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Old 01-06-2023, 10:35 AM   #1
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Default v6.73+dev0106 - January 6 2023

v6.73+dev0106 - January 6 2023

  • * Includes feature branch: improve samplerate change behavior when loading projects
  • * Includes feature branch: VST3 re-map of parameter IDs due to restartComponent
  • * Includes feature branch: AU parameter list change notification support
  • * Includes feature branch: MIDI editor screenset improvements
  • * Includes feature branch: routing matrix/track wiring input activity indicators
  • * Includes feature branch: preview item selection for grouped tracks
  • * Includes feature branch: VST3 per-channel silence reporting compatibility option
  • * Includes feature branch: better .RfxChain media explorer and clipboard integration
  • * Includes feature branch: ReaReaRea timestretch mode
  • * Includes feature branch: GR metering as embedded UI for third-party VSTs
  • * Includes feature branch: JSFX new features and EEL2 preprocessor
  • * Includes feature branch: render dialog statistics display improvements
  • * Includes feature branch: selected media item appearance changes
  • * Includes feature branch: media item fixed lanes
  • + Audio Units: respond to kAudioUnitProperty_ParameterList to update parameter list at plug-in request
  • + Audio Units: when bridged detect tail time changes
  • + FX: improve behavior when loading projects and audio device asynchronously changes samplerate
  • + LV2: do not unload plug-in bundles on macOS [t=274448]
  • + LV2: fix potential crash on macOS UI destruction [t=274448]
  • + ReaScript: add GetInputActivityLevel()
  • + Screensets: overhaul MIDI editor behavior [t=273783]
  • + VST: re-map automation by parameter ID if parameters change due to restartComponent
  • # JSFX: support log/sqr scaling for parameters with inverted ranges
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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Old 01-06-2023, 11:50 AM   #2
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The commit/preview actions seem to be behaving differently in this pre.



The "create preview" action immediately commits. Maybe this is intentional (one less step)?
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Old 01-06-2023, 12:09 PM   #3
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Just some thoughts :

Why is it necessary to "create a preview area"?

Seems simpler to :

1. Assume Active Lane to play
2. If a Razor exists, auto create a "preview area" and allow cycle up/down.
3. If an Item is selected IN THE AUDIBLE/COMP LANE, same thing - auto create a "preview area" at the bounds of the item, and allow cycle up/down.

This would make for an instant "swipe a thing, you hear it, cycle options" -- or "click an item, instantly cycle the options", without having to run intermediary actions.

Specifically #3 would keep things working similar to classic Reaper comping. Click a slice on the comp, cycle the options. With the improvement of "No good? Razor something - cycle the options". Commit what you like, no splits nightmare, yay.
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Old 01-06-2023, 12:17 PM   #4
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Gonna double-down on hoping some thought is put into reflecting the source of committed items.

It shouldn't be restricted to just "razored" items though.

I was going to say Selected Items should also show their source from the take lanes.

...but why even require selection at all? It seems of great importance to show that information always, no?

This is where Play Markers shined - and where Logic's system gives this info immediately and directly - and funny enough where the classic Reaper method was superior. Zero question between source and what you hear.

edit ::: could be as simple as an action to "Razor the source areas of currently selected items" that you'd run on the comp lane.
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Old 01-06-2023, 12:25 PM   #5
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There is a major overhaul of the lane preview/comping code coming in another build or two, based on a lot of feedback both internally and from the previous +dev build thread.

We didn't want to take the trouble to reverse out the current implementation for today's build, but lots of things are going to change, so please don't spend a lot of time on the details of this particular feature in this particular build!
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Old 01-06-2023, 12:25 PM   #6
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The connection between comp and source also touches on this awesome functionality of classic comping in Reaper :

ability to create doubles with guarantee of no shared takes

A few people (Kenny included) chimed in on this in another thread.



"Delete active take from items" is the magic here. Some analog to this is of great importance.
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Old 01-06-2023, 12:28 PM   #7
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Quote:
Originally Posted by schwa View Post
There is a major overhaul of the lane preview/comping code coming in another build or two, based on a lot of feedback both internally and from the previous +dev build thread.

We didn't want to take the trouble to reverse out the current implementation for today's build, but lots of things are going to change, so please don't spend a lot of time on the details of this particular feature in this particular build!
got it!
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Old 01-06-2023, 01:06 PM   #8
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Default Gain reduction meters

Could the gain reduction meters just get smaller/thinner/ in size? Perhaps vertical meters besides the channel meters? (for third party plugs)

Last edited by hans; 01-06-2023 at 01:35 PM.
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Old 01-06-2023, 03:00 PM   #9
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* Includes feature branch: MIDI editor screenset improvements

I might have found a bug. If you save a screenset with a docked MIDI editor and a different screenset with an undocked MIDI editor, switching between them works fine. However, this only works if you have saved them with the MIDI Editor opened (docked or undocked).
If you set one to be docked and the other to be undocked and save the screenset with the MIDI Editor closed, it won't load the correct config for each one and will use the latest dock config.

See the video below:
https://imgur.com/a/dcF3uKX

Last edited by thommazk; 01-06-2023 at 03:23 PM.
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Old 01-06-2023, 03:30 PM   #10
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Quote:
Originally Posted by schwa View Post
There is a major overhaul of the lane preview/comping code coming in another build or two, based on a lot of feedback both internally and from the previous +dev build thread.

We didn't want to take the trouble to reverse out the current implementation for today's build, but lots of things are going to change, so please don't spend a lot of time on the details of this particular feature in this particular build!
Thanks for clarifying and for your continuous commitment in this feature!
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Old 01-06-2023, 03:37 PM   #11
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I just tried ReaReaRea on a Bengal tiger growl 2x speed. This stuff is amazing! I love that we are super flexible with all the different algorithms now. Thanks, devs!!!
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Old 01-06-2023, 03:38 PM   #12
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Quote:
GetInputActivityLevel()
Do I get it right - it is just direct way to get indicator value?

In the past (but shared only today) I`ve build input audio check tool:
https://forum.cockos.com/showpost.ph...8&postcount=77
(running check: set track channels to number of HW inputs, set input to all channels, cache peaks from each channel. Clicking channel stop checking, set clicked channel as an input)

but I`ve used Track_GetPeakInfo.
Can you explain what is purpose of GetInputActivityLevel? Was asked by someone?
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Old 01-06-2023, 03:51 PM   #13
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Quote:
Originally Posted by mpl View Post
Do I get it right - it is just direct way to get indicator value?

In the past (but shared only today) I`ve build input audio check tool:
https://forum.cockos.com/showpost.ph...8&postcount=77
(running check: set track channels to number of HW inputs, set input to all channels, cache peaks from each channel. Clicking channel stop checking, set clicked channel as an input)

but I`ve used Track_GetPeakInfo.
Can you explain what is purpose of GetInputActivityLevel? Was asked by someone?
As I understand it, this gets the level(s) directly at the hardware inputs (so no need to assign tracks for your case. edit: I mean if the only purpose is at which hardware inputs arrives a signal).

From the generated HTML doc:
Quote:
returns approximate input level if available, 0-511 mono inputs, |1024 for stereo pairs, 4096+devidx*32 for MIDI devices

Last edited by nofish; 01-06-2023 at 04:10 PM.
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Old 01-06-2023, 09:26 PM   #14
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I think I done got myself a replicable bug!

Have melodyne on a track with fixed lanes

record 3 lanes

make preview lane

razor edit area create, and time selection

loop area playback

create preview

go up and down a few times after one loop

permanent freeze
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Old 01-07-2023, 12:15 AM   #15
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GetInputActivityLevel()
This API seems to monitor input, so you can start recording automatically with the playing keyboard.
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Old 01-07-2023, 12:48 AM   #16
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Quote:
Originally Posted by dangguidan View Post
GetInputActivityLevel()
This API seems to monitor input, so you can start recording automatically with the playing keyboard.
That was implemented with mpl_Trigger record after recent input MIDI event before, but it seems it can be improved a bit now.
Edit: no, improved only for audio, since GetInputActivityLevel() return activity but not event+timestamp, so you can potentially skip first event in MIDI recording since that event actually trigger record but not written into take (mentioned script handle that).
Edit2: it works, looks neat from quick testing. Reapack/mpl_Trigger record after recent audio event, set channel input

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Old 01-07-2023, 02:32 AM   #17
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Quote:
Originally Posted by schwa View Post
There is a major overhaul of the lane preview/comping code coming in another build or two, based on a lot of feedback both internally and from the previous +dev build thread.

We didn't want to take the trouble to reverse out the current implementation for today's build, but lots of things are going to change, so please don't spend a lot of time on the details of this particular feature in this particular build!
Thank you for considering, very much appreciated! <3
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Old 01-07-2023, 01:03 PM   #18
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Quote:
Originally Posted by PhelixK View Post
v6.73+dev0106 - January 6 2023
  • * Includes feature branch: GR metering as embedded UI for third-party VSTs
How can this be used for JSFX plugins?
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Old 01-07-2023, 01:08 PM   #19
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Quote:
Originally Posted by bwsd View Post
How can this be used for JSFX plugins?
It can't be, because it is for VST only.
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Old 01-07-2023, 01:26 PM   #20
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Quote:
Originally Posted by Vagelis View Post
Thank you for considering, very much appreciated! <3
+1!
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Old 01-07-2023, 01:28 PM   #21
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Quote:
Originally Posted by schwa View Post
There is a major overhaul of the lane preview/comping code coming in another build or two, based on a lot of feedback both internally and from the previous +dev build thread.

We didn't want to take the trouble to reverse out the current implementation for today's build, but lots of things are going to change, so please don't spend a lot of time on the details of this particular feature in this particular build!
THANK YOU!
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Old 01-07-2023, 03:12 PM   #22
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Quote:
Originally Posted by schwa View Post
There is a major overhaul of the lane preview/comping code coming in another build or two, based on a lot of feedback both internally and from the previous +dev build thread.

We didn't want to take the trouble to reverse out the current implementation for today's build, but lots of things are going to change, so please don't spend a lot of time on the details of this particular feature in this particular build!
This is really one of the most beautiful and encouraging things I read.
Thank you so much Schwa.
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Old 01-07-2023, 06:09 PM   #23
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Quote:
Originally Posted by thommazk View Post
* Includes feature branch: MIDI editor screenset improvements

I might have found a bug. If you save a screenset with a docked MIDI editor and a different screenset with an undocked MIDI editor, switching between them works fine. However, this only works if you have saved them with the MIDI Editor opened (docked or undocked).
If you set one to be docked and the other to be undocked and save the screenset with the MIDI Editor closed, it won't load the correct config for each one and will use the latest dock config.

See the video below:
https://imgur.com/a/dcF3uKX
If you save a screenset with the MIDI editors closed, the screenset will not have _any_ MIDI editor information. If you want the screenset to have docked/undocked state, save the screenset with the MIDI editors open.
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Old 01-07-2023, 06:34 PM   #24
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Quote:
Originally Posted by Justin View Post
If you save a screenset with the MIDI editors closed, the screenset will not have _any_ MIDI editor information. If you want the screenset to have docked/undocked state, save the screenset with the MIDI editors open.
Would it be possible to implement that a screenset optionally saves the position of the MIDI editor even if it is closed?

That would be useful because in my case for example I like to open the MIDI editor only when needed and it should default to opening full size, undocked on my secondary screen. However sometimes for whatever reason I need to temporarily move it or resize it and then Reaper keeps opening it incorrectly. With all other windows if I mess something up and the UI gets confusing I just press the key command for my main screenset and know that the Reaper UI is going to be set back to how I need it. But with the MIDI editor this doesn't work, it needs to manually be set back to where it was, otherwise Reaper keeps opening it in the wrong position (unless saving a screenset with open MIDI editor, which I don't want). For this reason having such an option to save MIDI editor position in screensets without forcing it to be opened every time when switching to the screenset would be nice.
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Old 01-08-2023, 05:23 AM   #25
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It seems like, gfx.init truncates the windowtitle to the first character.

So

Code:
gfx.init("Huch")
makes the title to a simple "H".

At least on an earlier dev-build 6.73+dev1231
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Old 01-08-2023, 05:25 AM   #26
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Quote:
# JSFX: support log/sqr scaling for parameters with inverted ranges
is it possible to set a center point when scaling the slider? if so, how? which slider scalings are possible? exp, sqr, log, others?
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Old 01-08-2023, 06:53 AM   #27
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Quote:
Originally Posted by Meo-Ada Mespotine View Post
It seems like, gfx.init truncates the windowtitle to the first character.

So

Code:
gfx.init("Huch")
makes the title to a simple "H".

At least on an earlier dev-build 6.73+dev1231

Yes, it's already fixed in the version 0104:

Quote:
Originally Posted by musicbynumbers View Post
v6.73+dev0104 - January 4 2023
  • # ReaScript: fix gfx window titles
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Old 01-08-2023, 07:45 AM   #28
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Quote:
Originally Posted by cool View Post
Yes, it's already fixed in the version 0104:
Ahh, nice
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Old 01-08-2023, 08:08 AM   #29
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Quote:
Originally Posted by Phazma View Post
Would it be possible to implement that a screenset optionally saves the position of the MIDI editor even if it is closed?

That would be useful because in my case for example I like to open the MIDI editor only when needed and it should default to opening full size, undocked on my secondary screen. However sometimes for whatever reason I need to temporarily move it or resize it and then Reaper keeps opening it incorrectly. With all other windows if I mess something up and the UI gets confusing I just press the key command for my main screenset and know that the Reaper UI is going to be set back to how I need it. But with the MIDI editor this doesn't work, it needs to manually be set back to where it was, otherwise Reaper keeps opening it in the wrong position (unless saving a screenset with open MIDI editor, which I don't want). For this reason having such an option to save MIDI editor position in screensets without forcing it to be opened every time when switching to the screenset would be nice.
Yeah, that's exactly what I was thinking. It would be nice to store this information wheater the MIDI Editor is open or not, so the screenset function helps with organizing windows positions and adjusting certain workflows.
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Old 01-08-2023, 11:34 AM   #30
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Quote:
Originally Posted by PhelixK View Post
v6.73+dev0106 - January 6 2023[*] * Includes feature branch: GR metering as embedded UI for third-party VSTs
where to find this???
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Old 01-08-2023, 11:38 AM   #31
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Quote:
Originally Posted by Meo-Ada Mespotine View Post
It seems like, gfx.init truncates the windowtitle to the first character.

So

Code:
gfx.init("Huch")
makes the title to a simple "H".

At least on an earlier dev-build 6.73+dev1231
That was fixed in dev0104 (and should still be fixed in this build). If it's still doing that for you in this build let me know
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Old 01-08-2023, 11:38 AM   #32
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Quote:
Originally Posted by mawi View Post
is it possible to set a center point when scaling the slider? if so, how? which slider scalings are possible? exp, sqr, log, others?
yep do e.g. <0,100,0.1:log=10> which will make it be curved so that 10 is at the center
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Old 01-08-2023, 11:41 AM   #33
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Quote:
Originally Posted by thommazk View Post
Yeah, that's exactly what I was thinking. It would be nice to store this information wheater the MIDI Editor is open or not, so the screenset function helps with organizing windows positions and adjusting certain workflows.
The thing is, there's not "the MIDI editor" there are MIDI items. so storing the position of the editor of all items isn't terribly useful. What you should do is configure the MIDI editor(s) the way you want, and save the screenset.

Then when you load the screenset it will apply that MIDI editor to any open editors, and if no MIDI editors are open, it'll open selected MIDI item(s) with the screenset-configured editor.
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Old 01-08-2023, 12:00 PM   #34
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yep do e.g. <0,100,0.1:log=10> which will make it be curved so that 10 is at the center
great, thank you!
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Old 01-08-2023, 12:14 PM   #35
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Originally Posted by Gass n Klang View Post
where to find this???
The plugin needs to be compatible. I found it for example on the Softube Summit Audio Grand Channel. Just right click the plugin in the FX chain and choose "embedded UI".
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Old 01-08-2023, 01:19 PM   #36
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@Justin, could you comment on this please (in case it slipped through...):
https://forum.cockos.com/showthread....30#post2631530
(and follow up post)

Currently there are quite a few SWS vertical zooms actions broken starting with that +dev (if my research was right), maybe fixable from Cockos side?
Thanks.
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Old 01-08-2023, 01:20 PM   #37
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Quote:
Originally Posted by Justin View Post
The thing is, there's not "the MIDI editor" there are MIDI items. so storing the position of the editor of all items isn't terribly useful. What you should do is configure the MIDI editor(s) the way you want, and save the screenset.

Then when you load the screenset it will apply that MIDI editor to any open editors, and if no MIDI editors are open, it'll open selected MIDI item(s) with the screenset-configured editor.
Ok I understand that in the case of per item midi editor but if the preference is chosen to use 1 midi editor per project, shouldn’t it be 1 midi editor inside which each item is opened.
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Old 01-08-2023, 02:58 PM   #38
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Quote:
Originally Posted by timothys_monster View Post
The plugin needs to be compatible. I found it for example on the Softube Summit Audio Grand Channel. Just right click the plugin in the FX chain and choose "embedded UI".
thanks!
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Old 01-08-2023, 05:34 PM   #39
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Quote:
Originally Posted by nofish View Post
@Justin, could you comment on this please (in case it slipped through...):
https://forum.cockos.com/showthread....30#post2631530
(and follow up post)

Currently there are quite a few SWS vertical zooms actions broken starting with that +dev (if my research was right), maybe fixable from Cockos side?
Thanks.
Hmm the best path forward would be to update sws to use "vzoom3" which is a float32 if available (it can also write to vzoom2 which would be ignored, if it wants to support old/new equally).
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Old 01-08-2023, 05:56 PM   #40
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Originally Posted by Justin View Post
Hmm the best path forward would be to update sws to use "vzoom3" which is a float32 if available (it can also write to vzoom2 which would be ignored, if it wants to support old/new equally).
Ah I wasn't aware there's a "vzoom3" now to use.
(I did notice that "vzoom2" is ignored though.)
Thanks.
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