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07-01-2018, 09:49 AM
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#1
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Human being with feelings
Join Date: Jun 2007
Posts: 528
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v5.93pre4 - July 1 2018
v5.93pre4 - July 1 2018
+ Mousewheel: support Windows (Control on macOS) key as modifier [t=177917]
+ Notation: fix invalid access when removing text events
+ Project settings: add option for default state of item 'Preserve pitch when changing rate' [p=1965998]
# ARA: float the correct inserted FX when using a keyboard shortcut to add ARA FX [p=2005328]
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07-01-2018, 11:03 AM
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#2
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Human being with feelings
Join Date: Nov 2015
Location: Cologne
Posts: 1,640
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Quote:
Originally Posted by typewriter
v5.93pre4 - July 1 2018
+ Mousewheel: support Windows (Control on macOS) key as modifier [t=177917]
[p=2005328]
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i love you guys <3
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07-01-2018, 11:14 AM
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#3
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,741
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Quote:
Originally Posted by Gass n Klang
i love you guys <3
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On Windows, hitting the windows key then releasing it will trigger the start menu, though. Trying to figure out a way to prevent that. For now you might want to use shift+Windows as a modifier etc, which will not have that problem...
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07-01-2018, 11:32 AM
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#4
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Human being with feelings
Join Date: Oct 2017
Location: Black Forest
Posts: 5,067
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Wow, this kicks (the Lama's) ass!
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07-01-2018, 11:43 AM
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#5
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Human being with feelings
Join Date: Nov 2015
Posts: 607
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+ Mousewheel: support Windows (Control on macOS) key as modifier [t=177917]
I don't get it
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07-01-2018, 12:00 PM
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#6
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Human being with feelings
Join Date: Apr 2016
Location: ASU`ogacihC
Posts: 3,921
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Quote:
+ Mousewheel: support Windows (Control on macOS) key as modifier [t=177917]
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Would be much more useful if mousewheel wasn't just a single control, can't we have wheel-up and wheel-down?
For example my first new action was going to be,
WinKey+Wheel-Up = Increase Peaks view gain
WinKey+Wheel-Down = Decrease Peaks view gain
But can't do it since wheel rotation (up and down) is not detected.
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07-01-2018, 12:05 PM
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#7
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Human being with feelings
Join Date: Jul 2012
Location: Netherlands
Posts: 5,247
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Mmmm, that's a bummer ..
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07-01-2018, 12:09 PM
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#8
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Human being with feelings
Join Date: May 2010
Location: Norway
Posts: 7,318
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Quote:
Originally Posted by typewriter
+ Notation: fix invalid access when removing text events
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Last time I checked, if you add text anchored to notes,
it seemed impossible to select and delete those entries.
__________________
Reaper x64, win 11
Composer, text-writer, producer
Bandcamp
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07-01-2018, 12:18 PM
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#9
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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+ Project settings: add option for default state of item 'Preserve pitch when changing rate' [p=1965998]
Thanks devs! Appreciate that!
__________________
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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07-01-2018, 12:22 PM
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#10
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Human being with feelings
Join Date: Jul 2009
Posts: 7,592
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Quote:
Originally Posted by Edgemeal
Would be much more useful if mousewheel wasn't just a single control, can't we have wheel-up and wheel-down?
For example my first new action was going to be,
WinKey+Wheel-Up = Increase Peaks view gain
WinKey+Wheel-Down = Decrease Peaks view gain
But can't do it since wheel rotation (up and down) is not detected.
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Use these actions in custom actions along with a MIDI controller or mousewheel for bidirectional control
Action: Skip next action if CC parameter <0/mid
Action: Skip next action if CC parameter >0/mid
check out my advanced item nudging video for explanation.
https://reaperblog.net/2018/01/advanced-item-nudging/
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07-01-2018, 12:53 PM
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#11
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Human being with feelings
Join Date: Dec 2012
Posts: 13,333
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Quote:
Originally Posted by Justin
Trying to figure out a way to prevent that. For now you might want to use shift+Windows as a modifier etc, which will not have that problem...
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Oh, great magician. I hope you can hack the matrix and allow us to completely override system shortcuts.
Anyway thanks a lot!
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07-01-2018, 01:00 PM
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#12
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Human being with feelings
Join Date: Nov 2009
Posts: 17
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Quote:
Originally Posted by Justin
On Windows, hitting the windows key then releasing it will trigger the start menu, though. Trying to figure out a way to prevent that. For now you might want to use shift+Windows as a modifier etc, which will not have that problem...
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When pressing the win key in Pro Tools, the start menu won't show up. So there has to be a solution for this..
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07-01-2018, 01:04 PM
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#13
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Human being with feelings
Join Date: Jun 2015
Posts: 685
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Quote:
Originally Posted by Justin
On Windows, hitting the windows key then releasing it will trigger the start menu, though. Trying to figure out a way to prevent that. For now you might want to use shift+Windows as a modifier etc, which will not have that problem...
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If anybody wants to use this before a possible native solution, an easy workaround is using this AutoHotkey script:
Quote:
Originally Posted by typewriter
+ Project settings: add option for default state of item 'Preserve pitch when changing rate' [p=1965998]
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thank you!
PS. Regarding the Win-key modifier, if the start menu problem is solved, it would be nice to have it as a single modifier key for Mouse Modifiers. Currently we only have it as a combination with other mod keys.
Last edited by Sju; 07-01-2018 at 01:10 PM.
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07-01-2018, 01:19 PM
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#14
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Human being with feelings
Join Date: Dec 2012
Posts: 13,333
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Quote:
Originally Posted by Sju
If anybody wants to use this before a possible native solution, an easy workaround is using this AutoHotkey script:
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It doesn't work on Windows 10 though.
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07-01-2018, 02:09 PM
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#15
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Human being with feelings
Join Date: Apr 2016
Location: ASU`ogacihC
Posts: 3,921
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Quote:
Originally Posted by EpicSounds
Use these actions in custom actions along with a MIDI controller or mousewheel for bidirectional control
Action: Skip next action if CC parameter <0/mid
Action: Skip next action if CC parameter >0/mid
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Thanks, didn't know about those actions!
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07-01-2018, 02:22 PM
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#16
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,741
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Quote:
Originally Posted by anderssvensson
When pressing the win key in Pro Tools, the start menu won't show up. So there has to be a solution for this..
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The only way I've found to suppress it is by installing a global hook, which I'd like to avoid. But maybe there's a better way.
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07-01-2018, 02:25 PM
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#17
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,741
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Quote:
Originally Posted by Sju
PS. Regarding the Win-key modifier, if the start menu problem is solved, it would be nice to have it as a single modifier key for Mouse Modifiers. Currently we only have it as a combination with other mod keys.
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Hmm last I tested on win7 at least, you could map Win+whatever, and as long as it isn't a system-shortcut (there are many) it would work. But the system shortcuts do override...
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07-01-2018, 03:14 PM
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#18
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Human being with feelings
Join Date: Dec 2017
Location: Quebec, Canada
Posts: 550
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nice man. Thanks!
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07-01-2018, 03:48 PM
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#19
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Human being with feelings
Join Date: Jun 2015
Posts: 685
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Quote:
Originally Posted by Justin
Hmm last I tested on win7 at least, you could map Win+whatever...
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I meant just the Win key without any additional mods like shift or ctrl, would that be possible?
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07-01-2018, 04:46 PM
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#20
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Human being with feelings
Join Date: Oct 2017
Location: Black Forest
Posts: 5,067
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Justin is working on that as far as I understood.
I read that the Winkey is deeply weaved into Windows 10.
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07-01-2018, 05:13 PM
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#21
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,741
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Quote:
Originally Posted by Sju
I meant just the Win key without any additional mods like shift or ctrl, would that be possible?
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Ah right mouse modifiers sorry I misread that. The big problem is that on Windows using the Windows key then clicking/dragging/etc will trigger the start menu when you release. So it's best to discourage it.
The only way I've found to override the windows key causing the start menu is to use a low level global hook, which is generally a very bad idea...
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07-01-2018, 05:32 PM
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#22
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Human being with feelings
Join Date: Feb 2017
Location: Sydney Australia
Posts: 140
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Quote:
Originally Posted by EpicSounds
Use these actions in custom actions along with a MIDI controller or mousewheel for bidirectional control
Action: Skip next action if CC parameter <0/mid
Action: Skip next action if CC parameter >0/mid
check out my advanced item nudging video for explanation.
https://reaperblog.net/2018/01/advanced-item-nudging/
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Cool. Excellent demo.
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07-02-2018, 03:59 AM
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#23
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Human being with feelings
Join Date: Jun 2012
Posts: 2,173
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Quote:
Originally Posted by typewriter
v5.93pre4 - July 1 2018
+ Mousewheel: support Windows (Control on macOS) key as modifier [t=177917]
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This is nice. Thanks.
While mousewheel is in the shop, I would like to mention that wheel actions don't work when cursor is over mcp track panels. They do to a large extent over tcp track panels. It's old, maybe it's always been that way.
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07-02-2018, 06:07 AM
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#24
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Human being with feelings
Join Date: Jun 2015
Posts: 685
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Quote:
Originally Posted by Justin
The only way I've found to override the windows key causing the start menu is to use a low level global hook, which is generally a very bad idea...
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Ahh... well, just in case you manage to find a workaround. No biggie, I think I still have something like ctrl+alt+shift unused in a couple contexts
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07-02-2018, 01:35 PM
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#25
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Moderator
Join Date: Aug 2007
Location: Caracas, Venezuela
Posts: 8,686
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Quote:
Originally Posted by typewriter
# ARA: float the correct inserted FX when using a keyboard shortcut to add ARA FX [p=2005328]
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Thanks for the fix.
I wouldn't like to sound like a broken record but please avoid opening all those instances of Melodyne when it's inserted in several tracks at the same time. It would be very elegant if just one instance would open (the first instance on the first selected track or item).
__________________
Pressure is what turns coal into diamonds - Michael a.k.a. Runaway
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07-02-2018, 11:19 PM
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#26
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Human being with feelings
Join Date: May 2014
Location: Norway
Posts: 987
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Quote:
Originally Posted by typewriter
+ Project settings: add option for default state of item 'Preserve pitch when changing rate' [p=1965998]
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Hey Schwa and Justin. Have you considered making the preference to «copy imported media to project folder» a project setting as well?
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07-03-2018, 02:54 AM
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#27
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Human being with feelings
Join Date: Jan 2012
Posts: 1,185
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I think it is an option already.
I have it on a toolbar. Can't remember offhand what it's called.
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07-03-2018, 04:42 AM
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#28
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Human being with feelings
Join Date: Dec 2017
Posts: 85
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Quote:
Originally Posted by Mordi
Hey Schwa and Justin. Have you considered making the preference to «copy imported media to project folder» a project setting as well?
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You can find it in action list , and simply add to the toolbar.
(Options: When importing, copy imported media to project media directory)
You can disable or enable it any time and leave in that mode.
This setting is global, and is not related to the project.
Last edited by Arthur; 07-03-2018 at 04:50 AM.
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07-03-2018, 07:06 AM
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#29
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Moderator
Join Date: Aug 2007
Location: Caracas, Venezuela
Posts: 8,686
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Melodyne out of sync
Now Melodyne is out of sync when you load it. You have to "apply project tempo" on EACH instance afterwards. Please make it detect the project tempo automatically.
1 - Select a couple of tracks with media items in them
2 - Use a shortcut to load Melodyne on these tracks
Result: Melodyne does not detect project tempo
Expected 1: Ideally REAPER should let the user choose an option
Expected 2: Just apply project tempo automatically
__________________
Pressure is what turns coal into diamonds - Michael a.k.a. Runaway
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07-03-2018, 07:31 AM
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#30
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,741
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Quote:
Originally Posted by Mordi
Hey Schwa and Justin. Have you considered making the preference to «copy imported media to project folder» a project setting as well?
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Yeah that would be nice...
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07-03-2018, 07:45 AM
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#31
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,798
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Devs... regarding the recent "Measure" addition to arrange and MIDI editor grid sizes, can you add this same option to "Item: Quantize item positions to grid..." action, so that "Measure" can be selected as a baseline for quantizing the position of items. So each item could be placed at the beginning of each measure regardless of the time signature defined in those measures.
Thanks!
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07-03-2018, 08:21 AM
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#32
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Moderator
Join Date: Aug 2007
Location: Caracas, Venezuela
Posts: 8,686
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Ctrl+Z doesn't work correctly when using Melodyne
Since REAPER now doesn't store any data from Melodyne in its undo history the use of Ctrl+Z to revert a change in Melodyne doesn't work as expected. We have to use the menu inside Melodyne to undo/redo. This is a big problem and I understand it must hard to solve but I hope you'll find a solution because working on something for a while and hitting Ctrl+Z to undo something you just did (just because you're used to that command... I bet most people just hit it without even thinking about it) and all of a sudden you find yourself tuning everything again from scratch is madness
[EDIT] I must say that now Melodyne works so fast that it is a breeze to use. That trick of not storing any data really did it but now we face that other problem
__________________
Pressure is what turns coal into diamonds - Michael a.k.a. Runaway
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07-03-2018, 01:22 PM
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#33
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,741
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Quote:
Originally Posted by Mercado_Negro
Since REAPER now doesn't store any data from Melodyne in its undo history the use of Ctrl+Z to revert a change in Melodyne doesn't work as expected. We have to use the menu inside Melodyne to undo/redo. This is a big problem and I understand it must hard to solve but I hope you'll find a solution because working on something for a while and hitting Ctrl+Z to undo something you just did (just because you're used to that command... I bet most people just hit it without even thinking about it) and all of a sudden you find yourself tuning everything again from scratch is madness
[EDIT] I must say that now Melodyne works so fast that it is a breeze to use. That trick of not storing any data really did it but now we face that other problem
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This on mac? Is it causing REAPER to undo, or is melodyne eating it? "all of a sudden you find yourself tuning everything again from scratch is madness" explain please.
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07-03-2018, 01:30 PM
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#34
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,798
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Yeah IIRC MN is on a Mac.
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07-03-2018, 03:07 PM
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#35
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Human being with feelings
Join Date: Oct 2016
Location: Germany
Posts: 157
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Quote:
Originally Posted by Mercado_Negro
Since REAPER now doesn't store any data from Melodyne in its undo history the use of Ctrl+Z to revert a change in Melodyne doesn't work as expected. We have to use the menu inside Melodyne to undo/redo. This is a big problem and I understand it must hard to solve but I hope you'll find a solution because working on something for a while and hitting Ctrl+Z to undo something you just did (just because you're used to that command... I bet most people just hit it without even thinking about it) and all of a sudden you find yourself tuning everything again from scratch is madness
[EDIT] I must say that now Melodyne works so fast that it is a breeze to use. That trick of not storing any data really did it but now we face that other problem
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At least on windows the option "send all keyboard input to plug-in" solves the problem.
It is just a little bit annoying to activate this option for every new melodyne instance. Is this possible as a global setting for a certain plugin?
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07-04-2018, 03:30 AM
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#36
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Moderator
Join Date: Aug 2007
Location: Caracas, Venezuela
Posts: 8,686
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Quote:
Originally Posted by Justin
This on mac? Is it causing REAPER to undo, or is melodyne eating it? "all of a sudden you find yourself tuning everything again from scratch is madness" explain please.
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Hitting ctrl+z initializes Melodyne.
1 - Load Melodyne in a track
2 - Move a few blobs
3 - Hit ctrl+z
Result: Everything you did in Melodyne is lost
[EDIT] Yes, this is on Mac
__________________
Pressure is what turns coal into diamonds - Michael a.k.a. Runaway
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07-04-2018, 07:58 AM
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#37
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Human being with feelings
Join Date: Aug 2011
Posts: 173
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Quote:
Originally Posted by Justin
On Windows, hitting the windows key then releasing it will trigger the start menu, though. Trying to figure out a way to prevent that. For now you might want to use shift+Windows as a modifier etc, which will not have that problem...
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The windows key is unique in that it is specifically designed for OS related tasks, not sure if you should include it as a mouse modifier, could just be more of a hassle than its worth. My 2 sense.
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07-04-2018, 07:59 AM
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#38
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,798
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It IS already included as a mouse modifier, it has been for quite some time...
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07-04-2018, 08:41 AM
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#39
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Human being with feelings
Join Date: Aug 2011
Posts: 173
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Quote:
Originally Posted by EvilDragon
It IS already included as a mouse modifier, it has been for quite some time...
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I guess I misunderstood the new feature, regardless I still don't think it is a good idea to use the windows key in any capacity in Reaper. My suggestion is to remove it as chances are few people use it and those that do can find a suitable alternative.
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07-04-2018, 08:43 AM
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#40
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,798
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No, Reaper doesn't remove features.
And yes, people are already using it, so it won't be removed.
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