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04-07-2013, 08:44 PM
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#1
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Human being with feelings
Join Date: Mar 2007
Posts: 479
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v4.33pre28 - April 7 2013
v4.33pre28 - April 7 2013
# Export: trim support fixed certain corner cases
+ Undo: input FX now tracked by undo system
+ Localization: fixed main menu langpack support on OSX
+ ReaNINJAM: fixed possible crash [issueid=4746]
+ Undo: incrementally updated rpp-undo files, can make for much faster save of undo history
+ OSX: fixed ReaControlMIDI insertion action
+ Time signature markers: fixed refresh on removal via alt+click [issueid=4747]
+ WALTER: trans.bpm.tap.margin now can properly specify alignment
# (this will require updating some themes that set trans.bpm.tap.margin but do not properly specify the alignment (5th parameter)
+ Undo system: general optimizations and improvements
+ OSC: fixed certain OSC action binding issues [issueid=4589]
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04-07-2013, 11:05 PM
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#2
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Human being with feelings
Join Date: Mar 2008
Location: Sydney, Australia
Posts: 3,955
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Release notes for 4.xx (I'm guessing it'll be 4.50?) are going to be monstrous.
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04-07-2013, 11:43 PM
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#3
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Human being with feelings
Join Date: Jun 2012
Posts: 126
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I was messing with Reaper today and noticed "feedback routing" is bugged. I enabled feedback routing so that I can get midi and audio on the same track for each instrument in rewire. The routing seems to play fine until I insert an fx plugin then the channel goes dead, midi doesn't get to Reason and audio doesn't come back to Reaper for that specific channel. I checked this on 3.161 and it works but not on 4.xx.
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04-08-2013, 12:06 AM
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#4
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Human being with feelings
Join Date: Jan 2009
Posts: 559
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Quote:
Originally Posted by mustgroove
v4.33pre28 - April 7 2013
+ Undo system: general optimizations and improvements
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Nice!
Is this supposed to fix the problems with the weird behaving API Undo_BeginBlock2 ?
http://forum.cockos.com/showthread.p...do_BeginBlock2
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04-08-2013, 01:20 AM
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#5
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,790
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Quote:
Originally Posted by mustgroove
+ WALTER: trans.bpm.tap.margin now can properly specify alignment
# (this will require updating some themes that set trans.bpm.tap.margin but do not properly specify the alignment (5th parameter)
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Thanks for fixing this! It's a small thing, but important for look'n'feel.
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04-08-2013, 02:23 AM
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#6
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,214
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Thanks devs! The undo stuff should be useful as my saves go slow when using lots of big kontakt libraries!
Would love to see an action for "open selected items in midi editor, hiding unselected items in midi track list"
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04-08-2013, 04:53 AM
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#7
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 4,585
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Regarding stretch markers is there a way to adjust non-stretch zone?Is it implemented ?
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04-08-2013, 04:59 AM
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#8
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,238
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Nice to see improvements in the UNDO.
by experience... many times I fear to click Undo.
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04-08-2013, 05:10 AM
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#9
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 4,585
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One more thing, is it possible to quantize stretch markers?
and one bug:
In IO window you can enter numbers of the universe in Volume PAN and Width :
Reaper 32 Win7 64
Last edited by Sexan; 04-08-2013 at 05:17 AM.
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04-08-2013, 06:52 AM
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#10
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,721
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Quote:
Originally Posted by Doc Shay
I was messing with Reaper today and noticed "feedback routing" is bugged. I enabled feedback routing so that I can get midi and audio on the same track for each instrument in rewire. The routing seems to play fine until I insert an fx plugin then the channel goes dead, midi doesn't get to Reason and audio doesn't come back to Reaper for that specific channel. I checked this on 3.161 and it works but not on 4.xx.
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Don't use feedback routing for that (it's really only for audio)
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04-08-2013, 06:57 AM
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#11
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,721
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Quote:
Originally Posted by Sexan
One more thing, is it possible to quantize stretch markers?
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There's actions to snap stretch markers to grid.
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04-08-2013, 06:58 AM
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#12
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Human being with feelings
Join Date: Jan 2007
Location: mcr:uk
Posts: 3,889
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Will there be any more stretch marker stuff added? There are a lot of suggestions for actions and it would be good if they could be quantized rather than just snapped to the grid.
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04-08-2013, 07:02 AM
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#13
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Human being with feelings
Join Date: Jun 2008
Posts: 4,923
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with quantize the workflow becomes: place all the markers and quantize rather than place and nudge all the markers so that they snap.
Also if all the features available for quantizing midi (swing / humanize etc) were available the feature would be even more useful ...
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04-08-2013, 07:02 AM
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#14
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,721
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Quote:
Originally Posted by miche
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No -- I believe they do work properly, but are just not being used correctly. Replied in the linked thread.
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04-08-2013, 07:07 AM
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#15
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Human being with feelings
Join Date: Dec 2012
Posts: 13,333
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Quote:
Originally Posted by Sexan
In IO window you can enter numbers of the universe in Volume PAN and Width
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I confirm it! Reaper 32 Win Xp 32
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04-08-2013, 07:17 AM
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#16
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Human being with feelings
Join Date: Jun 2009
Posts: 129
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there is a buggy glue behavior.
I put wav files, stretched them to fit tempo, ratio is above 1.
Start and end edges are exactly on grid.
Stretch algo is Elastique pro.
When pressing 'glue', glued items become a little shorter, thus when I paint loop, it becomes not exact on grid.
just checked stable 4.32 - same here, glue and render as new take shortens item.
Win7 32 reaper32
that bug appears when I try to glue item with rate above 1
Last edited by cjaxis; 04-08-2013 at 07:41 AM.
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04-08-2013, 08:25 AM
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#17
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,721
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Quote:
Originally Posted by cjaxis
there is a buggy glue behavior.
I put wav files, stretched them to fit tempo, ratio is above 1.
Start and end edges are exactly on grid.
Stretch algo is Elastique pro.
When pressing 'glue', glued items become a little shorter, thus when I paint loop, it becomes not exact on grid.
just checked stable 4.32 - same here, glue and render as new take shortens item.
Win7 32 reaper32
that bug appears when I try to glue item with rate above 1
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How far off grid is it? Less than one sample?
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04-08-2013, 08:32 AM
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#18
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Human being with feelings
Join Date: Jun 2009
Posts: 129
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Quote:
How far off grid is it? Less than one sample?
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in one loop iteration it's about one sample, but when I paint loop, let us say, for 3 minutes, offset accumulates and becomes audible (
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04-08-2013, 09:28 AM
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#19
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Human being with feelings
Join Date: Apr 2008
Posts: 808
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"+ Time signature markers: fixed refresh on removal via alt+click [issueid=4747]"
Seems to be working fine now...thanks!
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04-08-2013, 09:39 AM
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#20
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Human being with feelings
Join Date: May 2012
Posts: 1,216
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Quote:
Originally Posted by cjaxis
in one loop iteration it's about one sample, but when I paint loop, let us say, for 3 minutes, offset accumulates and becomes audible (
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Couldn't find the threads, but this issue has been discussed already many times in these forums.
It's indeed noticable, when you are looping items over a long period.
Also when doing copy/paste many times.
My workaround is using this macro:
SWS: Quantize item's end to grid (change length)
SWS: Loop section of selected item(s)
Now you can loop or copy/paste items many times without going out of sync.
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04-08-2013, 09:55 AM
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#21
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Human being with feelings
Join Date: Nov 2008
Location: madrid/spain
Posts: 1,035
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MIDI items opened at C9?...top high for new MIDI items??
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04-08-2013, 10:32 AM
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#22
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,790
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Quote:
Originally Posted by vidalsh
MIDI items opened at C9?...top high for new MIDI items??
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Yes, this is ridiculous and unworkable. Please default this to middle C!!!
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04-08-2013, 11:50 AM
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#23
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,721
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Quote:
Originally Posted by witti
Couldn't find the threads, but this issue has been discussed already many times in these forums.
It's indeed noticable, when you are looping items over a long period.
Also when doing copy/paste many times.
My workaround is using this macro:
SWS: Quantize item's end to grid (change length)
SWS: Loop section of selected item(s)
Now you can loop or copy/paste items many times without going out of sync.
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You can also set the project setting to make beats multiples of project samplerate (it automatically adjusts tempos slightly such that each beat is a whole number of samples)...
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04-08-2013, 12:21 PM
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#24
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Human being with feelings
Join Date: Jun 2009
Posts: 354
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The ME editor not updating properly bug is gone.
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04-08-2013, 02:24 PM
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#25
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Mortal
Join Date: Dec 2008
Location: France
Posts: 1,969
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OMG! It's not good being a bug these days!
The OSC binding and OSX localization fixes (just to mention those) will make many people happy for sure, thank you CockOS!
____
Oh.. and in case schwa is just having a nap.. can someone poke him with a stick about these 4.33pre's API bugs:
- DoActionShortcutDialog (reported in an earlier pre): bindings learned this way work but are lost when restarting REAPER
- CountActionShortcuts (new report): it can return > 0 although there is no shortcut
Thanks again!
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04-08-2013, 02:47 PM
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#26
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,790
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Quote:
Originally Posted by pc999
The ME editor not updating properly bug is gone.
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Right. But not nice when it opens at C9, isn't it? I know it was two posts back, but I gotta emphasize the importance of this bad behavior to the devs. A fresh and empty MIDI editor MUST open at middle C centered! No other way about it!
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04-08-2013, 04:56 PM
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#27
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Human being with feelings
Join Date: Jul 2011
Posts: 99
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In terms of protools release speed and updates(just announced V11), Reaper should have been v43328 already.
Impressive improvements
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04-08-2013, 05:13 PM
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#28
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Human being with feelings
Join Date: Jun 2009
Posts: 354
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Quote:
Originally Posted by EvilDragon
Right. But not nice when it opens at C9, isn't it? I know it was two posts back, but I gotta emphasize the importance of this bad behavior to the devs. A fresh and empty MIDI editor MUST open at middle C centered! No other way about it!
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Indeed, I only did a spped test to that bug and didnt noticed that anyway.
+1
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04-08-2013, 05:41 PM
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#29
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Human being with feelings
Join Date: Nov 2009
Location: Montreal, Canada
Posts: 9,048
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Quote:
Originally Posted by EvilDragon
Right. But not nice when it opens at C9, isn't it? I know it was two posts back, but I gotta emphasize the importance of this bad behavior to the devs. A fresh and empty MIDI editor MUST open at middle C centered! No other way about it!
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While i may not have put it that way, i must agree that the middi editor should open at middle C if empty, and ideally, at fit as much as possible in window, at current default grid size.
But what i wanted to say also, and that maybe have been fixed with this glorious midi revamp of a monolith update, is that midi editor didn't used to open with item edge all the way left. Did they fix that?
That shit bothers me every single time.
putting it all the way left would be nice, or maybe what might be even nicer actually is to open the midi clip into the editor so that your play/edit marker is all the way left, and at a comfortable zoom, with as much midi notes in the screen as possible at what has been deemed a comfortable editing zoom, the current default zoom i find is good for that.
Oh, this would be so luxuriously nice.
__________________
Slava Ukraini
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04-08-2013, 07:52 PM
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#30
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Human being with feelings
Join Date: Jun 2009
Posts: 354
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BUG
The paint toll in ME (Alt+Ctrl+click) is not snapping correctly but it is putting the note a bit after the beat.
Request: could be the default beahviour that when we open the ME to see the notes in all the items, it will save me the time and need to always put the "eye" on them each time I open them. Or make it a right click option.
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04-08-2013, 10:50 PM
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#31
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Human being with feelings
Join Date: Oct 2008
Location: Right Hear
Posts: 15,618
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Quote:
Originally Posted by Sound asleep
While i may not have put it that way, i must agree that the middi editor should open at middle C if empty, and ideally, at fit as much as possible in window, at current default grid size.
But what i wanted to say also, and that maybe have been fixed with this glorious midi revamp of a monolith update, is that midi editor didn't used to open with item edge all the way left. Did they fix that?
That shit bothers me every single time.
putting it all the way left would be nice, or maybe what might be even nicer actually is to open the midi clip into the editor so that your play/edit marker is all the way left, and at a comfortable zoom, with as much midi notes in the screen as possible at what has been deemed a comfortable editing zoom, the current default zoom i find is good for that.
Oh, this would be so luxuriously nice.
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totally agree... but the cursor should be wherever you have left it in the arrange window... BUT the visible midi item should open so that there is a little space between it and the extreme left edge of the midi editor... this drives me nutz also.
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04-09-2013, 12:24 AM
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#32
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Human being with feelings
Join Date: Jun 2009
Posts: 129
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Quote:
Originally Posted by EvilDragon
Right. But not nice when it opens at C9, isn't it? I know it was two posts back, but I gotta emphasize the importance of this bad behavior to the devs. A fresh and empty MIDI editor MUST open at middle C centered! No other way about it!
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+10000000
at least, make please that clear midi editor remember selected note row with 'Save as default project'
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04-09-2013, 01:36 AM
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#33
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Human being with feelings
Join Date: Jun 2012
Posts: 2,173
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Quote:
Originally Posted by hopi
totally agree... but the cursor should be wherever you have left it in the arrange window... BUT the visible midi item should open so that there is a little space between it and the extreme left edge of the midi editor... this drives me nutz also.
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I don't. When I'm using project sync, I want it staying at the horizontal zoom level I'm using in arrange. I don't like having to place the cursor or make a loop and re-zoom to it to find what I'm supposed to be working on.
At least in project sync.
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04-09-2013, 06:53 AM
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#34
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Human being with feelings
Join Date: Jan 2010
Location: Kalispell
Posts: 14,745
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Quote:
Originally Posted by FnA
I want it staying at the horizontal zoom level I'm using in arrange. I don't like having to place the cursor or make a loop and re-zoom to it to find what I'm supposed to be working on.
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^^^^ Yep, right now I've got "E" assigned to open the ME and in the ME I've got "E" assigned to "Go to edit cursor". This works but it would be so much handier if it just opened in the right position.
Also as ED suggests it should open at middle C.
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04-09-2013, 07:13 AM
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#35
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Human being with feelings
Join Date: Mar 2009
Posts: 247
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Quote:
Originally Posted by Tod
^^^^ Yep, right now I've got "E" assigned to open the ME and in the ME I've got "E" assigned to "Go to edit cursor".
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Nice, I'm stealing that immediately.
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04-09-2013, 07:19 AM
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#36
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,238
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Quote:
Originally Posted by Tod
^^^^ Yep, right now I've got "E" assigned to open the ME and in the ME I've got "E" assigned to "Go to edit cursor".
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stealing that too
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04-09-2013, 09:45 AM
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#37
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Human being with feelings
Join Date: Nov 2009
Location: Montreal, Canada
Posts: 9,048
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Quote:
Originally Posted by hopi
totally agree... but the cursor should be wherever you have left it in the arrange window... BUT the visible midi item should open so that there is a little space between it and the extreme left edge of the midi editor... this drives me nutz also.
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agreed, but for me, emphasis on little. maybe a bar would be ok, so you could have some space to pre roll, but no more than that i find, because more than that, and you're just wasting screen real estate imo.
__________________
Slava Ukraini
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04-09-2013, 09:53 AM
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#38
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Human being with feelings
Join Date: Oct 2008
Location: Right Hear
Posts: 15,618
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yes... maybe even less than a full bar... but something to the left of the midi item... just a little
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04-09-2013, 08:07 PM
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#39
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Human being with feelings
Join Date: Jun 2009
Posts: 354
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BUG REPORT !!!
Using up to 4,5 Gbs of RAM !!!!! And quite slow (because it is using 88% of all avaible, I guess).
64bits, W7 and only using 4 instances of NoiseMaker and 1 of Dr Fusion 2. I was using the ME more than ever, I think it started to go slower and slower till I decided to open the task manager and saw it.
I closed then it seemed to work fine.
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04-09-2013, 08:15 PM
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#40
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Human being with feelings
Join Date: Nov 2011
Location: Denver, CO, USA
Posts: 447
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I've been having the same problem. I have 16 gigs of ram but when reaper starts using 2.5 or 3 gigs it goes completely unresponsive. It works, but I hit stop and I still hear 20 more seconds of music.
Oh and it's windows 7 64, reaper 64 and spinning green thing all over the place.
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