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05-09-2022, 12:51 PM
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#1
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Human being with feelings
Join Date: Sep 2021
Location: Berlin
Posts: 1,740
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v6.57+dev0509 - May 9 2022
v6.57+dev0509 - May 9 2022
- * Includes feature branch: improve experimental silent-track CPU reduction option to include FX tail length
- * Includes feature branch: improved render loudness charts
- * Includes feature branch: render individual tracks via master track using render matrix
- * Includes feature branch: media item fixed lanes
- * Includes feature branch: internal pin management overhaul for future extension
- * Includes feature branch: media explorer user-defined tags
- + Drag and drop: fix color of insert new track indicator text [p=2556218]
- + Notation editor: minor adjustment to positioning of accidentals
- + ReaScript: make Lua handling of unspecified Optional const char* parameters consistent with other types/EEL2 [t=266405]
- + VST3: avoid duplicate entries when multiple instances of a VST3 UID16 are found with different filename parts [t=266362]
- + Video: fix rendering embedded AAC 4-channel audio when using Windows Media Foundation
- + Video: improve error messages when AVFoundation encoder fails to initialize
- + Video: support embedding multichannel audio in MP4 video when using Windows Media Foundation
- + Video: support rendering multichannel AAC via AVFoundation encoder
- # FX: do not use new silence optimizations unless option is checked (was accidentally enabled during stop)
- # FX: do not use silence optimizations on instruments
This thread is for pre-release features discussion. Use the Feature Requests forum for other requests.
Changelog - Pre-Releases
Generated by X-Raym's REAPER ChangeLog to BBCode
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05-09-2022, 01:20 PM
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#2
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Human being with feelings
Join Date: Jan 2014
Location: Norway
Posts: 140
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Posted in the last Pre, but Orchestral Tools Sine Player vst3 isn't showing in REAPER. It does in Studio One for example.
Local plugin paths are all fine and have done a full re-scan to no avail. The location (default install) is,
"C:\Program Files\Common Files\VST3\SINE Player.vst3\Contents\x86_64-win\SINE Player.vst3"
Download link for the Sine Player,
https://www.orchestraltools.com/store/get-sine
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05-09-2022, 01:20 PM
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#3
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Human being with feelings
Join Date: May 2010
Location: Earth
Posts: 1,883
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Uhe vsti stuff now has sound again here.
Thanks
__________________
Win11, R 64bit
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05-09-2022, 02:05 PM
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#4
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Human being with feelings
Join Date: Apr 2019
Location: Ukraine, Kyiv
Posts: 173
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Track fixed lane label - I don't see an option to customize the color.
All settings are gone.
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05-09-2022, 02:27 PM
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#5
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,395
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Ah yes, these options were hidden from the main code branch, so we need to un-hide them from the development branch, fixing.
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05-09-2022, 11:00 PM
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#6
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Human being with feelings
Join Date: Jun 2016
Posts: 580
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It's working here. That doesn't help you, but shows it is not a universal problem.
Quote:
Originally Posted by Lannister
Posted in the last Pre, but Orchestral Tools Sine Player vst3 isn't showing in REAPER. It does in Studio One for example.
Local plugin paths are all fine and have done a full re-scan to no avail. The location (default install) is,
"C:\Program Files\Common Files\VST3\SINE Player.vst3\Contents\x86_64-win\SINE Player.vst3"
Download link for the Sine Player,
https://www.orchestraltools.com/store/get-sine
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05-09-2022, 11:31 PM
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#7
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Human being with feelings
Join Date: Jul 2008
Location: The Netherlands
Posts: 3,631
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Crash with reduce CPU use of silent tracks
REAPER macOS-arm64 crashes here on macOS 12.3.1 when I remove certain JSFX plugins, if "Reduce CPU use of silent tracks" is enabled.
Steps to reproduce:
1. Add e.g. JS: Tale/drum_synth from my JSFX pack to a track.
2. Remove drum_synth again -> Crash!
I tried some stock JSFX plugins, and they seem fine, but maybe that's because they were updated with ext_tail_size?
EDIT: This doesn't happen on Win10 (but on Win10 I use a slightly different REAPER config).
Last edited by Tale; 05-10-2022 at 12:35 AM.
Reason: Also tested on Win10
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05-10-2022, 01:00 AM
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#8
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Human being with feelings
Join Date: Jan 2014
Location: Norway
Posts: 140
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Quote:
Originally Posted by drichard
It's working here. That doesn't help you, but shows it is not a universal problem.
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That is absolutely helpful. Do you have it in the same folder path? If I move the vst3 and drop it in my vst2 folder it scans on startup and works fine. Wierd.
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05-10-2022, 04:00 AM
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#9
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,395
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Quote:
Originally Posted by Lannister
Posted in the last Pre, but Orchestral Tools Sine Player vst3 isn't showing in REAPER. It does in Studio One for example.
Local plugin paths are all fine and have done a full re-scan to no avail. The location (default install) is,
"C:\Program Files\Common Files\VST3\SINE Player.vst3\Contents\x86_64-win\SINE Player.vst3"
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It may be the folder named "SINE Player.vst3" that is the problem. Does it work if you rename the folder to just "SINE Player" ?
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05-10-2022, 06:15 AM
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#10
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Human being with feelings
Join Date: Jul 2011
Posts: 98
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Auto-tune note item preview tone has no sound sometimes.
Not happen in v6.57.
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05-10-2022, 06:50 AM
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#11
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Human being with feelings
Join Date: Jan 2020
Posts: 45
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Maybe it's just me but adjusting volume knob on tcp via ctrl doesn't seem to be working correctly, it just tweaks as usual without precise volume adjustment.
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05-10-2022, 07:27 AM
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#12
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Human being with feelings
Join Date: Sep 2021
Location: Berlin
Posts: 1,740
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Just got a crash closing an AU plugin window (Apple Hipass built-in AU) [after adding a parameter as a track envelope, although I don't know if that's important]. Here's the relevant crashlog stuff:
Code:
Process: REAPER [86465]
Path: /Applications/REAPER Dev/REAPER.app/Contents/MacOS/REAPER
Identifier: com.cockos.reaper
Version: 6.57.10_2705d72u (6.57.10_2705d72u)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: REAPER [86465]
User ID: 501
Date/Time: 2022-05-10 16:24:43.068 +0200
OS Version: macOS 11.6.5 (20G527)
Report Version: 12
Bridge OS Version: 6.4 (19P4242)
Anonymous UUID: A440034C-4BD7-4706-A44A-63A275804C97
Sleep/Wake UUID: D3DDA1E0-B7D9-4DF7-B0DC-FC776740AFBF
Time Awake Since Boot: 220000 seconds
Time Since Wake: 9100 seconds
System Integrity Protection: enabled
Crashed Thread: 0 reaper Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000018
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process: exc handler [86465]
VM Regions Near 0x18:
-->
__TEXT 1096ec000-10a000000 [ 9296K] r-x/r-x SM=COW /Applications/REAPER Dev/REAPER.app/Contents/MacOS/REAPER
Application Specific Information:
objc_msgSend() selector name: isKindOfClass:
Calling windowShouldClose: on the delegate for the REAPERSwell_modelesswindow 0x7fab89f95360
Thread 0 Crashed:: reaper Dispatch queue: com.apple.main-thread
0 libobjc.A.dylib 0x00007fff2022081d objc_msgSend + 29
1 com.cockos.reaper 0x0000000109be740a DestroyWindow(HWND__*) + 90
2 com.cockos.reaper 0x0000000109c197e0 AU_Plugin::CfgProc(HWND__*, unsigned int, unsigned long, long) + 2576
3 com.cockos.reaper 0x0000000109bc67bc SwellDialogDefaultWindowProc(HWND__*, unsigned int, unsigned long, long) + 444
4 com.cockos.reaper 0x0000000109bc3b2b -[REAPERSwell_hwnd onSwellMessage:p1:p2:] + 139
5 com.cockos.reaper 0x0000000109bc5681 -[REAPERSwell_hwnd dealloc] + 241
6 libobjc.A.dylib 0x00007fff2024020f AutoreleasePoolPage::releaseUntil(objc_object**) + 167
7 libobjc.A.dylib 0x00007fff20222e30 objc_autoreleasePoolPop + 161
8 com.apple.CoreFoundation 0x00007fff2043b4b6 _CFAutoreleasePoolPop + 22
9 com.apple.Foundation 0x00007fff211c8133 -[NSAutoreleasePool release] + 131
10 com.cockos.reaper 0x0000000109c15ab1 AU_Plugin::QuitConfig() + 113
11 com.cockos.reaper 0x0000000109a635d3 FxDsp::delConfig() + 67
12 com.cockos.reaper 0x0000000109a82b73 FxChain::displayDspConfig(HWND__*, int) + 115
13 com.cockos.reaper 0x0000000109a871d5 FxChain::dialogProc(HWND__*, unsigned int, unsigned long, long) + 9205
14 com.cockos.reaper 0x0000000109bc67bc SwellDialogDefaultWindowProc(HWND__*, unsigned int, unsigned long, long) + 444
15 com.cockos.reaper 0x0000000109bcbd5d -[REAPERSwell_modelesswindow windowShouldClose:] + 109
16 com.apple.AppKit 0x00007fff230123c9 __19-[NSWindow __close]_block_invoke + 153
17 com.apple.AppKit 0x00007fff23012323 -[NSWindow __close] + 284
18 com.apple.AppKit 0x00007fff22ea1ebb -[NSApplication(NSResponder) sendAction:to:from:] + 288
19 com.apple.AppKit 0x00007fff22ea1d5f -[NSControl sendAction:to:] + 86
20 com.apple.AppKit 0x00007fff22ea1c91 __26-[NSCell _sendActionFrom:]_block_invoke + 131
21 com.apple.AppKit 0x00007fff22ea1b98 -[NSCell _sendActionFrom:] + 171
22 com.apple.AppKit 0x00007fff22ea1ade -[NSButtonCell _sendActionFrom:] + 96
23 com.apple.AppKit 0x00007fff22e9ebc7 NSControlTrackMouse + 1820
24 com.apple.AppKit 0x00007fff22e9e483 -[NSCell trackMouse:inRect:ofView:untilMouseUp:] + 130
25 com.apple.AppKit 0x00007fff22e9e34a -[NSButtonCell trackMouse:inRect:ofView:untilMouseUp:] + 697
26 com.apple.AppKit 0x00007fff22e9d672 -[NSControl mouseDown:] + 722
27 com.apple.AppKit 0x00007fff22e9ba5e -[NSWindow(NSEventRouting) _handleMouseDownEvent:isDelayedEvent:] + 4961
28 com.apple.AppKit 0x00007fff22e0b248 -[NSWindow(NSEventRouting) _reallySendEvent:isDelayedEvent:] + 2594
29 com.apple.AppKit 0x00007fff22e0a606 -[NSWindow(NSEventRouting) sendEvent:] + 347
30 com.apple.AppKit 0x00007fff22e08a14 -[NSApplication(NSEvent) sendEvent:] + 352
31 com.cockos.reaper 0x0000000109a197db -[REAPERapp sendEvent:] + 3499
32 com.apple.AppKit 0x00007fff230e17e1 -[NSApplication _handleEvent:] + 65
33 com.apple.AppKit 0x00007fff22c7188e -[NSApplication run] + 623
34 com.apple.AppKit 0x00007fff22c45a6c NSApplicationMain + 816
35 libdyld.dylib 0x00007fff2039df3d start + 1
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05-10-2022, 07:34 AM
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#13
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Human being with feelings
Join Date: Oct 2011
Posts: 2,921
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No issue with CTRL.
A mouse modifier for TCP would be great! It can be boring to always make CTRL when we want to move the volume knob at the good speed...
And other things can be boring, like to have to push CTRL when we want to open a plug inside FX window... If we always open plugs inside FX window, we have to make push always CTRL...
It's my case... Exactly like for the volume.
Last edited by ovnis; 05-10-2022 at 07:45 AM.
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05-10-2022, 08:24 AM
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#14
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Human being with feelings
Join Date: Jan 2014
Location: Norway
Posts: 140
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Quote:
Originally Posted by schwa
It may be the folder named "SINE Player.vst3" that is the problem. Does it work if you rename the folder to just "SINE Player" ?
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It doesn't, unfortunately.
Also, the new vst3 version of the PaulXStretch plugin loads fine from the following folder, with the same naming convention.
C:\Program Files\Common Files\VST3\PaulXStretch.vst3\Contents\x86_64-win\PaulXStretch.vst3
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05-10-2022, 08:43 AM
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#15
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Human being with feelings
Join Date: Feb 2016
Location: Hollyweird
Posts: 2,520
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Quote:
Originally Posted by sockmonkey72
[*]+ Notation editor: minor adjustment to positioning of accidentals
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The chord accidental positioning logic here is still incorrect. Basic tenets in effect: - No accidentals less than a seventh apart may display directly atop one another vertically
- The order of accidentals in chords always follows the pattern "top - bottom - 2nd from top - 2nd from bottom - 3rd from top etc."

So in the pictured case, the accidentals should be ordered as follows from inside (next to noteheads) to outside, i.e. right to left: - Top D# and bottom D# vertically aligned (bc a seventh or more)
- C#
- F#
- A#
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05-10-2022, 08:50 AM
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#16
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Human being with feelings
Join Date: Sep 2008
Location: Orange County, CA
Posts: 34
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Quote:
Originally Posted by Lannister
Posted in the last Pre, but Orchestral Tools Sine Player vst3 isn't showing in REAPER. It does in Studio One for example.
Local plugin paths are all fine and have done a full re-scan to no avail. The location (default install) is,
"C:\Program Files\Common Files\VST3\SINE Player.vst3\Contents\x86_64-win\SINE Player.vst3"
Download link for the Sine Player,
https://www.orchestraltools.com/store/get-sine
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I had the same issue with the new SINE VST3 not showing, regardless of a total rescan. My PreSonus Studio One saw it just fine, too.
Here is the solution - strip the "SINE Player.vst3" file out of the folders that OT put it in with the installation and REAPER will then see it and it works.
For me, I have the SINE player.vst3 in my Program Files/Common Files/VST3/Orchestral Tools/ folder (I made my own "Orchestral Tools" folder to keep it all organized.)
I'm using the VST3 SINE fulltime without the VST2 now and REAPER likes it just fine.
I informed OT support of the this install issue with REAPER.
Hope that helps.
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05-10-2022, 12:00 PM
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#17
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Human being with feelings
Join Date: Jan 2014
Location: Norway
Posts: 140
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Quote:
Originally Posted by Cinemascore
I had the same issue with the new SINE VST3 not showing, regardless of a total rescan. My PreSonus Studio One saw it just fine, too.
Here is the solution - strip the "SINE Player.vst3" file out of the folders that OT put it in with the installation and REAPER will then see it and it works.
For me, I have the SINE player.vst3 in my Program Files/Common Files/VST3/Orchestral Tools/ folder (I made my own "Orchestral Tools" folder to keep it all organized.)
I'm using the VST3 SINE fulltime without the VST2 now and REAPER likes it just fine.
I informed OT support of the this install issue with REAPER.
Hope that helps.
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Yeah I tested by moving it out of the folder earlier and it worked. It's just strange that REAPER won't pick it up in the default location. I tested earlier with Studio One like you and it was fine, and I've now tested with Cubase and again, working as expected.
I'd say it's a REAPER issue more that OT? Not really sure
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05-10-2022, 12:37 PM
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#18
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,395
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Quote:
Originally Posted by Lannister
Posted in the last Pre, but Orchestral Tools Sine Player vst3 isn't showing in REAPER. It does in Studio One for example.
Local plugin paths are all fine and have done a full re-scan to no avail. The location (default install) is,
"C:\Program Files\Common Files\VST3\SINE Player.vst3\Contents\x86_64-win\SINE Player.vst3"
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For some reason their installer marks C:\Program Files\Common Files\VST3\SINE Player.vst3 as a system file. We'll see if we can work around this. If you un-set the system attribute for that folder it should work as is. I think this can only be done from the Windows command line using the attrib command -- not difficult but will probably require some googling.
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05-10-2022, 12:41 PM
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#19
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Human being with feelings
Join Date: Jun 2020
Location: Los Angeles, CA
Posts: 105
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Will the new silent plugin = less CPU functions allow me to make completely dormant tracks?
In pro tools I used to duplicate + deactivate old versions of things. In Reaper I have to put them in a subproject or freeze them - which both of which are just too feature rich (and time consuming) than I need.
Setting all the plugins to be offline hasn't been a workable option for me, because the tracks I want to "deactivate" may have a mix of online/offline plugins on them, and if I restored everything to Online when going back to the track, it wouldn't be accurate to the way I set things before.
Anyway, could it be possible to associate muting with this? Rather than requesting a new track state - could I set Reaper to completely unload VSTs when I mute a track? Could this be incorporated into the feature set that's going in?
__________________
Sound Designer, Audio Lead at Heart Machine
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05-10-2022, 12:44 PM
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#20
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Human being with feelings
Join Date: Jun 2020
Location: Los Angeles, CA
Posts: 105
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Quote:
Originally Posted by alexgameaudio
Will the new silent plugin = less CPU functions allow me to make completely dormant tracks?
In pro tools I used to duplicate + deactivate old versions of things. In Reaper I have to put them in a subproject or freeze them - which both of which are just too feature rich (and time consuming) than I need.
Setting all the plugins to be offline hasn't been a workable option for me, because the tracks I want to "deactivate" may have a mix of online/offline plugins on them, and if I restored everything to Online when going back to the track, it wouldn't be accurate to the way I set things before.
Anyway, could it be possible to associate muting with this? Rather than requesting a new track state - could I set Reaper to completely unload VSTs when I mute a track? Could this be incorporated into the feature set that's going in?
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I feel kind of silly, I'm messing with this now (on 6.57, not the new pre-release) and I can see CPU usage go down to 0 when I mute tracks.
This was something I had trouble with with a couple of years ago, so maybe something has changed since then.
__________________
Sound Designer, Audio Lead at Heart Machine
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05-10-2022, 01:33 PM
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#21
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Human being with feelings
Join Date: Jan 2014
Location: Norway
Posts: 140
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Quote:
Originally Posted by schwa
For some reason their installer marks C:\Program Files\Common Files\VST3\SINE Player.vst3 as a system file. We'll see if we can work around this. If you un-set the system attribute for that folder it should work as is. I think this can only be done from the Windows command line using the attrib command -- not difficult but will probably require some googling.
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Code:
attrib "SINE Player.vst3" -s
fixed it. thanks! (Folder not the file within it)
Any idea why Cubase and Studio One read the plugin but REAPER didn't?
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05-11-2022, 11:50 AM
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#22
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Human being with feelings
Join Date: Jan 2007
Posts: 490
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Quote:
Originally Posted by alexgameaudio
I feel kind of silly, I'm messing with this now (on 6.57, not the new pre-release) and I can see CPU usage go down to 0 when I mute tracks.
This was something I had trouble with with a couple of years ago, so maybe something has changed since then.
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There is a dedicated option for this in the preferences:
"Do not process muted tracks" in Mute/Solo
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05-13-2022, 07:13 PM
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#23
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Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,683
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Quote:
+ ReaScript: make Lua handling of unspecified Optional const char* parameters consistent with other types/EEL2 [t=266405]
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Non-optional string parameters in Lua are now null when specified but nil (leading to unsuspecting functions crashing– sws#1636 found by MonkeyBars).
Last edited by cfillion; 05-13-2022 at 07:33 PM.
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05-14-2022, 08:56 AM
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#24
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Human being with feelings
Join Date: Feb 2016
Location: Hollyweird
Posts: 2,520
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Quote:
Originally Posted by cfillion
Non-optional string parameters in Lua are now null when specified but nil (leading to unsuspecting functions crashing– sws#1636 found by MonkeyBars).
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Thanks for reporting on this so quickly Christian!
Do you mean " not null"?
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05-14-2022, 11:03 PM
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#25
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Human being with feelings
Join Date: Dec 2016
Posts: 857
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Quote:
Originally Posted by HighVoltage
There is a dedicated option for this in the preferences:
"Do not process muted tracks" in Mute/Solo
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From what I understand, all track in the session are still processing CPU but the soloed track(s) are would be the only audible one.
soloing tracks does not mute the un-soloed tracks so they still process through the CPU. I believe this preference only applies to muted tracks.
What this other user is suggesting is that Reaper doesn't process un-soloed tracks since they would technically be silent.
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05-15-2022, 07:14 PM
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#26
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Human being with feelings
Join Date: May 2015
Location: Québec, Canada
Posts: 4,683
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Quote:
Originally Posted by MonkeyBars
Do you mean "not null"?
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No, they're null now (which triggers the crash: sws expects a non-optional args to always be a valid string).
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05-16-2022, 01:47 AM
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#27
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Human being with feelings
Join Date: Jan 2008
Location: Vancouver, BC
Posts: 3,652
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Quote:
Originally Posted by srdmusic
From what I understand, all track in the session are still processing CPU but the soloed track(s) are would be the only audible one.
soloing tracks does not mute the un-soloed tracks so they still process through the CPU. I believe this preference only applies to muted tracks.
What this other user is suggesting is that Reaper doesn't process un-soloed tracks since they would technically be silent.
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Exactly.
If I have 100 tracks in a project and solo one the render time is the same as if they were all active.
Also when recording new parts to existing projects with a lot going on including already muted tracks, high CPU usage, and the highest audio buffer I often just solo the primary parts I need for reference.
If there was a setting for "do not process non-soloed tracks when soloing" CPU usage would drop dramatically allowing trouble free low-latency recording.
It's much easier to solo 4 tracks than mute 96 and remembering afterwards not to unmute the ones that were originally muted.
__________________
FRs: v5 Media Explorer Requests, Global Quantization, Session View
Win10 Pro 64-bit, Reaper 6(x64), AMD 3950x, Aorus X570 Master, 64GB DDR4 3600, PowerColor Red Devil 5700XT, EVO 970 2TB, 10TB HD, Define R6
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05-16-2022, 04:01 AM
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#28
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,395
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Quote:
Originally Posted by PitchSlap
Exactly.
If I have 100 tracks in a project and solo one the render time is the same as if they were all active.
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If you mean render as in rendering the track to file, I don't think this is the case. But maybe you mean render as in "process for playback."
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05-16-2022, 05:25 AM
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#29
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Human being with feelings
Join Date: Jan 2008
Location: Vancouver, BC
Posts: 3,652
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Quote:
Originally Posted by schwa
If you mean render as in rendering the track to file, I don't think this is the case. But maybe you mean render as in "process for playback."
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I don't often render with solo enabled but figured I'd try to find another reason why not processing non-soloed tracks could be desirable.
I was surprised myself so created a test project with 12 copies of a track with a clipper at 16x OS and the results were the same.
The example starts showing the render result with one track soloed and I re-rendered with all tracks. I tried a 3rd time with "do not render files that are likely silent" just in case, but no difference.
__________________
FRs: v5 Media Explorer Requests, Global Quantization, Session View
Win10 Pro 64-bit, Reaper 6(x64), AMD 3950x, Aorus X570 Master, 64GB DDR4 3600, PowerColor Red Devil 5700XT, EVO 970 2TB, 10TB HD, Define R6
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05-16-2022, 05:32 AM
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#30
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,395
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Sorry, I misread the comment somewhat. When rendering stems (or regions or items) the non-rendered tracks are not processed, even if rendering via the master track. When rendering the master mix, the entire project is always processed, because there might be inter-track dependencies (parameter linking, jsfx shared memory, etc) regardless of track solo states.
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05-16-2022, 06:48 AM
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#31
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Human being with feelings
Join Date: Jan 2008
Location: Vancouver, BC
Posts: 3,652
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Quote:
Originally Posted by schwa
Sorry, I misread the comment somewhat. When rendering stems (or regions or items) the non-rendered tracks are not processed, even if rendering via the master track. When rendering the master mix, the entire project is always processed, because there might be inter-track dependencies (parameter linking, jsfx shared memory, etc) regardless of track solo states.
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Ah, thanks for clarifying. I thought it might be easy to take things like side-chaining into account, but didn't consider other reasons as I only use basic JSFX and have never linked parameters across tracks (checking YouTube to see what the fuss is about  ).
I suppose creating a project length region and rendering that via the master would work as expected.
And to free up CPU for recording by only having a few active tracks processed instead of soloing them I could mute them in folders, or use track grouping with mute follow for all other tracks (that aren't purposely muted) and exclude the ones I want "soloed".
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FRs: v5 Media Explorer Requests, Global Quantization, Session View
Win10 Pro 64-bit, Reaper 6(x64), AMD 3950x, Aorus X570 Master, 64GB DDR4 3600, PowerColor Red Devil 5700XT, EVO 970 2TB, 10TB HD, Define R6
Last edited by PitchSlap; 05-16-2022 at 07:01 AM.
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05-23-2022, 05:32 AM
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#32
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Human being with feelings
Join Date: Oct 2006
Location: Wilmington, DE
Posts: 176
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Breaking change
Quote:
Originally Posted by sockmonkey72
[*] + VST3: avoid duplicate entries when multiple instances of a VST3 UID16 are found with different filename parts [ t=266362]
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Hi All,
Unfortunately this change has broken my REAPER-based live performance system. Any chance it could be made optional? See my post here for details: https://forum.cockos.com/showpost.ph...21&postcount=9
Thanks,
-Bill
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