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Old 01-27-2023, 04:33 PM   #41
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Originally Posted by joshxtra View Post
While I'm not certain if the comp areas should always be synced, I definitely don't understand this behaviour:




Even if the content of all lanes moves, the areas stay at the same place and desync, but they should all move.
that's because the comp areas are not tied to the underlying item, and you are moving the items but not the comp areas. the comp areas stay in place and show they are out of sync... don't think there is a way yet to select the items and the comp areas and move move them together.

if the comp areas could be tied/move with the item they are on (as an option). then in your example you could grab all the items on the souce lanes, move them, and the comp lane and comp areas would follow, effectivelly doing what you probably expected now.
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Old 01-27-2023, 04:44 PM   #42
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Thnx for the lyrics.lua fix
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Old 01-27-2023, 04:45 PM   #43
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Originally Posted by benmiller View Post
still think the sync would be a lot more usefull if it meant the comp area moved with the item it's on. And i think we maybe agree on that
Yes a way to group them would be great.

But In this pre it's possible to move them with REs.

Quote:
Originally Posted by bolgwrad View Post
v6.73+dev0126 - January 26 2023
+ Media item lanes: support razor editing comp areas
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Old 01-27-2023, 04:59 PM   #44
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Something like this would be great, right?

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Old 01-27-2023, 05:10 PM   #45
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Something like this would be great, right?
Yes that looks nice because everything stays in sync, even though it's different implementation from the existing one with the comping lane and the rest stuff.
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Old 01-27-2023, 05:17 PM   #46
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Originally Posted by sockmonkey72 View Post
I may have brought this up a while ago, but with the new keyboard alt sections, I wanted to raise it again, or at least ask the question.

One use I thought of for the alt sections is for switching keyboard layouts (I switch between German and English keyboards sometimes), but there's a lingering issue which makes this kind of weird. For instance, let's say I want to map something to '#'.

On an English kb, this is Shift-3, on a German kb, there's a dedicated key, where '\' is on an English kb. Shift-3 is '§'.

When I map to '#', using my German keyboard layout (where the '#' character would be typed), REAPER displays 'Shift-3' as the shortcut. And when I attempt to map 'Shift-3', REAPER displays '§' as the shortcut. So although I can use the alt-sections for this purpose, I can't easily refer to what's displayed to know what I need to press to execute a particular action.

Anyway, I thought I'd mention it again, it's not the end of the world, just an aggravation. In the meantime, I generally put a poor-fitting silicon mat with english key caps on my German keyboard so that I don't get confused, but it would be great to have better internationalization someday.
And to confuse things more, if you're in England...
Shift-3 is either a £ sign or PgDn depending on which '3' (numb pad or the numbers above the letters)
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Old 01-27-2023, 05:30 PM   #47
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Originally Posted by Vagelis View Post
Yes a way to group them would be great.
But In this pre it's possible to move them with REs.
I overlooked that! It totally works. Honestly now I'm unsure if I still need the grouped functionality. I will have to test this in a real situation.

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Originally Posted by FeedTheCat View Post
Something like this would be great, right?
Honestly what stands out to me the most in this gif is that comp areas aren't yellow, but rather just making the item turn not-dark. I like this a lot better, because you can see the waveform clearly. I actually think there is no reason to make all the lanes dark, I would much prefer keeping them normal and highlighting (brightening) them even further where comped.
Or at least not darkening them so much.
I understand that it makes it less clear to see which lane is soloed, but there could be a yellow frame around it? Or only darken the lanes when it's not the comp lane that is soloed.

I kind of expect the possibility to hide everything except the comping lane, so most of the time one wouldn't see the lanes anyway.
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Old 01-27-2023, 05:43 PM   #48
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I overlooked that! It totally works. Honestly now I'm unsure if I still need the grouped functionality. I will have to test this in a real situation.
Made some reports regarding syncing with REs and comp areas on first page.
I think having both would be great to always ensure that everything is synced when moving items in comping lane or lanes.
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Old 01-27-2023, 05:44 PM   #49
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Default Razor edit comping workflow

Another Thing: Could this be possible?



The functionality would be "Copy razor edit area to comp lane at edit cursor (with contents)"
EDIT: I heavily edited the post, because the original gif showed something wich was already easily achievable (vertical edit). What I'm interested in is making edits that are not purely vertical, like copying the RE to Edit Cursor in this example. Which is possible by holding ctrl and dragging, but an action would save so much hand movement and having some sort of edit in point is a real alleviation!

Last edited by joshxtra; 01-27-2023 at 06:07 PM.
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Old 01-27-2023, 05:52 PM   #50
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Originally Posted by Vagelis View Post
Made some reports regarding syncing with REs and comp areas on first page.
I think having both would be great to always ensure that everything is synced when moving items in comping lane or lanes.
Ahh sorry, thought I read everything, but this slipped through...
Grouping would be more powerful!
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Old 01-28-2023, 12:28 AM   #51
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Originally Posted by joshxtra View Post
Do the small yellowish rectangles denote unsynced comp areas ? And what exactly does that mean ?

-Michael

Last edited by mschnell; 01-28-2023 at 01:39 AM.
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Old 01-28-2023, 02:01 AM   #52
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Quote:
Originally Posted by bolgwrad View Post
v6.73+dev0126 - January 26 2023

* Includes feature branch: fixed lane comping
+ Media item lanes: add comp area double-click mouse modifier context
+ Media item lanes: support razor editing comp areas
Razot Editing Comp Areas is great

A question about Fixed Lane Comping Actions.

There are 2 Actions which work fine:

Fixed Lane Comp Area: Move Fixed Lane Comp Area at Mouse Down
Fixed Lane Comp Area: Move Fixed Lane Comp Area at Mouse Up

Another 2 do move all Fixed Lane Comp Areas at once down and up:

Fixed Lane Comp Area: Move Down
Fixed Lane Comp Area: Move Up

Is this wanted Behaviour? Shouldn't it just move the selected Area?

If wanted Behaviour, will there be an Action to just move the selected Area down and up with a Shortcut?

Another Question:

I have Actions to select Previous/Next Item to add a shortcut to.

Will it be possible to select next/previous Fixed Lane Comp Area in the Fixed Lane and in the Lanes down below, so that we can almost do the complete Fixed Lane Comping with Shortcuts and/or controller?

In Kenny Gioias Videos I'm always hearing the Sound of a loud Gaming Keyboard. I think he would love this too

Selecting I think the fastest option is with the mouse.

Thanks
Bassman.

Last edited by Bassman002; 01-28-2023 at 02:06 AM.
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Old 01-28-2023, 03:56 AM   #53
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Originally Posted by mschnell View Post
Do the small yellowish rectangles denote unsynced comp areas ? And what exactly does that mean ?

-Michael
Yes they do, when a comp area goes out of sync it just stays there as an indication to know where your comp was and you can't switch to other comp areas in other lanes or drag from the edge to extend the comped area, in order to see the new changes being updated. So if you edit something and goes out of sync, you have to re-sync the comp area to update the comping lane with the new changes.
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Old 01-28-2023, 05:02 AM   #54
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Hoping for a Video by Kenny explaining what all this can be used for and how it intentionally can be accomplished

-Michael
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Old 01-28-2023, 07:48 AM   #55
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I’ve just updated to this version from 6.69+dev1030. Have to go back to the previous one because of the CPU usage. My setup is the same for over a year, MBP M1, running Reaper in Rosetta mode.

Has anything changed in code that could cause such a cpu usage difference? Sth that you are working on to solve? Or maybe there’s some settings added that I should change manually to get the previous performance?


Screenshots of performance window (the same project):

6.69+dev1030


6.73+dev0126
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Old 01-28-2023, 08:45 AM   #56
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You're sure you downloaded the correct installer? The universal installer is now listed first, we changed the order a few months ago because most users want the universal.
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Old 01-28-2023, 09:41 AM   #57
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Originally Posted by Vagelis View Post
Had more time to test this feature, it's really awesome but when I drop an area above another it goes out of sync. I would expect more to trim the overlapped area and place the new one above.
The existing behavior when we drag to move an area is the exact behavior I would expect with RE or items when they're moved with a comp area.



Trying the same with RE, while holding the mouse the rest areas are not visible until I release the mouse, which made me wonder if this has to do with the problem that sets out of sync the area in RE when it overlaps with other areas.
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Old 01-28-2023, 11:01 AM   #58
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Quote:
Originally Posted by mschnell View Post
Hoping for a Video by Kenny explaining what all this can be used for and how it intentionally can be accomplished

-Michael

Any user is welcome to knock up a vid.
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Old 01-28-2023, 11:09 AM   #59
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Default Actions alternate Main sections

Tad confused how Actions alternate Main sections work,...

Actions allows you to select and load a script file (New action button) when an alternate Main section is selected (e.g., "Main (alt-1)" ), but the script file is not loaded/added to the section or to Main.


Also, What are the ID's of the new Main alternates? for example, 0 = Main, 100 = Main (alt recording),...
Edit, 101,102,103,etc, seems to be working.

Last edited by Edgemeal; 01-28-2023 at 11:48 AM.
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Old 01-28-2023, 11:28 AM   #60
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Originally Posted by Edgemeal View Post
Tad confused how Actions alternate Main sections work,...

Actions allows you to select and load a script file (New action button) when an alternate Main section is selected (e.g., "Main (alt-1)" ), but the script file is not loaded/added to the section or to Main.
HI

I'm using 3 Alternate Main Sections and Custom Actions work very well with them. In one of them I'm using a script (Zoom Midi Editor to content) which works too.

Have you assigned Shortcuts to switch between the Main Sections correctly?

I have a Toolbar with TextIcons to see in which Main Sections I am at the moment.

Without I was always wondering why some Shortcuts do not work as expected.

Greetz
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Old 01-28-2023, 12:34 PM   #61
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All I'm doing is changing the section in the Actions section dropdown list. Example, update v6.73 to this pre, open Actions, set the section to "Main (alt-1)", click button New action > load a script file. Note the script file is not added to the Actions list.
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Old 01-28-2023, 01:15 PM   #62
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Also, What are the ID's of the new Main alternates? for example, 0 = Main, 100 = Main (alt recording),...
Edit, 101,102,103,etc, seems to be working.
https://forum.cockos.com/showthread....61#post2633061

(I haven't checked myself)
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Old 01-28-2023, 01:23 PM   #63
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You're sure you downloaded the correct installer? The universal installer is now listed first, we changed the order a few months ago because most users want the universal.
reaper669+dev1030_x86_64.dmg
reaper673+dev0126_x86_64.dmg

if naming is the same I've got the correct one.
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Old 01-28-2023, 01:48 PM   #64
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Thanks, AFAICT 1-16 works same as 101-116 when used in kbd_getTextFromCmd().
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Old 01-28-2023, 03:27 PM   #65
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reaper669+dev1030_x86_64.dmg
reaper673+dev0126_x86_64.dmg

if naming is the same I've got the correct one.
the universal one : reaper673+dev0126_universal.dmg ...
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Old 01-28-2023, 03:30 PM   #66
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the universal one : reaper673+dev0126_universal.dmg ...
It sounds like the user _wants_ to run x86_64 REAPER in Rosetta 2 (Intel emulation on ARM). Although I'm not sure if anyone should expect performance optimization for that usage. It would be helpful to know if there is a similar performance degradation using the native version.
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Old 01-28-2023, 04:09 PM   #67
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I’ve been using x86_64 so far and I would like to stick to this version for now (Reaper running through the Intel emulation on ARM = Rosetta mode).

My understanding is that universal build is made for native usage of M1/AMR CPU which is not what I want because of some older plugins compatibility.

Last edited by mtk; 01-28-2023 at 05:18 PM.
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Old 01-28-2023, 04:11 PM   #68
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Originally Posted by FeedTheCat View Post
Something like this would be great, right?

Back to it coz made me think that without a comp lane there was no problems with sync and lanes looked nice without being muted.
Another thought was If in case the comping lane was hidden from the rest lanes, would it be helpful to keep everything in sync in lanes? And to promote the result and re-sync when we want to see just the comping lane. (If so, could be a mode/option?)

Last edited by Vagelis; 01-28-2023 at 04:26 PM.
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Old 01-28-2023, 04:44 PM   #69
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Default Comp area mouse up commit dev0126



This doesn't seem to be exactly right from a UI POV:
The comp lane is in the middle, where the pitch adjustments are. I drag the comp area (pink border) from the bottom (red) lane up a lane, but it's not until I release the mouse button that the comp lane updates and turns yellow. I wonder if the comp area could/should update (eg to yellow) before mouse button release.

I have the feeling this has been discussed already, maybe not.

PS I used comp edits in earnest (on an actual project) yesterday, did what I intended much easier after 12 years(!) of blithe workarounds, thank you.
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Old 01-28-2023, 06:53 PM   #70
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Originally Posted by Vagelis View Post
Back to it coz made me think that without a comp lane there was no problems with sync and lanes looked nice without being muted.
Meh.
I find the current look with the muted lanes actually quite pleasant. This makes the whole thing nice and clear.

The old build on the gif, however, only overwhelms my brain. Nothing really fades into the background. Nothing stands out.
It's a mess.
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Old 01-28-2023, 10:36 PM   #71
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reaper673+dev0126_universal.dmg
forced Rosetta mode

this seems to be fine.

Last edited by mtk; 01-28-2023 at 10:48 PM.
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Old 01-29-2023, 03:37 AM   #72
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Bug With Take on simultaneously record tracks





Reproduce Bug

Create 2 tracks
arm both tracks
record on both
re record another take that is not the same lenght

result -> "out of border" take 2 is on the second lane with an empty take lane on track one but alone on track 2 with no emtpy take lane

EDIT : toggling : "Options: Allow selecting empty takes" don't change antything

Thanks
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Old 01-29-2023, 03:40 AM   #73
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Quote:
Originally Posted by joshxtra View Post
Another Thing: Could this be possible?



The functionality would be "Copy razor edit area to comp lane at edit cursor (with contents)"
I agree that we need (I would really appreciate) some copy/paste actions for lanes. Pasting in to specific lane (either you can select a lane, paste in that one or at least in playing lane) would be pretty close to what you are asking for.
I like your idea of "comp to cursor". For people who don't get it, this is especially usefull in context of non grid based (no clic) music for example.
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Old 01-29-2023, 04:02 AM   #74
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Time position moving while comping seems very weird to me.

Why not first move/copy within the lane and then comp. Seems a lot more straight forward.

-Michael
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Old 01-29-2023, 04:07 AM   #75
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Originally Posted by Reno.thestraws View Post
Bug With Take on simultaneously record tracks

Reproduce Bug

Create 2 tracks
arm both tracks
record on both
re record another take that is not the same lenght

result -> "out of border" take 2 is on the second lane with an empty take lane on track one but alone on track 2 with no empty take lane

EDIT : toggling : "Options: Allow selecting empty takes" don't change antything

Thanks
If I click on the empty area in the top track while in default take mode, the lower take in that track (longer recording) shows 'FORCED OFFLINE', if that helps. Once exploded, all the items seem present and correct, apart from the forced split in the longer takes.
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Last edited by bolgwrad; 01-29-2023 at 04:07 AM. Reason: typo
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Old 01-29-2023, 09:41 AM   #76
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Quote:
Originally Posted by mschnell View Post
Time position moving while comping seems very weird to me.

Why not first move/copy within the lane and then comp. Seems a lot more straight forward.

-Michael
Well as you said it, I am doing two things at once, thus saving time. You are right to doubt though, because I didn't explain my intended workflow probably:

Picture the Situation, where I have 4 Takes of a piece, with no tempo reference for any of the musicians (classical most likely).
These all have different timing from each other, so I would need to constantly align the takes AND drag my mouse to make the comp areas. With my method, you would basically combine the two drag operations. Maybe this makes it clearer (consider the tracks as fixed comp lanes):



I would audition in between the RE selections of course, via "SWS Play/Stop from mouse cursor position" (ideally together with nonexistent action "item lanes: solo lane under mouse"). This means I will never have to move the edit cursor and it will always be my edit-in point.
This would be a classical 3 point edit (source in- and out-point, destination in-point)

Ideally there would be actions to set RE in- and out-points to play cursor and mouse cursor, so I can make the RE's while auditioning (making the edit even faster and enabling me to be more in flow)

Second step of the edit would be to audition each fade quickly to check for problems and fine align, last step ist listening though to check if all edits make the hoped for musical sense.
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Old 01-29-2023, 11:05 AM   #77
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Quote:
Originally Posted by mschnell View Post
Time position moving while comping seems very weird to me.
Then you may watch this for context why it's useful.
https://www.youtube.com/watch?v=Eh-j3jblSfQ

Last edited by nofish; 01-29-2023 at 11:18 AM.
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Old 01-30-2023, 01:02 AM   #78
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Originally Posted by joshxtra View Post
Well as you said it, I am doing two things at once, thus saving time. You are right to doubt though, because I didn't explain my intended workflow probably:

Picture the Situation, where I have 4 Takes of a piece, with no tempo reference for any of the musicians (classical most likely).
These all have different timing from each other, so I would need to constantly align the takes AND drag my mouse to make the comp areas. With my method, you would basically combine the two drag operations. Maybe this makes it clearer (consider the tracks as fixed comp lanes):



I would audition in between the RE selections of course, via "SWS Play/Stop from mouse cursor position" (ideally together with nonexistent action "item lanes: solo lane under mouse"). This means I will never have to move the edit cursor and it will always be my edit-in point.
This would be a classical 3 point edit (source in- and out-point, destination in-point)

Ideally there would be actions to set RE in- and out-points to play cursor and mouse cursor, so I can make the RE's while auditioning (making the edit even faster and enabling me to be more in flow)

Second step of the edit would be to audition each fade quickly to check for problems and fine align, last step ist listening though to check if all edits make the hoped for musical sense.
yex yes yes
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Old 01-30-2023, 01:56 AM   #79
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The would be Reaper version looks more usable than the one in the video link.
Maybe this could be a dedicate "out of place comping" mode...
-Michael
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