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03-18-2017, 06:11 AM
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#41
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Human being with feelings
Join Date: May 2016
Posts: 2,065
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SWS is thankfully updated but I think REAPER could natively add LUFS and RMS normalization for items.
Especially for setting up new mastering projects, it would be so useful to normalize each item in a project to a certain LUFS or RMS level so all the songs are at an even starting point.
__________________
REAPER, just script it bro.
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03-18-2017, 06:35 AM
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#42
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Human being with feelings
Join Date: Nov 2015
Posts: 604
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I don't really find this urgent or "a priority".
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03-18-2017, 10:07 AM
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#43
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Human being with feelings
Join Date: Nov 2015
Posts: 642
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Quote:
Originally Posted by Vagalume
I don't really find this urgent or "a priority".
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Yeah, well. That's you. Others find it important. Me too. You know - the more advanced normalize features brought with the SWS extension are kind of buggy/unreliable.
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03-18-2017, 10:21 AM
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#44
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Human being with feelings
Join Date: May 2016
Posts: 2,065
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Quote:
Originally Posted by Luster
the more advanced normalize features brought with the SWS extension are kind of buggy/unreliable.
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True. I haven't spent that much time with the recent SWS update or the 2.9.0.0 beta but I would regularly get a seemingly random items that would normalize to an insanely loud level while the other dozen or so similar items normalize correctly.
I don't know if it's been resolved but native REAPER LUFS item normalize would be so nice to see.
I give ZERO shits about MIDI and (most) automation improvements which we've seen a lot of lately but I'm not out there telling them it's not important.
__________________
REAPER, just script it bro.
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03-19-2017, 04:11 PM
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#45
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Human being with feelings
Join Date: Aug 2006
Location: Berlin
Posts: 11,817
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How long were those items that you normalized ?
And nice to hear there's a new beta.
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03-19-2017, 04:54 PM
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#46
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Human being with feelings
Join Date: May 2016
Posts: 2,065
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Quote:
Originally Posted by airon
How long were those items that you normalized ?
And nice to hear there's a new beta.
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A great question. Next time it happens I'll make note of all the file attributes and see if there is a noticeable reason why.
__________________
REAPER, just script it bro.
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03-20-2017, 02:31 AM
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#47
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Human being with feelings
Join Date: Nov 2014
Posts: 798
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Quote:
Originally Posted by MRMJP
Here's a screen shot of where the SWS normalize option decided to boost one item by +71dB.
As you can see it's a big blob, and I can't detect anything weird about the file that would trigger such a false analysis and cause a 71dB boost.
I really think that if REAPER natively had some loudness normalization for items it would be HUGE deal.
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I see this bug probably once a day.
It stops me from being confident in batching lots of files. It's great having this functionality in reaper, but it needs to be as reliable as something like soundforge or rx5.
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03-20-2017, 02:32 AM
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#48
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Human being with feelings
Join Date: Nov 2014
Posts: 798
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Usually happens with files less than 400ms.
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03-20-2017, 04:52 AM
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#49
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Human being with feelings
Join Date: May 2016
Posts: 2,065
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Quote:
Originally Posted by Travesty
I see this bug probably once a day.
It stops me from being confident in batching lots of files. It's great having this functionality in reaper, but it needs to be as reliable as something like soundforge or rx5.
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Thanks for the reminder that I posted this screen shot. I can see there being a problem with files less than 400ms maybe but all my files are at least a couple minutes. I never have a file less than 1 second ever as I'm always working with full songs for mastering.
It does look like the file in my screen shot might be the longest of the bunch but it's hard to say just how long it is...4 or 5 minutes roughly I'd imaging.
Sure would be nice if REAPER natively added LUFS normalization for selected items and it was more reliable than the SWS RMS normalization
__________________
REAPER, just script it bro.
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09-08-2017, 10:01 AM
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#50
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Human being with feelings
Join Date: May 2016
Posts: 2,065
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Thanks to nofish, this is no longer needed and now available in ReaPack.
__________________
REAPER, just script it bro.
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09-10-2017, 01:47 PM
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#51
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Human being with feelings
Join Date: Jul 2015
Location: Stockholm, Sweden
Posts: 1,343
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Quote:
Originally Posted by MRMJP
Thanks to nofish, this is no longer needed and now available in ReaPack.
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I cant seem to find it? Does it differ from the SWS functionality wise at all?
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09-10-2017, 02:18 PM
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#52
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Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
Posts: 12,096
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My repository isn't enabled by default in ReaPack, so it must be imported first.
https://github.com/cfillion/reapack/...t-a-repository
(the import URL is linked in my sig.)
It differs from SWS functionality in that my scripts normalize to LUFS short term max, as opposed to the SWS actions which normalize to LUFS integrated.
Last edited by nofish; 09-10-2017 at 02:26 PM.
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09-10-2017, 02:40 PM
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#53
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Human being with feelings
Join Date: May 2016
Posts: 2,065
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Quote:
Originally Posted by nofish
It differs from SWS functionality in that my scripts normalize to LUFS short term max, as opposed to the SWS actions which normalize to LUFS integrated.
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Yeah. The beauty of this script is that it helps get the loudest sections of each song to be the same level BEFORE any mastering processing. Lots of the normalizing stuff is focused on normalizing for final delivery to broadcast spec etc., but I have been using the SWS RMS short term normalize and now this Short Term Max LUFS to set up mastering sessions before my processing.
It's a quick way to get all songs on the same page, or close to it and then fine tune by ear. This way the songs hit my analog gear at an optimal level and it makes the mastering process easier overall.
In these cases, I don't want the integrated LUFS of the entire item, I want the Max Short Term sections to be all the same. It's a bit more natural to the ear, especially when you have some songs with wide dynamic range and some not.
__________________
REAPER, just script it bro.
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09-10-2017, 02:48 PM
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#54
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Human being with feelings
Join Date: Jul 2015
Location: Stockholm, Sweden
Posts: 1,343
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Quote:
Originally Posted by nofish
My repository isn't enabled by default in ReaPack, so it must be imported first.
https://github.com/cfillion/reapack/...t-a-repository
(the import URL is linked in my sig.)
It differs from SWS functionality in that my scripts normalize to LUFS short term max, as opposed to the SWS actions which normalize to LUFS integrated.
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Ok thanks!
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09-11-2017, 06:44 AM
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#55
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Human being with feelings
Join Date: May 2017
Posts: 454
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Quote:
Originally Posted by nofish
My repository isn't enabled by default in ReaPack, so it must be imported first.
https://github.com/cfillion/reapack/...t-a-repository
(the import URL is linked in my sig.)
It differs from SWS functionality in that my scripts normalize to LUFS short term max, as opposed to the SWS actions which normalize to LUFS integrated.
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just tried this script on some drum loops ,but it seems the channels gets automuted when applying this scrpt?
NO WORRIES
Found out it only does that with very short samples,i just tried it on a single drum loop,just to see how it works.and it automuted.it works fine with full mixies(as Intended )
Last edited by SubbaseDnB; 09-11-2017 at 07:17 AM.
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09-11-2017, 08:43 AM
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#56
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Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
Posts: 12,096
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Yeah, that's written in the 'About' of this script in ReaPack.
Quote:
Note: 'Short term loudness' uses a time window of 3 sec. for analysis, so items shorter than this can't be analyzed / normalized correctly.
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Besides, particularly spikey material (such as drum loops) might lead to unexpected results, it's more suited for full mixes indeed as you say.
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09-13-2017, 06:03 AM
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#57
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Human being with feelings
Join Date: Nov 2014
Posts: 798
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@nofish
Can your script be modified to normalise to max momentary without too much bother?
We find that max momentary is the only one that can be used for individual sound effects
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09-13-2017, 07:40 AM
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#58
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Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
Posts: 12,096
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Quote:
Originally Posted by Travesty
@nofish
Can your script be modified to normalise to max momentary without too much bother?
We find that max momentary is the only one that can be used for individual sound effects
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Yes, will upload a version that normalizes to max momentary to ReaPack soon.
edit:
Now added.
Last edited by nofish; 09-13-2017 at 02:27 PM.
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09-14-2017, 04:15 AM
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#59
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Human being with feelings
Join Date: Nov 2014
Posts: 798
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Wow, thanks! I look forward to checking that out
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09-14-2017, 06:48 AM
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#60
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Human being with feelings
Join Date: Nov 2014
Posts: 798
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@Nofish
Works great for samples longer than 400ms
Below 400ms you get crazy results, as with most other tools.
One method I have see before (Alto does this to get an integrated value) is to loop the files beyond 400ms, do the analysis, restore the length and then apply the gain change. So maybe something like that could help.
In any case, this will save us a lot of time even as it is. Thanks
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09-14-2017, 07:13 AM
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#61
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Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
Posts: 12,096
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Quote:
Originally Posted by Travesty
@Nofish
Works great for samples longer than 400ms
Below 400ms you get crazy results, as with most other tools.
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Yes, to be expected as max momentary uses a time window of 400 ms for analysis.
Quote:
One method I have see before (Alto does this to get an integrated value) is to loop the files beyond 400ms, do the analysis, restore the length and then apply the gain change. So maybe something like that could help.
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Nice idea, but as it's something I don't need personally I'd leave this to other scripters, sorry.
Glad though it's of some help as is also.
edit:
This reminds me, I've written in the About section in ReaPack already that analyzing of files shorter than 400 ms (in case of max momentary) is not possible but I should also handle this in the script itself that crazy results like applying +100 dB gain (ouch !) don't happen.
Update will come...
edit2:
updated in ReaPack.
Last edited by nofish; 09-14-2017 at 08:39 AM.
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09-14-2017, 09:58 AM
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#62
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Human being with feelings
Join Date: Dec 2011
Posts: 2,161
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hopefully not off topic ...
but would it be possible [or is it], to do level measurement/adjustment of just a 'selection' section of a waveform [item] ?
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09-18-2017, 08:24 AM
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#63
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Human being with feelings
Join Date: Nov 2014
Posts: 798
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Thanks nofish, I can probably write a macro that extends them by 400ms first, you've done the hard part.
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09-18-2017, 08:42 AM
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#64
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Human being with feelings
Join Date: Nov 2014
Posts: 798
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Is there a way to auto exit the console output at the end?
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09-18-2017, 09:11 AM
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#65
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Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
Posts: 12,096
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Quote:
Originally Posted by Travesty
Is there a way to auto exit the console output at the end?
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You mean close the console automatically when done ?
If yes, doesn't seem so
https://forum.cockos.com/showthread.php?t=48449
You can disable the console output completely directly in the script though if that helps.
Code:
-- USER CONFIG AREA -----------------------------------------------------------
showInfo = true -- true/false: display info / progress in cosole
------------------------------------------------------- END OF USER CONFIG AREA
Look for this section and replace 'true' with 'false' there. Then save the script (Ctrl + S while the ReaScript IDE is in focus).
edit:
Spotted a typo there uh.
Last edited by nofish; 09-18-2017 at 10:35 AM.
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09-20-2017, 02:59 AM
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#66
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Human being with feelings
Join Date: Nov 2014
Posts: 798
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Yeah that should be sufficient, thanks!
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10-01-2017, 11:16 AM
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#68
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Human being with feelings
Join Date: Jun 2015
Posts: 474
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Normalize to TruePeak minus TruePeak minus 1 (and/or X)
Hey Y'all. Hey nofish!
First of all thank you very much for your great scripts.
If I could I would script on my own but I'm way too less experienced to make such scripts.
That is why I want to ask if you could change a copy of your scripts to get the TruePeak Level on an item/a track/a selection of items from the SWS Normalization script and let me then change the item volume to the opposite value plus 1dB/XdB so that the newly created loudness analyzer would show exactly -1db/-XdB in the console message?
Many thanks in advance if you could do that for us!!
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10-01-2017, 12:59 PM
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#69
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Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
Posts: 12,096
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Hi,
making sure I understand correctly, so you want "Normalize selected items to X db true peak" with a user prompt to set the true peak target value ?
Quote:
Originally Posted by skippertag
Hey Y'all. Hey nofish!
First of all thank you very much for your great scripts.
If I could I would script on my own but I'm way too less experienced to make such scripts.
That is why I want to ask if you could change a copy of your scripts to get the TruePeak Level on an item/a track/a selection of items from the SWS Normalization script and let me then change the item volume to the opposite value plus 1dB/XdB so that the newly created loudness analyzer would show exactly -1db/-XdB in the console message?
Many thanks in advance if you could do that for us!!
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10-01-2017, 01:49 PM
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#70
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Human being with feelings
Join Date: Jun 2015
Posts: 474
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Quote:
Originally Posted by nofish
Hi,
making sure I understand correctly, so you want "Normalize selected items to X db true peak" with a user prompt to set the true peak target value ?
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I think, yes! I just don't want to be >= -1 dB TP as Ian Shepherd recommends it and when it's easy to have a prompt with a default value of -1 where you possibly can change the default, I think that's even better.
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10-01-2017, 02:32 PM
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#71
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Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
Posts: 12,096
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Ok, will add to ReaPack shortly.
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10-01-2017, 02:54 PM
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#72
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Human being with feelings
Join Date: Jun 2015
Posts: 474
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Quote:
Originally Posted by nofish
Ok, will add to ReaPack shortly.
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You're amazing and very kind!!
Thank you so much!!
I really appreciate that!
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10-01-2017, 03:19 PM
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#73
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Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
Posts: 12,096
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It's up.
"nofish_Normalize selected items active take to X dBFS true peak"
(Too see it you need to enable my repository manually in ReaPack if you haven't done yet. Link is in my signature.)
If you find problems let me know (but rather per PM please instead of bumping this thread. )
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10-01-2017, 04:21 PM
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#74
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Human being with feelings
Join Date: Jun 2015
Posts: 474
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Quote:
Originally Posted by nofish
It's up.
"nofish_Normalize selected items active take to X dBFS true peak"
(Too see it you need to enable my repository manually in ReaPack if you haven't done yet. Link is in my signature.)
If you find problems let me know (but rather per PM please instead of bumping this thread. )
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hahaha...oki doki...
That was fast! Thanks man!!!
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10-01-2017, 04:59 PM
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#75
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Human being with feelings
Join Date: Jun 2015
Posts: 474
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checked it on the track that I was working on today and works perfectly!!
Thank you, dude!!
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12-18-2017, 01:53 PM
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#76
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Human being with feelings
Join Date: Dec 2017
Posts: 4
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Hi there! I hope someone can help me figure this out, please.
I am brand new to Reaper, trying to migrate from Audition.
I cannot figure out how to normalize in Reaper.. it is... so much different than Audition.
I have read this: https://reapack.com/user-guide but am still lost.
I CAN and have installed my plugins to Reaper, but this ReaPack thing is throwing me for a loop.
In Audition, it is fast and easy to Normalize based on a percentage or a dB. You can also normalize to LUFS.
I'm evaluating Reaper for a podcast, because of a recommendation of a voiceover artist friend of mine, and I've worked my way through the difference in this DAW versus what I'm familiar with, but it is really confusing the crap out of me, how to normalize in Reaper.
I've got dialogue, a few sound effects (intro, outro, etc.) and just need to Normalize like I used to in Audition....
Can someone hold my hand and tell me how?
Thanks very much in advance!
Edit: Ooops, I probably should have PMed "nofish"!
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12-18-2017, 04:54 PM
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#77
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Human being with feelings
Join Date: Dec 2011
Posts: 2,161
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Speaking of scripts ...
Is there a rea-script that allow a selected ITEM to have its volume level
set to a User defined LUF [Integrated] ??
Personally, I'm looking for -18 LUF[Int].
thanks
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12-18-2017, 04:57 PM
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#78
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Human being with feelings
Join Date: May 2016
Posts: 2,065
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Quote:
Originally Posted by RJHollins
Speaking of scripts ...
Is there a rea-script that allow a selected ITEM to have its volume level
set to a User defined LUF [Integrated] ??
Personally, I'm looking for -18 LUF[Int].
thanks
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Yes, I worked on this with NoFish (my idea, his scripting) and it should be in ReaPack somewhere. There is one script that prompts you to enter the desired LUFS value. Or you can just set a fixed global LUFS setting and when the script runs, it will use that.
Part of my initial master session setup is to normalize all items to a certain Maximum Short-Term LUFS level that is ideal for feeding my analog chain.
It works brilliantly.
__________________
REAPER, just script it bro.
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12-18-2017, 07:12 PM
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#80
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Human being with feelings
Join Date: Dec 2011
Posts: 2,161
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Thank-you both for explaining this. [always something new to learn with Reaper].
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