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07-24-2017, 05:41 AM
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#41
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,790
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MIDI events already have that: they are ALWAYS going according to PPQ, they doesn't care about the sample rate.
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07-24-2017, 10:14 AM
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#42
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Human being with feelings
Join Date: Aug 2007
Location: Near Cambridge UK and Near Questembert, France
Posts: 22,754
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Finding this interesting - people who come at this from a sample perspective as opposed to those of us who approach it as a MIDI situation.
MIDI is MIDI - An awful lot of the stuff suggested in here would break the MIDI implementation if Reaper were to be changed the way you guys want.
And of course I dread to think how unnecessarily complicated this would get once you take into account all the possible PPQN options.....
I would like to hear Julian`s take on this as he at least seems to have a handle on most of this stuff from both sides.
__________________
Ici on parles Franglais
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07-24-2017, 10:41 AM
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#43
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Human being with feelings
Join Date: Dec 2014
Location: The Dutch Mountains
Posts: 389
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Quote:
Originally Posted by ivansc
Finding this interesting - people who come at this from a sample perspective as opposed to those of us who approach it as a MIDI situation.
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Just as a reminder “snapping recorded items to samples is not logical while your production is based on grid” No one seems to get this….?!?
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07-24-2017, 11:50 AM
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#44
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Human being with feelings
Join Date: May 2016
Posts: 369
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Quote:
Originally Posted by EvilDragon
MIDI events already have that: they are ALWAYS going according to PPQ, they doesn't care about the sample rate.
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then why is everything so much out of sync in midi mode .. why can ´t you even record a simple arp plugin without major audible drift of the notes ?
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07-24-2017, 12:02 PM
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#45
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,790
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Hmmm, must say I never had any issues in recording arp patterns ever. Certainly didn't notice any drifting so far.
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08-08-2017, 09:06 AM
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#46
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Human being with feelings
Join Date: Oct 2016
Location: Switzerland
Posts: 10
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Hi everyone,
I found a solution, it works for me even if it's a little bit boring to do.
When I finish a loop, I use the maximum zoom to be shure that all my items fit to the edges of the measures.I use the "snap to grid" option, there is always at least an item or two to grab (even if I use EZ or Superior Drummer grooves for exemple ...)
Once I did this, I can duplicate several times the measures without any problems (so far).
In my old projects , it takes me hours to ajust things because I pasted "wrong" loops.
Well, if you take care of this at the beggining, it's ok !
It's not a bug , I understand that, but it would be great if there were an option to do this kind of work automatically...
Or maybe, There is an option??? but I didn't find it.
anyway,
hope it helps !
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08-08-2017, 10:30 AM
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#47
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Human being with feelings
Join Date: Jul 2012
Location: Netherlands
Posts: 5,247
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What you also can use is this Custom Action:
(make sure you have SWS installed and Reapack installed !)
Grid: Set to 1
SWS: Quantize item's start to grid (keep length)
Script: me2beats_Trim sel items right edges to nearest grid divisions.lua
Attach this Custom Action to a custom choosen keyshortcut (duh!)
Workflow:
Select 1 item (or more) and execute the Custom Action.
Outcome:
The selected Item(s) start posititon(s) will for 100% sure be on grid (measure).
And selected Item(s) end posititon(s) will for 100% sure be on grid (measure).
The latter one, by means of lengthening the item(s), so not timestretched, which i guess is what you want.
I myself use this Custom Action all the time and never ever experience that items go "out of grid" when i duplicated them many times.
Warm Regards !
Last edited by vanhaze; 08-08-2017 at 10:36 AM.
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08-09-2017, 01:51 AM
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#48
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Human being with feelings
Join Date: Oct 2016
Location: Switzerland
Posts: 10
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Quote:
Originally Posted by vanhaze
What you also can use is this Custom Action:
(make sure you have SWS installed and Reapack installed !)
Grid: Set to 1
SWS: Quantize item's start to grid (keep length)
Script: me2beats_Trim sel items right edges to nearest grid divisions.lua
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Hi Vanhaze
I didn't know about Reapack.
I installed yesterday all the packages just in case
This custom action seems exactelly what I need right now.
But when I try to create the action, The script "me2beats_Trim sel items right edges to nearest grid divisions.lua" isn't there (oh noooo)
I went on the GitHub site, on the me2beats profil and find the script .
Just, I have no idea where to put these 52 lines in Reaper...
Maybe It's not the place to speak about these little newbie technics problems,
I'll try to find a solution.
Thank you for your help
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08-09-2017, 01:53 AM
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#49
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,790
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If you installed ReaPack, and installed packages, all you need to do is select a script to import into Reaper.
I hope you didn't just install ALL the scripts there are, because that's incredibly wasteful! (I just install scripts when and if necessary.) Go to ReaPack's Manage Repositories, and make sure me2beats' repository is there.
Don't bother with GitHub - this is why you have ReaPack!
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08-09-2017, 01:56 AM
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#50
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Human being with feelings
Join Date: Jul 2012
Location: Netherlands
Posts: 5,247
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Quote:
Originally Posted by sironib0t
Hi Vanhaze
I didn't know about Reapack.
I installed yesterday all the packages just in case
This custom action seems exactelly what I need right now.
But when I try to create the action, The script "me2beats_Trim sel items right edges to nearest grid divisions.lua" isn't there (oh noooo)
I went on the GitHub site, on the me2beats profil and find the script .
Just, I have no idea where to put these 52 lines in Reaper...
Maybe It's not the place to speak about these little newbie technics problems,
I'll try to find a solution.
Thank you for your help
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ReaPack > Import repositories and then paste this URL:
https://github.com/me2beats/reapack/...ster/index.xml
Then hit ok button.
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08-09-2017, 10:23 AM
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#51
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Human being with feelings
Join Date: Oct 2016
Location: Switzerland
Posts: 10
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Yep ! This is it, it Works !
Well indeed EvilDragon, I installed all the scripts... #-o
I've got hundreds new stuff in my action list but I don't mind, it works.
I'll delete what I don't need later.
Thank you Vanhaze for the tuto, greatly appreciated,
I can go back to work now.
Thank you Guys.
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08-09-2017, 01:55 PM
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#52
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Human being with feelings
Join Date: Jul 2012
Location: Netherlands
Posts: 5,247
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Good 4U, you are very welcome sironib0t !
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09-17-2017, 02:04 PM
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#53
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Human being with feelings
Join Date: May 2017
Posts: 14
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It seems interesting to me how Reaper users convince themselves that there's no problems with the DAW and after that suggest custom actions and scripts that solve those "inexistent" issues. Instead of asking the developers to fix the bug everybody acts as if the devs are too busy to support their own piece of software lol.
It was easier for me to switch to another DAW than wait for the reply, which i still haven't received despite the fact the bug recipe was reproduced.
I just hope that someday the issue will be fixed and I'll be able to work on Reaper again cause it is dope.
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09-17-2017, 02:23 PM
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#54
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Human being with feelings
Join Date: Dec 2014
Location: The Dutch Mountains
Posts: 389
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Quote:
Originally Posted by petrofsky
It seems interesting to me how Reaper users convince themselves that there's no problems with the DAW and after that suggest custom actions and scripts that solve those "inexistent" issues. Instead of asking the developers to fix the bug everybody acts as if the devs are too busy to support their own piece of software lol.
It was easier for me to switch to another DAW than wait for the reply, which i still haven't received despite the fact the bug recipe was reproduced.
I just hope that someday the issue will be fixed and I'll be able to work on Reaper again cause it is dope.
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Same here....
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12-05-2020, 02:21 PM
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#56
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Human being with feelings
Join Date: Jun 2020
Posts: 63
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