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11-02-2022, 05:59 PM
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#1
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Human being with feelings
Join Date: Apr 2016
Location: ASU`ogacihC
Posts: 4,035
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v6.69+dev1102 - November 2 2022
v6.69+dev1102 - November 2 2022
* Includes feature branch: razor edits on master track envelopes
* Includes feature branch: selected media item appearance changes
* Includes feature branch: track grouping manager dialog
* Includes feature branch: CLAP plugin support
* Includes feature branch: track media/razor edit grouping
* Includes feature branch: improve experimental silent-track CPU reduction option to include FX tail length
* Includes feature branch: media item fixed lanes
* Includes feature branch: internal pin management overhaul for future extension
+ Mouse modifiers: sort list of contexts by name [twtr=1583750824177856512]
+ Razor edits: fix crash when pasting over a grouped item
+ ReaScript: add support for numerous keyboard/action-related APIs
+ ReaScript: support RENDER_TARGETS_EX in EEL2/Lua [t=272114]
+ Video: add action to clear cache/re-render frames [t=270994]
# CLAP: reduce threading contention due to clap threadpool implementation [t=272258]
Full Changelog - Pre-Releases - Feature Requests - Generated by WhatsNew2
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11-02-2022, 06:04 PM
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#2
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Human being with feelings
Join Date: Jul 2007
Location: New Joisey
Posts: 6,144
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Regarding media item fixed lanes, this one aspect to the feature has been a bit of pet peeve for me lately:
1. Have a track with a single media item in it but fixed lanes on
2. Record into that track
Result: new media item lane is created so you have 2 media item lanes. So far so good!
3. Undo the recording
Result: still 2 media item lanes. The second lane is empty.
Expected Result: If I'm undoing, that should get me back to the prior state of only 1 lane.
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11-02-2022, 06:37 PM
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#3
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Human being with feelings
Join Date: Jan 2019
Location: China
Posts: 718
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Quote:
+ ReaScript: add support for numerous keyboard/action-related APIs
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Can be a little more detailed?
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11-02-2022, 06:51 PM
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#4
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 16,009
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Quote:
Originally Posted by dangguidan
Can be a little more detailed?
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functions which were C/C++ only and now can be used from ReaScript:
SectionFromUniqueID, CountActionShortcuts, GetActionShortcutDesc, DeleteActionShortcut, DoActionShortcutDialog,kbd_enumerateActions, kbd_getTextFromCmd.
Additionally, ShowActionList() can now take sections returned by SectionFromUniqueID() (previously it would only accept NULL from ReaScripts)
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11-02-2022, 08:54 PM
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#5
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Human being with feelings
Join Date: Oct 2013
Location: Moscow, Russia
Posts: 4,079
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Not yet checked what is available in API list (long time not updated this section). So probably something exists already:
There was requested somewhere: ability to get/set shortcut. We can parse reaper-kb.ini, but we need to restart REAPER to apply changes.
Also deleting script requires same procedure (mpl_Remove non-existing scripts from action list.lua, it parse and checks reaper-kb.ini references and remove entry if script file not found). https://github.com/MichaelPilyavskiy...ActionList.lua
OR that would be nice if REAPER itself validate scripts for existing file references at startup. BUT this can break references for example, if some script slightly change name while updating from reapack. Just removing it is not fine, instead it require here some smart name match and moving shortcut/mouse and midi/osc assignment to new script and then removing old. So a way to manipulate this from reascript still would be nice.
Last edited by mpl; 11-02-2022 at 09:18 PM.
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11-03-2022, 04:57 AM
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#6
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 10,088
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Quote:
+ Video: add action to clear cache/re-render frames [t=270994]
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Thx! this seems to works with a simple defer script which pass edit cur pos ( I use the action when the timecode isn't updated automatically).
but for some reason, it seems sometimes I need to refresh twice (not easy to reproduce, I had to do this several times)?
See how when I stop edit cursor, I use two times the refresh action to get the current timecode, despite the fact I take time in between each run, and that the gmem value should be updated at defer rate. (note my video cache is set to 1.0s).
Here are my code:
https://gist.github.com/X-Raym/cf884...6d50a824a2b7a9
Thx!
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11-03-2022, 05:07 AM
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#7
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 16,009
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perhaps run the action from the same script after writing the gmem -- if they happen from separate scripts you won't know if the gmem update or the action running will happen first.
also:
Code:
gmem_read_string(0, text); // set to string to override
text=gmem[0];
that should be:
Code:
text = #; // or #whatever
gmem_read_string(0, text); // set to string to override
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11-03-2022, 07:24 AM
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#8
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 10,088
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@Justin
It seems a bit better,
though I tested with a bit more advanced script and sometimes, refreshing cache if text change isn't enough:
See how the video processor should have displayed "2 Second" as show in the console, but it is stuck on "3 Third", despite the call on the new refresh action.
This mostly happen if there is a video feed (not just a video processor). If only one video processor, I dont think the error happen (or at least it happen way less).
--
I think maybe an alternative solution for the use case (trying to get subtitle tracks displayed in video processor) would be to actually have more variable accessible via the video processor, like being able to get current track current item notes / active take name, current region names etc. If this is done by REAPER directly rather than passing by gmem, it will surely be more reliable.
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11-03-2022, 07:44 AM
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#9
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 16,009
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post the latest code for that one, thanks
Quote:
I think maybe an alternative solution for the use case (trying to get subtitle tracks displayed in video processor) would be to actually have more variable accessible via the video processor, like being able to get current track current item notes / active take name, current region names etc. If this is done by REAPER directly rather than passing by gmem, it will surely be more reliable.
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Unfortunately that's not really practical due to some design/performance constraints
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11-03-2022, 08:19 AM
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#11
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Human being with feelings
Join Date: May 2017
Location: Leipzig
Posts: 6,707
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Quote:
Originally Posted by mpl
Not yet checked what is available in API list (long time not updated this section). So probably something exists already:
There was requested somewhere: ability to get/set shortcut. We can parse reaper-kb.ini, but we need to restart REAPER to apply changes.
Also deleting script requires same procedure (mpl_Remove non-existing scripts from action list.lua, it parse and checks reaper-kb.ini references and remove entry if script file not found). https://github.com/MichaelPilyavskiy...ActionList.lua
OR that would be nice if REAPER itself validate scripts for existing file references at startup. BUT this can break references for example, if some script slightly change name while updating from reapack. Just removing it is not fine, instead it require here some smart name match and moving shortcut/mouse and midi/osc assignment to new script and then removing old. So a way to manipulate this from reascript still would be nice.
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I would love to have a SetShortcut-function, even if it only supports the shortcut-codes from kb.ini.That would be awesome.
Thanx for fixing the RENDER_TARGETS_EX issue
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11-03-2022, 02:49 PM
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#12
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 16,009
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Quote:
Originally Posted by X-Raym
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Thanks, fixing!
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11-04-2022, 10:02 PM
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#13
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Human being with feelings
Join Date: Dec 2017
Location: Brazil
Posts: 2,039
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Moving with mouse vs Item edit: Move items/envelope points up one track/a bit
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11-05-2022, 06:19 AM
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#14
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 16,009
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Quote:
Originally Posted by Funkybot
Regarding media item fixed lanes, this one aspect to the feature has been a bit of pet peeve for me lately:
1. Have a track with a single media item in it but fixed lanes on
2. Record into that track
Result: new media item lane is created so you have 2 media item lanes. So far so good!
3. Undo the recording
Result: still 2 media item lanes. The second lane is empty.
Expected Result: If I'm undoing, that should get me back to the prior state of only 1 lane.
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hmm can't duplicate this
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11-05-2022, 06:20 AM
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#15
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 16,009
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Quote:
Originally Posted by daniellumertz
Moving with mouse vs Item edit: Move items/envelope points up one track/a bit
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ah yes, thanks
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11-05-2022, 06:51 AM
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#16
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Human being with feelings
Join Date: Jan 2021
Posts: 50
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Quote:
Originally Posted by Justin
Thanks, fixing!
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Hi suddenly after the 6.69 update the FX parameter link doesn't work anymore.
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11-05-2022, 07:13 AM
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#17
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Human being with feelings
Join Date: May 2017
Location: Leipzig
Posts: 6,707
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Quote:
Originally Posted by jams3223
Hi suddenly after the 6.69 update the FX parameter link doesn't work anymore.
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Bugreports not directly related to a dev-release-feature should be placed in the bugreport section:
https://forum.cockos.com/forumdisplay.php?f=22
Otherwise it might get lost very easily.
Edit: and it must be more than just "doesn't work anymore".
For instance, what exactly happens, what did you exactly try(step by step), which operating system, etc.
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11-05-2022, 08:06 AM
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#18
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Human being with feelings
Join Date: Mar 2011
Location: On my arse in Glasgow, Scotland
Posts: 2,284
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Lane mouse mod oddity
I set the 'bottom half left click' modifier to 'play only this lane'.
I click on the bottom half of each lane item, each lane solos within the track, great.
However, if I click on the same item (bottom half) twice, the track toggles to 'play all lanes' and the modifier stops working until I select a lane header again.
Happens whatever mouse mod combo I assign.
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11-05-2022, 11:53 AM
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#19
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Human being with feelings
Join Date: Jul 2007
Location: New Joisey
Posts: 6,144
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Quote:
Originally Posted by Justin
hmm can't duplicate this
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Oddly enough, I can't either today. I just reopened the same project getting ready to upload it here, tried to reproduce, and it's not happening any longer. If I run into this again, or figure out the exact conditions, I'll post back.
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11-06-2022, 07:35 AM
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#20
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Human being with feelings
Join Date: Jun 2010
Location: Berlin
Posts: 599
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Is there a way for a CLAP plugin to get access to the REAPER API?
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11-07-2022, 12:13 AM
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#22
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Human being with feelings
Join Date: Jun 2013
Location: Krefeld, Germany
Posts: 15,726
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Quote:
Originally Posted by Reaktor:[Dave]
Is there a way for a CLAP plugin to get access to the REAPER API?
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Good question !
For this the "official" CLAP API would need to feature a "DAW specific extension" in the way as VST2 and VST3 do.
(BTW.: the "Rust Audio" library (maybe on my request) recently got this in their implementation of the VST3 API.)
-Michael
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11-07-2022, 04:55 AM
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#23
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 16,009
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Quote:
Originally Posted by BartR
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I happened to reply to that thread while browsing the other forum, but you should not mention it in the pre-release thread, it's completely unrelated. Don't take my response there as this post having been effective. :/
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11-09-2022, 12:04 PM
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#24
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Human being with feelings
Join Date: Sep 2019
Location: france
Posts: 2,460
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Quote:
Originally Posted by Edgemeal
v6.69+dev1102 - November 2 2022
+ Mouse modifiers: sort list of contexts by name
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For information, sorting by alphabetical order does not take into account the accents on the 'e' in French. It is found at the end of the list.
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11-09-2022, 02:37 PM
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#25
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Human being with feelings
Join Date: Apr 2010
Posts: 232
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Tried to load this .flac into Reaper, didn't work.
Audacity and MPC/K-lite codeck pack can take it just fine.
Other .flac files rendered by reaper are working into and outside Reaper.
__________________
"Another pointless experiment in synthetic stupidity." - Piz
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11-10-2022, 04:15 AM
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#26
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,255
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Potential bug with fixed lanes
I don't know when this changed but in this build, dragging any item from a different track onto the bottom stripped area of a fixed lane use to add a new lane for this item to go on. It seems to no longer do that.
If the item is already in lane 1 of the fixed lane then I can use that bottom strip area to add a lane to and this item will now be on lane 2.
but, if the item comes from a different track the strip no longer works.
hopefully a bug right?
I ideally need to be able to do this as it use to be for loads of different uses so I really hope this is a bug
__________________
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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11-10-2022, 04:21 AM
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#27
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Human being with feelings
Join Date: Dec 2012
Posts: 13,354
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Quote:
Originally Posted by chronocepter
Tried to load this .flac into Reaper, didn't work.
Audacity and MPC/K-lite codeck pack can take it just fine.
Other .flac files rendered by reaper are working into and outside Reaper.
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Did it work in previous versions? If no, then you should post it as bug report, not here.
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11-10-2022, 05:12 AM
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#28
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Human being with feelings
Join Date: Aug 2006
Location: Berlin
Posts: 11,839
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Quote:
Originally Posted by chronocepter
Tried to load this .flac into Reaper, didn't work.
Audacity and MPC/K-lite codeck pack can take it just fine.
Other .flac files rendered by reaper are working into and outside Reaper.
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And send that file, or a link to that file to support@cockos.com.
Sidenote, what if Reapers GUI ran on Imgui, i.e. the GPU doing all the scaling from hires bitmaps and changing+blending level-of-detail images inbetween. I'm seeing more and more plugin GUIs being scalable with more complex bitmap graphics, or at least that's what I think they may be. The Cockos guys have been quiet for almost two weeks.
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11-10-2022, 05:17 AM
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#29
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Human being with feelings
Join Date: Mar 2011
Location: On my arse in Glasgow, Scotland
Posts: 2,284
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Quote:
Originally Posted by musicbynumbers
Potential bug with fixed lanes
I don't know when this changed but in this build, dragging any item from a different track onto the bottom stripped area of a fixed lane use to add a new lane for this item to go on. It seems to no longer do that.
If the item is already in lane 1 of the fixed lane then I can use that bottom strip area to add a lane to and this item will now be on lane 2.
but, if the item comes from a different track the strip no longer works.
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Working as usual for me (dev1102), the only 'anomaly' is that grouped items can't be dragged onto the striped area.
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11-10-2022, 05:21 AM
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#30
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Human being with feelings
Join Date: Sep 2021
Location: Berlin
Posts: 2,093
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Quote:
Originally Posted by airon
The Cockos guys have been quiet for almost two weeks.
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More like 3 months, but I don't think they are porting REAPER to Dear ImGUI.
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11-10-2022, 05:47 AM
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#31
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Human being with feelings
Join Date: Dec 2012
Posts: 13,354
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Quote:
Originally Posted by sockmonkey72
More like 3 months, but I don't think they are porting REAPER to Dear ImGUI.
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Why not?
What do you mean by 3 months?
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11-10-2022, 05:53 AM
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#32
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Human being with feelings
Join Date: Sep 2021
Location: Berlin
Posts: 2,093
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Quote:
Originally Posted by vitalker
Why not?
What do you mean by 3 months?
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June 2022: 12 +dev
July 2022: 14 +dev
August 2022: 19 +dev
----
September 2022: 7 +dev
October 2022: 6 +dev
November 2022: 2 +dev
Forum activity follows a similar pattern, so like 2.5 months, not yet 3.
Clearly something's going on behind the scenes, since those guys seem to keep pretty busy, but it's not filtering down to this forum yet.
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11-10-2022, 07:02 AM
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#33
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,255
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Quote:
Originally Posted by bolgwrad
Working as usual for me (dev1102), the only 'anomaly' is that grouped items can't be dragged onto the striped area.
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Thanks for trying. Are you sure it creates an actual lane and not just stacks the items in the same lane?
I'm going to do a licecap and will upload it here
__________________
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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11-10-2022, 07:07 AM
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#34
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,255
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fixed lane stripped area not working when dragged from different track
Notice how it doesn't actually create a new lane and just stacks them.
It does work if the items are already in that track though
This is windows 10 64 bit.
__________________
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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11-10-2022, 07:28 AM
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#35
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Human being with feelings
Join Date: Dec 2012
Posts: 13,354
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Quote:
Originally Posted by sockmonkey72
...
Clearly something's going on behind the scenes, since those guys seem to keep pretty busy, but it's not filtering down to this forum yet.
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Oh wow, looks like you are right. What a deep analysis.
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11-10-2022, 02:42 PM
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#36
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Human being with feelings
Join Date: Mar 2011
Location: On my arse in Glasgow, Scotland
Posts: 2,284
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Quote:
Originally Posted by musicbynumbers
Notice how it doesn't actually create a new lane and just stacks them.
It does work if the items are already in that track though
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Not for me, definitely working fine. (XP!)
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11-10-2022, 03:44 PM
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#37
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,255
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Quote:
Originally Posted by bolgwrad
Not for me, definitely working fine. (XP!)
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That's weird then
Maybe its coming from the bottom.. I'll try that too
__________________
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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11-11-2022, 05:01 AM
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#38
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 16,249
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Quote:
Originally Posted by musicbynumbers
Notice how it doesn't actually create a new lane and just stacks them.
It does work if the items are already in that track though
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When you are moving items from a track that does not have fixed lanes, you can't move them into the add-lane area of a different track in a single move.
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11-11-2022, 05:28 AM
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#39
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Human being with feelings
Join Date: Dec 2012
Posts: 13,354
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Quote:
Originally Posted by schwa
When you are moving items from a track that does not have fixed lanes, you can't move them into the add-lane area of a different track in a single move.
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Is it made so to prevent some unwanted behavior?
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11-11-2022, 06:16 AM
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#40
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Human being with feelings
Join Date: Mar 2011
Location: On my arse in Glasgow, Scotland
Posts: 2,284
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I can reproduce it if I drag from a non-fixed lane/FIP track. The striped area isn't recognised by the dragged item. [edit] posted before I read the responses/refreshed window
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