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03-22-2023, 02:53 PM
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#1
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Human being with feelings
Join Date: Dec 2012
Posts: 13,354
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v6.78+dev0322 - March 22 2023
v6.78+dev0322 - March 22 2023
- * Includes feature branch: configurable naming for in-project MIDI items
- * Includes feature branch: updated Windows manifest for newer OS features
- * Includes feature branch: always running non-bypassed FX when the UI is visible
- * Includes feature branch: crossfade new recording with existing media items if configured
- * Includes feature branch: video from background projects
- * Includes feature branch: FX containers
- * Includes feature branch: improvements to aligning takes after recording
- * Includes feature branch: arrange view override mouse modifier sections
- * Includes feature branch: toolbar armed/special animations
- * Includes feature branch: pooled and unpooled ARA edits
- * Includes feature branch: fixed lane comping
- * Includes feature branch: shortcut import/export improvements and multiple main keyboard sections
- * Includes feature branch: preview item selection for grouped tracks
- * Includes feature branch: GR metering as embedded UI for third-party VSTs
- * Includes feature branch: media item fixed lanes
- + Audio device channel naming/mapping: allow mapping ReaRoute/loopback devices as regular channels
- + Localization: improve localization of default audio device channel names
- + Loopback: add audio loopback support (Preferences/Audio) for up to 256 channels
- + Sends: add options to have sends, hardware outputs unaffected by mute/solo
- # Media item lanes: add action to copy unsynced comp area to new lane to comp area context menu
- # Media item lanes: edit comp area fades by editing media item fades directly in comp lane
- # Media item lanes: lots of internal changes
- # Media item lanes: prevent cluttering undo history when syncing comp areas
- # Media item lanes: simplify comp area appearance and editing
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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03-22-2023, 03:08 PM
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#2
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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The right click menu for comp areas has been removed in this pre?
Edit: It's there, but i had to restart reaper and then i could see it.
Last edited by Vagelis; 03-22-2023 at 03:29 PM.
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03-22-2023, 03:08 PM
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#3
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Human being with feelings
Join Date: Jan 2016
Location: Los Angeles, CA
Posts: 3,256
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Split Comp Area (ignoring snap) still not working as a Ctrl-LClick. Behaviour started in the last pre.
the With Snap version works.
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03-22-2023, 03:12 PM
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#4
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Human being with feelings
Join Date: Jan 2016
Location: Los Angeles, CA
Posts: 3,256
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"Copy Unsynced Comp Areas to New Lane and ReComp for Track Under Mouse" not working as Shift-Ctrl-LClick MM, and also stopped working yesterday.
Tried remapping modifiers, no difference.
I'm specifying my mappings in case that adds a clue, but it doesn't matter what modifier combo I use.
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03-22-2023, 03:12 PM
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#5
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Human being with feelings
Join Date: Mar 2011
Location: West Tennessee
Posts: 1,157
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What means this?
* Includes feature branch: updated Windows manifest for newer OS features
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03-22-2023, 03:13 PM
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#6
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Human being with feelings
Join Date: Jul 2016
Location: Los Angeles, CA
Posts: 1,704
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Quote:
+ Loopback: add audio loopback support (Preferences/Audio) for up to 256 channels
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For the idiots in the back (me) how does this differ from the 512 loopback audio channels we can already add in the reaper.ini?
Quote:
+ Audio device channel naming/mapping: allow mapping ReaRoute/loopback devices as regular channels
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Also for idiots that need an EL5 (again, me...) what does this mean exactly?
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03-22-2023, 03:14 PM
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#7
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Human being with feelings
Join Date: Jan 2016
Location: Los Angeles, CA
Posts: 3,256
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But yeah these last couple pres have not been usable in a recording session because so many useful actions stopped working. Just me?
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03-22-2023, 03:17 PM
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#8
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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When I drop an area in lane add area, in the new lane the item height changes to the full height of the lane, which to me looks also nice
Maybe it would be nice to have an option in preferences, to see the full height of the items while editing like this? It's still possible to create an area at the bottom of the item.
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03-22-2023, 03:21 PM
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#9
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Human being with feelings
Join Date: May 2019
Location: Berlin
Posts: 2,302
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Quote:
Originally Posted by vitalker
# Media item lanes: lots of internal changes
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What have you done schwa!
Let's take a minute and appreciate this beauty
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03-22-2023, 03:22 PM
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#10
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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Items in comping lane should move independently from comp areas, else it's easy to break them.
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03-22-2023, 03:23 PM
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#11
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Human being with feelings
Join Date: Dec 2012
Posts: 13,354
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Quote:
Originally Posted by mykrobinson
What means this?
* Includes feature branch: updated Windows manifest for newer OS features
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As I already asked this question in one of the previous threads, here are the answers (TLDR - nothing):
Quote:
Originally Posted by Edgemeal
If manifest is working correctly then end user shouldn't notice anything different. You can see the reaper.exe manifest using Resource Hacker if at all interested, but unless you're a dev it will likely not make any sense, it basically the same thing you see here.
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Quote:
Originally Posted by Justin
Yep, this change was to improve compatibility for certain plugins, hopefully there will be no other noticeable change
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03-22-2023, 03:27 PM
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#12
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Human being with feelings
Join Date: Dec 2012
Posts: 13,354
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Quote:
Originally Posted by vitalker
* Includes feature branch: FX containers
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Context menus called from a container still can be closed only after second click.
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03-22-2023, 03:27 PM
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#13
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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Stretching comp areas with RE is still pretty buggy
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03-22-2023, 03:28 PM
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#14
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 16,249
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Quote:
Originally Posted by Vagelis
The right click menu for comp areas has been removed in this pre?
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Seems to be working fine here? What behavior are you seeing exactly?
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03-22-2023, 03:30 PM
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#15
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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Quote:
Originally Posted by schwa
Seems to be working fine here? What behavior are you seeing exactly?
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Just edited my post before see your reply.
Previously opened the normal right click menu.
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03-22-2023, 03:34 PM
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#16
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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Quote:
Originally Posted by FeedTheCat
What have you done schwa!
Let's take a minute and appreciate this beauty
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Yes it's there, ready and pretty polished, I think we 're getting closer to the final touches <3
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03-22-2023, 03:38 PM
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#17
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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Hmm now it heals the splits in comp areas while moving the item in comping lane
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03-22-2023, 03:40 PM
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#18
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 16,249
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Quote:
Originally Posted by ferropop
Split Comp Area (ignoring snap) still not working as a Ctrl-LClick. Behaviour started in the last pre.
the With Snap version works.
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Fixing along with some related bugs. A few things like this got overlooked for a couple of builds while we were changing some internals.
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03-22-2023, 03:41 PM
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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 mykrobinson
What means this?
* Includes feature branch: updated Windows manifest for newer OS features
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Should just mean slightly better plugin compatibility on Windows 11 and nothing else. Justin indicated it should be pretty transparent.
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03-22-2023, 03:42 PM
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#20
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 16,249
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Quote:
Originally Posted by ferropop
"Copy Unsynced Comp Areas to New Lane and ReComp for Track Under Mouse" not working
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Fixing this, and adding it as a native mouse modifier too.
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03-22-2023, 03:46 PM
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#21
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,255
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+ Loopback: add audio loopback support (Preferences/Audio) for up to 256 channels
Very exciting stuff! Nervously hoping this is leading to the automatic routing for openly editing subprojects!
__________________
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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03-22-2023, 03:50 PM
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#22
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Human being with feelings
Join Date: May 2019
Location: Berlin
Posts: 2,302
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So much has changed, so much to unpack...
Here are the first things I noticed:
Trimming only works from the right (intentional?):
Splitting an item currently just trims the existing comp area.
Would be very handy if it would create new areas for the split parts:
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03-22-2023, 03:52 PM
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#23
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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Quote:
Originally Posted by ferropop
Split Comp Area (ignoring snap) still not working as a Ctrl-LClick. Behaviour started in the last pre.
the With Snap version works.
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Split an area on grid doesn't work in comping lane though.
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03-22-2023, 03:55 PM
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#24
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Human being with feelings
Join Date: May 2019
Location: Berlin
Posts: 2,302
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Edge case:
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03-22-2023, 04:05 PM
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#25
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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Using RE with items in fixed lanes always copy the item instead of moving it.
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03-22-2023, 04:15 PM
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#26
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 16,009
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Quote:
Originally Posted by Klangfarben
For the idiots in the back (me) how does this differ from the 512 loopback audio channels we can already add in the reaper.ini?
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It doesn't collide with ReaRoute, and you can use both at once...
Quote:
Also for idiots that need an EL5 (again, me...) what does this mean exactly?
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You can remap those channels to be interleaved in with your audio interface channels.
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03-22-2023, 04:17 PM
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#27
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Human being with feelings
Join Date: Mar 2019
Posts: 436
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Some things I couldn't find/figure out how to do while using the media item lanes: - Recording new material on a new lane under comp lane (for recording new material towards the comp lane rather than away from it)
- Action to clear all comp areas
- Quick way to solo the comp lane (maybe a mouse modifier on lane buttons or an action?)
- Mouse modifier to create comp lane area, remove area after mouse release while keeping the propagated item (for promoting items to the comp without any areas)
Some nitpicks: - Moving comp areas do not respect "Snap relative to grid" setting in snap preferences
- The toolbar button for enabling/disabling mouse overrides for drawing comp areas behaves as its separate from track lane state, hovewer, disabling this toggle also puts all tracks out of comp mode (easy to accidentally hit)
- Duplicating a razor edit selection empty with space into a comp area on the comp lane sometimes does not remove empty space
For the sake of those of us that would like to use something dumber, but simpler with media item lanes, any chance we could get preferences to: - Remove the center dot
- Disable automatic change of lane state when recording new material
- Disable automatic propagation of new items when recording and there is an active comp lane (don't touch existing areas)
- Hide all comp areas on comp lane
My apologies if some of the above already exist and I couldn't find them.
Last edited by BirdBird; 03-22-2023 at 04:27 PM.
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03-22-2023, 04:22 PM
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#28
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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I don't know why, but other than a better crossfade feature in this pre, everything else felt and looked better in previous pre. For me it was almost perfect.
Btw is there any change on the brightness of the comp areas in this pre? Or is it me that the colors of the comped items looked better previously?
dev0321:
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03-22-2023, 04:31 PM
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#29
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Human being with feelings
Join Date: Jun 2006
Posts: 22,598
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Quote:
Originally Posted by musicbynumbers
+ Loopback: add audio loopback support (Preferences/Audio) for up to 256 channels
Very exciting stuff! Nervously hoping this is leading to the automatic routing for openly editing subprojects!
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what would this mean, to "openly" edit subprojects? I can edit them already?
sounds intriguing
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03-22-2023, 04:41 PM
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#30
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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Also dev0321 had the best behavior in comping lane. Everything was predictable. We could move the items independently of areas, or we could move the area with or without the item source.
I don't find the existing behavior in comping lane more flexible or predictable than the above gif.
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03-22-2023, 04:41 PM
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#31
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Human being with feelings
Join Date: May 2019
Location: Berlin
Posts: 2,302
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Quote:
Originally Posted by Vagelis
I don't know why, but other than a better crossfade feature in this pre, everything else felt and looked better in previous pre. For me it was almost perfect.
Btw is there any change on the brightness of the comp areas in this pre? Or is it me that the colors of the comped items looked better previously?
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Lots of internal changes usually break a ton of stuff, wouldn't worry too much about it.
Also seems to me like the area color changed. It's a bit more brown or smth.
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03-22-2023, 04:43 PM
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#32
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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Quote:
Originally Posted by FeedTheCat
Lots of internal changes usually break a ton of stuff, wouldn't worry too much about it.
Also seems to me like the area color changed. It's a bit more brown or smth.
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I just hope we get the behavior as my gif above in comping lane, together with the existing crossfade. Because editing is not predictable now.
And the colors of previous pre, was perfect.
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03-22-2023, 05:20 PM
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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 Jae.Thomas
what would this mean, to "openly" edit subprojects? I can edit them already?
sounds intriguing
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It would hopefully mean that if you open a subproject from the main project (double clicking on the subproject item etc),
If you then go into the subproject tab and press play.. Instead of the synced subproject coming out of it's own master output (and therefore bypassing any effects, automation and level changes you have done to it in the main project)..
it would instead use these loopback channels automatically behind the scenes to route the subproject back to it's main project output and act as if it's properly mixed instead of just being "raw" out of it's own separate non related master output.
This would make an absolute massive difference to how useful subprojects are
__________________
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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03-22-2023, 05:23 PM
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#34
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Human being with feelings
Join Date: Jun 2006
Posts: 22,598
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Quote:
Originally Posted by musicbynumbers
It would hopefully mean that if you open a subproject from the main project (double clicking on the subproject item etc),
If you then go into the subproject tab and press play.. Instead of the synced subproject coming out of it's own master output (and therefore bypassing any effects, automation and level changes you have done to it in the main project)..
it would instead use these loopback channels automatically behind the scenes to route the subproject back to it's main project output and act as if it's properly mixed instead of just being "raw" out of it's own separate non related master output.
This would make an absolute massive difference to how useful subprojects are
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but then it would actually negate any performance benefits of using subprojects but it would be more a workflow thing? Obviously it would be an option so it wouldn't hurt anything but
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03-22-2023, 05:23 PM
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#35
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Human being with feelings
Join Date: Jan 2013
Posts: 1,177
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Quote:
Originally Posted by Justin
You can remap those channels to be interleaved in with your audio interface channels.
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1- But if I make an alias on one channel, the tracks that was assigned to the channel are not assigned to the alias?
I don't understand the need to have both the alias and the original channel in the Routing Matrix?
2- Also, should be able to alias a stereo pair? Right now we must alias both L-R channels and only then, it will appear as a pair in the Routing Matrix Window. Aren't we polluting the view if we want to setup only stereo busses?
Last edited by lexaproductions; 03-22-2023 at 05:29 PM.
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03-22-2023, 05:24 PM
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#36
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,255
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+ Audio device channel naming/mapping: allow mapping ReaRoute/loopback devices as regular channels
I was just trying this as a test with subprojects to see how easy it might be to set what I mentioned above as a script..
.. I couldn't get loopback to work though, either on the subproject master output or on a folder hardware out and then arming the track back in the main project with the loopback selected or on a new track.
Maybe, when playing back from the subproject it blocks these things?
Either way, hopefully it won't matter at some point anyway but thought I'd mention it as it seems like it's not working for me between projects yet.
__________________
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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03-22-2023, 05:24 PM
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#37
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Moderator
Join Date: Aug 2007
Location: Caracas, Venezuela
Posts: 8,712
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Quote:
+ Sends: add options to have sends, hardware outputs unaffected by mute/solo
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This is great
__________________
Pressure is what turns coal into diamonds - Michael a.k.a. Runaway
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03-22-2023, 05:25 PM
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#38
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,911
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Quote:
Originally Posted by musicbynumbers
It would hopefully mean that if you open a subproject from the main project (double clicking on the subproject item etc),
If you then go into the subproject tab and press play.. Instead of the synced subproject coming out of it's own master output (and therefore bypassing any effects, automation and level changes you have done to it in the main project)..
it would instead use these loopback channels automatically behind the scenes to route the subproject back to it's main project output and act as if it's properly mixed instead of just being "raw" out of it's own separate non related master output.
This would make an absolute massive difference to how useful subprojects are
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sounds amazing, does this also means that we won't have to save the subproject to get the sound in main project as it's going to pass by automatically? If so damn then we need a way to dock a subproject bellow the main and have it as a second view for many many things.
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03-22-2023, 05:31 PM
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#39
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Human being with feelings
Join Date: May 2018
Location: Los Angeles
Posts: 1,732
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Quote:
Originally Posted by FeedTheCat
What have you done schwa!
Let's take a minute and appreciate this beauty
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AGREED!!
Very nicely done Devs!!
__________________
Cheers... Andrew K
Reaper v6.80+dev0621 - June 21 2023 • Catalina • Mac Mini 2020 6 core i7 • 64GB RAM • OS: Catalina • 4K monitor • RME RayDAT card with Sync Card and extended Light Pipe.
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03-22-2023, 05:35 PM
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#40
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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 Jae.Thomas
but then it would actually negate any performance benefits of using subprojects but it would be more a workflow thing? Obviously it would be an option so it wouldn't hurt anything but
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The subprojects would still be bounced down (not taking resources) and acting as they do now but when you double click it, and it opens in a new tab. Instead of hearing that subproject out of context when playing it back synced to the main project.
The only difference would be that you now hear the subproject synced to the main project but routed back through the track it came from so you can actually hear it correctly mixed.
The subprojects are only live still when open.
Right click on the project tab area if you haven't found this great feature yet and enable "synchronize any parent projects on playback" and also "run background projects" as that might make what I'm talking about make more sense).
I use subprojects for 3 main things and this would make all of them better.
1. to bounce down very complex clusters of tracks cut from the main project and converted to a subproject into something that takes up very little resources like drums or complex dolby atmos routings (yes it supports multichannel)
2. For film work whereby the subprojects will be whole complex music pieces or sfx work from shared projects on say google drive.
3. complex sound effects in game sound whereby I can create the sound once inside of a subproject but sync the same sound multiple times to a video of the game (in the main project) but only have to edit the one subproject to change all of them.
all of these would benefit from having the live subprojects routed to their correct main project tracks
__________________
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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