Master, 64GB DDR4 3600, PowerColor Red Devil 5700XT, EVO 970 2TB, 10TB HD, Define R6
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12-27-2014, 03:10 AM
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#52
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Human being with feelings
Join Date: Feb 2011
Posts: 159
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Quote:
Originally Posted by Xenakios
Anybody yet tried doing plain boring reusable GUI elements like buttons and sliders with Lua and the gfx_ stuff?
I am going to attempt that soon but if anybody already has something, it'd be interesting to see that...
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Would it be possible to get something like https://github.com/mkottman/lqt working with reapers lua?
I tried, but of course it didn't work. It was expecting lua51.dll because it was built for 5.1.
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12-27-2014, 07:08 AM
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#53
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Human being with feelings
Join Date: Feb 2007
Location: Oulu, Finland
Posts: 8,062
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Quote:
Originally Posted by kuus0
Would it be possible to get something like https://github.com/mkottman/lqt working with reapers lua?
I tried, but of course it didn't work. It was expecting lua51.dll because it was built for 5.1.
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I think using things like that isn't going to play well with Reaper...I think it will be necessary to write a GUI library from scratch using the Reaper gfx_ APIs. However, now that I've worked for a couple of hours on that, it doesn't seem too hard to accomplish...
In this I already have multiple instances of Lua "objects" and mouse hit testing as well as mouse wheel working :
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
Last edited by Xenakios; 12-27-2014 at 07:14 AM.
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12-28-2014, 01:19 PM
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#54
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Human being with feelings
Join Date: Aug 2012
Location: Finland
Posts: 2,668
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Testing...
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12-28-2014, 02:30 PM
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#55
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Human being with feelings
Join Date: Aug 2012
Location: Finland
Posts: 2,668
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I wonder what would be the best or easiest way to implement a class in Lua?
I just copy/pasted the code below the Implementation of class() from this article: http://lua-users.org/wiki/SimpleLuaClasses
...then I made a "Button class":
Code:
local Button = class(
function(btn,x1,y1,w,h,state_count,state,visual_state,lbl)
btn.x1 = x1
btn.y1 = y1
btn.w = w
btn.h = h
btn.x2 = x1+w
btn.y2 = y1+h
btn.state = state
btn.state_count = state_count
btn.vis_state = visual_state
btn.label = lbl
btn.mouse_state = 0
end
)
-- get current state
function Button:get_state()
return self.state
end
.
.
.
function Button:draw(x1, y1, w, h, button_label)
mouse state tests and other messy code here
.
.
end
...created new instances
Code:
btn1 = Button(10,10,50,20,4,0,0,"Button1")
btn2 = Button(10,btn1.y2+10,50,20,1,0,0,"Button2")
btn3 = Button(10,100,50,20,4,0,0,"Button3")
...and finally draw the buttons in the "main function"
Code:
function run()
.
.
.
btn1:draw(btn1.x1, btn1.y1, btn1.w, btn1.h, "Button1")
btn2:draw(btn2.x1, btn2.y1, btn2.w, btn2.h, "Button2")
btn3:draw(btn3.x1, btn3.y1, btn3.w, btn3.h, "Button3")
.
.
.
gfx.update();
if gfx.getchar() >= 0 then reaper.defer(run) end
end
Does this make any sense ?
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12-28-2014, 04:09 PM
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#56
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Human being with feelings
Join Date: Nov 2010
Posts: 2,436
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All these updates to IDE are great, but unfortunately some of use can't even try it properly.
This thing is starting to get serious so it would be nice if basics were sorted.
Quote:
Originally Posted by Breeder
While you're working on JS editor, can you please help your international users:
JS editor doesn't differentiate between ctrl and ctrl+alt(alt gr)
Some international keyboard use alt gr modifier for writting certain symbols.
Croatian layout uses altgr+F to write [ and altgr+N to write }.
And since ctr+F and ctrl+N are used for searching and saving some of us can't even write those symbols which makes JS editor rather useless.
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12-28-2014, 08:27 PM
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#57
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Human being with feelings
Join Date: Aug 2013
Posts: 1,355
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Quote:
Originally Posted by spk77
I wonder what would be the best or easiest way to implement a class in Lua?
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It looks like there are a few ways of getting roughly the same results. Here's what I've went with, but apparently using closures is faster for accessing, but not creating objects. This is just a base class I'm doing to handle the donkey work for controls, totally unfinished at the mo cause it doesn't save or recall anything etc and there are probably a lot more efficient ways of dealing with common stuff for multiple controls...
Code:
---------------------------------------------------------------
-- base class for all controls
LControl = {}
function LControl:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
--members
self.alpha = 0.2
self.__is_mouse_in = false
self.__is_mouse_down = false
self.idx = -1
self.orig_x, self.orig_y = -1, -1
self.last_x, self.last_y = -1, -1
self.data = {}
self.value = {}
return o
end
function LControl:update()
local mx=gfx.mouse_x local my=gfx.mouse_y local m_mod=gfx.mouse_cap
if self.last_x < 0 and self.last_y < 0 then
self.last_x, self.last_y = mx, my
end
local in_rect=self:isInRect(mx, my)
if m_mod&1 > 0 then
if self.__is_mouse_down then
if self.last_x ~= mx or self.last_y ~= my then
self:onMouseMove(mx, my, m_mod)
end
else
if self.__is_mouse_in then
self.__is_mouse_down = true
self.orig_x, self.orig_y = mx-self.x, my-self.y
self:onMouseDown(mx, my, m_mod)
end
end
else
if self.__is_mouse_down then
self.__is_mouse_down = false
self:onMouseUp(mx, my, m_mod)
end
end
-- handle mouseover
if in_rect then
if not self.__is_mouse_in then
-- if mouse buttons down on entry, not for this control
if (m_mod&1) > 0 then self:draw() return end
self.__is_mouse_in=true
self:onMouseOver(mx, my, m_mod)
end
else
if self.__is_mouse_in and not self.__is_mouse_down then
self.__is_mouse_in=false
self:onMouseOut(mx, my, m_mod)
end
end
self.last_x, self.last_y = mx, my
self:draw()
end
function LControl:isInRect(x,y)
return (x>=self.x and x<=(self.x+self.w) and y>=self.y and y<=(self.y+self.h))
end
-- override these in controls
function LControl:onMouseUp(x, y, m_mod) end
function LControl:onMouseDown(x, y, m_mod) end
function LControl:onMouseOver(x, y, m_mod) end
function LControl:onMouseOut(x, y, m_mod) end
function LControl:onMouseMove(x, y, m_mod) end
function LControl:draw() end
---------------------------------------------------------------
-- derive new control
LButton=LControl:new()
function LButton:draw()
gfx.a=self.alpha
gfx.rect(self.x, self.y, self.w, self.h, true)
end
function LControl:onMouseDown(x, y, m_mod)
self.alpha=1.
end
function LControl:onMouseOut(x, y, m_mod)
self.alpha=.2
end
function LButton:onMouseUp(x, y, m_mod)
if self:isInRect(x,y) then
self.alpha=0.
else
self.alpha=.4
end
end
---------------------------------------------------------------
gfx.init("hello gui", 800, 800, true)
controls={}
local cp=1
for yp=5, 555, 55 do
for xp=5, 555, 55 do
controls[cp] = LButton:new{idx=cp, x=xp, y=yp, w=50, h=50}
cp=cp+1
end
end
function main()
for i=1, #controls, 1 do
controls[i]:update()
end
gfx.update()
reaper.runloop(main)
end
main()
PS, how are you guys displaying images - I'm always getting a -1 with gfx.loadimg?
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12-28-2014, 11:07 PM
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#58
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Human being with feelings
Join Date: Dec 2014
Posts: 417
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So how does one go about calling functions from an external lua module.., I know with python it's
from reaper_python import *
Does there need to be a path set up in environmental variables or because lua is contained within REAPER is it as simple as having the module(s) placed in the same directory as the calling script?
Just wondering out-loud.., there was a vst sometime ago called, i think, vstlua.., would it be possible to communicate bi-directionally between REAPER-lua and vstlua? Maybe someone here has used vstlua and might know?
TIA
Last edited by NextLevel; 12-28-2014 at 11:30 PM.
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12-29-2014, 05:53 AM
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#59
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Human being with feelings
Join Date: Feb 2007
Location: Oulu, Finland
Posts: 8,062
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Quote:
Originally Posted by Lazarus
PS, how are you guys displaying images - I'm always getting a -1 with gfx.loadimg?
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Check you are using the right file path in the call, I guess...Any \ should probably be replaced with \\ or /. Try with different files too, maybe the ones you've tried are not compatible.
Regarding images, I think there's a problem with the gfx.getimgdim(image,w,h) function. This wouldn't seem to be compatible with how Lua works since the function arguments can not be references. (As far as I've understood.) Or maybe there's some other problem. At least doing imgw=0; imgh=0; gfx.getimgdim(image,imgw,imgh); does not retrieve the image dimensions. (The image otherwise works, of course.)
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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12-29-2014, 06:54 AM
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#60
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Human being with feelings
Join Date: Aug 2013
Posts: 1,355
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Thanks, it was just a path issue. It turns out that a relative path must be relative to reaper.exe and not the script since an absolute path worked when I tried it. So "\\Scripts\\pic.png" works. Coming to think of it, this might be a portable install thing.
I can't get gfx.getimgdim to produce anything here either. I tried the Lua-like...
Code:
iw, ih = gfx.getimgdim(img,iw,ih)
... but no joy.
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12-29-2014, 07:25 AM
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#61
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Human being with feelings
Join Date: May 2006
Location: Surrey, UK
Posts: 19,677
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In JS FX ,this works:
filename:1,../tools/zz_help_pages/DS_Help.png
...
HELP_FILE_ = 1;
...
gfx_getimgdim(HELP_FILE_, Lsource_W, Lsource_H);
// the dimensions are then stored in Lsource_W and Lsource_H NB it's an _ in the function name.
Or is LUA different?
__________________
DarkStar ... interesting, if true. . . . Inspired by ...
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12-29-2014, 07:29 AM
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#62
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Human being with feelings
Join Date: Feb 2007
Location: Oulu, Finland
Posts: 8,062
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Quote:
Originally Posted by DarkStar
NB it's an _ in the function name.
Or is LUA different?
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It's different, in Reaper Lua . is used. The function call in Lua works, no error, but there is no result produced.
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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12-29-2014, 03:20 PM
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#63
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Human being with feelings
Join Date: Aug 2012
Location: Finland
Posts: 2,668
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Quote:
Originally Posted by Lazarus
It looks like there are a few ways of getting roughly the same results. Here's what I've went with, but apparently using closures is faster for accessing, but not creating objects. This is just a base class I'm doing to handle the donkey work for controls, totally unfinished at the mo cause it doesn't save or recall anything etc and there are probably a lot more efficient ways of dealing with common stuff for multiple controls...
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Thanks!
Here's my poor attempt (unfinished):
https://stash.reaper.fm/22748/Serious%20cat.zip
(NOTE: Edit the first line in the script)
image_loaded = gfx.loadimg(0," C:/REAPER/Scripts/Serious cat/serious cat.png")
EDIT: added "Serious cat sliders.lua" to "Serious cat.zip"
Last edited by spk77; 01-01-2015 at 03:51 PM.
Reason: added "Serious cat sliders.lua" to the.zip file
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12-29-2014, 04:12 PM
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#64
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,721
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Fixing gfx.getimgdim() for Lua, thanks for spotting this!
As far as filenames go, non-absolute paths are resolved relative to the resource path (AppData/REAPER, ~/Library/Application Support/REAPER, or the reaper.exe dir if portable install). You can also use as prefixes:
$rec/ (project record path)
$rec2/ (alt project record path)
$proj/ (project path)
~/ (desktop -- this is broken on OSX though, will be fixed in the next build).
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12-29-2014, 04:22 PM
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#65
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Human being with feelings
Join Date: May 2006
Location: Surrey, UK
Posts: 19,677
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Quote:
Originally Posted by Justin
As far as filenames go, non-absolute paths are resolved relative to the resource path (AppData/REAPER, ~/Library/Application Support/REAPER, or the reaper.exe dir if portable install). You can also use as prefixes:
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So that is different from JS FX? For example filename:1,../tools/zz_help_pages/DS_Help.png
goes up one level from the folder containing the JS FX then down two levels of folders to access the file. It is relative to the JS FX location.
And fstr = "DarkStar/Help_pages_DS.txt" is relative to the Data folder in Reaper's AppData.
Three different contexts, three different sets of rules?
__________________
DarkStar ... interesting, if true. . . . Inspired by ...
Last edited by DarkStar; 12-30-2014 at 03:05 AM.
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12-30-2014, 01:07 PM
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#66
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Human being with feelings
Join Date: Dec 2014
Posts: 417
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Does anyone know if it's possible to control UI elements created in a lua or eel script using OSC? Using spk77's 'Serious Cat' script as an example.., is there a way to trigger the Show and Move buttons via incoming OSC?
Thanks
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12-30-2014, 01:26 PM
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#67
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Human being with feelings
Join Date: Aug 2013
Posts: 1,355
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Quote:
Originally Posted by NextLevel
So how does one go about calling functions from an external lua module.., I know with python it's
from reaper_python import *
Does there need to be a path set up in environmental variables or because lua is contained within REAPER is it as simple as having the module(s) placed in the same directory as the calling script?
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You just follow the instructions here...
http://lua-users.org/wiki/ModulesTutorial
... the only thing extra to do is to add the path, so instead of...
Code:
local mymodule = require 'mymodule'
... you would...
Code:
local mymodule = require '\\Scripts\\mymodule'
... if it is in the same directory as your script.
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12-30-2014, 01:31 PM
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#68
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Human being with feelings
Join Date: Aug 2013
Posts: 1,355
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Quote:
Originally Posted by NextLevel
Does anyone know if it's possible to control UI elements created in a lua or eel script using OSC? Using spk77's 'Serious Cat' script as an example.., is there a way to trigger the Show and Move buttons via incoming OSC?
Thanks
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You could use OSC to alter parameters on a plugin and then use ReaScript to monitor changes in those parameters and do stuff (see commands beginning with TrackFx_). There isn't a way to directly process OSC with ReaScript as far as I'm aware.
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12-30-2014, 02:22 PM
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#69
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Human being with feelings
Join Date: Dec 2014
Posts: 417
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Lazarus,
Thank you for all the info and I think your reply about OSC control is a very interesting workaround, I would never have thought to approach it like that.
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12-30-2014, 02:45 PM
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#70
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Human being with feelings
Join Date: Feb 2008
Location: Mesa, AZ
Posts: 2,057
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has anyone noticed the lack of line numbers or is it just me?
FR: Line numbers
__________________
Soundemote - Home of the chaosfly and pretty oscilloscope.
MyReaperPlugin - Easy-to-use cross-platform C++ REAPER extension template
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12-31-2014, 06:20 AM
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#71
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Human being with feelings
Join Date: Oct 2007
Posts: 784
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Quote:
Originally Posted by schwa
Though I think where Lua is going to be especially useful/interesting is with regard to MIDI...
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Does that mean that stuff like http://ctrlr.org/ could be integrated directly in to Reaper?
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12-31-2014, 07:22 AM
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#72
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Human being with feelings
Join Date: Aug 2013
Posts: 1,355
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Quote:
Originally Posted by NextLevel
Lazarus,
Thank you for all the info and I think your reply about OSC control is a very interesting workaround, I would never have thought to approach it like that.
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No probs.. I don't think I was super accurate though because although Lua doesn't support sockets, it looks like EEL has TCP support. Although I wouldn't like to write an OSC parser in EEL.
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12-31-2014, 09:48 AM
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#73
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Human being with feelings
Join Date: Feb 2007
Location: Oulu, Finland
Posts: 8,062
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Quote:
Originally Posted by rothchild
Does that mean that stuff like http://ctrlr.org/ could be integrated directly in to Reaper?
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That thing seems to be a VST plugin and have Lua scripting already, so Reaper's Lua features don't really come into play.
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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12-31-2014, 10:26 AM
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#74
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Human being with feelings
Join Date: Dec 2010
Posts: 3,826
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Quote:
Originally Posted by Xenakios
That thing seems to be a VST plugin and have Lua scripting already, so Reaper's Lua features don't really come into play.
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I think he is asking if those sorts of controllers can be built with LUA directly in to Reaper, for an example of this you could go look at Renoise, the amount of synth panels, step sequencers using launchpads, clip triggers using launchpad and so on, that have all been done using Renoise LUA scripting is probably the sort of ideas he is having.
http://www.renoise.com/tools/browse
These may even be portable, no idea.
A great example over there would be to look at Duplex, that tool is built specifically to allow users and easy way to create controller support (Something Reaper could do with, with its poor hardware support)
__________________
Stop posting huge images, smaller images or thumbnail, it's not rocket science!
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12-31-2014, 01:27 PM
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#75
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Human being with feelings
Join Date: Feb 2011
Posts: 159
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Quote:
Originally Posted by gpunk_w
I think he is asking if those sorts of controllers can be built with LUA directly in to Reaper, for an example of this you could go look at Renoise, the amount of synth panels, step sequencers using launchpads, clip triggers using launchpad and so on, that have all been done using Renoise LUA scripting is probably the sort of ideas he is having.
http://www.renoise.com/tools/browse
These may even be portable, no idea.
A great example over there would be to look at Duplex, that tool is built specifically to allow users and easy way to create controller support (Something Reaper could do with, with its poor hardware support)
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That looks sweet! They've got the native GUI elements to play with. I hope we can get a uniform look and feel for our Reaper scripts as well.
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01-01-2015, 01:14 AM
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#76
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Human being with feelings
Join Date: Dec 2010
Posts: 3,826
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That is very doubtful,Reaper doesn't have a unified look itself, pats of it still look win 3.11
__________________
Stop posting huge images, smaller images or thumbnail, it's not rocket science!
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01-01-2015, 02:57 AM
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#77
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Human being with feelings
Join Date: Oct 2007
Posts: 784
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Quote:
Originally Posted by gpunk_w
I think he is asking if those sorts of controllers can be built with LUA directly in to Reaper, for an example of this you could go look at Renoise, the amount of synth panels, step sequencers using launchpads, clip triggers using launchpad and so on, that have all been done using Renoise LUA scripting is probably the sort of ideas he is having.
http://www.renoise.com/tools/browse
These may even be portable, no idea.
A great example over there would be to look at Duplex, that tool is built specifically to allow users and easy way to create controller support (Something Reaper could do with, with its poor hardware support)
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This is more what I was hoping - some sort of update to reamidicontrol that gave you an automatable editor and librarian for your hardware.
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01-01-2015, 10:55 AM
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#78
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Human being with feelings
Join Date: Feb 2008
Location: Mesa, AZ
Posts: 2,057
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FR: I want shift+tab to move highlighted code back
__________________
Soundemote - Home of the chaosfly and pretty oscilloscope.
MyReaperPlugin - Easy-to-use cross-platform C++ REAPER extension template
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01-01-2015, 11:06 AM
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#79
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Human being with feelings
Join Date: Feb 2008
Location: Mesa, AZ
Posts: 2,057
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FR: PLEASE allow docking the IDE, PLEEEEEEEEEEEEEZZZZZZZZZZZZZ
I could then kinda use the IDE as an interface, quickly change variables as I work
also it would make it easier to test/debug, so you have a portion of your screen for the code, and the other portion for working in REAPER
__________________
Soundemote - Home of the chaosfly and pretty oscilloscope.
MyReaperPlugin - Easy-to-use cross-platform C++ REAPER extension template
Last edited by Argitoth; 01-01-2015 at 11:56 AM.
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01-01-2015, 01:35 PM
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#80
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Human being with feelings
Join Date: Aug 2012
Location: Finland
Posts: 2,668
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Quote:
Originally Posted by Argitoth
FR: I want shift+tab to move highlighted code back
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"Shift+tab" moves selected text to the left on my computer (in ReaScript dev. env.), but "tab-key" isn't working at all in JS dev. env.
(v5.0pre2, Win XP32)
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