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03-08-2015, 09:13 PM
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#41
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Human being with feelings
Join Date: Oct 2014
Location: Nashville, TN
Posts: 8
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Quote:
Originally Posted by musicbynumbers
I'll let you all know who when the time is right
Just want to get an idea who is working in the games industry so I can call on you all later for some suggestions of good things to add
(maybe post below if you are one of "those guys"
I'm excited about getting it to work with PIPs too but that's further down the line.
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Please add me to this list! I'm ecstatic that this topic has gained traction, and that the Reaper game audio community is alive and hungry for middleware integration!
Joystick and ADDIKTION really nailed what I think we would all love to have. My most wanted feature would be what Joystick mentioned. Reaper events; A real time connection. That would be incredible!
Another thing that might be cool, is if we could set up macros in Reaper that could also trigger key commands in Wwise. For example, you have a bunch of sounds that you want to make changes to, and they are already hooked up in Wwise. A simple macro could be, render regions (Reaper), build banks (Wwise).
I spoke to a co-worker who attended the Nuendo-Wwise conference. He said that the two big features mentioned were:
1. You can export audio files directly into WWise.
2. You can open Nuendo sessions from Wwise. Same idea that ADDIKTION mentioned in an earlier post: "RightClick on Asset > Open in original Reaper project(s)"
Last edited by knotar; 03-08-2015 at 09:36 PM.
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03-10-2015, 07:45 AM
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#42
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Human being with feelings
Join Date: Apr 2014
Posts: 96
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Quote:
Originally Posted by knotar
1. You can export audio files directly into WWise.
2. You can open Nuendo sessions from Wwise. Same idea that ADDIKTION mentioned in an earlier post: "RightClick on Asset > Open in original Reaper project(s)"
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The one is really easy to do, but the 2. will be trickier as we can't add actions in Wwise Editor and i don't think Audiokinetic will allow scripting in the Wwise editor.
However, if someone finds a way to add actions in Wwise, we could add Reaper project path to wav chunks and it would allow us to directly open the reaper project.
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03-11-2015, 02:46 AM
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#43
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Human being with feelings
Join Date: Jun 2009
Location: London, UK
Posts: 423
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Quote:
Originally Posted by aurelien
I don't think Audiokinetic will allow scripting in the Wwise editor.
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Yes that is probably true, unless there is something official going on...
Which we can not really wait for.
What if Reaper could do it all alone?
In each wav file we could have in the BWF chunk
- Project path and name (feature already exists)
- Export type (Region, item, etc)
Then in Wwise > open a .wav file with Reaper (as external editor).
Reaper, at import from Wwise, could first read the chunk and then :
- load the corresponding project
- go to the exported data in project (region, item, etc that is source of the .wav file)
I don't know if that is possible, but it is probably easier to work on the Reaper side as it is more open.
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03-11-2015, 05:45 AM
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#44
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Banned
Join Date: Jul 2014
Location: United States of Europe, Germany, Mönchengladbach
Posts: 2,047
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Quote:
Originally Posted by airon
Me too.
Updating resources in middle ware in an automatable fashion would be a huge time saver when iterating.
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I have nothing to do with all of that what is talked about here. but as far as I understand is it about exporting files and then put them in a context where they are readable from another application, without having them imported one by one again.
so this could be done by not alone Reaper, but with a ZOPE-server on the machine where is Reaper and the other application (WWISE?). (that would be for the ease of use, the ZOPE-server and the directory could be anywhere, on the web or on a local machine, doesnt matter.)
Reaper renders into a diretory that is monitored by ZOPE via a LocalFileSytemObject. the files /there references are read and wrapped into a XML-document. that XML-document is used by the other application as if it would be its own.
so every time the directory gets a new entrance (a file is rendered with Reaper) the XML-file updates itself via the ZOPE-server.
the fine thing is: ZOPE is open source and therefor free, it is installed within 2 minutes, has no remarkable footprint on the computer, is 100% Python, is managed via an dynamic HTML-interface within itself, uses a script language called DTML (not to be confused with DHTML, completely different planet) and is stable as a rock (version 2.8x) and runs on every platform.
we use ZOPE for large webapplications, complex data-management and CMSs and privately for any shenanigans you can think of, for example monitoring ongoing and new TV-shows.
the only thing that is crucial is to have the files you work on and with in a directory, where all parttaking applications including ZOPE has acess to. that is the most crucial but easiest part of that all.
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03-11-2015, 07:36 AM
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#45
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Human being with feelings
Join Date: Apr 2014
Posts: 96
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Quote:
Originally Posted by ADDIKTION
Yes that is probably true, unless there is something official going on...
Which we can not really wait for.
What if Reaper could do it all alone?
In each wav file we could have in the BWF chunk
- Project path and name (feature already exists)
- Export type (Region, item, etc)
Then in Wwise > open a .wav file with Reaper (as external editor).
Reaper, at import from Wwise, could first read the chunk and then :
- load the corresponding project
- go to the exported data in project (region, item, etc that is source of the .wav file)
I don't know if that is possible, but it is probably easier to work on the Reaper side as it is more open.
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Didn't think of that, it's a great idea my friend
Maybe a workflow like that would be possible :
1.Open the file with Ctrl+E in Wwise.
2.Reaper is now opened with the wav file, call the « Read Wwise tag » action.
3.The plugin will read the chunk and get the project path + region timecode info.
4.The plugin will open the project and set the transport to the correct region timecode.
The only problem i see with this solution is that we have to call a specific action by hand on the item(bullet point 2), but it's not so bad...
I already did some wav/bext writing code so i'll be able to use it again, but it was in C# so i'll have to port to C.
Maybe someone has an idea for 2) but i think Wwise is calling the external editor with only the path of the wavfile
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03-13-2015, 03:46 AM
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#46
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Human being with feelings
Join Date: Jun 2009
Location: London, UK
Posts: 423
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Quote:
Originally Posted by aurelien
Maybe someone has an idea for 2) but i think Wwise is calling the external editor with only the path of the wavfile
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I know that Reaper can be opened in different modes if you hold a key while it loads.
For example, if you hold shift it will load without launching the default template.
There is also another one for loading a project with all plugins offline (in case of plugins issues).
Maybe we could have something like this, to say
- read the file chunk and load the project that is in there
Just an idea..
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03-29-2015, 05:07 AM
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#48
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Human being with feelings
Join Date: May 2012
Location: Brighton
Posts: 1,989
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Quote:
Originally Posted by musicbynumbers
As my main source of income.. I'll be hoping for this too!
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Hey, I'm from BN too, and I do stuff for games. Would you be up for a pint sometime?
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03-30-2015, 05:57 AM
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#49
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Human being with feelings
Join Date: Mar 2015
Location: France
Posts: 1
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Please add me to this list as well. I use Fmod Wwise and Reaper daily.
One thing I dream for a long time is :
1- Have the ability to import banks in our Reaper project, and trigger events from the timeline with a specific item (a kind of midi file). This will allow us to prototype and test on a video for example. With the parameters / options of our events (random pitch, volume, etc).
2- Connect Reaper with Fmod / Wwise. In the same way that Fmod / Wwise connects to a game.
--
Etienne.
Last edited by emarque; 03-30-2015 at 06:30 AM.
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03-30-2015, 08:48 AM
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#50
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Human being with feelings
Join Date: Jul 2008
Location: Athens / Greece
Posts: 625
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Cool ideas from all people.
One thing to keep in mind is that Reaper already has the ability to save the settings of exporting and the way it exports everything and where it exports it.
By using a well organized project in groups, tracks, PiP, regions, etc, you can easily export to specific folders and then by keeping a similar organization in Wwise or Fmod folders, you could have Reaper open and export in real-time.
That is the way we worked on projects when there was no middleware available at small teams, or bigger companies worked on proprietary tools in audio.
If you keep your game synced with Wwise or Fmod (which is easy to do), you cold use the magic power of keeping the Render Window as non-model and render/export as you work.
The only think that I haven't check on this some months now and I'm not sure about, is if Fmod and Wwise refresh their audio content when you return from another application and you bring their windows into focus. Kinda like how Unity works for the assets on a game project, which are re-imported in real-time even at gameplay, while you run your game. This is a huge feature.
So I guess due to the Unity workflow, Fabric should work like this. So in Fabric you already have this functionality. And I suppose someone could easily make a script that opens the corresponding project from a file in Unity. It seems to me that with Fabric and Unity in general, the platform for such tools is quite open.
Another cool idea would be for animation editors, like Spine ( http://esotericsoftware.com/) that has open source tools for importing and exporting, or Blender and 3dsMax that support scripting on exporting, to be able to output markers on the events of their timeline, or a Reaper project with a video file and regions and markers on the timeline, named by the events. So we could easily design sounds for monsters, events, objects and menu item animations even before they go into the engine. A feature towards the inclusion of the audio team early in a project,something we all would love to see happening in the industry. I worked with a tool like that, made in 3dsMax to export for Reaper with a proprietary large scale MMORPG, and it saved me weeks of work, not to mention that the end product was better due to many iteration cycles from the conceptual design phase.
Lets keep the ideas rolling!
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04-02-2015, 01:06 PM
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#51
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Human being with feelings
Join Date: Oct 2014
Posts: 6
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Hi! New in this forum. Using Reaper and wwise for game audio production. Please add me to this list!
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04-08-2015, 11:52 AM
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#52
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,821
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subscribe
Please continue to educate us, the developers, on features that would improve your use of REAPER in the context of developing game audio.
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04-08-2015, 01:00 PM
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#53
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Banned
Join Date: Dec 2011
Location: Oud West, NL
Posts: 2,335
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Two pages and still so far NO full explanation, NO sound examples, NOTHING.
This belongs in the LOUNGE until someone here can offer up anything to support all this run-on drivel.
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04-09-2015, 06:12 AM
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#54
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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Quote:
Originally Posted by schwa
subscribe
Please continue to educate us, the developers, on features that would improve your use of REAPER in the context of developing game audio.
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That's good to hear Schwa, I'm waiting for the middleware guy still before we can discuss implementation and create a new more focused post but I'm hoping you guys wouldn't need to add much to the API anyway to enable the kind of access/2-way communication these developers would need to get a good system working with Reaper. That's what I love about Reaper!
In the meantime.. PIPs would be a good place to start as they really would help with all media work. They only need a few fixes to be even more useful but I won't post them here again as I think the 4 or 5 things I've mentioned quite a few (probably annoyingly) times has already been noted by you guys (it's also in the post linked below). Hope you get some time to finish them.
And "telenator", chill out or don't post
This Thread was mostly a "me too" thread anyway to get a show of hands on who it would be important too which seems to be quite a few people!
Also, the below thread is where the actual discussion was also going on.
The useful stuff will come, a lot of us are just busy right now with actual work. Patience...
http://forum.cockos.com/showthread.php?t=156458
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__________________
subproject FRs click here
note: don't search for my pseudonym on the web. The "musicbynumbers" you find is not me or the name I use for my own music.
Last edited by musicbynumbers; 04-09-2015 at 06:17 AM.
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04-12-2015, 08:30 AM
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#55
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Human being with feelings
Join Date: Jun 2009
Location: London, UK
Posts: 423
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Really cool to see Schwa here
Yeah Telenator you don't have to be disappointed, you can actually do something as well.
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04-12-2015, 09:42 AM
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#56
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Human being with feelings
Join Date: Jul 2009
Posts: 7,595
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Quote:
Originally Posted by The Telenator
Two pages and still so far NO full explanation, NO sound examples, NOTHING.
This belongs in the LOUNGE until someone here can offer up anything to support all this run-on drivel.
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Rule # 1. Don't be a dick.
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04-14-2015, 12:13 PM
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#57
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Banned
Join Date: Dec 2011
Location: Oud West, NL
Posts: 2,335
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Quote:
Originally Posted by EpicSounds
Rule # 1. Don't be a dick.
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Hey, Mod wannabee, I told you this was lounge-level material.
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04-14-2015, 02:03 PM
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#58
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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 The Telenator
lounge-level material.
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No this is not, because WWise integration is certainly something that can be discussed in relation to Reaper. (As already evidenced by one of the Cockos developers also showing up in this thread.)
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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04-14-2015, 02:05 PM
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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 The Telenator
NO sound examples
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There are no sound examples because WWise integration isn't about any particular sound processing but it's rather a workflow thing to connect a DAW into the WWise game sound system. If you don't do sound effects or music for games, it's completely irrelevant for you.
__________________
I am no longer part of the REAPER community. Please don't contact me with any REAPER-related issues.
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04-14-2015, 04:18 PM
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#60
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Human being with feelings
Join Date: May 2006
Location: Saskatoon, Canada
Posts: 2,113
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Quote:
Originally Posted by The Telenator
Hey, Mod wannabee, I told you this was lounge-level material.
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Respectfully, from one long time poster to another, this belongs in the lounge right beside discussion about improving the midi editor or lane comping workflow. There are no sound samples. There wouldn't be any sound examples for a discussion about moving midi note information between Reaper and Musescore. I think that's a fair non-lounge-worthy analogy.
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04-19-2015, 09:18 AM
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#61
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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totally shouldn't be in the lounge.. Schwa has asked us game sound guys to post stuff we would like to see in reaper for non linear media use and that's what people are doing.
One other big thing would be for reaper to read the meta data in audio files so we could properly search sample libraries. That would be insanely useful.
Even if it only works after creating a database, it would still be great.
__________________
subproject FRs click here
note: don't search for my pseudonym on the web. The "musicbynumbers" you find is not me or the name I use for my own music.
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04-22-2015, 01:45 AM
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#62
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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Quote:
Originally Posted by schwa
subscribe
Please continue to educate us, the developers, on features that would improve your use of REAPER in the context of developing game audio.
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Schwa, a big one for sound design in general would be an item envelope for "rate control" so we can change an items pitch and length together like varispeed on a tape machine.
I know this could be tricky because updating the items peak file to accurately represent the audio that's been rate changed but it would be amazing and there are other audio editors that managed it (like soundforge) that you could look at to see how they did it.
Alternatively, stretch markers already do rate control when the "preserve rate" tick box is off but they are instant and we would need an option next to it to choose a "rate of change" for these stretch markers so they can gradually slow down or speed up.
__________________
subproject FRs click here
note: don't search for my pseudonym on the web. The "musicbynumbers" you find is not me or the name I use for my own music.
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04-24-2015, 06:02 AM
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#63
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Human being with feelings
Join Date: Jun 2009
Location: London, UK
Posts: 423
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Quote:
Originally Posted by musicbynumbers
item envelope for "rate control" so we can change an items pitch and length together like varispeed on a tape machine.
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+1
This is THE missing feature in the DAW world that is so essential for sound design, in all areas (music, film, games).
Traktion 6 has such a thing but in the form of fades, which is cool but not complete.
https://www.youtube.com/watch?v=j8QwXXHt2cU
An item envelope implementation seems to be the most relevant and useful.
Like musicbynumbers, I understand how the item length and waveform should update. This is probably not an easy thing, but Reaper can do it
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05-27-2015, 11:04 AM
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#64
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Human being with feelings
Join Date: May 2015
Posts: 12
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new guy here just to +1 this idea.
I just switched to Reaper in the last month and am already seeing the benefits and possibilities here.
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05-27-2015, 02:14 PM
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#65
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Human being with feelings
Join Date: Aug 2006
Location: Berlin
Posts: 11,818
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I suggest a varipitch item envelope be rendered to a temp audio file by default to ensure performance. Peak files are precalculated as well, so hard stuff like this could be as well.
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05-28-2015, 10:09 AM
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#66
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Human being with feelings
Join Date: Aug 2011
Posts: 178
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What's going on here is just awesome!
Please add me to the list too.
Last edited by sambosun; 05-28-2015 at 10:25 AM.
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05-28-2015, 04:40 PM
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#67
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Human being with feelings
Join Date: Nov 2014
Posts: 798
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Please add me to this list
Quote:
Originally Posted by Joystick
First of all, the interoperability from a sequencer to a specific game audio engine, is not for this century, many of us work with developers that use various audio middleware solutions, not one, so to lock with one SDK would be a closed philosophy, reminding me of the way Avid and Steinberg work and that is the reason I turned to Reaper on the first place.
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Yep, we use in house tools, so any specific middleware solution would not be helpful to us at all.
Quote:
Originally Posted by Joystick
2) Exporting of regions with settings for adding a faded-out tail, in case you work with sounds that contain time-based processing (reverb, etc) in a global auxiliary and you want to use a little more time than the actual region with a specific fade out. That one could work miracles in cases that the client doesn't have Unity Pro (So no good reverb) and wants the sounds to be rendered with reverb tails.
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Had exactly the same thought myself, surprised there isn't a render tail option
Quote:
Originally Posted by Joystick
4) Now, this one is a wild idea I had some years ago. Within Wwise or Fmod, there should be a Reaper-Event. Now imagine you have connected the middleware editor (Fmod Studio or Wwise Designer) with your game, so the events and triggers are signaling the editor. You also have Reaper open with your your sounds within regions. You make an event in Fmod that is called the Reaper_Event and it only carries the name of the region. When the game signals Fmod to play this even (or an event that this event is encapsulated within) then Reaper gets a signal from Fmod to play this Region. This can also be expanded if there is a Game-Audio_Tester tool within Reaper that can gather various regions to containers with pitch and volume randomization. And the Reaper-Event form within Fmod could trigger the containers from this tool of Reaper. How about that? If Fmod or Wwise could also take return from one track output and use it as the input for this Reaper-Event (a real-time input), with ReaRoute or similar protocol. Then we could have real time connection of the Game, Fmod or Wwise and Reaper.
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This sounds interesting, we output sound enums and other data in real time, so it's possible that we could send some sort of trigger that reaper could understand. Being able to test sounds as you made them would be cool.
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05-28-2015, 04:47 PM
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#68
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Human being with feelings
Join Date: Nov 2014
Posts: 798
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Quote:
Originally Posted by musicbynumbers
Schwa, a big one for sound design in general would be an item envelope for "rate control" so we can change an items pitch and length together like varispeed on a tape machine.
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We need this so badly, I would use it nearly every day.
Also, I know you have set up a cycle action for xfade loops MBN, but we could really use this being added natively. Some sort of loop creator, like soundforge has, except better, as that one is pretty rubbish.
Another thing is to be able to create regions from a group of items. So if you select a group of items, it would create one region encompassing all of them, rather than one around each selected item. This would make rendering out multiple composite sounds much quicker.
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05-28-2015, 04:56 PM
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#69
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Human being with feelings
Join Date: Nov 2014
Posts: 798
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Also, Bwav and soundminer metadata support. At the moment we use basehead, but it would be cool to do it in reaper. One less program to be open then, screen space is always an issue in game dev.
Better video support. I still have trouble loading in hd files to reaper, they just display as black sometimes. I'd like to bug them, but obviously I can't attach any examples, due to copyright and other legal issues.
And one of the few things I miss from Vegas is the way the time selection would snap to media edges. You seem to be able to set everything else to snap to media edges apart from the timeselection, which becomes a pain when you're trying to select an area of items from the start of the first take to the end of the last.
Sorry for the splurge...
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07-26-2015, 07:22 AM
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#71
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Human being with feelings
Join Date: Jul 2013
Posts: 1
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Quote:
Originally Posted by Joystick
...
4) Now, this one is a wild idea I had some years ago. Within Wwise or Fmod, there should be a Reaper-Event. Now imagine you have connected the middleware editor (Fmod Studio or Wwise Designer) with your game, so the events and triggers are signaling the editor. You also have Reaper open with your your sounds within regions. You make an event in Fmod that is called the Reaper_Event and it only carries the name of the region. When the game signals Fmod to play this even (or an event that this event is encapsulated within) then Reaper gets a signal from Fmod to play this Region. This can also be expanded if there is a Game-Audio_Tester tool within Reaper that can gather various regions to containers with pitch and volume randomization. And the Reaper-Event form within Fmod could trigger the containers from this tool of Reaper. How about that? If Fmod or Wwise could also take return from one track output and use it as the input for this Reaper-Event (a real-time input), with ReaRoute or similar protocol. Then we could have real time connection of the Game, Fmod or Wwise and Reaper.
Let's brainstorm! :-D
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Hey everyone, it's cool to join you! Joystick and I were having a conversation in Unite Europe 2015 and he ended up telling me about this thread, so here I am!
I had put some thought into something similar a few months ago, but I was mainly thinking about the last part of what Joystick describes: "If Fmod or Wwise could also take return from one track output and use it as the input for this Reaper-Event (a real-time input), with ReaRoute or similar protocol. Then we could have real time connection of the Game, Fmod or Wwise and Reaper."
Imagine having Reaper send audio streams to the game (or audio middleware) directly and having the game (or audio middleware) send events to trigger the sounds (or even plug in parameters).
Some thoughts I have on a workflow like that:
1) The first issue is: Can Reaper be made to play different parts in the project simultaneously? I mean can it play region_01 and then start playing region_02 or more regions, at the same time?
2) An extension to this thought (if we assume that the answer to the first one is yes) is: Can it also be made to play different tracks from inside a specific region (with a setup similar to the render region matrix)? The Reaper_Event function could also then include the name of the track you want to specify or something like that. If it's possible to have multiple play cursors in the project that shouldn't be difficult.
3) What happens with delay compensation, especially if you have some heavy-duty plug ins running in your Reaper project? For this to work and everything to be in sync, the delay compensation data would have to be feeded into the middleware and probably the game (engine) itself, right? An easy work around is that Reaper could create post-FX stem files, but then the whole workflow misses out on the realtime editing/ tweaking. Not to mention that for bigger projects having to wait 15-20 minutes for Reaper to create all the stems is not excactly ideal I guess you could work that out by having Reaper check if there are changes inside a region and only then create new stem files. Could that be a thing as well?
4) And then when all this is sorted out, the coolest thing would be to be able render all the necessary files automatically. However I think that would be the easiest part since Reaper already has awesome systems for mass rendering and naming.
These are the main points that are troubling me. I don't have a deep technical knowledge either on Reaper or on how the middlewares are connected and what kind of information can be transfered, but programmers I work with always tell me "if you can think about it, it is possible", so I am optimistic! Let's make it happen people!
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08-21-2015, 02:31 AM
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#72
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Human being with feelings
Join Date: Nov 2014
Posts: 9
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Hi everyone,
I too would embrace this feature. I've just started using Game Audio Connect in Nuendo 7 and I'm finding the workflow really nice. GAC cuts out a lot of data exploring when exporting sounds and locating the relevant containers in Wwise.
With the Nuendo solution, you can right click any sound and 'edit in nuendo', which is super handy, it's a single right-click away to then open the Nuendo session, edit, a quick export and job done. As someone who is generally interested in reducing the clicks it takes to get stuff done, this is a definite and appreciated improvement. The only problem is I'm now torn between sound design in Nuendo versus Reaper because of one feature!!!
+1 for something like this, especially on seeking a reaper session from inside Wwise. The rest of our team would dig this too, I'm sure.
Cheers
Luke
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09-22-2015, 03:59 PM
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#73
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Human being with feelings
Join Date: Sep 2015
Posts: 1
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Hi guys,
This has been an excellent thread so instead of creating a new one I will post in here, I hope that's ok. I am happy to say that the latest version of Fabric now comes with an "Edit in Reaper" option that will open Reaper and the project that was used to render the wavfile.
On top of this, Fabric's new audio asset importer allows you to select a specific node in the hierarchy that will auto create audio components when you import audio files into Unity for the first time.
Simple workflow really but this is just the beginning, there are plans to add a Fabric extension with custom actions, region support, OSC connectivity etc.
You can download the latest version of Fabric from here, http://www.tazman-audio.co.uk/#!downloads/c16et. Let me know what you think or if you have any feedback or suggestions on how to improve this feature.
Cheers,
Taz
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02-26-2016, 01:17 PM
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#74
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Human being with feelings
Join Date: Feb 2015
Location: Turkey
Posts: 208
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Quote:
Originally Posted by Tazman
Hi guys,
This has been an excellent thread so instead of creating a new one I will post in here, I hope that's ok. I am happy to say that the latest version of Fabric now comes with an "Edit in Reaper" option that will open Reaper and the project that was used to render the wavfile.
On top of this, Fabric's new audio asset importer allows you to select a specific node in the hierarchy that will auto create audio components when you import audio files into Unity for the first time.
Simple workflow really but this is just the beginning, there are plans to add a Fabric extension with custom actions, region support, OSC connectivity etc.
You can download the latest version of Fabric from here, http://www.tazman-audio.co.uk/#!downloads/c16et. Let me know what you think or if you have any feedback or suggestions on how to improve this feature.
Cheers,
Taz
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I'd like a Like button right in here. Just fantastic!
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03-13-2016, 07:28 PM
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#75
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Human being with feelings
Join Date: Jul 2008
Location: Athens / Greece
Posts: 625
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Quote:
Originally Posted by Tazman
Hi guys,
This has been an excellent thread so instead of creating a new one I will post in here, I hope that's ok. I am happy to say that the latest version of Fabric now comes with an "Edit in Reaper" option that will open Reaper and the project that was used to render the wavfile.
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I think that we are witnessing some very interesting stuff regarding game audio workflows. I'm also very interested on seeing what the new Fabric Native will be able to do, as this will move the editor out of the game engine and allow the program to such more power, right?
Cheers!
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03-17-2016, 06:31 AM
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#76
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Human being with feelings
Join Date: Mar 2016
Posts: 2
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if there there were any further developments on this issue or links to posts where this discussion has moved too, I'd like to be kep up to date.
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06-11-2016, 07:33 AM
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#77
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Human being with feelings
Join Date: Jan 2011
Posts: 3
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Yes yes yes!
Quote:
Originally Posted by ADDIKTION
Count me in! Using Wwise and Reaper everyday.
Happy to meet Reaper game audio community in this thread!
Some ideas of features I would love to have :
- Export via Reaper Region Matrix AND Wwise Actor-Mixer Hierarchy Matrix : a matrix window in Reaper of a Wwise project's containers, where you tick the ones you want your sounds imported to.
+ Sound properties, Events and SoundBanks options :
is loop, stream, 2D, 3D, SFX, VO, Language, Music, etc
add to existing event/soundbank
add to new event/soundbank (create)
- More options in Reaper Region Matrix, to specify different render options per file like channel count, format, sample rate, bitrate, etc, when different from default export settings
- Export loudness normalized assets + offset volume in Wwise after import (makeup gain) to match Reaper session volume (keep relative loudness between assets + always start with good levels)
- Cutscene/linear work : Export Reaper time selection to assets played by 1 Wwise event, respecting sync/delay > Would export assets (tracks, items, grouped items, etc) played in sequence by a Wwise event (using events play actions delays, or sounds initial delay).
Not frame-drop proof I know, but still useful to start with, to get something ready quickly for a review before iteration, as placeholder while waiting for proper implementation, etc.
- Wwise UI : RightClick on Asset > Open in original Reaper project(s) (as Reaper provides project tabs, that would still make sense with multiple source projects). Focus on opened assets.
- Wwise UI : RightClick on Container > Create Asset in new Reaper project using template - lets say you have templates for specific types of design work like footsteps, fire, ambiance, UI, anything...
Every asset you create will be exported to this container by default
- Joystick's idea : Reaper Event - Audio middleware triggering Reaper objects (regions, items, groups, pips, whatever...) - designing audio while being connected to runtime...
- Audio/MIDI/Video/data transfer between Daw and Middleware (kind of Rewire) - Audio & Midi In/Out, RTPC<>automation, recording features(both sides), record game capture in Reaper (video & audio), convert pan automations to user defined paths, ...
The aim is to have this time-consuming pipeline converted to a realtime one :
- play the game / test the game
- capture game
- import capture
- design audio
- edit audio
- export audio
- import audio
- basic authoring in Wwise (loop, stream, positioning, )
- create event
- add event in soundbank
- generate banks
- launch game
- play game / test game
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musicbynumbers: I'll look more into PIPs to see how I could benefit from this feature.
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I would really dig this type of middleware integration with Reaper!
+1 for Export via Reaper Region Matrix
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07-10-2016, 09:46 AM
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#78
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Human being with feelings
Join Date: Sep 2008
Location: ireland
Posts: 13
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fmod and wwise integration is very interesting to me - i hope it happens :-)
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02-05-2017, 12:32 AM
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#79
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 9,900
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Some one asked me by email about Wwise and Fmod REAPER integration,
it is NOT a software I use but I'm curious,
What is the state of these integration ?
@musicbynumbers
Quote:
Originally Posted by musicbynumbers
well the good news is I'll be working directly with a developer of another major audio middleware company on getting it to communicate directly with reaper soon.
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http://forum.cockos.com/showpost.php...74&postcount=8
Any news about such feature ?
Last edited by X-Raym; 02-06-2017 at 12:18 PM.
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02-05-2017, 12:34 AM
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#80
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Human being with feelings
Join Date: Aug 2011
Posts: 178
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Quote:
Originally Posted by X-Raym
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I am curious too!
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