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01-04-2015, 11:00 AM
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#41
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Human being with feelings
Join Date: Nov 2010
Posts: 2,436
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Quote:
Originally Posted by DarkStar
Sorted OK here:
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Interesting, that's not how it's here. Is there some option I'm missing?
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01-04-2015, 11:00 AM
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#42
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,798
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Quote:
Originally Posted by Breeder
So the proposed solution would be to enable user to hide plugin type from plugin name. I guess that most of the time, most of the users don't care about plugin type - they just want the damn thing loaded on their track/item
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Yes, totally. Ages old request:
http://forum.cockos.com/project.php?issueid=654
Please, implement this option!
Also, JS effects subfolders should be shown as a tree! Please!!
http://forum.cockos.com/showthread.php?t=61407
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01-04-2015, 11:04 AM
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#43
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Human being with feelings
Join Date: May 2006
Location: Surrey, UK
Posts: 19,681
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@Breeder OS-dependent, perhaps?
Windows 7 64-bit / pre 5 32-bit here.
__________________
DarkStar ... interesting, if true. . . . Inspired by ...
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01-04-2015, 11:07 AM
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#44
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Human being with feelings
Join Date: Mar 2007
Posts: 21,551
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I'm torn on this one ED.
While the text is (agree) kinda obtrusive and redundant, most products appear to do that with small icons, because there are times where you have a mixed bag of different types and you need to differentiate them.
But the text preface is maybe not the best way. I usually refer to Vegas since it's so close to Reaper, and they just use tiny little icons. Best of both, you have identification of type but it's not obtrusive.
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01-04-2015, 11:10 AM
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#45
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Human being with feelings
Join Date: Nov 2010
Posts: 2,436
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Quote:
Originally Posted by DarkStar
@Breeder OS-dependent, perhaps?
Windows 7 64-bit / pre 5 32-bit here.
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Win8.1 x64 with x64 REAPER here
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01-04-2015, 11:18 AM
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#46
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,798
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Quote:
Originally Posted by Lawrence
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Yeah, icons could be better since they can be made the same dimensions (16x16, say). Text is wider or narrower depending on section name... Still - OPTIONAL.
Last edited by EvilDragon; 01-04-2015 at 11:27 AM.
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01-04-2015, 12:51 PM
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#47
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Human being with feelings
Join Date: Mar 2008
Posts: 417
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Quote:
+ Time Map: better behavior when changing time signatures
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This problem is still there:
two unnecessary time markers are created after I move a region and bring it back...(but at least the first of those two markers is correct now).
But the worst thing is that the item in the region is still warped after the move.
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01-04-2015, 12:55 PM
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#48
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Human being with feelings
Join Date: Nov 2011
Location: Denver, CO, USA
Posts: 447
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Quote:
Originally Posted by geoffroy
Windows XP 32 bits French
Using fader range for volume envelopes
I can't set envelope point value
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This happens also with the mouse with the mouse mod to reset the envelope point to default value.
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01-04-2015, 01:26 PM
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#49
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Human being with feelings
Join Date: Mar 2012
Location: Italy
Posts: 122
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No reaplugins in the cockos plugins folder!!!
I try to install for the second time but stil no rea plug.
Back to 4.76 and the reaplugins comeback.
win 7 64 bit toshiba satellite i3
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01-04-2015, 01:34 PM
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#50
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Human being with feelings
Join Date: Dec 2012
Posts: 13,334
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Quote:
Originally Posted by Marcostenik
No reaplugins in the cockos plugins folder!!!
I try to install for the second time but stil no rea plug.
Back to 4.76 and the reaplugins comeback.
win 7 64 bit toshiba satellite i3
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Don't use it as main version!
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01-04-2015, 01:47 PM
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#51
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Human being with feelings
Join Date: Feb 2008
Location: Mesa, AZ
Posts: 2,057
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Quote:
Originally Posted by Lawrence
B
The X/Y position parameters should probably not be limited to the video frame borders.
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press F1 for help when viewing video processor
Quote:
param1..param16 - parameters, you can name these by adding lines: //@param <idx>[:varname] 'name' [defval minval maxval centval step].
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you should be able to change variable to go beyond 0 and 1
__________________
Soundemote - Home of the chaosfly and pretty oscilloscope.
MyReaperPlugin - Easy-to-use cross-platform C++ REAPER extension template
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01-04-2015, 01:50 PM
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#52
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Human being with feelings
Join Date: Feb 2008
Location: Mesa, AZ
Posts: 2,057
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Quote:
Originally Posted by EvilDragon
+ IDE window can now be docked!
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BUG!
-when IDE is docked, no keyboard strokes are registered in IDE.
-Tab key still doesn't work
__________________
Soundemote - Home of the chaosfly and pretty oscilloscope.
MyReaperPlugin - Easy-to-use cross-platform C++ REAPER extension template
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01-04-2015, 01:56 PM
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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 Argitoth
BUG!
-when IDE is docked, no keyboard strokes are registered in IDE.
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Actually, it's even worse than that. The keypresses are passed for the Reaper action shortcuts! (I noticed this very quickly since I have lots of actions mapped to keypresses like "L" or "G" without any modifier keys.)
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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01-04-2015, 01:59 PM
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#54
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Human being with feelings
Join Date: Mar 2012
Location: Italy
Posts: 122
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Quote:
Originally Posted by vitalker
Don't use it as main version!
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ok... how can I try it?
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01-04-2015, 02:05 PM
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#55
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,798
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Quote:
Originally Posted by Marcostenik
ok... how can I try it?
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Portable install.
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01-04-2015, 02:29 PM
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#56
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Human being with feelings
Join Date: Feb 2012
Posts: 1,972
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Still those ugly windows 95 icons here and there oh well...
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01-04-2015, 02:38 PM
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#57
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Human being with feelings
Join Date: Mar 2012
Location: Italy
Posts: 122
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Quote:
Originally Posted by EvilDragon
Portable install.
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...ops... ok thanks
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01-04-2015, 02:49 PM
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#58
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Human being with feelings
Join Date: Mar 2012
Location: Italy
Posts: 122
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Why in portable version reaplug are available but no in standard version?
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01-04-2015, 02:54 PM
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#59
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Human being with feelings
Join Date: Oct 2007
Location: Lincoln, UK
Posts: 7,942
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Don't know, but if you run a pre of this early cycle as your main DAW, you could well stitch yourself up with compatibility issues -things can change substantilly at this stage, and often without backwards compatibility.
>
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01-04-2015, 05:10 PM
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#60
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,268
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Quote:
Originally Posted by Justin
This isn't possible, because the video and audio (out of necessity for adequate performance) have completely separate signal paths.
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Sad news.
Maybe modulating video effects parameters via midi cc data instead? At least something to be able to control parameters from other tracks, and not only automating them.
I'm ok if we cannot modulate with the video file audio signal. But why not with normal audio tracks? We could always extract the audio as a wav file and put it in another audio track and use that for modulation if we need to modulate from the video audio.
The LFO works and in sync with project tempo. I've tried changing the tempo and playrate in realtime and effects change in sync with it.
I think this would be a great feature.
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01-04-2015, 05:36 PM
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#61
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Human being with feelings
Join Date: Jun 2012
Posts: 2,173
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Quote:
Originally Posted by typewriter
+ Time Map: WAYYYYYYYYYYYYYYYYYYYY better behavior when changing time signatures
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Awesome.
Just starting to try it out, but...
Awesome.
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01-04-2015, 05:44 PM
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#62
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Human being with feelings
Join Date: Nov 2009
Location: Perth, W.A.
Posts: 1,708
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Quote:
Originally Posted by Lawrence
I'm torn on this one ED.
While the text is (agree) kinda obtrusive and redundant, most products appear to do that with small icons, because there are times where you have a mixed bag of different types and you need to differentiate them.
But the text preface is maybe not the best way. I usually refer to Vegas since it's so close to Reaper, and they just use tiny little icons. Best of both, you have identification of type but it's not obtrusive.
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Yes. I think this point was touched on in the original thread by mention of using listview providing columns which can be shown or hidden by choice. Perhaps the additional info could be provided by tooltip on hover? Maybe that would meet the need?
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01-04-2015, 05:57 PM
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#63
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Human being with feelings
Join Date: Oct 2007
Location: Lincoln, UK
Posts: 7,942
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Probably due to early theme stage and is known, but:
When " []Draw labels above the item, rather than within the item" is not ticked, the item label obscures the stretch marker rate values.
It also ceases to display the item play rate at the start of the item label.
I must also express my appreciation of the job done on the h:mm:ss:ff ruler display and it's divisions on zooming in and out -that is much better, thank you.
Could something similar be introduced for the normal minutes:seconds ruler display also please?
Many thanks for the work put into these pres
>
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01-04-2015, 06:09 PM
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#64
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Human being with feelings
Join Date: Nov 2010
Posts: 2,436
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Quote:
Originally Posted by typewriter
+ EEL/Lua editor: don't block input from international keyboards
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FINALLY! Thank you!
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01-05-2015, 01:29 AM
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#65
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Human being with feelings
Join Date: Jul 2008
Location: The Netherlands
Posts: 3,653
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Quote:
# VST3: improved state save/restore
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I don't know if this is in any way related, but the loading issue with Arturia VST3i still persists, see https://forum.cockos.com/showthread.php?p=1448126.
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01-05-2015, 04:08 AM
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#66
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Human being with feelings
Join Date: Jun 2007
Location: Terra incognita
Posts: 7,670
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The buttons in Tempo/Time Signature Marker window are offset. Here's 4.76 vs. pre3:
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01-05-2015, 05:43 AM
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#67
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 4,689
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Quote:
Originally Posted by Sexan
And I would love an option to make new Envelope Scaling default.
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Found it,its in the "Tracks/Sends Default",I was looking in Envelope Display section...
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01-05-2015, 06:23 AM
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#68
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Human being with feelings
Join Date: May 2010
Location: Norway
Posts: 7,318
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Quote:
Originally Posted by typewriter
+ Time Map: better behavior when changing time signatures
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Can we have some specific details? What has changed? What is supposed to be improved?
Edit: Ok, some nice improvements:
http://forum.cockos.com/showpost.php...6&postcount=27
__________________
Reaper x64, win 11
Composer, text-writer, producer
Bandcamp
Last edited by G-Sun; 01-05-2015 at 01:09 PM.
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01-05-2015, 06:52 AM
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#69
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Human being with feelings
Join Date: Mar 2008
Posts: 417
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new test on pre3:
As you can see, when I extend the 7/8 signature to 9/8, apparently nothing change, and the third item become warped. I have to add a 2/8 empty space in front of the 5/8 measure to make the 9/8 long as desidered, and also the warped item come back to its original shape.
Things get worse if I try to shorten the 7/8 to 3/8:
even in this case nothing moves, and the item become warped; this time I have to use the "Remove content of selection (moving later items)" action to put things right, but now the warped item remain warped
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01-05-2015, 08:21 AM
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#70
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 9,900
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Hi !
I have reported an error on the Reascript forum but because it involves this version of Reaper, I report the problem also here (as advised by DarkStar)
LUA : Error when Calling an SWS Action
In resume, I don't succeed to call SWS actions with LUA script. Maybe I have done something wrong, or maybe it is a bug ?
Can someone confirm, using last SWS beta and the action reaper.BR_PositionAtMouseCursor, for e.g. ?
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01-05-2015, 08:47 AM
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#71
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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 X-Raym
Hi !
I have reported an error on the Reascript forum but because it involves this version of Reaper, I report the problem also here (as advised by DarkStar)
LUA : Error when Calling an SWS Action
In resume, I don't succeed to call SWS actions with LUA script. Maybe I have done something wrong, or maybe it is a bug ?
Can someone confirm, using last SWS beta and the action reaper.BR_PositionAtMouseCursor, for e.g. ?
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Please don't discuss the Reaper prereleases outside of this forum!
It's an issue acknowledged by schwa : API functions exported by extension plugins do not yet work with Lua. (Which I hope will be fixed soon...)
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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01-05-2015, 08:54 AM
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#72
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 9,900
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@Xenakios
Sorry =/
Well, I hope too
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01-05-2015, 08:56 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 typewriter
# API: added GetMediaSourceLength()
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Thanks for this! However, I was hoping this would be a building block that would enable me to build a function that still doesn't appear to be possible in ReaScript.
Code:
function addItemToTrackFromFile(desttrack, filename)
local src=reaper.PCM_Source_CreateFromFile(filename)
local src_len=reaper.GetMediaSourceLength(src)
local item=reaper.AddMediaItemToTrack(desttrack)
reaper.SetMediaItemInfo_Value(item,"D_LENGTH",src_len)
local take=reaper.AddTakeToMediaItem(item)
reaper.SetMediaItemTakeInfo_Value(take,"P_SOURCE",src)
end
This script already fails at the line with GetMediaSourceLength. Apparently the PCM_Source_CreateFromFile call has returned a null pointer/handle.
I suspect the second failure point would be the line with SetMediaItemTakeInfo_Value(take,"P_SOURCE",src), since that function seems to be wanting floating point numbers and not pointers/handles.
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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01-05-2015, 09:01 AM
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#74
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Human being with feelings
Join Date: Mar 2007
Posts: 21,551
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Can some of you guys doing LUA stuff post some starter scripts or templates? For basic stuff, maybe not so much the graphic stuff, I have no real interest in that unless you can easily do graphic UI's.
I mean, can I see some example LUA scripts that do what one might have otherwise done with Python or the other thing? LUA looks like a really sweet language. Is there a way for a guy like X to build a generic back end extension in C++ that some of us LUA curious people could use as a bridge?
Thanks.
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01-05-2015, 09:13 AM
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#75
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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 Lawrence
build a generic back end extension in C++ that some of us LUA curious people could use as a bridge?
Thanks.
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To use as a bridge for what...?
As far as Lua example scripts, I think pretty mechanical (but manual) conversions can be done from existing Python and Eel scripts. (As a caveat, Lua does apparently have some oddity going on with for-loops, that tripped me over coming from C and Python...)
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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01-05-2015, 09:17 AM
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#76
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 9,900
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@Lawrence
I don't test this but maybe it can help ?
=> ReaLua Examples
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01-05-2015, 09:20 AM
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#77
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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 X-Raym
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Sorry, it's doubtful those are going to work. They are not for ReaScript Lua but rather an old extension plugin from many years ago that attempted to bring Lua scripting to Reaper.
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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01-05-2015, 09:42 AM
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#78
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 9,900
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Sure, but it helps me understand some basic LUA synthax, such as conditions and loops
Have you any link to share to learn ReaScript LUA ?
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01-06-2015, 08:29 AM
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#79
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,821
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Oops, this didn't get into the changelog (it will be in the pre4 changelog), but pre3 also adds a sidechain dropdown for plugins, in the pin connector dialog:
Since there has been some discussion of VST3 sidechaining, we should clarify that there is actually nothing special or "native" about VST3 sidechaining.
What VST3 adds is a way for plugins to label some of their inputs as auxiliary or sidechain, and a more well-defined way to turn plugin inputs on and off. But actually routing signal to those inputs is still handled by the host, and in exactly the same way that REAPER has always handled sidechain routing. The addition of the new dropdown in the pin connector dialog is simply UI, sort of a macro for adding track channels and a receive.
In REAPER, there will be literally no difference between a VST2 and a VST3 that support sidechain inputs. Other hosts may show a sidechain input dropdown or similar, for VST3s that label some inputs as auxiliary, but REAPER allows routing a sidechain signal to any plugin, so REAPER will always show that dropdown in the pin connector dialog.
If the plugin can accept the extra inputs, as some VST3/VST2/AU/JS/whatever plugins can, then great; if not, you can fake a sidechain with REAPER's parameter modulation.
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01-06-2015, 08:32 AM
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#80
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Human being with feelings
Join Date: Dec 2009
Location: Colorado
Posts: 138
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That is fantastic!
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