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01-29-2023, 04:19 PM
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#1
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Human being with feelings
Join Date: Sep 2021
Location: Berlin
Posts: 1,750
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v6.73+dev0129a - January 29 2023
v6.73+dev0129a - January 29 2023
- * Includes feature branch: text/control alignment improvements
- * Includes feature branch: pooled and unpooled ARA edits
- * Includes feature branch: mouse modifier small ID action binding fix
- * Includes feature branch: fixed lane comping
- * 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: media item fixed lanes
- + Media item lanes: add mouse modifiers to move comp area and trim and move media items
- + Mixer: add cut menu items to FX context menu
- + Project bay: fix issues with the occasional dynamically generated menu item performing the wrong action
- # Alignment: improve linux alignment of HotTrackButtons [p=2641203]
- # Media item lanes: display razor edit button to create comp area when razor edit contains unsynced comp areas
- # Media item lanes: ensure comp areas are in sync after running action to comp into a new copy of lane
- # Media item lanes: remove mouse modifiers to move comp area and create razor edit
- # Media item lanes: support dragging comp area with media items into add-lane area
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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01-29-2023, 04:33 PM
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#2
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Human being with feelings
Join Date: Dec 2009
Location: Minnesota
Posts: 9,082
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I've been having a weird issue in the last 3 pre-releases. I've been super busy and did not post here until now (oops). So it's possible that it has not been consistent, but it certainly is happening in this brand new pre, as well as the last 2.
When I group items and close the project, they are not grouped when I re-open the project.
https://imgur.com/a/iezB34j
__________________
The Sounds of the Hear and Now.
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01-29-2023, 04:44 PM
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#3
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Human being with feelings
Join Date: Oct 2011
Posts: 2,921
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Hi,
It would be great if the hatched area changes his size depending on the size of the TCP.
Here, the hatched are is too big (it can be hard to grab the items or to see them correctly):
The TCP is tall. Good size:
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01-29-2023, 04:57 PM
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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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Quote:
Originally Posted by sockmonkey72
v6.73+dev0129a - January 29 2023[*]+ Media item lanes: add mouse modifiers to move comp area and trim and move media items
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This is magic, wow
Really impressed by the way it works, for me it filled the last gap for this implementation regarding comping and arrangement, so flexible!.. Congrats and thank you veeery much for your patient and work devs!
Also very much appreciated all the improvements and fixes!
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01-29-2023, 05:19 PM
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#5
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Human being with feelings
Join Date: May 2019
Location: Berlin
Posts: 1,928
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Quote:
Originally Posted by sockmonkey72
# Alignment: improve linux alignment of HotTrackButtons [ p=2641203]
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Thx Justin, looks great now.
Something else I noticed (it's also fixed lane related):
At the height where the fixed lane add area is hidden, track divider lines also go missing.
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01-29-2023, 05:21 PM
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#6
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,269
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Quote:
Originally Posted by Vagelis
This is magic, wow
Really impressed by the way it works, for me it filled the last gap for this implementation regarding comping and arrangement, so flexible!.. Congrats and thank you veeery much for your patient and work devs!
Also very much appreciated all the improvements and fixes!
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What it do? Licecap!!!
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01-29-2023, 06:00 PM
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#7
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Human being with feelings
Join Date: Apr 2016
Location: ASU`ogacihC
Posts: 3,799
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Quote:
# Media item lanes: ensure comp areas are in sync after running action to comp into a new copy of lane
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After copy, and switching comp lanes, the last comp becomes unsynced.

Win10_x64
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01-29-2023, 06:29 PM
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#8
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,436
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Quote:
Originally Posted by richie43
When I group items and close the project, they are not grouped when I re-open the project.
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Fixing, thanks!
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01-29-2023, 06:32 PM
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#9
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Human being with feelings
Join Date: Mar 2011
Location: On my arse in Glasgow, Scotland
Posts: 1,849
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Superb, that's more like it. Exactly, actually. Much respect.
Today, in a not uncommon moment of madness, I tried recording (v0129) a new take into a lane with a time selection loop and a comp edit, as you do. Whoa, did I get into a mess with double layered overlooped items in source and comp lane, and no immediately apparent way out apart from Ctrl+Z. Not sure what I'm comp-laneing about, you might want to try it yourself - on a non-essential project.
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01-29-2023, 06:36 PM
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#10
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,436
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Quote:
Originally Posted by bolgwrad
I tried recording (v0129) a new take into a lane with a time selection loop and a comp edit
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Probably the right solution is for REAPER to automatically turn off comping when you start recording 😃
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01-29-2023, 07:06 PM
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#11
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,436
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Quote:
Originally Posted by Edgemeal
After copy, and switching comp lanes, the last comp becomes unsynced.
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Fixing, thanks.
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01-30-2023, 12:47 AM
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#12
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Human being with feelings
Join Date: Mar 2011
Location: On my arse in Glasgow, Scotland
Posts: 1,849
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Quote:
Originally Posted by schwa
Probably the right solution is for REAPER to automatically turn off comping when you start recording 😃
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The use case was that I had 4 vocal takes I was comping, and needed to retake a small segment completely; maybe an automatic new record lane would have been less of an interruption (which is what I should have done in the first place; the comp area was in the 'Record into lane' lane). Thx.
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01-30-2023, 03:28 AM
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#13
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Human being with feelings
Join Date: Oct 2017
Location: Black Forest
Posts: 5,000
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Quote:
Originally Posted by ovnis
Hi,
It would be great if the hatched area changes his size depending on the size of the TCP.
Here, the hatched are is too big (it can be hard to grab the items or to see them correctly):
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Yes, fully agreed.
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01-30-2023, 04:15 AM
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#14
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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 Coachz
What it do? Licecap!!!
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It's for re-arranging phrases while staying in sync with the rest comps without breaking them. As I'm moving the position of the comp it keeps updating the comping lane with the included item, which makes the system super flexible to work with imo
You can drag to reposition, edit and comp super fast.
Schwa, the only thing that I've found in use of this, is that if the edges of the comp area that we drag to reposition are snapping with another area, they're moving together and changing the size of the rest comps. Maybe it would be nice if we also had another mod to add to this the ability to move the area independently from the rest comps when they snap to each other? The edges that snap to each other could move together only when we drag from the edge and not when reposition the area.
As a last thing, it would be nice if drag/copy was supported, so we could keep the initial item in comp lane. (Not possible with RE too)
Huge thanks for your patience!
Last edited by Vagelis; 01-30-2023 at 04:32 AM.
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01-30-2023, 04:16 AM
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#15
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Human being with feelings
Join Date: Jan 2014
Posts: 922
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01-30-2023, 04:53 AM
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#16
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,269
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Quote:
Originally Posted by Vagelis
It's for re-arranging phrases while staying in sync with the rest comps without breaking them. As I'm moving the position of the comp it keeps updating the comping lane with the included item, which makes the system super flexible to work with imo
You can drag to reposition, edit and comp super fast.
! 
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Thanks so much. They do move fast.
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01-30-2023, 04:59 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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Quote:
Originally Posted by Vagelis
Schwa, the only thing that I've found in use of this, is that if the edges of the comp area that we drag to reposition are snapping with another area, they're moving together and changing the size of the rest comps.
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Actually I've just noticed this happens only when I drag to the right to reposition, to the left they don't stick with each other. Probably by design?
Also dragging the right edge doesn't stick with the other area, but it does from the left. I think the best would be to stick when we drag from both edges but un-stick when dragging from the area to reposition.
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01-30-2023, 05:16 AM
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#18
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Human being with feelings
Join Date: Jan 2014
Posts: 922
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01-30-2023, 05:34 AM
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#19
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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Bug when creating an area inside another and moving it to an empty lane.
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01-30-2023, 05:46 AM
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#20
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Human being with feelings
Join Date: Jan 2014
Posts: 922
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01-30-2023, 05:48 AM
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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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Similar bug to the above where it's not possible to create a new comp area above the unsynced area. The RE button doesn't work either.
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01-30-2023, 05:54 AM
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#22
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,436
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Quote:
Originally Posted by Vagelis
mod to add to this the ability to move the area independently from the rest comps when they snap to each other?
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Do you mean something different from the existing "move without affecting other comp areas" mouse modifiers?
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01-30-2023, 06:03 AM
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#23
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Human being with feelings
Join Date: Jan 2014
Posts: 922
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01-30-2023, 06:06 AM
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#24
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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
Do you mean something different from the existing "move without affecting other comp areas" mouse modifiers?
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Yes, this one is useful to unstick the edges of comp areas but can't pass through other areas when we drag it. Using the new modifier "split and move media items", it would be nice to move the area separately from other areas without sticking their edges when we drag it to reposition.
But when we dragging it from the edge, in case it snaps with another, I think it should move both edges.
In case we want to unstick their edges again we could use the modifier that you mentioned.
Hope it makes sense
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01-30-2023, 06:33 AM
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#25
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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As it works now, it is correct behavior only when moving an area to the left.
It's also correct when moving the left edge, that's moving with the edge of the other area.
Made a gif:
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01-30-2023, 06:56 AM
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#26
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Human being with feelings
Join Date: Jan 2014
Posts: 922
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01-30-2023, 07:34 AM
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#27
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Human being with feelings
Join Date: Jan 2014
Posts: 922
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01-30-2023, 07:58 AM
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#28
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Human being with feelings
Join Date: Jan 2014
Posts: 922
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01-30-2023, 08:06 AM
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#29
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Human being with feelings
Join Date: Jan 2010
Posts: 8,171
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Quote:
Originally Posted by schwa
Fixing, thanks!
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Hello! Same thing when moving grouped items and then undoing. Every grouped items in the project become ungrouped.
__________________
"Votre vote m'oblige". Menteur n'a qu'un œil.
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01-30-2023, 08:27 AM
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#30
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,660
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I think creating an area in comping lane should be allowed only when it starts inside an existing area, so that it would change the selection of the attached lane. Otherwise dragging outside an existing area it creates an area on first lane.
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01-30-2023, 09:19 AM
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#31
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,436
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Quote:
Originally Posted by Vagelis
Actually I've just noticed this happens only when I drag to the right to reposition, to the left they don't stick with each other.
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The intended logic is that by default, edges stick where areas are already touching when the edit starts. However it does make sense not to have edges stick when moving the media along with the comp area. This should be improved for the next build.
Last edited by schwa; 01-30-2023 at 09:33 AM.
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01-30-2023, 09:33 AM
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#32
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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 logic is that by default, edges stick where areas are already touching when the edit starts.
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Understood and it makes sense, but in the case of moving an area with the item, this could change the rest comps. I think it would be better when moving the area, to unstick from the rest edges like the behavior with left drag.
And when we 're dragging from the edge to stick with the edge of the nearest area (In case the edges are touching with each other)
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01-30-2023, 09:34 AM
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#33
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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
However it does make sense not to have edges stick when moving the media along with the comp area. This should be improved for the next build.
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Yep yep, thanks a lot!
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01-30-2023, 12:53 PM
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#34
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Human being with feelings
Join Date: Dec 2009
Location: Minnesota
Posts: 9,082
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Quote:
Originally Posted by schwa
Fixing, thanks!
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Sweet. I thought that it was my imagination (Not very imaginative, if so....ha ha)
__________________
The Sounds of the Hear and Now.
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01-30-2023, 12:55 PM
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#35
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Human being with feelings
Join Date: Jun 2020
Posts: 622
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Quote:
Originally Posted by ovnis
It would be great if the hatched area changes his size depending on the size of the TCP.
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100%
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01-30-2023, 01:37 PM
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#36
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Human being with feelings
Join Date: Aug 2020
Location: Hamburg
Posts: 96
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When the colors of the source lane items are changed after having created a comp area, this is not reflected in the comp lane (only after adjustments to the comp area are made).
At least I would expect the colors of the comp lane to always reflect the colors of the source lanes, no matter when in the process I change them, right?
Anyway, thank you for making this happen.
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01-30-2023, 01:47 PM
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#37
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Human being with feelings
Join Date: Aug 2020
Location: Hamburg
Posts: 96
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Request for Lane Dividers
And what do you all think obout some fixed lane dividers? A one-pixle thick line (customizable through the theme tweaker in color) would help keep things aligned visually, especially if media items are sparse. I would like that.
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01-30-2023, 01:55 PM
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#38
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Human being with feelings
Join Date: Jun 2019
Posts: 2,865
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Quote:
Originally Posted by sockmonkey72
[*]+ Mixer: add cut menu items to FX context menu
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Aaahh this is great, works perfectly  Thanks so much!
Btw regarding the paste function.. is there a reason that Reaper doesn't allow to select multiple tracks and paste the FX to all of them? Or is it a bug? It just pastes to the first selected track.
A bit tedious if an effect needs to be moved from one track to multiple others (for example from folder to several children) to do it one by one.
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01-30-2023, 02:39 PM
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#39
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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 mattn
And what do you all think obout some fixed lane dividers? A one-pixle thick line (customizable through the theme tweaker in color) would help keep things aligned visually, especially if media items are sparse. I would like that.
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I imagine Folders - purely organizational, no routing.
Could put takes in a folder, comps in another folder, and be able to collapse/expand what you're interested in at the moment, saving tons of real estate in a functional way.
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01-30-2023, 02:41 PM
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#40
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Human being with feelings
Join Date: Jan 2016
Location: Los Angeles, CA
Posts: 2,991
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Also thinking forward :
I know this system allows us to create track versions of a sort, if we use certain lanes as the version containers and selectively solo them.
This doesn't address things like Volume Pre-FX automation, which is comp-specific type automation and currently stays static when changing comps.
^^ here I always use Volume PreFX to even out the vocal performance before it hits the compressors/saturation so it's more controlled and predictable. But every comp requires different automation to achieve this, so we're lacking the ability to store this kind of stuff together with the comp. You can see the automation is totally inappropriate when the 2nd comp is clicked in as active.
Is versioning being addressed in some way (ie, full-track state recall/cycle) beyond doing it manually ourselves in lanes? This would allow some level of dealing with the above (as one example). I guess the other way would be to tie Pre-FX volume to the selected lane, but that sounds like a can of worms.
Last edited by ferropop; 01-30-2023 at 04:30 PM.
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