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Old 03-01-2015, 07:48 AM   #1
musicbynumbers
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Default Just a "FYI" on potential Reaper 5 integration with game audio middlewares :)

Hi Devs

Reaper is already being used for some pretty big games in the industry now but with a few relatively tiny additions and the inclusion of PIPs as a big feature (which it really is!) it could become the "go to DAW" for games and linear media for quite a large majority.

I'm not saying it has all the post features of Nuendo (the DAW I came from) but enough to persuade most people to give reaper a try over Nuendo.

I already meet audio guys down here in the south of the UK and London that are working on big titles and using reaper so it's gaining a lot of traction there for sure but could gain more easily with some smallish additions.


The recent Wwise integration with Nuendo has got some of the reaper game guys to "come out the woodwork" and get excited about having these features in reaper

See the thread here if you want have a look at what's being said already.
http://forum.cockos.com/showthread.p...62#post1488962

I'm going to be working with a middleware audio dev soon on integrating reaper into it and will mention who when we have an idea of how much work it will be.

There maybe a few API requests from these sessions but I think reaper has quite a lot of it's back end open already right to allow hooking in things like opening audio files directly in the project they came from (based on the project's name being in the broadcast wav header?)

Things like that.

---------------------
Also, again.. please please, look at adding a few things to PIPs in reaper 5! They are massively useful to us game audio folk and linear media too (not to mention normal music too)

Below is a list of things that could help!

PIP things I'd like to see improved (in order of potential ease of implementation) would be:

-An option to have any new PIPS "take" the project settings from the master PIP they were created in. (this one would really help guys)

-An option to select a bunch of tracks/items and turn them into a PIP. (we can kind of do it but it's messy)

-a button on PIP items to temporarily "freeze"/commit a PIP to a physical disk file (instead of ram) so that you can load a big project without it having to load all the other PIPs first for the RAM renders.

-The other thing would be an option to "expand" a pip into a visible set of tracks and items into the same master project like cubase's folder system does now. OR, have PIPS come up in a secondary arrange page!

-The following bug just got brought to my attention too and severely limits the use of PIPs.
Currently, all imported projects always get turned into copies so there's no way to affect the original project once turned into a PIP. It always gets turned into a new copy (in the project directory) with the suffix "-imported".
Hope we can get that fixed as it would be very powerful for many uses in music and post production/sound design/games.
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Last edited by musicbynumbers; 03-02-2015 at 04:34 AM.
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Old 03-01-2015, 01:22 PM   #2
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Quote:
Originally Posted by musicbynumbers View Post
OR, have PIPS come up in a secondary arrange page!
Sounds like a really nice idea!
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Old 03-02-2015, 03:18 AM   #3
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Sounds cool, using Reaper for game audio as well!
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Old 03-02-2015, 12:19 PM   #4
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Same here, can't wait to see what the devs will be able to do !
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Old 03-02-2015, 03:49 PM   #5
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https://www.unrealengine.com/blog/ue4-is-free

Now that Unreal Engine is free, it's going to get busy if they seize this chance by making Reaper more suited for Game Audio...

Last edited by Icchan; 03-02-2015 at 03:49 PM. Reason: Typos...
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Old 03-30-2015, 07:49 AM   #6
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+1 on PIP improvements.

For both film and video game scoring it would be huge to have the ability to send MIDI to and receive audio from the master session. Basically allowing to recreate how Digital Performer works with their version of PIP, called Chunks, and virtual instruments.

This jumps right into the point in the MOTU video that illustrates the problem that this would solve: https://youtu.be/IKf_Nd3Hs74?t=115
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Old 04-16-2015, 07:35 PM   #7
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Another vote for Wwise integration.
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Old 04-16-2015, 07:41 PM   #8
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What exactly is it you guys finding so useful and/or necessary about PiP? Just wondering...
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Old 04-17-2015, 04:18 AM   #9
musicbynumbers
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Quote:
Originally Posted by foxAsteria View Post
What exactly is it you guys finding so useful and/or necessary about PiP? Just wondering...
I can't reply properly with the links right now as I'm replying from my phone but if you do a search for posts that mention "PIPs" you'll find a few extensive ones by me that go through some of the uses that should help you.
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Old 04-17-2015, 04:41 AM   #10
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ok i'll look into that. meanwhile, how do i get into making game music?? i'm never gonna be top of the pops or whatever, but i think i got the atmosphere thing down pat. the creepy atmosphere thing anyway...

but, you know...judge for yourself (it's only 2 minutes long):
http://www.mradamrosenberg.com/blog/...d-and-its-dark
that's as close as i've got to professional work so far.

not trying to hijack...but if i may ask...
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Old 11-04-2015, 02:37 AM   #11
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Quote:
Originally Posted by paaltio View Post
+1 on PIP improvements.

For both film and video game scoring it would be huge to have the ability to send MIDI to and receive audio from the master session. Basically allowing to recreate how Digital Performer works with their version of PIP, called Chunks, and virtual instruments.

This jumps right into the point in the MOTU video that illustrates the problem that this would solve: https://youtu.be/IKf_Nd3Hs74?t=115

Exactly the feature I would love to have in my workflow. I tried DP over and over again without luck. It's just not my cup of tea but chunks is what PIP could top if developed further.
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Old 02-14-2017, 03:12 AM   #12
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Default Wwise Reaper Integration

As a game audio developer, I see the potential for Reaper interoperating with Wwise as an enormous improvement to workflow. Probably much easier to advance on than for Steinberg, due to Reapers, scripting functionality.
From experience, the functionality that Nuendo and Wwise has, is a very significant work flow improvement exponentially on larger longer projects with multiple team members. It saves time and allowing concentration of effort on improving audio design. I would very much like to see the same functionality come to Reaper.
The sooner the better, please !

I would recommend starting with the functionality that Nuendo Game Audio Connect offers.
  • Source Control
  • Export to Wwise, across network
  • Open for edit originating Reaper Session/audio file from Wwise
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