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01-10-2023, 03:18 AM
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#41
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Human being with feelings
Join Date: Jan 2007
Location: mcr:uk
Posts: 3,889
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Playing catch-up here so sorry if this is a stupid question.
It seems that comp edges always line up perfectly but what happens if things don't line up so well and you want to comp parts that overlap, eg. where a sustaining sound like a cymbal ringing or a note from a guitar solo will sound bad if it cuts off suddenly.
Is there a case for crossfades for comp areas?
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01-10-2023, 05:59 AM
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#42
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Human being with feelings
Join Date: Jun 2013
Location: Krefeld, Germany
Posts: 14,686
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Is there a short but rigorous definition what exactly these lanes are ?
And how to sort them in the picture, in relation to the legacy hierarchy
"A Project contains tracks, tracks contain items, Items contain takes, takes contain samples".
-Michael
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01-10-2023, 06:08 AM
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#43
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,749
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Quote:
Originally Posted by IXix
Playing catch-up here so sorry if this is a stupid question.
It seems that comp edges always line up perfectly but what happens if things don't line up so well and you want to comp parts that overlap, eg. where a sustaining sound like a cymbal ringing or a note from a guitar solo will sound bad if it cuts off suddenly.
Is there a case for crossfades for comp areas?
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The comping areas themselves do not support crossfades, but after comping, the comped result is regular media items, so you can edit those items normally, including crossfading.
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01-10-2023, 06:37 AM
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#44
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Human being with feelings
Join Date: Jun 2013
Location: Krefeld, Germany
Posts: 14,686
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Quote:
Originally Posted by schwa
The comping areas themselves do not support crossfades, but after comping, the comped result is regular media items, so you can edit those items normally, including crossfading.
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So you can extend those items on both sides. Obvious !
OTOH, to do so, do we need to finish ("glue") the comping in a kind of destructive way, or can we get back to the comping phase ? Hopefully to edit just the splits that are not desired, while the other crossfades stay intact ?
At best the comping area boundaries should provide some fading automatic (zero-crossing detect / crossfade / maybe silence detection for small audio timing oddities),...
-Michael (no practical experience at all up til now)
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01-10-2023, 06:58 AM
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#45
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Human being with feelings
Join Date: Jan 2007
Location: mcr:uk
Posts: 3,889
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Quote:
Originally Posted by schwa
The comping areas themselves do not support crossfades, but after comping, the comped result is regular media items, so you can edit those items normally, including crossfading.
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Ah I see, thanks!
I'm really going to need a video tutorial when this hits the main release!
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01-11-2023, 06:04 AM
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#46
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Human being with feelings
Join Date: Jun 2013
Location: Krefeld, Germany
Posts: 14,686
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Anybody more knowledgeable than me ? ....
Quote:
Originally Posted by mschnell
Is there a short but rigorous definition what exactly these lanes are ?
And how to sort them in the picture, in relation to the legacy hierarchy
"A Project contains tracks, tracks contain items, Items contain takes, takes contain samples".
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01-11-2023, 08:29 AM
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#47
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Human being with feelings
Join Date: Sep 2021
Location: Berlin
Posts: 1,935
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Quote:
Originally Posted by mschnell
Anybody more knowledgeable than me ? ....
...
Is there a short but rigorous definition what exactly these lanes are ?
And how to sort them in the picture, in relation to the legacy hierarchy
"A Project contains tracks, tracks contain items, Items contain takes, takes contain samples".
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I'm not sure that this is 100% accurate from a technical standpoint, but from a conceptual standpoint, you just need to imagine that a track can contain lanes which contain items.
Project > Track > Lanes > Items > Takes > Samples
A track in normal mode has 1 lane. In Free Item Positioning, it has non-uniform additional lanes where everything plays, but there are some rules for handling overlapping items. In Fixed Lanes, lanes are uniform in height and there are different rules/operations for determining what's playing at any particular time.
Then the comping stuff on top of that particular modality of the track lanes concept.
Maybe that's something to start with?
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01-11-2023, 12:27 PM
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#48
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Human being with feelings
Join Date: Jun 2013
Location: Krefeld, Germany
Posts: 14,686
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That's getting me started ...
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01-12-2023, 12:54 AM
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#49
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Human being with feelings
Join Date: Jun 2013
Location: Krefeld, Germany
Posts: 14,686
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Can a track or a take be converted to be a lane ?
-Michael
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01-12-2023, 01:07 AM
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#50
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Human being with feelings
Join Date: Jan 2016
Location: Los Angeles, CA
Posts: 3,116
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Quote:
Originally Posted by mschnell
Can a track or a take be converted to be a lane ?
-Michael
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You can explode takes out to tracks, and put those items in lanes.
There's still some workflow missing for easily taking several tracks and stuffing them into lanes, so it's a bit manual atm.
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01-12-2023, 01:09 AM
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#51
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Human being with feelings
Join Date: Sep 2021
Location: Berlin
Posts: 1,935
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Quote:
Originally Posted by mschnell
Can a track or a take be converted to be a lane ?
-Michael
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Deleted my comments, which were taking your question too literally. Embass's GIF below says all there needs to be said about this.
Last edited by sockmonkey72; 01-12-2023 at 05:04 AM.
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01-12-2023, 02:09 AM
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#52
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Human being with feelings
Join Date: Jun 2006
Posts: 22,567
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would be really nice, eventually to convert to the different modes so to speak. Even though they're not really modes but entirely different things all together
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01-12-2023, 05:02 AM
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#53
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Human being with feelings
Join Date: Jan 2014
Posts: 923
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Quote:
Originally Posted by mschnell
Can a track or a take be converted to be a lane ?
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01-12-2023, 06:50 AM
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#54
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Human being with feelings
Join Date: Sep 2019
Location: france
Posts: 2,297
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Hello Embass,
I never managed to write like you do on gifs with Licecap. Could you please explain to us how you do it with a tutorial for example.. you are the one who masters this best. thank you
__________________
French LangPack - Langpack Reaper en français - Traduction de Reaper en français
Télécharger (download) here
glossary here
Last edited by tohubohu; 01-12-2023 at 02:40 PM.
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01-12-2023, 06:59 AM
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#55
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,769
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Yeah it is cool. What voodoo are you using?
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01-12-2023, 07:32 AM
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#56
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Human being with feelings
Join Date: Dec 2012
Posts: 13,333
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Quote:
Originally Posted by tohubohu
Hello Embass,
I never managed to write like you do on gifs with Licecap. Could you please explain to us how you do it with a tutorial for example.. you are the one who masters this best. thank you
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I'm not Embass, but I'll show you.
Here is the process:
Here is the result:
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01-12-2023, 07:32 AM
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#57
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,749
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While recording, or during pre-roll, click the pause button in licecap, then the insert button to add a text slide.
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01-12-2023, 08:07 AM
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#58
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,769
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Neato
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01-12-2023, 02:25 PM
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#59
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Human being with feelings
Join Date: Sep 2019
Location: france
Posts: 2,297
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Quote:
Originally Posted by vitalker
I'm not Embass, but I'll show you.
Here is the process:
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I did as you said, but on mac os the timings don't work, and sometimes do.
look.
And it's not written in the right place sometimes.
edit : ah it works better when I put the gif online compared to on my computer. weird
__________________
French LangPack - Langpack Reaper en français - Traduction de Reaper en français
Télécharger (download) here
glossary here
Last edited by tohubohu; 01-12-2023 at 02:40 PM.
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01-12-2023, 02:38 PM
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#60
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Human being with feelings
Join Date: Sep 2019
Location: france
Posts: 2,297
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It looks good.
sorry for the thread pollution
thank you vitalker and schwa
__________________
French LangPack - Langpack Reaper en français - Traduction de Reaper en français
Télécharger (download) here
glossary here
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07-08-2023, 07:42 AM
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#61
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,769
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Is there a way to make an action to glue the resulting top comp lane and delete all below it ?
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07-08-2023, 08:54 AM
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#62
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Human being with feelings
Join Date: Feb 2017
Posts: 4,812
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^ I don’t know about that.. ideally IMO the resulting comp would be seen in a layers view. What we see in your gif is a comping view.
This what I mean by this:
Quote:
Originally Posted by deeb
I thought I d share this. And looking for your thoughts and opinions.
If we could have 2 different views: one for layering and another for comping working like this:
What would be the pros and cons? Would you like it or not?
I think I would like because would look more organized and easier to follow, and a clear distinction between layer and (comp + comp material). But maybe is too late or not worth.
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__________________
🙏🏻
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07-08-2023, 09:10 AM
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#63
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,769
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Yeah I'm just trying to commit my comps and throw all the rest out. I personally don't need multiple comps for a way to keep the previous source files around. I just need the musician to play a handful of attempts at a passage, pick the best, make a finished media item that's all glued up and throw the rest out. I can see how heavy flexibility might be helpful to others though.
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07-08-2023, 09:14 AM
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#64
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,797
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Quote:
Originally Posted by Coachz
Is there a way to make an action to glue the resulting top comp lane and delete all below it ?
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This is only possible if you select the items on top lane with razor edit, right click and choose glue in time selection. It glue the items and delete the rest lanes.
But there's no separate action yet unfortunately.
Or else you can show only the top lane, go out of comping and then it's visible only the track lane as usual, same same but different.
But you can use this method for a cheap track versions alternative. Meaning that you can have different variations on each lane, then show only one lane and switch variations with the arrows from the lane header area.
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07-08-2023, 09:47 AM
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#65
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,769
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Quote:
Originally Posted by Vagelis
This is only possible if you select the items on top lane with razor edit, right click and choose glue in time selection. It glue the items and delete the rest lanes.
But there's no separate action yet unfortunately.
Or else you can show only the top lane, go out of comping and then it's visible only the track lane as usual, same same but different.
But you can use this method for a cheap track versions alternative. Meaning that you can have different variations on each lane, then show only one lane and switch variations with the arrows from the lane header area.
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Thanks Vagelis but unfortunately none of those features are ones I would use. Hopefully an action will come along to make quick work of this. Basically one action that would glue all the items including and adjacent to the item under the mouse and another action to delete all the old comps below it. Rock on
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07-08-2023, 10:12 AM
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#66
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,797
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Quote:
Originally Posted by Coachz
Thanks Vagelis but unfortunately none of those features are ones I would use. Hopefully an action will come along to make quick work of this. Basically one action that would glue all the items including and adjacent to the item under the mouse and another action to delete all the old comps below it. Rock on
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There is a workaround until we get a better solution though.
You can make a custom action combining these:
Unfortunately it works only when the lanes are collapsed by adding a razor edit to the selected items and gluing them. Here's a gif:
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07-08-2023, 10:13 AM
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#67
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,769
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Yep I tried that earlier today. Currently with the old take system I have a faster way so I'll have to see if I can adapt that code to speed this way up until an action appears. I could not find an action to delete all of the comps below it though.
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07-08-2023, 11:22 AM
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#68
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Human being with feelings
Join Date: Jun 2013
Location: Krefeld, Germany
Posts: 14,686
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Quote:
Originally Posted by Coachz
Is there a way to make an action to glue the resulting top comp lane and delete all below it ?
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Why ?
You can just toggle the yellow "lanes" button in the bottom left corner to see only the selected lane.
Also "glue" and "freeze" should do something sensible ... but I am not sure what exactly ....
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07-08-2023, 11:53 AM
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#69
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,769
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Quote:
Originally Posted by mschnell
Why ?
You can just toggle the yellow "lanes" button in the bottom left corner to see only the selected lane.
Also "glue" and "freeze" should do something sensible ... but I am not sure what exactly ....
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I currently have a take comping system that works quite well. I'm trying to improve on it but it won't be an improvement if it adds extra steps.
For it to be an improvement I need a way to hover the mouse over the constructed take at the top be able to hit a keyboard shortcut to trigger an action that will glue the entire constructed take and delete everything below it. Anything less will not really be an improvement over my current take system and will actually add more steps. I do have some hover code that works in my current tag system so I'll have to see if that can be applied here but I also need a way for an action to delete all the takes below it
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07-08-2023, 01:22 PM
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#70
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,797
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Quote:
Originally Posted by Coachz
it to be an improvement I need a way to hover the mouse over the constructed take at the top be able to hit a keyboard shortcut to trigger an action that will glue the entire constructed take and delete everything below it.
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Sorry but to be clear, what you want is to hover the mouse over "one" item on top lane to glue it? And then delete the rest items in lanes which are bellow that item at the same size..so that the lanes are being removed just for that item and not for all items at the top lane?
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07-08-2023, 01:30 PM
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#71
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,769
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Quote:
Originally Posted by Vagelis
Sorry but to be clear, what you want is to hover the mouse over "one" item on top lane to glue it? And then delete the rest items in lanes which are bellow that item at the same size..so that the lanes are being removed just for that item and not for all items at the top lane?
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I want to hover over one item in the top lane and have all the items on the top lane glued together and everything below it deleted all from One custom action. So in my post above the C1 lane would now become one item all glued together and the other lanes below 1, 2, 3, 4 would all be removed.
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07-08-2023, 01:36 PM
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#72
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Human being with feelings
Join Date: Jun 2013
Location: Krefeld, Germany
Posts: 14,686
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What do you mean by "deleted" ?
Not visible any more ? The items can not be recovered as of that time ? The content of the file that the item points to is wiped ?
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07-08-2023, 01:43 PM
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#73
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,769
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Quote:
Originally Posted by mschnell
What do you mean by "deleted" ?
Not visible any more ? The items can not be recovered as of that time ? The content of the file that the item points to is wiped ?
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I mean where all of the fixed lanes are deleted and removed and the only thing left is the composite lane at the top that got glued. Thanks again for any ideas. The razor swiping is looking pretty nice for selecting the sections for comps.
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07-08-2023, 02:07 PM
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#74
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,797
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Quote:
Originally Posted by Coachz
I want to hover over one item in the top lane and have all the items on the top lane glued together and everything below it deleted all from One custom action. So in my post above the C1 lane would now become one item all glued together and the other lanes below 1, 2, 3, 4 would all be removed.
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Ahh so it's the same thing as i thought from start ok, except that i got a bit confused when you said to hover the mouse over one item and glue it, i thought without the rest items.
Hmm not sure how could be possible though, because what if there are some gaps between the items, or how to determine the last item to glue with the rest as one, just by hovering the mouse over one item?
Anyway, I think it would be nice to have an action to remove all lanes except the comp lane, or all unsoloed lanes. Cheers
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07-08-2023, 02:12 PM
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#75
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,769
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I currently do it like this in takes. I can hover over any comp and it will grab all the active ones and glue them and recolor them too.
Custom: Crop Takes Selection
Track: Unselect (clear selection of) all tracks
Item: Unselect (clear selection of) all items
Item: Select item under mouse cursor
Script: cz_select takes.lua
Take: Crop to active take in items
Item: Glue items, expanding to time selection if any
Time selection: Remove (unselect) time selection and loop points
Custom: Color All
Item: Select all items
Take: Set active take to default color
Item: Set to default color
SWS: Apply auto coloring
Script: cz_color_hp_track.lua
Script: cz_color_structure.lua
Item: Unselect (clear selection of) all items
Code:
--[[
Description: cz_select takes.lua
Author: coachz....code by the amazing DanielLumertz
Version 0.9
Licence: GPL v3
Reaper Version 6
Usage:
--]]
--[[
Changelog:
+ Initial Release v0.9 (2010-04-01)
--]]
-- clear console
reaper.ShowConsoleMsg("")
-- create simpler console messager
function Msg(param)
reaper.ShowConsoleMsg(param.."\n")
end
function bool2string(b) return b and "true" or "false" end
--reaper.Main_OnCommand(r.NamedCommandLookup('_BR_SEL_ENV_MOUSE'), 0)
-- toggleArm = reaper.NamedCommandLookup( "_SWS_ARMTOGGLE" )
--reaper.Main_OnCommand(toggleArm, 0)
--reaper.Main_OnCommand(40891, 0)
--debug = false -- disable main messages
--debug = true -- enable main messages
--if debug then Msg("Test") end
--/////////////////////////////////////////////////////////////////////
reaper.Undo_BeginBlock2(0)
tolerance = 0.05
local item = reaper.GetSelectedMediaItem(0, 0)
local track = reaper.GetMediaItem_Track( item )
local start = reaper.GetMediaItemInfo_Value(item, 'D_POSITION' )
local len = reaper.GetMediaItemInfo_Value(item, 'D_LENGTH' )
local fim = start + len
local n = reaper.GetMediaItemInfo_Value(item, 'IP_ITEMNUMBER' )
last_fim = fim
keep = true
i = n + 1
while(keep == true)
do
item_loop = reaper.GetTrackMediaItem( track, i )
if not item_loop then break end
local n_takes = reaper.CountTakes( item_loop )
if n_takes <= 1 then break end
local loop_start = reaper.GetMediaItemInfo_Value(item_loop, 'D_POSITION' )
if loop_start > last_fim+tolerance then break end
local loop_len = reaper.GetMediaItemInfo_Value(item_loop, 'D_LENGTH' )
local loop_fim = loop_start + loop_len
last_fim = loop_fim
last_item = item_loop
i = i + 1
reaper.SetMediaItemSelected( last_item, true )
end
last_item = reaper.GetTrackMediaItem( track, i-1 )
reaper.SetMediaItemSelected( last_item, true )
last_start = start
keep = true
i = n -1
while(keep == true)
do
item_loop = reaper.GetTrackMediaItem( track, i )
if not item_loop then break end
local n_takes = reaper.CountTakes( item_loop )
if n_takes <= 1 then break end
local loop_start = reaper.GetMediaItemInfo_Value(item_loop, 'D_POSITION' )
local loop_len = reaper.GetMediaItemInfo_Value(item_loop, 'D_LENGTH' )
local loop_fim = loop_start + loop_len
if loop_fim < last_start-tolerance then break Msg('c')end
last_start = loop_start
last_item = item_loop
i = i - 1
reaper.SetMediaItemSelected( last_item, true )
end
last_item = reaper.GetTrackMediaItem( track, i+1 )
reaper.SetMediaItemSelected( last_item, true )
reaper.UpdateArrange()
reaper.Undo_EndBlock2(0, 'Select Somethings', -1)
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07-08-2023, 02:24 PM
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#76
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Human being with feelings
Join Date: Oct 2017
Location: Larisa, Greece
Posts: 3,797
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Ok I see, so i think what we need is an action to select the items in active comp areas at the top lane, then another action to crop, aka remove all lanes and then glue the selected items as one.
So just the first two actions to achieve this.
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07-08-2023, 02:36 PM
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#77
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Human being with feelings
Join Date: Oct 2010
Location: Charleston, SC
Posts: 12,769
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Quote:
Originally Posted by Vagelis
Ok I see, so i think what we need is an action to select the items in active comp areas at the top lane, then another action to crop, aka remove all lanes and then glue the selected items as one.
So just the first two actions to achieve this.
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Yeah that would be sweet. Maybe the epic Daniel Lumertz can you create the code to do it if the devs don't get to it
Last edited by Coachz; 07-08-2023 at 03:07 PM.
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