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#1 |
Human being with feelings
Join Date: Oct 2013
Location: Moscow, Russia
Posts: 4,351
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Stretch marker guard is a lua Reaper script.
It allows to protect area around existing stretch marker. Could be useful if you have stretch markers at drums and you want keep some transient area unchanged by stretching algorithm. The idea is taken from this FR. Installation:
(version from 2016 before 23.11.24 was completely based on existing markers and allowed to set only once, and look like this: ![]() Last edited by mpl; 11-23-2024 at 02:00 PM. |
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#2 |
Human being with feelings
Join Date: Jul 2012
Location: Netherlands
Posts: 5,247
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mpl, Do you know this is really a revolutionary feature come true ?!
Jeeeeeezzz, i HAVE to try this NOW !!! EDIT: I find "Transient Guard" a wonderful name, exactly hitting the nail. |
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#3 |
Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 10,672
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Very impressive, congrats !!
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#4 |
Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,470
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excellent stuff as usual mpl.
An idea to improve it, could be to store the data of the stretch markers as they were before. So the reset button could work after closing the script. |
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#5 |
Human being with feelings
Join Date: Mar 2007
Location: I'm in a barn
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This looks really sweet
![]() any thought to making the surrounding stretch pairs snap to grid divisions instead of ms? i.e 1/128, 1/64, 1/32, 1/16... etc? this might be a useful creative thing for some sources. |
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#6 |
Human being with feelings
Join Date: Oct 2013
Location: Moscow, Russia
Posts: 4,351
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heda, I thought about that. That is goes not so complex, but maybe "Delete all non-1.0x markers" internal action is a better/simplier solution?
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#7 |
Human being with feelings
Join Date: Jun 2009
Location: South, UK
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Awesome!
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#8 | |
Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,470
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#9 |
Human being with feelings
Join Date: Aug 2015
Posts: 39
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This looks amazing but I'm not sure I've grasped how to use it in a real world situation. I've recently been looking at quantizing audio so explored Stretch Markers but I'm getting artifacts (especially on bass) that aren't there via the old-school split/quantize methods of correcting timing.
Here's what's happening: 1. Recorded bass line 2. Use Dynamic Split to detect Transients and write Stretch Markers 3. Set Grid resolution 4. Snap Stretch Markers to Grid Now the bass line is perfectly in time *but* I'm getting lots of clicking/artifacts which were not there before the Stretch Markers moved. I gather this is because the Transients have stretched? ...and so by searching I found this thread... Could anyone kindly explain for me the workflow on how using MPL's tool can eliminate my artifacts by protecting my transients? I have no idea what values to use inside the tool? I've taken my quantized Stretch Markers, applied MPLs tool and added a marker left and right of the transient (say an arbitary 20ms each). This just makes the artifacting/clicks even worse. If I apply the tool before the quantize then I can't snap to grid as I can't define the Stretch Markers to use for the snap (i.e. just the transient) or can I? Any help gratefully received! I can see by the thread responses this tool is very much appreciated, I just can't figure out how to use it properly ![]() |
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#10 | |
Human being with feelings
Join Date: Oct 2013
Location: Moscow, Russia
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Last edited by mpl; 09-16-2016 at 03:06 AM. |
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#11 | |
Human being with feelings
Join Date: Aug 2015
Posts: 39
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#12 |
Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,470
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I agree mpl, but also, to stretch tonal bass you can try to tweak the parameters of Elastique audio mode for that item. Preserve formats lowest pitches, and also activate "optimize for tonal option". Sometimes it works.
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#13 |
Human being with feelings
Join Date: Oct 2013
Location: Moscow, Russia
Posts: 4,351
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Year I guess this algos use zero-crossing detection to define optimal grain size. But results almost always was bad for me. Well, anyway it depending on how it sound in the mix
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#14 | |
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Join Date: Nov 2008
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Nope, I think it's a perfect name, actually.
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#15 |
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Join Date: Nov 2008
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The Russian ReaScript contingent is blowing my mind, lately!
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#16 |
Human being with feelings
Join Date: Oct 2013
Location: Moscow, Russia
Posts: 4,351
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Heda, added to ReaPack both internal action and external script for removing non-1x markers. Hope didn`t broke something.
Last edited by mpl; 09-23-2016 at 12:50 PM. |
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#17 |
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Join Date: Dec 2015
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Hello mpl, I think this is a question for you:
https://forum.cockos.com/showthread.php?t=201295 How can we use your tool to do time stretching of drum parts ? Thank you. |
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#18 |
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Join Date: Oct 2008
Location: Right Hear
Posts: 15,619
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must be the better vodka
![]() mpl wow what a brilliant idea... thanks yet again for what you do!!!
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#19 |
Mortal
Join Date: Jan 2006
Location: Wickenburg, Arizona
Posts: 14,063
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This seems to have a bug that it brings back any stretch markers you deleted, but aside from that, pretty damn awesome!!!!
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#20 |
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Join Date: May 2018
Location: Los Angeles
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Very slick!!!
Fantastic! This is a real gem!
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#21 |
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Join Date: Jun 2017
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took me a few rounds of the licecap, and then i got it. dis is sick.
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#22 |
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Join Date: Dec 2009
Location: Oblivion
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Ah cool man, thanks for this. I'd seen it in the list but couldn't figure out how it worked. Very helpful!
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#23 |
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Join Date: May 2015
Posts: 6
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How can I use it by slightly adjusting? it seems to snap all the way to the right or left.
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#24 |
Human being with feelings
Join Date: Apr 2009
Posts: 29
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I just ran across this too, and it looks like this is caused by some naming collisions that happened since it was written. If you find & replace the script's functions math_q and SetExtState to use different names, the sliders work again as they used to. It's a very handy script!
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#25 | |
Human being with feelings
Join Date: Oct 2013
Location: Moscow, Russia
Posts: 4,351
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