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Old 12-28-2022, 01:48 PM   #41
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Originally Posted by Vagelis View Post

Also I noticed that the actions from the lane header menu and the buttons don't work when a track is not selected.

https://imgur.com/a/2ZqsNQd
Confirmed. This is very odd.
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Old 12-28-2022, 02:27 PM   #42
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Originally Posted by vitalker View Post
1. Now you can select the number where lane will appear. If you have 4 lanes, you'll be able to insert a new lane at 1, 2, 3 or 4 position. So would be enough to allow insert lane at n+1 position, but it can be unintuitive, agreed.

3. That's what I said before. We've already had green ribbons in the arrange view, but they were just for numbers.

4. It could be a frame around this lane instead. Or yes, different color for armed lanes.

5. Looks like you didn't activate lanes. Active lanes should be yellow, while inactive are black.

6. You are talking about play markers. Yes, it was removed due to design. Probably will be available again after rethinking.
1. well on 6.73-dev1227 I got only: insert empty lane. Not any further choice.
By default it adds the new land on top.

Missed my point 2:
2. Recording into the specific media lane: intuitively just by selecting the media lane, up there should record. By right-click then record into lane, I find also anti-intuitive. Some solution may be: an aside button to arm that specific lane for recording. It is more immediate (evident and intuitive = useful).


3. Well, I see only the number indicating the lane. Not any label containing the given name (when I change the name, I want to clearly see it because I need it. Or it has not sense to have it). Is this an option to be activated? Since there is not anything

4. Yes, that's also fine. HOwever also to arm the lane for recording, must not be buried on any submenu/right-click/ever ... just in evidence and immediate.

5. Sorry, you're right. Me bad.

6. Ok. thank you :-)
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Old 12-28-2022, 02:37 PM   #43
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Originally Posted by BartR View Post
1. well on 6.73-dev1227 I got only: insert empty lane. Not any further choice.
By default it adds the new land on top.

Missed my point 2:
2. Recording into the specific media lane: intuitively just by selecting the media lane, up there should record. By right-click then record into lane, I find also anti-intuitive. Some solution may be: an aside button to arm that specific lane for recording. It is more immediate (evident and intuitive = useful).


3. Well, I see only the number indicating the lane. Not any label containing the given name (when I change the name, I want to clearly see it because I need it. Or it has not sense to have it). Is this an option to be activated? Since there is not anything

4. Yes, that's also fine. HOwever also to arm the lane for recording, must not be buried on any submenu/right-click/ever ... just in evidence and immediate.

5. Sorry, you're right. Me bad.

6. Ok. thank you :-)
1. Ah, that's right. You should click on the lane panel, but not any lane round indicator to see that menu.

I didn't miss point 2, I've removed it from quote too, but I agree, your idea is good.

3. Yes, there is no lane name, that's what I said in my first post in this thread. And that it is only available in tooltips or context menu.

4. Agreed, menus are so boring and inconvenient.

5. But you can't activate them without selecting the track

6. It may never come back like item containers.
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Old 12-28-2022, 03:00 PM   #44
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schwa did specifically mention they paused Play Marker development to work on other track features that needed to be nailed down before work continued. I'm sure they'll pick it up again
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Old 12-28-2022, 03:02 PM   #45
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Originally Posted by MonkeyBars View Post
schwa did specifically mention they paused Play Marker development to work on other track features that needed to be nailed down before work continued. I'm sure they'll pick it up again
No doubt it wasn't some sabotage.
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Old 12-28-2022, 05:27 PM   #46
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Default Lanes

I think there is more sense to rename lane on all selected tracks.
Of course, exclusive naming can be sometimes useful.

And yes, name should be visible.
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Old 12-28-2022, 09:29 PM   #47
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Originally Posted by sockmonkey72 View Post
v6.73+dev1227 - December 27 2022
[*]+ Razor edit: add action/mouse modifier to set loop points from razor edit area
This one is definitely a smart thing to add! 👍
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Old 12-28-2022, 11:46 PM   #48
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Quote:
Originally Posted by Justin View Post
Pretty much every timestretch algorithm supported by REAPER will sound different based on where the playback begins, fwiw.
I have been noticing that too. Is there nothing that can be done about it (except for the user to glue/render items)?
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Old 12-29-2022, 02:32 AM   #49
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Came across this yesterday. I wanted to send only one vocal stem, so I thought I'd drag one small missing piece to a new fixed lane.



I checked today, and it does work if I first set the second track to fixed lanes as well. That's very inintuitive though, and wouldn't have crossed my mind in that moment.

I'm guessing that there is a reason why this is prohibited, (e.g. the case where the user drags multiple selected items from multiple tracks). Still, I think it would be a good idea to add an exception for dragging single items (or multiple items from the same track).
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Old 12-29-2022, 04:44 AM   #50
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Regarding gfx.getchar, the fix corrected numerous more keycodes, which is great.

I checked further keymaps for incorrect keycodes with gfx.getchar.

The ones, that produce two keycodes when typing twice, their first keycode is already correct, so it's just the second one that's too much.

German(Germany):
AltGr ^ KeyCode: -2147483554.0

Catalan(Spain):
AltGr 5 KeyCode: 126 35
AltGr 4 twice KeyCode 52 126

Greek(Greece)
AltGr ´ twice KeyCode -2147483585 161

French(France)
AltGr é twice KeyCode 233 126
AltGr è twice KeyCode 232 96

HEBREW(Israel)
ALTGR 4 KEYCODE 8362 164
ALTGR - KEYCODE 1471 207
ALTGR å KEYCODE 1520 212
ALTGR é KEYCODE 1522 214

Islandic((Iceland):
AltGr + KeyCode -2147483554.0

Turkey(Turkey)
AltGr ü twice KeyCode 29 126
AltGr , twice KeyCode 44 96
AltGr þ twice KeyCode 115 118

Punjabi(India)
AltGr 1 KeyCode 2663 63
AltGr 2 KeyCode 2664 63
AltGr 3 KeyCode 2665 63
AltGr 4 KeyCode 2666 63
AltGr 5 KeyCode 2667 63
AltGr 6 KeyCode 2668 63
AltGr 7 KeyCode 2669 63
AltGr 8 KeyCode 2670 63
AltGr 9 KeyCode 2671 63
AltGr 0 KeyCode 2672 63
AltGr ਗ KeyCode 2650 63
AltGr ਜ KeyCode 2651 63
AltGr ਪ KeyCode 2654 63
AltGr ਵ KeyCode 2675 63
AltGr . KeyCode 2405 63

Portuguese(Portgual)
AltGr + twice KeyCode 43 168
AltGr ~ KeyCode -2147483522.0

Spanish(Spain international)
AltGr 4 twice 52 126

Edit:
Finnish(Finland)
AltGr ¨ KeyCode -2147483480.0 126
AltGr

Netherland(Netherland)
AltGr ° twice KeyCode 176 184
AltGr ´ KeyCode -2147483468.0

Polish(Poland)
AltGr ² KeyCode -2147483585.0
AltGr s KeyCode 273 240
AltGr d KeyCode 272 208

Swedish(Sweden)
AltGr ¨ KeyCode -2147483480.0 126

Norwegian(Nyorsk Norway)
AltGr \ twice KeyCode 27 180
AltGr ¨ twice KeyCode -2147483480.0 126

Swedish(Finland)
AltGr ¨ twice KeyCode -2147483480.0 126

Mongolia (kyrillic, Mongolia) - not working at all
Nepalesian(Nepal) - not working at all
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Old 12-29-2022, 06:03 AM   #51
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Quote:
Originally Posted by Meo-Ada Mespotine View Post
Regarding gfx.getchar, the fix corrected numerous more keycodes, which is great.
is that function the responsible of the missing UTF8 compatibility with the Lyrics as well?
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Old 12-29-2022, 07:46 AM   #52
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Is the scalable slider for jsfx still in development? I did not catch it.
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Old 12-29-2022, 08:05 AM   #53
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Quote:
Originally Posted by BartR View Post
is that function the responsible of the missing UTF8 compatibility with the Lyrics as well?

Yes, I think so. And with Lokasenna's Gui Lib/Scythe, whose input-boxes have the same issue in all scripts, who use it.
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Old 12-29-2022, 08:21 AM   #54
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Quote:
Originally Posted by FeedTheCat View Post
Came across this yesterday. I wanted to send only one vocal stem, so I thought I'd drag one small missing piece to a new fixed lane.
This is related to @daniellumertz' post above where an item that was in a toggled-off lane dragged into a new lane renders the 'new' lane toggled off too.

If you drag an item into a lower track lane, then make that track non-fixed, THEN drag the item into a fixed lane track, its its lower lane status remains flagged.

Moved/duplicated items consistently remember their lane status, the assumption being that non-lane items are lane 1 unless modded in the meantime.

I know this is really 'lane discussion' but the Mr. Spock-like logic is a wonderful thing.
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Old 12-29-2022, 09:01 AM   #55
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Originally Posted by vitalker View Post
1. Ah, that's right. You should click on the lane panel, but not any lane round indicator to see that menu.
Well not sure if we are talking about the same location.
Please ehre what I mean. A syou can see, I can't add the lanes where I want. I can add them always on top.

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Old 12-29-2022, 09:04 AM   #56
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Originally Posted by BartR View Post
Well not sure if we are talking about the same location.
Please ehre what I mean. A syou can see, I can't add the lanes where I want. I can add them always on top.
That's what I wrote.

Quote:
1. Now you can select the number where lane will appear. If you have 4 lanes, you'll be able to insert a new lane at 1, 2, 3 or 4 position. So would be enough to allow insert lane at n+1 position, but it can be unintuitive, agreed.
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Old 12-29-2022, 09:06 AM   #57
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Originally Posted by vitalker View Post
That's what I wrote.
I thought there was another place :-D
However it's not clear at all so: very confusing.
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Old 12-29-2022, 09:11 AM   #58
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Originally Posted by BartR View Post
I thought there was another place :-D
However it's not clear at all so: very confusing.
Agreed, "at" word is missing or it could be called somehow different.
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Old 12-30-2022, 01:33 AM   #59
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Is the scalable slider for jsfx still in development? I did not catch it.
I see no mention of it either, but it is included in this pre-release.
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Old 12-30-2022, 06:45 AM   #60
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Quote:
Originally Posted by Meo-Ada Mespotine View Post
Regarding gfx.getchar, the fix corrected numerous more keycodes, which is great.

I checked further keymaps for incorrect keycodes with gfx.getchar.

The ones, that produce two keycodes when typing twice, their first keycode is already correct, so it's just the second one that's too much.
Ahh with a Greek keymap it doesn't work at all! OK some bigger changes, Windows keyboard support *shudder*, doing some tweaks in a branch that will probably break things but maybe will fix more than it breaks? we'll see.
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Old 12-30-2022, 07:43 AM   #61
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Say you've recording 4 takes into lanes on a track. Then you want to record some more takes somewhere else on the same track. Why does the first of the NEW set of takes end up in lane 4, the second in lane 5 etc.? It would surely make more sense if the new sets of takes started on lane 1.

I have tried the option to record onto lane 1 but, then, all the takes end up on that lane, i.e. the option to record takes into lanes seems to be overridden. That doesn't seem very intuitive to me - unless I've missed the point of the record to lane feature.

Also I agree with the point someone has made that it would be really helpful to have the choice to toggle between showing all lanes or only only one lane. Keyboard shortcuts/actions to move backwards and forward through the lanes (which work with your new track grouping feature) would also be very useful.
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Old 12-30-2022, 09:32 AM   #62
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By default, new recording goes into the last lane, but after the recording is done, if it overlaps with any media already in the last lane, a new lane will be created. This seems like the most expected behavior if you do some recording passes, then do something else for a while, then record some more passes in the same (or nearly the same) place.

It might also be fine to record into the first lane, and when the recording is done, if it overlaps with existing media, keep moving it down by lanes until there is space, eventually creating a new lane if needed. But that might end up with unexpected results, like a new recording ending up in a middle lane because there happened to be a hole there.

Really whatever the default behavior is, some of the time it won't be desired and you'll have to end up moving the new recording to the lanes you want.

When the option is enabled to record into a specific lane, I think that needs to mean all of the recording passes go into that lane, as it does now.
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Old 12-30-2022, 10:03 AM   #63
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By default, new recording goes into the last lane, but after the recording is done, if it overlaps with any media already in the last lane, a new lane will be created. This seems like the most expected behavior if you do some recording passes, then do something else for a while, then record some more passes in the same (or nearly the same) place.

It might also be fine to record into the first lane, and when the recording is done, if it overlaps with existing media, keep moving it down by lanes until there is space, eventually creating a new lane if needed. But that might end up with unexpected results, like a new recording ending up in a middle lane because there happened to be a hole there.

Really whatever the default behavior is, some of the time it won't be desired and you'll have to end up moving the new recording to the lanes you want.

When the option is enabled to record into a specific lane, I think that needs to mean all of the recording passes go into that lane, as it does now.
Ok, thanks, Schwa! Just seemed like a waste of screen space to me, especially if we have to view all lanes at once.
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Old 12-30-2022, 01:02 PM   #64
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I see no mention of it either, but it is included in this pre-release.
Thank you for pointing this out.
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Old 12-30-2022, 01:19 PM   #65
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The new timestretch is incredible.
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