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01-09-2023, 10:22 AM
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#1
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,197
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v6.73+dev0109 - January 9 2023
v6.73+dev0109 - January 9 2023
- * Includes feature branch: shortcut import/export improvements and multiple main keyboard sections
- * Includes feature branch: improve samplerate change behavior when loading projects
- * Includes feature branch: VST3 re-map of parameter IDs due to restartComponent
- * Includes feature branch: AU parameter list change notification support
- * Includes feature branch: MIDI editor screenset improvements
- * Includes feature branch: routing matrix/track wiring input activity indicators
- * Includes feature branch: preview item selection for grouped tracks
- * Includes feature branch: VST3 per-channel silence reporting compatibility option
- * Includes feature branch: better .RfxChain media explorer and clipboard integration
- * Includes feature branch: ReaReaRea timestretch mode
- * Includes feature branch: GR metering as embedded UI for third-party VSTs
- * Includes feature branch: JSFX new features and EEL2 preprocessor
- * Includes feature branch: render dialog statistics display improvements
- * Includes feature branch: selected media item appearance changes
- * Includes feature branch: media item fixed lanes
- + Actions window: add menu item to clear the current section shorcuts
- + Actions window: add menu item to export the current section's shortcuts
- + Actions window: add menu item to import shortcuts, ignoring other sections
- + Actions window: add menu item to import shortcuts, mapping to the current section
- + Actions window: add menu item to reset the current section's shortcuts to default
- + Actions window: when exporting selected shortcuts, include default shortcuts
- + Actions: store descriptive comments about shortcuts in ReaperKeyMap/reaper-kb.ini
- + FX chain window: improve list focus behavior when renaming instance
- + JSFX: throttle calls to gfx_showmenu() to prevent accidental annoyance
- + Keyboard: add multiple alternate main keyboard sections, add actions to switch between them both persistently and momentarily
- + Media item lanes: add actions/mouse modifiers to move comp areas up, down, to the lane under the mouse, or set loop points from comp area (see mouse modifiers for fixed lane comp area left-click)
- + Media item lanes: add support for comp areas
- + Media item lanes: add theme elements for fixed lane comp area fill, outline color/mode
- + Media item lanes: designate a comping lane via right-click on lane header button, or shift+control+click (see mouse modifiers for fixed lane header button)
- + Media item lanes: edits to comp area position or edges will be mirrored between media source lane and comping lane
- + Media item lanes: if a comping lane exists, create comp areas via shift+control+right-drag, or shift+control+click on a razor edit area (see mouse modifiers for arrange view right-drag, razor edit area left-click)
- + Media item lanes: media items within a comp area will be mirrored to the comping lane
- + Media item lanes: turning off comping lane, or designating a new comping lane, will preserve comp areas that were created for the previous comping lane
- # Audio Units: fix re-scan of kAudioUnitProperty_ParameterList
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
__________________
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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01-09-2023, 10:28 AM
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#2
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,605
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Quote:
* Includes feature branch: shortcut import/export improvements and multiple main keyboard sections
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For the main section, there is "Main", "Main (alt recording)", and now 16 extra alternate sections (which can be renamed). The "Main" and "Main (alt recording)" previously existed, you could enable the latter via the preferences, which was used during recording.
There are new actions which allow switching between sections. You can switch permanently (for the length of the session), or you can switch momentarily (meaning for the next key-press, if it happens within 1000ms or so). If you enable a momentary switch, then the context is global (meaning if you activate the momentary switch via a modified-key in a text field, you can then hit an unmodified key and still activate the action).
This allows you to do overall-keyboard-mode-switches, or multi-key sequences. And probably more complex things.
Edit: also, mousewheel bindings and MIDI bindings are included in these
Last edited by Justin; 01-09-2023 at 11:35 AM.
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01-09-2023, 10:32 AM
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#3
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,426
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Also, the linux build farm compiler caught a bug in the fixed lanes branch that will be fixed for the next build. In this build, if you have several tracks with fixed lanes in the project, they may be incorrectly treated as grouped when creating comp areas.
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01-09-2023, 10:32 AM
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#4
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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Testing the new comping features and it looks really amazing and in the right direction! HUGE thanks! Off too test it more
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01-09-2023, 10:37 AM
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#5
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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One thing i found is that in arrange view context-right drag, the new modifier "create fixed lane comp area" isn't working. I suppose it should swipe comp by dragging the mouse?
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01-09-2023, 10:40 AM
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#6
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,426
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Quote:
Originally Posted by Vagelis
One thing i found is that in arrange view context-right drag, the new modifier "create fixed lane comp area" isn't working. I suppose it should swipe comp by dragging the mouse?
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You sure about that? What are you dragging over? The mouse modifier (and the other related actions) only work after you have designated a comping lane.
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01-09-2023, 10:43 AM
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#7
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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Quote:
Originally Posted by schwa
You sure about that? What are you dragging over?
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AH sorry, I had to activate comping in lanes, works as expected! Love it!
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01-09-2023, 10:50 AM
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#8
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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Would it be possible not to break the comps when we are moving the items outside of the comp?
Moving the item should update the top lane when is passing through the comp.
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01-09-2023, 10:52 AM
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#9
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Human being with feelings
Join Date: Aug 2006
Location: Berlin
Posts: 11,785
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This keyboard set switching sounds great. I'll have to think about optimizing certain bits of workflow to that, such as post mixing and game sound design, which require some fairly different actions.
Nice.
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01-09-2023, 10:53 AM
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#10
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,426
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Quote:
Originally Posted by Vagelis
Would it be possible not to break the comps when we are moving the items outside of the comp?
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The risk in that behavior is that all of the comps that have that source media would be affected. For example if you comped two verses, and moved the source media for the second verse, the comps for the first verse would change.
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01-09-2023, 10:54 AM
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#11
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,265
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Quote:
Originally Posted by Vagelis
Would it be possible not to break the comps when we are moving the items outside of the comp?
Moving the item should update the top lane when is passing through the comp.

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Well that looks headed in the right direction.
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01-09-2023, 11:15 AM
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#12
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Human being with feelings
Join Date: May 2017
Location: Leipzig
Posts: 6,492
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What are the section-numbers of the new sections?
0-main
100-main alt(iirc)
how does it continue?
And would it be possible to add a function to import a keymap to a section via script as well? That would be neat.
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01-09-2023, 11:29 AM
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#13
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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Quote:
Originally Posted by schwa
The risk in that behavior is that all of the comps that have that source media would be affected. For example if you comped two verses, and moved the source media for the second verse, the comps for the first verse would change.
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Hmm yes makes sense, so i guess this can't be bypassed somehow? Because it would be very flexible if we could edit the item in comps too, either when we want to split an item in it or move a muted part straight into a comp which will be updated instantly on top lane without breaking.
Although one solution is to drop that muted part on lane adder to create a new lane and comp the new item to a different time, but in case we want to edit the item we have to break the comp-edit-recomp, which is kind of going back and forth.
And another problem is that we can't edit on top lane either, i guess we have to disable comping to edit and then enable it again which breaks the comps too.
Something else that i found is that "comp into new empty lane" doesn't work here, it should create a new lane on top right?
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01-09-2023, 11:31 AM
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#14
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,426
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Quote:
Originally Posted by Vagelis
Something else that i found is that "comp into new empty lane" doesn't work here, it should create a new lane on top right?
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Yes, that's a bug, fixing, thanks.
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01-09-2023, 11:34 AM
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#15
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,605
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Quote:
Originally Posted by Meo-Ada Mespotine
What are the section-numbers of the new sections?
0-main
100-main alt(iirc)
how does it continue?
And would it be possible to add a function to import a keymap to a section via script as well? That would be neat.
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1-16 are the alt-1 alt-16 sections
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01-09-2023, 11:51 AM
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#16
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Human being with feelings
Join Date: Jun 2019
Location: Hampshire, England
Posts: 234
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Swipe comping is looking great!
I particularly like the way we can make multiple comps but go back and and adjust previous ones, i.e. the boundary selections are 'sticky.' Just reactivate comping on the relevant comping lane and off you go!
Bravo! :-)
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01-09-2023, 11:53 AM
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#17
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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Use case: Dropped an item on lane adder while comp mode was active on top lane and soloed the new lane to listen only the new item to choose a part of it and move it somewhere else.
When i finished moving the new part and muted the new lane (toggle), it would be nice if the top lane with comping activated would be unmuted automatically, to return back to comp and listen the new result.
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01-09-2023, 11:56 AM
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#18
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,426
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Quote:
Originally Posted by Vagelis
muted the new lane
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Muted how? Note that there is a mouse modifier section for the lane buttons, so if I am understanding the use case correctly, when you were done auditioning the bottom lane, you could shift+control+click the original comping lane to reactivate it.
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01-09-2023, 11:59 AM
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#19
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Human being with feelings
Join Date: Oct 2017
Location: Black Forest
Posts: 4,999
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Wow devs, now that's what I call an overhaul! I applaud you, very well done!
Still checking out the new possibilities...
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01-09-2023, 11:59 AM
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#20
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Human being with feelings
Join Date: Apr 2016
Location: ASU`ogacihC
Posts: 3,799
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Action = "Fixed lane comp area: Set loop points to comp area"
When I call that ^ action from a shortcut, it selects the total comp area (from first one start to last one end), but when called from a MM Fixed Lane - left-click it does same thing as Control+Alt does and sets loop to only comp under mouse.
EDIT I set the Action to Arrange View - Middle click - Control+Alt and that works, and even better/easier to use/remember, same keys, just different mouse buttons.
I'm really liking the fixed lane comping in this release!
Keep up the great work!
Last edited by Edgemeal; 01-11-2023 at 10:15 PM.
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01-09-2023, 12:03 PM
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#21
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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Quote:
Originally Posted by schwa
Muted how? Note that there is a mouse modifier section for the lane buttons, so if I am understanding the use case correctly, when you were done auditioning the bottom lane, you could shift+control+click the original comping lane to reactivate it.
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Changed the post a bit but wasn't that fast  . I clicked to "toggle" mute the new lane and after all lanes were muted, even if comp mode was activated on top lane. Maybe in this case it would be nice to auto solo the lane with comp activated? So in case all lanes are muted and comping is activated in some lane, to auto solo that lane.
Thanks for the mouse modifier info to reactivate
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01-09-2023, 12:14 PM
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#22
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Human being with feelings
Join Date: Oct 2017
Location: Black Forest
Posts: 4,999
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Is this on purpose?
1. When comping an item within in boundaries, the selection disappears
2. When comping an item beyond its boundaries, the selection stays
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01-09-2023, 12:20 PM
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#23
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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Remove comp area modifier is really nice! Can we have another modifier to split the item at comp area edges?
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01-09-2023, 12:21 PM
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#24
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,426
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Quote:
Originally Posted by _Stevie_
1. When comping an item within in boundaries, the selection disappears
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Hmm no, the comp area is being removed because REAPER thinks it has immediately gone out of sync, probably because the source media is MIDI. We'll fix.
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01-09-2023, 12:22 PM
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#25
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Human being with feelings
Join Date: Oct 2017
Location: Black Forest
Posts: 4,999
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Ah okay, will check with audio, just to be sure.
EDIT: Yes, that was it. With audio it works as expected!
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01-09-2023, 12:33 PM
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#26
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,426
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Quote:
Originally Posted by _Stevie_
Ah okay, will check with audio, just to be sure.
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I actually can't reproduce this. Is the MIDI item in-project, or a .mid file?
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01-09-2023, 12:35 PM
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#27
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Human being with feelings
Join Date: Jan 2019
Location: Brazil
Posts: 108
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Hi, something strange happens with fades. If the item has a fadeout that is applied
to the comp area.
In the gif: lane 1 is the comp lane (Destination) and
lane 2 is (source)
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01-09-2023, 12:35 PM
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#28
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Human being with feelings
Join Date: Dec 2019
Posts: 214
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bug
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01-09-2023, 12:36 PM
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#29
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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Some more thoughts after using it more about moving the comps together with items horizontally: I think this would allow deeper and faster experimentation with arrangement and make it more flexible.
Maybe with another modifier that will split automatically the item to the edges of the comp and moves the comp with the item horizontally without breaking the comp.
Some other idea is an option to split the comp area to top and bottom and for example use the top area to move only the area without contents and the bottom area to move the comp area together with the item after splitting it.
EDIT: But i hope if this can't be possible to have the ability and use razor edits on comps without breaking them.
Last edited by Vagelis; 01-09-2023 at 12:42 PM.
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01-09-2023, 12:40 PM
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#30
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Human being with feelings
Join Date: Oct 2017
Location: Black Forest
Posts: 4,999
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Quote:
Originally Posted by schwa
I actually can't reproduce this. Is the MIDI item in-project, or a .mid file?
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It's an item in project. Here's the project!
https://stash.reaper.fm/v/46054/midi%20comp.RPP
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01-09-2023, 12:50 PM
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#31
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Human being with feelings
Join Date: Dec 2019
Posts: 214
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bug
Compception like this doesn't make sense.
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01-09-2023, 12:51 PM
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#32
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Human being with feelings
Join Date: Jun 2013
Location: Krefeld, Germany
Posts: 14,174
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Quote:
Originally Posted by IrishRover79
Swipe comping is looking great!
Bravo! :-)
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Can we have a more extensive GIF demoing ?
-Michael
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01-09-2023, 12:53 PM
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#33
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Human being with feelings
Join Date: Sep 2016
Location: Toronto
Posts: 683
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Loving this implementation so far! Really great stuff.
Would a sensible default for left click on fixed comp lane area be "move comp area to lane under mouse?"
Some issues with the modifiers:
-fixed lane comp area "move comp area to lane under mouse" is a bit finicky in that if the mouse is moving even one pixel horizontally it doesn't register and switches to left drag
context
-but if left drag context is set to "no action" it still moves the comp area
Thanks for perfecting this feature devs, it is really appreciated!
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01-09-2023, 01:03 PM
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#34
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,426
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Quote:
Originally Posted by Odys
Compception like this doesn't make sense.
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The behavior is intentional, for this use case:
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01-09-2023, 01:06 PM
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#35
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,426
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Quote:
Originally Posted by Arthur McArthur
fixed lane comp area "move comp area to lane under mouse" is a bit finicky in that if the mouse is moving even one pixel horizontally it doesn't register and switches to left drag
context
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If I'm understanding correctly, you are saying that you want to mouse-click but instead you do a tiny mouse-drag? The mouse-drag initiates after the cursor moves 4 pixels, which we would probably not want to increase.
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01-09-2023, 01:15 PM
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#36
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Human being with feelings
Join Date: Dec 2019
Posts: 214
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Quote:
Originally Posted by schwa
The behavior is intentional, for this use case:

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Yes, it seems it makes sense  Thanks.
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01-09-2023, 01:17 PM
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#37
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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Quote:
Originally Posted by mschnell
Can we have a more extensive GIF demoing ?
-Michael
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It's better to try it out but here's a small preview recording in lanes:
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01-09-2023, 01:33 PM
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#38
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Human being with feelings
Join Date: Jan 2016
Location: Los Angeles, CA
Posts: 2,991
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Quote:
Originally Posted by Vagelis
It's better to try it out but here's a small preview recording in lanes: 
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These actions that you're using for swipe-comping, are they the "Create fixed-lane comp area" ones?
And have you assigned them to Mouse Modifiers : Context "Arrange View" : Right-Drag?
And if so, have you replaced the original Razor MMs with these?
I guess I'm confused about the new Actions Shortcut Switching stuff (which is awesome!) -- but does this somehow solve having to make new Modifier combinations for creating Comp Areas vs Razor Edits?
...the whole idea I thought, was to turn on the "comping modifier" set (Main alt-1 for example), and now you could assign your already familiar Razor Edit key/mouse combos to create the almost-identical Comp Areas? When you need to comp you turn on your Comping modifiers, and now you could draw Comp Areas exactly as you draw Razor Areas?
edit : in short, the new switch stuff gives us swappable Action Shortcuts, but not swappable Mouse Modifier sets right?
Last edited by ferropop; 01-09-2023 at 01:45 PM.
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01-09-2023, 01:45 PM
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#39
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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Quote:
Originally Posted by ferropop
These actions that you're using for swipe-comping, are they the "Create fixed-lane comp area" ones?
And have you assigned them to Mouse Modifiers : Context "Arrange View" : Right-Drag?
And if so, have you replaced the original Razor MMs with these?
I guess I'm confused about the new Actions Shortcut Switching stuff (which is awesome!) -- but does this somehow solve having to make new Modifier combinations for creating Comp Areas vs Razor Edits?
...the whole idea I thought, was to turn on the "comping modifier" set, and now you could assign your already familiar Razor Edit key/mouse combos to create the almost-identical Comp Areas? When you need to comp you turn on your Comping modifiers, and now you could draw Comp Areas exactly as you draw Razor Areas?
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These are the new mouse modifiers which replaced razor edits, no need to use actions for comping, there's a new comping tool in Arrange context which works when you activate a lane for comping from the lane header menu.
Comp area got it's own context as well
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01-09-2023, 01:47 PM
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#40
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Human being with feelings
Join Date: Jun 2013
Location: Krefeld, Germany
Posts: 14,174
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Quote:
Originally Posted by Vagelis
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Thanks !
-Michael
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