Old 12-29-2016, 02:29 PM   #41
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In addition to the spectral colorization, it would be great if the root notes (+ resonant/frequency info) can also be visible. Or, if we could simply choose what we want to see. Since it is all based on pitch detection, it shouldn't be very difficult. This would certainly make it much more useful compare to some other spectral viewing that are already implemented in other DAWs.
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Old 12-29-2016, 09:23 PM   #42
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Since it is all based on pitch detection...
uhh, i think it's based on spectral weight, you can't get a definite pitch out of that.
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Old 12-30-2016, 12:15 AM   #43
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you could use wavelets to more naturally multiscale the analysis - about 20 years since I did this stuff though but is well researched and the algorithms are fast. Bound to be stacks of software available

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Old 12-30-2016, 03:25 AM   #44
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Well Justin has improved the pitch detection in pre 3 and added a right click option to have different colours for each note in an octave

Works really well!

I'd wait for pre 4 though as Justin said he needs to optimise the zoom/scroll performance overall again.

Try it though.. With the right settings there, you can make out not only pitches but noise/nontonal/breathes in vocals too and drums etc. Very powerful!
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Old 12-30-2016, 05:07 AM   #45
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Originally Posted by musicbynumbers View Post
Well Justin has improved the pitch detection in pre 3 and added a right click option to have different colours for each note in an octave

Works really well!

I'd wait for pre 4 though as Justin said he needs to optimise the zoom/scroll performance overall again.

Try it though.. With the right settings there, you can make out not only pitches but noise/nontonal/breathes in vocals too and drums etc. Very powerful!
Just tried it out! Beyond awesome!!!!!!
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Old 12-30-2016, 08:04 AM   #46
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Most of my item peaks are multicolored. However, a few are still black from start to finish. What is this telling me about those items? One is a snare top mic, a snare sample, and a kick sample. Any reason why they aren't showing spectral peaks?
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Old 12-30-2016, 08:09 AM   #47
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Quote:
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uhh, i think it's based on spectral weight, you can't get a definite pitch out of that.
If I've understood right it's doing both pitch detection and spectral weight/spread calculation.
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Old 12-30-2016, 09:01 AM   #48
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dude what about a script to split wavs by color... like chop them all up based on the colors in the peaks

even tho it's not pitch... might be interesting
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Old 12-30-2016, 09:32 AM   #49
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Changing Hz left/right gets more delicate sensitive if go down to just one octave and Ctrl is not added like on faders and, the whole peaks display can't be scaled yet to compensate.
Just stating the obvious like a champ..
I am very pleeeeeased with our devs and our feedbackers/quarterbackers.
Tack så mycket!

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Old 12-30-2016, 10:35 AM   #50
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Quote:
Originally Posted by CoryT View Post
Most of my item peaks are multicolored. However, a few are still black from start to finish. What is this telling me about those items? One is a snare top mic, a snare sample, and a kick sample. Any reason why they aren't showing spectral peaks?
It's because the spectral content is quite broad with no defined dominant frequency.

If you use the spectral view options (after rebuilding peaks in pre3) I've found you can make it so you can see the "ringing" frequency of the snare for instance by adjusting the noise setting on the left and the variance on the right.

(note, you can right click to choose some presets now too for pitch based colours.)
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Old 12-30-2016, 10:36 AM   #51
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Quote:
Originally Posted by Jason Brian Merrill View Post
dude what about a script to split wavs by color... like chop them all up based on the colors in the peaks

even tho it's not pitch... might be interesting
Good news! It is by pitch if you right click the spectral view window and choose per octave

I think the devs have opened it up to scripts too so we should be able to get a script to spilt by pitch or by spectra!
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Old 12-30-2016, 10:39 AM   #52
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Sorry to be offtopic, but does anyone know if enabling spectral view will gonna cost ya in Reaper performance ?
Is it cpu / gpu hungry ?
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Old 12-30-2016, 10:45 AM   #53
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Sorry to be offtopic, but does anyone know if enabling spectral view will gonna cost ya in Reaper performance ?
Is it cpu / gpu hungry ?
peaks are built and then they are just pictures, right?
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Old 12-30-2016, 10:46 AM   #54
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Hey, I have an idea:

if we use a pitch envelope, could the colors reflect the change?

oh, fuck me, it already does
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Old 12-30-2016, 10:50 AM   #55
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Quote:
Originally Posted by Jason Brian Merrill View Post
peaks are built and then they are just pictures, right?
The peaks now need to be drawn(*) with varying colors and there is more data to fetch from the built peaks, and I think this also needs to do more calculations when the zoom factor is large enough so that the prebuilt peaks data can't be used. I would make a guess all that will increase the resource usage somewhat on the GUI thread. Audio playback should not be affected in any way.

(*) The peak files are not predrawn images, they are data that is drawn.
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Old 12-30-2016, 10:51 AM   #56
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Quote:
Originally Posted by Jason Brian Merrill View Post
Hey, I have an idea:

if we use a pitch envelope, could the colors reflect the change?

oh, fuck me, it already does
It indeed does. They should probably make that work when the project master playrate is changed too...
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Old 12-30-2016, 10:54 AM   #57
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gpu hungry ?
Reaper does not, as far as I know, use GPU for accelerating the GUI rendering.
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Old 12-30-2016, 10:58 AM   #58
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Ctrl Shift Esc, once, brings up the task manager.
Menu on top, Performance and then Options, to make it be on Top.

And I just see that I have some energy saving thing for the CPU enabled that slows it down, probably in BIOS, Oops Nr: (lost count).
Thank you vanhaze!
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Old 12-30-2016, 11:27 AM   #59
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Quote:
Originally Posted by Xenakios View Post
The peaks now need to be drawn(*) with varying colors and there is more data to fetch from the built peaks, and I think this also needs to do more calculations when the zoom factor is large enough so that the prebuilt peaks data can't be used. I would make a guess all that will increase the resource usage somewhat on the GUI thread. Audio playback should not be affected in any way.

(*) The peak files are not predrawn images, they are data that is drawn.
Very useful info, many thanks Xenakios !
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Old 12-30-2016, 11:27 AM   #60
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I think using the GPU can be problematic, no? I know vegas seems shitty because of that
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Old 12-30-2016, 11:41 AM   #61
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Quote:
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I think using the GPU can be problematic, no? I know vegas seems shitty because of that
It can be quite problematic. It might still be something that Cockos should IMHO look into at some point. I mean, it's kind of wasteful if one has a multihundred dollar GPU sitting in the machine and not doing anything much, even when a relatively graphics intensive application like Reaper is running...(Obviously people who don't have anything fancy for a GPU should be able to still use a CPU based fallback mode.)
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Old 12-30-2016, 05:46 PM   #62
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This is amazing for for De-essing indeed!

I put it back to full spectrum and for me the "Sss" sounds are always in light green

Now just need someone to write a script to detect them add in volume envelopes to turn them down automatically
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Old 12-30-2016, 06:59 PM   #63
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Quote:
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Green is middle/center of spectrum, blue/violet is higher than middle, but of course you can design it as you want. The name 'ultraviolet' has a meaning. Same with 'infrared'. My approach above was setting lowest vocal frequency to red.
Pretty much my thoughts on the visible vs audible spectrum too.
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Old 12-30-2016, 07:03 PM   #64
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Personally like this new feature, and might only ask for a bit more friendly user GUI on it:

Perhaps what I want would be mostly solved by making the window for it resizeable...
I ask this because the dragable divisions at the bottom can overlap the freq. numbers so they become hard to read...so if the window could be larger maybe this would be better?

Also wonder if a given set up can be saved as a 'preset' so we can return to or choose between several diff settings?

I know it's early in this game but just asking gently...
A BIG +1 to both these points.
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Old 12-30-2016, 07:50 PM   #65
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Originally Posted by musicbynumbers View Post
This is amazing for for De-essing indeed!

I put it back to full spectrum and for me the "Sss" sounds are always in light green

Now just need someone to write a script to detect them add in volume envelopes to turn them down automatically
Think with pre4 and the bit of code/magic jf posted this is now inevitable!
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Old 12-31-2016, 07:15 AM   #66
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Have one simple beat loop and set grid to 1/32 and make a tiny loopselection and then just Shift + < or > while playing seems to be one way to get used to the visuals.

DOdoDO-REreRE-MImimi-nigun.
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Old 12-31-2016, 09:33 AM   #67
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@justin
a bit different, but what do you think of this "spectrum view" as an option?

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Old 12-31-2016, 09:34 AM   #68
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@justin
a bit different, but what do you think of this "spectrum view" as an option?

what does this help with? Looks interesting
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Old 12-31-2016, 09:52 AM   #69
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spectrum settings..
can be really useful using "natural scale".
when zooming in it gives detailed information. .

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Old 12-31-2016, 10:50 AM   #70
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Just thinking.. a tad-thing and maby lost in Disneyland...
Making the peaks light up like Meters, The? and show three color only, since it is "analyzed" anyway was/is my 'reasoning and you can see if the Source is peaking Right away.
Accidental script idea or what ever, since we have different other proper ways for this anyway I bet, but nevermind that now..
SWS Extensions Loudness Analyze but simplo'matic in peaks colo(U)r.

Ps, if a thought leads to a better though, win - win.
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Old 12-31-2016, 11:11 AM   #71
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@justin
a bit different, but what do you think of this "spectrum view" as an option?

This would be nice as items background color option.
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Old 12-31-2016, 06:18 PM   #72
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spectrogram view would be insanely useful

far more useful than the current spectral waveform.

For sample editing, you would be able to see the exact point of where a sample transitions from one pitch to another, you would be able to see for long portamento samples where the pitch slide starts and ends, where the sample is noisy, you would be able to see miscellaneous one-shot noises that might be hiding in the tail end/release of a sample, you'll be able to get a fast accurate idea of the point of attack and release of the sample without having to listen to it first (needed for marking/cutting attacks/releases for later use), you'll be able to see the progression/pattern of pitches that were recorded in a session which means you don't have to play the guessing game as to how hours of audio was recorded. It would be a game changer. I'm working my way up to creating my own sampling tools with a spectral view but it'll be some time before that happens.
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Old 12-31-2016, 07:02 PM   #73
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Atleast we are enthusiastic and exited & humbly-suggestion-stuffz and stay out of the pre-thread.

There is this tip/trick to use an EQ &/or use a Compressor and then render that and use that as a reference, group and edit the rendered and the original below will follow.
Not to bad actually.

Ps, did not dismiss your stuff.
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Old 01-01-2017, 01:05 AM   #74
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spectrogram view would be insanely useful
...

I'd like to second this, perhaps as toggleable/fadeable background fill for media items/takes (so you could see both the time and freq domain info simultaneously in the same timeline).

Like the spectrum peaks view, it's not something needed all the time, just as a different view to help identifying stuff during editing, so actions to toggle/fade would be essential.

Also, with the processing overhead for generating this kind of thing, it might be better to be able to generate spectrogram background per item/take/selection, even if it is toggled/faded globally.

I use Schwa's Spectro quite a bit, quite often just to help identify source audio artefacts -having this in the timeline as a "process peaks once and display at will" thing would be, well, insanely useful. Probably not an easy feature to do and get right, but it would really set REAPER apart!




>
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Old 01-01-2017, 03:49 AM   #75
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so this is a thing now using font 72 bolded ? are we retarded and can't read font smaller than that?
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Old 01-01-2017, 05:53 AM   #76
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I'd like to second this, perhaps as toggleable/fadeable background fill for media items/takes (so you could see both the time and freq domain info simultaneously in the same timeline).

Like the spectrum peaks view, it's not something needed all the time, just as a different view to help identifying stuff during editing, so actions to toggle/fade would be essential.

Also, with the processing overhead for generating this kind of thing, it might be better to be able to generate spectrogram background per item/take/selection, even if it is toggled/faded globally.
Totally agree, and waiting hard for a sonogram view per item !
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Old 01-01-2017, 07:08 AM   #77
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Total agreement here also.
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Old 01-01-2017, 11:20 AM   #78
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also agree.
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Old 01-01-2017, 03:58 PM   #79
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I don't get the usage and benefits of using spectral peaks at the moment. I don't understand how can this colored peaks improve my way of working at the moment,too. But anyway I always trust reaper developers and of course they now what they are doing better than me. Maybe I'll get it in the future. But now I know that reaper can analyze pitch data of an audio internally and this makes me think that we are one step closer to pitch editing of audio like variaudio and melodyne😀😀
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Old 01-01-2017, 04:33 PM   #80
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I don't get the usage and benefits of using spectral peaks at the moment. I don't understand how can this colored peaks improve my way of working at the moment,too. But anyway I always trust reaper developers and of course they now what they are doing better than me. Maybe I'll get it in the future. But now I know that reaper can analyze pitch data of an audio internally and this makes me think that we are one step closer to pitch editing of audio like variaudio and melodyne😀😀
Try loading up a big mix with lots of instruments/drums etc.

I find even the basic setting gives me a better overview of what is what (once you get use to the colours which doesn't take too long)

If you then go to "view" menu and "peak settings" you can right click the spectral view and set it to octaves and even tweak the settings there to show up things like sibilance really easily or pitch or kicks. snares and hi hats.

Very powerful and much lower cpu cost than spectral (from what I can tell so far)
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