Old 06-01-2016, 01:12 PM   #1361
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Quote:
Originally Posted by G-Sun View Post
Wow,
late now, I'll try tomorrow.

Will it split as well?
This is just a simple script - it just copies the item start/end/fades from the source track and "pastes" the values to destination track.
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Old 06-01-2016, 03:12 PM   #1362
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Has anyone made JSFX HP/LP filters using Coincident, Bessel or the old Critically damped formulas?

Those would be a great, very useful addition.
Even to those trying to learn how to do filtershapes.
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Old 06-02-2016, 12:18 AM   #1363
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Quote:
Originally Posted by spk77 View Post
This is just a simple script - it just copies the item start/end/fades from the source track and "pastes" the values to destination track.
Ok, thanks a lot,
but this is the typical scenario:


So, it should preferably:
- Split new item according to first track

and if just a section:
- Do not move audio in track 2
(This happened when the item1 was not present in track2)
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Old 06-02-2016, 12:22 AM   #1364
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@G-Sun
Split items according to item on another track is already possible with one of my script

  • X-Raym_Split selected items according to items on selected tracks.lua

:P
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Old 06-02-2016, 01:12 AM   #1365
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Quote:
Originally Posted by G-Sun View Post
Ok, thanks a lot,
but this is the typical scenario:


So, it should preferably:
- Split new item according to first track

and if just a section:
- Do not move audio in track 2
(This happened when the item1 was not present in track2)
X-Raym's script might work for you.

As an option, there's also this split tool:
http://forum.cockos.com/showthread.php?t=152185

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Old 06-02-2016, 06:41 AM   #1366
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Theoretically possible. But only with creating dedicated GUI for this. For example as option in HeDa`s Track Inspector
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Old 06-03-2016, 06:22 AM   #1367
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Quote:
Originally Posted by X-Raym View Post
@G-Sun
Split items according to item on another track is already possible with one of my script

  • X-Raym_Split selected items according to items on selected tracks.lua

:P
Thanks!

That leaves the empty items to delete though

Need the inverse of "Split selected items according to items on first selected track and keep new items at spaces"
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Old 06-03-2016, 06:27 AM   #1368
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Quote:
Originally Posted by spk77 View Post
As an option, there's also this split tool:
http://forum.cockos.com/showthread.php?t=152185

This didn't work for me. Store seemed ok, but nothing happened on apply.
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Old 06-03-2016, 10:53 AM   #1369
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@G-Sun
You need to use the "Xenakios/Skip items in selection" SWS action after my script

it will allow you to define reapeated cycle of item selection like "the first item every 2 items", or the opposite. Then you can delete the unwanted items.
Traduire
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Old 06-04-2016, 10:50 AM   #1370
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Quote:
Originally Posted by G-Sun View Post
This didn't work for me. Store seemed ok, but nothing happened on apply.
Make sure that:
  • Target items are selected
  • From the script's UI -> select split target items at "start of source item(s)" and "end of source item(s)"

Hmmm...maybe I should do a "trimmer tool" in Lua
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Old 06-04-2016, 10:56 AM   #1371
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Quote:
Originally Posted by X-Raym View Post
@G-Sun
You need to use the "Xenakios/Skip items in selection" SWS action after my script

it will allow you to define reapeated cycle of item selection like "the first item every 2 items", or the opposite. Then you can delete the unwanted items.
Traduire
Ok, thanks!
Now I'm getting there
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Old 06-04-2016, 02:05 PM   #1372
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Quote:
Originally Posted by spk77 View Post
Hmmm...maybe I should do a "trimmer tool" in Lua
Something like this:
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Old 06-05-2016, 01:18 AM   #1373
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Quote:
Originally Posted by spk77 View Post
Something like this:
Now, this is looking good

Former solution with 3 steps and input seems a little less ideal.
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Old 06-11-2016, 02:21 PM   #1374
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Question for you scripting gurus.

Now that sws extensions has the ability for a global action when you start up Reaper, would it be possible for a script to store the vertical scrolled position of the arrange when saving a project, and when you open it back up, start where it was when you saved the project?

See this thread.

Thanks,
Wyatt
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Old 06-14-2016, 06:07 AM   #1375
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Default open video window at mouse cursor position

Hello,
Is it possible to imagine a script that open the "video window" at mouse cursor position?
I work on a laptop 13" and i have always to move the window ;-)
Thank you.

edit: i found a workaround with
SWS/BR : _BR_MOVE_WINDOW_TO_MOUSE_H_R_V_B

Last edited by Sumalc; 06-14-2016 at 06:25 AM.
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Old 06-29-2016, 05:06 AM   #1376
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Default Play from left screen corner

As it's entitled in another DAW I believe

Play from left side of arrange window....

Is this possible for reaper 5 with a script?
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Old 06-29-2016, 05:56 AM   #1377
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Quote:
Originally Posted by Triode View Post
As it's entitled in another DAW I believe

Play from left side of arrange window....

Is this possible for reaper 5 with a script?
This might work:
Play from arrange view start.lua
Code:
local arr_start, arr_end = reaper.GetSet_ArrangeView2(0, false, 0, 0)
reaper.PreventUIRefresh(1)
reaper.SetEditCurPos2(0, arr_start, false, true)
reaper.Main_OnCommand(40044, 0) -- Transport: Play/stop
reaper.GetSet_ArrangeView2(0, true, 0,0, arr_start, arr_end) -- (without this the arrange view seems to scroll...)
reaper.PreventUIRefresh(-1)
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Old 06-29-2016, 06:56 AM   #1378
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That works a treat. Thank you!

I've replaced play/stop with play so it works from in play mode too.

Thanks again
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Old 07-11-2016, 03:18 AM   #1379
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Quote:
Originally Posted by WyattRice View Post
Question for you scripting gurus.

Now that sws extensions has the ability for a global action when you start up Reaper, would it be possible for a script to store the vertical scrolled position of the arrange when saving a project, and when you open it back up, start where it was when you saved the project?

See this thread.

Thanks,
Wyatt

At the moment there is no such API function. I am sure it will be added soon
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Old 07-11-2016, 04:07 AM   #1380
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Quote:
Originally Posted by mccrabney View Post
howdy -- i'd love a script that runs and does this continually:

if midi item is empty (no notes, ccs) and is deseleted, delete item
Code:
function main()
  local ch_count = reaper.GetProjectStateChangeCount(0)

  if not last_ch_count or last_ch_count ~= ch_count then
    deleted = nil
    local items = reaper.CountMediaItems(0)
    for i = items-1, 0, -1 do
      local item = reaper.GetMediaItem(0,i)
      if not reaper.IsMediaItemSelected(item) then
        local x = 0
        local takes = reaper.CountTakes(item)
        for j = 0, takes-1 do
          local take = reaper.GetTake(item, j)
          if reaper.TakeIsMIDI(take) then
            local _, notes, ccs, textsyxs = reaper.MIDI_CountEvts(take)
            if notes == 0 and ccs == 0 and textsyxs == 0 then x = x+1 end
            if x == takes then
              local tr = reaper.GetMediaItem_Track(item)
              reaper.DeleteTrackMediaItem(tr, item)
              if not deleted then deleted = 1 end
            end
          end
        end
      end
    end
    if deleted then reaper.UpdateArrange() end
  end

  last_ch_count = ch_count
  reaper.defer(main)
end

-----------------------------------------------

function SetButtonON()
  reaper.SetToggleCommandState( sec, cmd, 1 ) -- Set ON
  reaper.RefreshToolbar2( sec, cmd )
  main()
end

-----------------------------------------------

function SetButtonOFF()
  reaper.SetToggleCommandState( sec, cmd, 0 ) -- Set OFF
  reaper.RefreshToolbar2( sec, cmd ) 
end

-----------------------------------------------

  _, _, sec, cmd = reaper.get_action_context()
  SetButtonON()
  reaper.atexit(SetButtonOFF)
https://github.com/me2beats/rea-me2/...%20(defer).lua
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Old 07-11-2016, 04:17 AM   #1381
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Quote:
Originally Posted by Troy View Post
Would it be possible to have a script that only activates (un-mutes) a specific send (Send #2) if the track is selected?
Action: mute track send #2
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Old 07-11-2016, 04:25 AM   #1382
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Quote:
Originally Posted by BenK-msx View Post
Hello scripters, I bow before thee.

I am wondering if it is possible to have ourselves something like a per track(s) undo history:

Example: I select drum vsti track that is full of midi, and I tell (script) that I want a seperate undo history for that track, so I can call it and view it at any stage and review or revert ONLY changes I made to this specific track, and/or specific aspects of it -e.g the midi, Without any risk of undoing something any where else.

I think many like me fear going too far back in undo history to try and undo one specific set of things, as the risk of also undoing important good stuff is too high.

This doable?
This is more a feature request than script request imo. But I'd like to have this feature too
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Old 07-15-2016, 07:11 AM   #1383
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Hello

I'm not sure if either of these exist, or would be simple to make. I'm looking for something like CC Rider but would allow me to give the different CCs names. I'm looking to do this as it'll be easy to setup a different one for my various hardware synths and their specific CC. Does this exist?

The other I'm looking for seems to be part way there with some of the more recent posts in the cutting tracks to match another. But I'd be looking for something that would then take a look at the peaks and contour of a given track (a vocal) and then apply that on another. This would essentially be like what Vocalign does. This would make vocal doubling clean-up a lot quicker.
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Old 07-25-2016, 03:11 PM   #1384
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WOW! Hi All!

OBJECTIVE: have a VST on it's own track run at a different tempo from REAPER tempo. So drums, for example, can be half-time/double-time etc.

Tests with Bidule as VST and DDMF metaplugin have both failed at this due to me, and/or me and them. Leaving off details of my fails as, perhaps, REAPER scripting can sort it.

WANTING TO HAVE: --> Song run at 120 BPM, (all tracks except one) and, for example, Maschine (loaded as VST on it's own single/one track) run at 60 BPM.

Not possible?

With plugin(s) that attempt this it seems that when REAPER is started some info gets sent to VSTs over-riding for example, DDMF metaplugin's attempt to change tempo ratio. Is this a clue for me? That REAPER could need some data filtered before it gets to VST on it's track?

and of course i did a search. Not my best search though haven't found any leads that i could understand.

Last edited by tweed; 07-25-2016 at 06:14 PM.
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Old 07-29-2016, 02:40 AM   #1385
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Could anyone make the 1 and 2 sided warp scripts work for items in the arrange window?

Original scripts: http://forum.cockos.com/showthread.php?t=176878
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Old 07-31-2016, 08:34 AM   #1386
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I would like to ask for something like this to the amazing reascripters of this forum:

(behold my amazing microsoft paint skills)


A quantize/unquantize script for items/stretch markers/midi notes
with an "exclude" option with simple undo and apply buttons.

Sometimes when i quantize something i still want to maintain some of the natural "groove/feeling" so the exclude within option would be amazing.

I love the spk_77 and mpl quantize scripts but those scripts are "in real time" they quantize/unquantize as you move the slider but i find that a simple apply/undo button for the desired % works better for trying different options (at least for me).

Thanks a lot!
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Old 08-03-2016, 04:01 PM   #1387
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OK, this is long, I hope you don't fall asleep reading it.

Just thought I would put this up, no harm in asking and this is the place for it...

I just recently updated my REAPER license from 3.78 which was the last update of my previous license. I used Cakewalk 3.01 for pre processing all my MIDI ( I have been using that program since I bought it in 1995) so the limitations of REAPER's MIDI Editor weren't a big deal. When I went 64 bit, I had to run Cakewalk in a VirtualBox and that soon became a hassle.

Up until now, REAPER's MIDI Editor didn't have enough features to justify an upgrade because 3.78 had all the features that I needed audio wise for the simple audio projects I do and still does. But that changed with v5.2 when, along with other MIDI editor improvements, you can select all MIDI notes of the same pitch with a mouse modifier. So, I no longer need to split the notes in a drum track to individual tracks to makes changes per drum.

I have found some really great scripts for manipulating MIDI data in the stash as well as by using ReaPack (what a great idea!).

The scripts that I originally sought out were to replicate the CAL scripts I used in Cakewalk but what I found didn't quite do the same things. Among the gems that I did find, spk77's stand out a things I will probably use the most: the MIDI Selector Tool, the Velocity Tool and Randomize Velocities. (why is the MIDI Selector Too not in ReaPack?.)

Still, there are some CAL scripts I'll miss so, I may need to keep running Cakewalk in VirtualBox unless there is an existing equivalent or someone is willing to write one. These are:

ACCENT.CAL

This allows you to accent the velocity of a given beat and tick. The way it appears to the user is that when script is run the user is presented with the following dialog:



The numbers in the red box represent the beat and the numbers in blue represent the tick of that beat. If the default is chosen and the user clicks OK, then the next dialog asks for a velocity value. Say the user enters a velocity of 100 and clicks OK... a third dialog opens and asks for a deviation value, more on this later.

The dialog closes and the accent is applied with the result that beat 1st of every measure in the selected range would have been given a value of 100.

Run the script again but change the beat to 03 and the result would be that beat 3rd of every measure in the selected range would have been given a value of 100. Just the kind of accent you would want for a typical kick drum in 4/4 time.

For snares, beats 2 and 4 are given accents. For hats and rides, you can get real fancy with the ticks. The ticks per quarter note can vary by what timebase a MIDI file uses. If the timebase is 480, then 1:01:240 would be the first eighth note following the first beat in 4/4.

In REAPER, I've notice that the timebase is disregarded and a decimal sytem is used instead - which is just fine with me as it is much less complicated from a user's point of view.

Of coarse for other time signatures the accent beats you want wil be different. For instance, in 12/8 (triplet 8ths), the accents for a kick would be beats 1 and 7 while the snare would be 4 and 10.

So long as the beats (and ticks) are quantized, there is no need for deviation. But if the beats and ticks are not perfectly quantized, the deviation value will allow a window where notes within it will receive the accent. However, it's best to use this before any humanizing especially where velocity is involved otherwise the accented notes may become a bit robotic.

COMPRESR.CAL

As the name suggests, this preforms compression on MIDI velocity data. The way it appears to the user is that when script is run the user is presented with a dialog asking for a compression ratio between 2 and 10 with 2 being the lowest (default is 4). After that is input, the user is asked for a "center velocity" that the compression will happen around.

To get this value, I would run HIVAL.CAL which would return the highest velocity value in the selection. Then I would have to visually inspect the event list for the lowest value. Having those two numbers, I would subtract the lowest value from the highest value then add the result of that to the lowest value.

Knowing the center value, you can then tweak the compression ratio chosen in the first dialog. Inputing a value slightly lower than the center value gives somewhat more compression while a slightly higher value gave less.

EXPANDER.CAL

The opposite of compression, works pretty much like COMPRESR.CAL in reverse.

SLIDE

This isn't a CAL script but instead, a built-in function and no, this isn't portamento. This allowed you to slide MIDI notes forward or backward in time. Although large values such as measures could be used, the real power of this was moving a selection of notes just a few ticks either way. These small changes have a dramatic affect on the rhythmic feel of a snare (in particular) as well other drums and cymbals in a piece of music.

I have seen in the MIDI Editor customization actions an action to move a note forward or backward by one pixel, but what the hell is that? Is one pixel enough to affect a change in the feel? How many times would I have to run that and undo it?

How about a script with a slider so this can be done in real time while the MIDI part is playing before committing to it?

---

I have attached the CAL files here in a zip for what every help they may be. I know the API is completely different so they are probably of no help but...

---

Sorry if this is not the right place for this but one little niggle that bugs me is that here, 5 years latter, and still there is no way to set a default zoom level in the MIDI Editor. Talk about treating the MIDI Editor like an unloved step child. Sheez...
Attached Images
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Attached Files
File Type: zip CAL_Scripts.zip (1.6 KB, 30 views)
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Old 08-04-2016, 04:47 AM   #1388
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Well, it seems that I have solved my own problems... at least most of them.

I found the "js_Compress or expand selected CC or velocity events using mousewheel.lau" script by juliansader (thanks man!) which should take care of the two of them in one shot and in an easier fashion.

(EDIT)
I must have been hallucinating when I thought I saw an action to move an item by 1 pixel because it definitely does not exist.

For the Slide thing, the simplest solution is to just toggle off snap, move the selected items and toggle snap back on. I guess I should try to get more sleep.

That only leaves accent. For that I guess I'll have to break out some of my old Python scrips to re-familiarize my self with scripting (it's been a few years) and then drink a few pots of coffee and have a go at Lau ReaScripting. This will probably be my best course of action rather than waiting around for someone to solve my problems for me.

Last edited by Nowhere Man; 08-04-2016 at 10:04 AM.
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Old 08-08-2016, 08:03 AM   #1389
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Hello!

I'm looking for someone who can modify the "Snap To Key" script for use with a wind controller.
The main purpose is to add a key transpose function to use for keyswitches.

There are several scripts that do key snapping, but this one has a seperate selection of root note and scale, which means that all scales can be covered.

If you don't own a wind controller that's perfectly fine, I will do the testing and we might have to PM back and forth a little.

If you are interested let me know and I'll send you some more details.
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Old 08-13-2016, 11:28 AM   #1390
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Dear Reaper Scripters,

I am looking for this Strum functionality in MIDI Editor:

1) I select 1 or more chords in a midi Item, in MIDI Editor.
2) I open up the wishful Strum Script.
3) A window opens.
4) In this window, i can set a millisecond value, with which the notes of the selected chord(s) will be "strummed"
5) Also in this window (second parameter , only 2 values), i can set if the strum goes from upper chord notes to lowest chord notes or the other way around.

Willing to pay !

NB: I know you can paint in strummed notes in MIDI Editor, but that's NOT what i am looking for;
I am looking for strumming effect on already programmed chords in MIDI Editor.

Warm regards.
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Old 08-16-2016, 09:52 AM   #1391
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I'm also willing to pay for the aforementioned script.

Anyone..?
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Old 08-21-2016, 10:45 AM   #1392
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Default LUA script to bypass active plugin

Quote:
Originally Posted by spk77 View Post
Maybe something like this:




(Lua script)
Code:
function toggle_bypass_for_last_focused_floating_track_fx()
  local retval, track_number, item_number, fx_number = reaper.GetFocusedFX()
  if retval == 1 and item_number == -1 then
    track = reaper.CSurf_TrackFromID(track_number, false)
    local is_open = reaper.TrackFX_GetOpen(track, fx_number)
    if is_open then
      -- toggle bypass state
      reaper.TrackFX_SetEnabled(track, fx_number, not reaper.TrackFX_GetEnabled(track, fx_number))
    end
  end
end

toggle_bypass_for_last_focused_floating_track_fx()
I am having trouble getting this to work. I am new to scripts within Reaper, but I have managed to get an .eel script to work. I have copy and pasted your code and saved it as a .lua script, but when I call the action it does not work. In fact, it does not even show up in the Recent Actions list.

Any ideas?
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Old 09-08-2016, 08:04 AM   #1393
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Default Return value every custom ms

Hi All.
I'm a super beginner in coding but thanks to the people here I grabbed this for lua :

local pk = reaper.Track_GetPeakInfo(tr, 1)
local log10 = function(x) return math.log(x, 10)end
local db = 20*log10(pk)

with that I learned to draw meters and other cool stuff based on track level, problem is it returns value to fast for me.

Is there a piece of code to return this value every custom ms (like 20ms)?
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Old 09-08-2016, 08:50 AM   #1394
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Quote:
Originally Posted by harmonicaman View Post
Is there a piece of code to return this value every custom ms (like 20ms)?
try something like this:
Code:
timer=reaper.time_precise()
if reaper.time_precise() - timer > 0.020 then
  local pk = reaper.Track_GetPeakInfo(tr, 1)
  local log10 = function(x) return math.log(x, 10)end
  local db = 20*log10(pk)
  timer = reaper.time_precise()
end
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Old 09-09-2016, 03:38 AM   #1395
harmonicaman
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Thank you heda ! I will try that
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Old 09-15-2016, 08:22 PM   #1396
suleiman
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hail mighty wizards,

i would be highly obliged for some kinda script/js for :

generating instances of megababy on the selected track, titled as per defined regions , and with start and stop bars as per those regions.
kinda like an instant song blocks / arranger.

pretty please with a cherry on top.
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Old 09-16-2016, 04:45 PM   #1397
Triode
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Default Ordering selected tracks according to Name Rules

Dragging tracks into reaper to mix always involves organising the order according to the name of the track.
I normally go something like:
Kick, Snare, Rack, Floor, Overhead left....etc

What would save time would be a script that "Set order of selected tracks according to rule" (rules set by the user) The script would scan the tracks for Drums (as above), Bass, Gtr, etc and if they are present bam. Session organised in a keypress...
Could probably just have one rule that covers every type of instrument and if some aren't present in the selection the other instruments would still get sensibly ordered...

Can it be done?
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Old 09-16-2016, 05:52 PM   #1398
ertugrulgul
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Can you guys do a clip indicator for master channel like the one in the gif? And I would like to have it embeded in the toolbar like buttons here. https://www.dropbox.com/home?preview...+-+docking.gif
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Old 09-16-2016, 07:59 PM   #1399
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Triode,

Maybe.

These things are complex since there is no API for moving tracks (and keep their folder state, routing etc).

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Old 09-16-2016, 09:25 PM   #1400
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There is an action on the midi editor to reverse selected midi notes. Which is ok.
but it would be a good addition to be able to just reverse the note names only, so that the rhythm stays the same.
Hope someone can knock up a script for this.
Thanks
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