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07-17-2021, 07:34 PM
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#1
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Human being with feelings
Join Date: Nov 2012
Location: West Midlands, UK
Posts: 379
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v6.32+dev0717 - July 17 2021
v6.32+dev0717 - July 17 2021
- * Includes feature branch: MIDI editor note reordering
- * Includes feature branch: media item lanes
- + API: if track VU is metering loudness, API (ReaScript, control surface) peaks functions return loudness as well
- + Action list: optionally match synonyms of common words when searching for action names ("display" matches "show", etc)
- + Bridging: prevent plug-ins from hanging exiting bridge process on macOS
- + Media item lanes: add theme color for lane label
- + Media item lanes: draw lane label when multiple lanes exist
- + Peaks: rename actions to adjust peaks display zoom (rather than peaks view gain)
- + Peaks: separate peaks display slightly for multiple channels
- + Track panels: improve display of track routing when shift+dragging to create multiple sends
- + VST3 bridging: fix object reference count leaks
- # Media item lanes: draw gap between lanes if space permits
- # ReaScript: adjust item lanes after adding media item
This thread is for pre-release features discussion. Use the Feature Requests forum for other requests.
Changelog - Pre-Releases
Generated by X-Raym's REAPER ChangeLog to BBCode
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07-17-2021, 08:10 PM
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#2
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Human being with feelings
Join Date: Dec 2017
Location: Brazil
Posts: 2,011
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Thanks for the adjust with the API and lanes
I liked the label so far!
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07-17-2021, 09:33 PM
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#3
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Human being with feelings
Join Date: Dec 2017
Location: Sunny Siberian Islands
Posts: 962
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Quote:
Originally Posted by matt_t
v6.32+dev0717 - July 17 2021
- + Action list: optionally match synonyms of common words when searching for action names ("display" matches "show", etc)
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Amazing!
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07-18-2021, 12:09 AM
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#4
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 9,900
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Quote:
+ Action list: optionally match synonyms of common words when searching for action names ("display" matches "show", etc)
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Funny you did that cause I just created a list of some synonyms in action list too!
https://github.com/ReaTeam/Doc/blob/...%20keywords.md
It is not exhaustive by far and sould probably be considered taken carefully to avoid having too many positive results, which may slow down the navigation in search results.
Quote:
+ Media item lanes: draw lane label when multiple lanes exist
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Can anyone screenshot that? I cant reaper until tonight.
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07-18-2021, 12:15 AM
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#5
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Human being with feelings
Join Date: Apr 2013
Location: France
Posts: 9,900
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Also for action synonyms, how could it work with reaper translations ? custom .ini files ?
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07-18-2021, 12:43 AM
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#6
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Human being with feelings
Join Date: Dec 2017
Location: Brazil
Posts: 2,011
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here xraym
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07-18-2021, 01:22 AM
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#7
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Human being with feelings
Join Date: Jun 2019
Posts: 2,875
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Quote:
Originally Posted by matt_t
[*]+ Peaks: separate peaks display slightly for multiple channels
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Thanks so much for this, it's perfect!
Quote:
Originally Posted by matt_t
[*]+ Action list: optionally match synonyms of common words when searching for action names ("display" matches "show", etc)
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Wow, unexpected but really handy! Seems to work nicely so far.
Quote:
Originally Posted by matt_t
[*]+ Media item lanes: add theme color for lane label
[*]+ Media item lanes: draw lane label when multiple lanes exist
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Looks great! But there seems to be a visual bug (or is it intentional?) that offsets buttons to the right when multiple lanes are present:
Item lanes are taking great shape! The only thing I personally still miss is the possibility to have items cover more than 1 lane (so that they can auto-crossfade with multiple items layered across lanes).. if that is somehow compatible with your paradigm/vision of the lanes feature.
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07-18-2021, 01:51 AM
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#8
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Human being with feelings
Join Date: Jun 2019
Posts: 2,875
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Quote:
Originally Posted by matt_t
[*]+ Peaks: separate peaks display slightly for multiple channels
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Btw now that we're at it.. would it be possible to have the same for the media explorer? That would be the icing on the cake
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07-18-2021, 02:15 AM
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#9
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,827
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Huge thanks for media lanes indicators and improvements!
The only thing i still wish to see is an option to automute vertically the overlapping parts per lane. Been using this for very long time in previous daw and was extremely useful as an alternative way for comping, experimenting with different variations of audio and midi and many more.. i think adding something like that would make media lanes a powerful tool other than just using them for multiple items on same track.
https://m.imgur.com/hZQ2lsA
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07-18-2021, 02:46 AM
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#10
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Human being with feelings
Join Date: Oct 2019
Location: Moscow / Tbilisi
Posts: 912
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+ Action list: optionally match synonyms of common words when searching for action names ("display" matches "show", etc)
So amazing!!! WOW!!!
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07-18-2021, 03:32 AM
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#11
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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+ Media item lanes: draw lane label when multiple lanes exist
Oh my god! This is fantastic and I'm hoping it's leading to a little mute and solo button there too for each lane? That way we can do comping and other things using this system now! Woo hoo!
+ API: if track VU is metering loudness, API (ReaScript, control surface) peaks functions return loudness as well
This seems to work great so far thanks!
# Media item lanes: draw gap between lanes if space permits
This is amazing too as now I can have 100% separation between items on the same lane but still be able to know when an item is on a different lane via this gap. Thanks devs!
+ Peaks: separate peaks display slightly for multiple channels
Thanks for this too. Wouldn't mind seeing the gap in preferences as I'd probably be inclined to make it slightly bigger myself, especially for multi channel wavs but happy it's there anyway!
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07-18-2021, 03:34 AM
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#12
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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I kind of like that there is now a bit of space before the item controls as it allows us to grab the left area when it's small and some of us have the bottom area of an item do different stuff to the top (I have bottom set to only move vertically so don't need to worry about aligning when dragging items across tracks) so it's nice to be able to use both now at small heights
but of course.. maybe it is a bug
As for crossfading. I'm not sure if I understand as the system we have now seems perfect as you can auto crossfade any items on the same lane that overlap but move items to a separate lane if you don't want them to crossfade. That seems to me to give everything needed?
I see the separate lanes as a way to avoid crossfades as this can be done on one lane but maybe I misunderstood?
Quote:
Originally Posted by Phazma
Looks great! But there seems to be a visual bug (or is it intentional?) that offsets buttons to the right when multiple lanes are present:
Item lanes are taking great shape! The only thing I personally still miss is the possibility to have items cover more than 1 lane (so that they can auto-crossfade with multiple items layered across lanes).. if that is somehow compatible with your paradigm/vision of the lanes feature.
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Last edited by musicbynumbers; 07-18-2021 at 03:43 AM.
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07-18-2021, 03:39 AM
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#13
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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Kind of like the mute solo here but on the arrange area rather than looking like child tracks
https://dt7v1i9vyp3mf.cloudfront.net..._.cJAiez1Q.jpg
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07-18-2021, 03:44 AM
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#14
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Human being with feelings
Join Date: Jun 2019
Posts: 2,875
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Quote:
Originally Posted by musicbynumbers
As for crossfading. I'm not sure if I understand as the system we have now seems perfect as you can auto crossfade any items on the same lane that overlap but move items to a separate lane if you don't want them to crossfade. That seems to me to give everything needed?
I see the separate lanes as a way to avoid crossfades as this can be done on one lane but maybe I misunderstood?
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Yes lanes are great because you can layer without crossfades but I would like it to be possible to have 2 items layered on top of eachother (without fade) and have a third one afterwards that crossfades with both. I think it would need to be 2 lanes high so that I can drag towards the others and it crossfades with both.
Let me know if it is clear now, kind of hard to explain but would be really useful for sounddesign.
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07-18-2021, 03:45 AM
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#15
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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We do have options already on a per project or per item for "item mix behaviour" but that only works if item is on the same lane and has some limitations.
If each lane had a solo/mute button on it where the new number is, would that give you what you want?
Quote:
Originally Posted by Vagelis
Huge thanks for media lanes indicators and improvements!
The only thing i still wish to see is an option to automute vertically the overlapping parts per lane. Been using this for very long time in previous daw and was extremely useful as an alternative way for comping, experimenting with different variations of audio and midi and many more.. i think adding something like that would make media lanes a powerful tool other than just using them for multiple items on same track.
https://m.imgur.com/hZQ2lsA
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07-18-2021, 03:49 AM
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#16
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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Quote:
Originally Posted by Phazma
Yes lanes are great because you can layer without crossfades but I would like it to be possible to have 2 items layered on top of eachother (without fade) and have a third one afterwards that crossfades with both. I think it would need to be 2 lanes high so that I can drag towards the others and it crossfades with both.
Let me know if it is clear now, kind of hard to explain but would be really useful for sounddesign.
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Ah. I see what you mean now. I can see how that would be useful yes.
Could be quite tricky to do though and to have the options set up so we don't lose what we have now but still can do what you suggest somehow.
Any further ideas on how you would set this up?
We do have the crossfade window. Maybe for this specialist situation. There could be something added in there that would allow this?
If you didn't need it a lot, I just tried this manually and it wasn't too bad so maybe all it needs is an action that you could select the items, declare a time selection area to define crossfade length between lanes and press the action to have it do this.
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07-18-2021, 03:58 AM
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#17
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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Devs.
Hope this also leads eventually to having those "item group containers" back at some point that you are experimenting with in this earlier build https://forum.cockos.com/showthread.php?t=252318
That way, once we are happy with the comp etc. We can group all items in to a tidy container that can be moved, cut and stretched all at once.
I know you took them away as people were asking for them to work over multiple tracks (me included) but having them even for lanes would be amazing and then maybe add track item containers later?
Anyways...Living the dream!
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07-18-2021, 04:04 AM
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#18
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Human being with feelings
Join Date: Jun 2019
Posts: 2,875
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Quote:
Originally Posted by musicbynumbers
Ah. I see what you mean now. I can see how that would be useful yes.
Could be quite tricky to do though and to have the options set up so we don't lose what we have now but still can do what you suggest somehow.
Any further ideas on how you would set this up?
We do have the crossfade window. Maybe for this specialist situation. There could be something added in there that would allow this?
If you didn't need it a lot, I just tried this manually and it wasn't too bad so maybe all it needs is an action that you could select the items, declare a time selection area to define crossfade length between lanes and press the action to have it do this.
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I don’t know all the implications and how people are expected to use lanes which is why I added “if it is compatible with the devs vision/paradigm”.
I envision it to work similar to FIP (where you can also increase size of items and crossfade with multiple smaller items) but with snapping to lanes. It could be made either with handles (as in FIP) or with actions, something like “increase/decrease item size by 1 lane”, if handles are too invasive.
I don’t see any clashes with the current functionality of lanes (at least how I use them), but feel free to enlighten me if this could break something.
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07-18-2021, 04:07 AM
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#19
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Human being with feelings
Join Date: Oct 2011
Posts: 2,924
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Thx you!
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07-18-2021, 04:59 AM
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#20
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Human being with feelings
Join Date: Apr 2011
Posts: 3,458
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Quote:
Originally Posted by matt_t
v6.32+dev0717 - July 17 2021
- + Action list: optionally match synonyms of common words when searching for action names ("display" matches "show", etc)
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Haven't tried it yet so what I am going to say maybe is the way it already works.. It would be great if the synonyms were not hard-coded into Reaper, but were loaded from an .ini file which the user could tweak. The synonyms could be grouped per line, and be comma-separated.
Something like:
Code:
[English]
display, show
delete, remove
above, previous, before
etc...
[other locale/language]
...
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07-18-2021, 05:02 AM
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#21
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Human being with feelings
Join Date: Jun 2019
Posts: 2,875
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Quote:
Originally Posted by amagalma
[/LIST]Haven't tried it yet so what I am going to say maybe is the way it already works.. It would be great if the synonyms were not hard-coded into Reaper, but were loaded from an .ini file which the user could tweak. The synonyms could be grouped per line, and be comma-separated.
Something like:
Code:
[English]
display, show
delete, remove
above, previous, before
etc...
[other locale/language]
...
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Agree, +1
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07-18-2021, 05:23 AM
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#22
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,746
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The current thought is that eventually the synonyms will be definable within each language pack.
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07-18-2021, 05:29 AM
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#23
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Human being with feelings
Join Date: Jun 2019
Posts: 2,875
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Quote:
Originally Posted by Justin
The current thought is that eventually the synonyms will be definable within each language pack.
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Great, keep it coming! The huge action list is one of Reaper’s greatest strengths and making it more easily navigable is the key to unleash all the complexity that sometimes can be hidden under the hood
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07-18-2021, 05:34 AM
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#24
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,827
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Quote:
Originally Posted by musicbynumbers
We do have options already on a per project or per item for "item mix behaviour" but that only works if item is on the same lane and has some limitations.
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Yep it's not the same because it works only on the same lane. I would like to have this behavior for separate lanes too, with indication as shown in the gif from my post. The overlapping parts with no color are auto muted, while the colorful parts are audible. It's REALLY useful and 90% close to Reaper's system. I was using this for many years and it's the most important feature i'm missing in Reaper's lanes..and i think it's a faster way for comping from solo and mute per lane. Having said that, a solo/mute option per lane would be welcome too.
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07-18-2021, 05:41 AM
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#25
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Human being with feelings
Join Date: Aug 2015
Posts: 3,672
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the synonym feature is brilliant, thanks for thinking of it.
how will it work with the "NOT" filter logic? will "NOT" filter out just the specified word, or all synonyms, too?
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07-18-2021, 05:46 AM
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#26
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Human being with feelings
Join Date: Oct 2011
Posts: 2,924
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"+ Media item lanes: draw lane label when multiple lanes exist"
Great option.
Is it possible to align the lane label with media item lane label by increasing the height of the items to obtain larger and therefore more readable items, please?
Actually:
New version:
Thx you!
Last edited by ovnis; 07-18-2021 at 05:53 AM.
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07-18-2021, 05:51 AM
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#27
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Human being with feelings
Join Date: Oct 2011
Posts: 2,924
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It would be great to be able to customize the item lane label text (font, margin) and his shape, too.
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07-18-2021, 06:34 AM
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#28
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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Quote:
Originally Posted by Vagelis
Yep it's not the same because it works only on the same lane. I would like to have this behavior for separate lanes too, with indication as shown in the gif from my post. The overlapping parts with no color are auto muted, while the colorful parts are audible. It's REALLY useful and 90% close to Reaper's system. I was using this for many years and it's the most important feature i'm missing in Reaper's lanes..and i think it's a faster way for comping from solo and mute per lane. Having said that, a solo/mute option per lane would be welcome too.
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What I was thinking was if lane 1 was normal and the other lanes were muted then bringing cut items up to lane 1 would make them audible but I see in the video that you were thinking of a way that if there was a gap on lane one then the next lane's item would be audible instead and so forth down the lanes?
I like this idea too so with that in mind. I wonder if as well as a solo and mute button for each lane. There could be another button (called something like "master") that is maybe only on lane 1 and when clicked, makes that top lane the dominant lane so that items on that lane override others regardless of solo or mute but, gaps in the master lane would mean the next lane below it would take over.
Something like that maybe?
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07-18-2021, 06:49 AM
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#29
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Human being with feelings
Join Date: Oct 2019
Location: Moscow / Tbilisi
Posts: 912
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If lanes will designed for comping, they should be collapsible. To stay normal view only for top lane.
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07-18-2021, 07:04 AM
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#30
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Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
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Quote:
Originally Posted by matt_t
[*]+ API: if track VU is metering loudness, API (ReaScript, control surface) peaks functions return loudness as well
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Thanks.
Seems to me control surface metering has no 'go back to -inf when no signal present' if set to other than peak metering?
I.e. when having e.g. LUFS-M metering set in Reaper, play something, control surface meter is say displaying -18, then pull down Reaper's fader to -inf, or mute track or stop playback, control surface meter seems to stay at current value indefinetely?
Is this right?
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07-18-2021, 07:09 AM
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#31
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Human being with feelings
Join Date: Jan 2016
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Not sure where lanes are going but really hoping they're inspired by the indepth discussions happening in other threads, ie swipe/zone comping etc.
I'd trust the devs with my first born, but these are SUCH sensitive topics that have remained largely untouched in a decade. Feels important to get it right this time around, I hope there'll be a place to "sharpen steel" as the intentions become more clear.
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07-18-2021, 07:55 AM
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#32
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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Quote:
Originally Posted by AZpercussion
If lanes will designed for comping, they should be collapsible. To stay normal view only for top lane.
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Maybe item group containers would cover the collapsible aspect instead.
although, thinking about it.. We kind of have a collapsible item system now with item takes but it's missing all the swipe comping stuff so if it item takes could be expanded, swipe comped and then collapsed I think that would me a lot of people hopefully happy. Especially if it also worked over multiple tracks for grouped items like multi mic drum recordings etc (something lane comping doesn't do very well probably, need to try it).
That would mean we could use the lanes (and mute/solo buttons) for other useful things and leave swipe comping to item takes if it's basic swipe comping but then use the lanes for more complex comping with crossfades, effects and other edits that item takes can't manage.
Just a thought. Not saying that's the best thing to do for sure!
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07-18-2021, 07:56 AM
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#33
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Human being with feelings
Join Date: Jun 2009
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Quote:
Originally Posted by ferropop
Not sure where lanes are going but really hoping they're inspired by the indepth discussions happening in other threads, ie swipe/zone comping etc.
I'd trust the devs with my first born, but these are SUCH sensitive topics that have remained largely untouched in a decade. Feels important to get it right this time around, I hope there'll be a place to "sharpen steel" as the intentions become more clear.
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Agreed. proper comping is something we definitely need and we might as well try and use all of the systems in reaper to make it "best in class" so to speak. I hope that's where the devs are going with it eventually
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07-18-2021, 08:02 AM
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#34
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,821
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Quote:
Originally Posted by nofish
Thanks.
Seems to me control surface metering has no 'go back to -inf when no signal present' if set to other than peak metering?
I.e. when having e.g. LUFS-M metering set in Reaper, play something, control surface meter is say displaying -18, then pull down Reaper's fader to -inf, or mute track or stop playback, control surface meter seems to stay at current value indefinetely?
Is this right?
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I'm not seeing that.
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07-18-2021, 08:49 AM
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#35
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Human being with feelings
Join Date: Oct 2007
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Quote:
Originally Posted by schwa
I'm not seeing that.
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Just sent a video of what I'm seeing to support[at]cockos.com.
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07-18-2021, 08:53 AM
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#36
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,821
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What control surface mode is this? Would you mind posting your reaper.ini file as well?
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07-18-2021, 08:56 AM
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#37
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,218
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Quote:
Originally Posted by schwa
I'm not seeing that.
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The meters on my behringer x touch hardware (via klinke mod) seem to follow the meters in reaper well now regardless of the meter type.
The thing I can see though is that the numerical readout for RMS and EBU only read the peak value and stay there rather than what seems more ideal to me which is for it to read the average value or at least give an option for that (maybe I'm missing that option somewhere)? Maybe that's related to what nofish means and his hardware uses the numerical value?
Also. Please consider making at least the RMS option fully multichannel (so that there's a mono RMS calculation for each of the meters in say an 8 channel track.
For surround work it would be very useful not only to have peak meters work in multichannel. Thanks devs!
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07-18-2021, 08:57 AM
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#38
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,821
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Ahh, I see the issue. We should be able to address this.
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07-18-2021, 09:37 AM
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#39
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Human being with feelings
Join Date: Oct 2007
Location: home is where the heart is
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Quote:
Originally Posted by musicbynumbers
The thing I can see though is that the numerical readout for RMS and EBU only read the peak value and stay there rather than what seems more ideal to me which is for it to read the average value or at least give an option for that (maybe I'm missing that option somewhere)? Maybe that's related to what nofish means and his hardware uses the numerical value?
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Probably failed to express clearly, but yeah, that's it, thanks, and thanks schwa too.
Another small thing regarding control surface metering (though not really important to me):
When track metering is set to something other than peak metering and have track's record arm enabled currently it seems to send no control surface meter data at all (edit: I mean when playing back track media. edit2: But same for input signal, just checked.).
Maybe it should send peak meter data in this case (as that's what Reaper's track meter is displaying in this case)?
Last edited by nofish; 07-18-2021 at 09:50 AM.
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07-18-2021, 09:45 AM
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#40
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,821
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I think we'll just have API functions always return peak levels regardless of what the track meters are displaying.
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