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Old 01-26-2023, 03:42 PM   #1
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Default v6.73+dev0126 - January 26 2023

v6.73+dev0126 - January 26 2023

* Includes feature branch: mouse modifier small ID action binding fix
* Includes feature branch: fixed lane comping
* Includes feature branch: shortcut import/export improvements and multiple main keyboard sections
* 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: media item fixed lanes
+ ARA: list analyzed media files and pooled/unpooled count in FX + menu
+ ARA: retain audio edits when cut/pasting media items, and other cases where the plugin is not aware of an edited media item for a short time
+ Actions: add during/while as default synonyms
+ Actions: by default, T and shift-T will switch the comp area under the mouse up or down if there is one, otherwise will switch the active take of selected items
+ Lyrics.lua: support UTF-8 text editing
+ Media item lanes: add action/mouse modifier to create new comp area from mouse to next area or end of media
+ Media item lanes: add comp area double-click mouse modifier context
+ Media item lanes: support razor editing comp areas
# ARA: fix possible crash when deleting media items
# Media item lanes: improve re-syncing comp areas when media items are moved away and then moved back

Full Changelog - Pre-Releases - Feature Requests - Generated by WhatsNew2
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Old 01-26-2023, 03:59 PM   #2
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+ Lyrics.lua: support UTF-8 text editing
Interesting. in theory, does this mean I could insert carriage returns into lyrics to create harmonic analysis (https://forum.cockos.com/showthread.php?t=272710)?
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Old 01-26-2023, 04:12 PM   #3
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+ Actions: by default, T and shift-T will switch the comp area under the mouse up or down if there is one, otherwise will switch the active take of selected items

Hooooray!
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Old 01-26-2023, 04:50 PM   #4
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v6.73+dev0126 - January 26 2023
+ Media item lanes: add comp area double-click mouse modifier context
+ Media item lanes: support razor editing comp areas
Woohoo, super excited! Thank you sooooo much Schwa!
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Old 01-26-2023, 05:37 PM   #5
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The ARA improvements are appreciated guys!
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Old 01-26-2023, 05:54 PM   #6
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that sounds super promising
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Old 01-26-2023, 07:00 PM   #7
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Originally Posted by bolgwrad View Post
v6.73+dev0126 - January 26 2023

+ Actions: add during/while as default synonyms
Cool! I never would have thought of something like that, but it certainly helps when you don't know which one to look for.
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Old 01-26-2023, 08:33 PM   #8
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The Drag-Drop Duplicate mouse action works as expected (comps and origins stay tied), but if using the Duplicate action it for some reason desyncs both the source and destination.
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Old 01-26-2023, 08:51 PM   #9
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since you're detailing some take switching actions, behavior like
Fixed lane comp area: Move fixed lane comp area(s) under play/edit cursor up/down for selected track(s)
Fixed lane comp area: Move fixed lane comp area(s) within time selection up/down for selected track(s)
would be a great help to keyboard warriors, as things are understandably mouse-centric thusfar.

you're doing great work.
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Old 01-26-2023, 08:56 PM   #10
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since you're detailing some take switching actions, behavior like
Fixed lane comp area: Move fixed lane comp area(s) under play/edit cursor up/down for selected track(s)
Fixed lane comp area: Move fixed lane comp area(s) within time selection up/down for selected track(s)
would be a great help to keyboard warriors, as things are understandably mouse-centric thusfar.

you're doing great work.
Was going to say exactly this.

Could it reasonably be expanded to "move last-touched comp area up/down"?

This would give us the familiar ability to cycle takes with the keyboard, irrespective of mouse position.
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Old 01-27-2023, 12:50 AM   #11
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Cool! I never would have thought of something like that, but it certainly helps when you don't know which one to look for.
You can add synonyms for yourself.
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Old 01-27-2023, 03:04 AM   #12
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Just in case, this bug report got missed, I am reposting here:

The lane buttons do not appear on the other tracks:

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Old 01-27-2023, 04:05 AM   #13
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The lane buttons do not appear on the other tracks:
Ah, that happens only when the first track is displaying a track icon, lane buttons, and group indicators. Fixing, thanks.
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Old 01-27-2023, 04:14 AM   #14
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Originally Posted by bolgwrad View Post
v6.73+dev0126 - January 26 2023


+ Media item lanes: support razor editing comp areas
Had more time to test this feature, it's really awesome but when I drop an area above another it goes out of sync. I would expect more to trim the overlapped area and place the new one above.



Also Schwa would it be possible to have an option or a modifier so that when we drag a comp area to have this behavior and not to move just the area? (Basically to behave like an item)

Huge thanks again for your brilliant work!

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Old 01-27-2023, 04:26 AM   #15
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+ Media item lanes: add action/mouse modifier to create new comp area from mouse to next area or end of media
Is that how it's supposed to work?

I thought "from mouse to next area" means to start of next area. So just split basically. If this is how it should work, then I do not understand the purpose of this action.
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Old 01-27-2023, 04:28 AM   #16
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Small nitpick, I think when a comp area is being dragged above an existing RE, the RE should be trimmed or removed.

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Old 01-27-2023, 04:45 AM   #17
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Is that how it's supposed to work?

I thought "from mouse to next area" means to start of next area.
That's a bug, it's incorrectly going to the end of the next area rather than the start.
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Old 01-27-2023, 04:46 AM   #18
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When I'm duplicating an area it goes out of sync too, I've noticed this also happens with all overlapping areas.
Trimming the overlapped areas while keeping them in sync would be much much better



It would be so cool though if we could also treat areas as items (split, move etc) with a mode or a modifier.
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Old 01-27-2023, 05:33 AM   #19
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Default Intended behavior?



I think this is the same behavior as when the area to the left is in edit mode.
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Old 01-27-2023, 06:02 AM   #20
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Some more thoughts regarding syncing.

Wouldn't it be more efficient if everything was always synced?

I mean, if we are moving an item in comping lane, would it be possible to automatically sync when we release the mouse with another area or create a new one if doesn't exist?
Something like un-sync while holding and sync when release?

The overlapped areas could be trimmed to the size of the item and everything could be synced after the edits.

And also if could apply the same thing in lanes when we drop something above an area, to include that part in the area after releasing the mouse.

Then we don't have to deal or worry for un-synced areas and it would look more clean and ready to use.

*Sorry was just wondering why to exist un-synced areas.
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Old 01-27-2023, 08:37 AM   #21
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Default Rearoute is very broken :)

Don't know when it happened as still stuck in work mode with a deadline so can't test much more but really need rearoute.

Tried two apps with rearoute asio (stereo only) at both 64 samples and 1024 samples and set a track in reaper to simply record the input and the two apps I tried go mental

The play cursor in both of them jump all over the place and glitches.

Any ideas on why?

Can someone else test rearoute?

Thanks
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Old 01-27-2023, 09:26 AM   #22
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Re: ReaRoute

What sample rate? are they matched across the board?
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Old 01-27-2023, 09:34 AM   #23
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As it stands right now, you can normally edit any part that doesn't have a synced comp area. (see gif)



Hot take:

I think when comping is enabled only the comp lane should be editable. All other lanes should belong to the "fixed lane comp area" by default (even if there is no comp area yet). It could also be a separate section, e.g. "empty/unsynced fixed lane comp area".

Benefits:

1. More consistent conceptually. You're either editing lanes or comping them.

2. Would allow for additional mouse modifier workflows. E.g. turn on comping and start clicking/double clicking on any part of a lane to create comp areas. In the long run I also think this would offer a lot of flexibility. E.g. adding simple left-drag and right drag to create areas would still be a possibility.

3. Visual simplicity: Fainted yellow overlays could cover the entire lane or be completely removed. Comp "rectangles" in the comp lane could become comp split "lines".

Dunno, overall it just seems simpler. The ability to edit unsynced/empty areas is nice in theory, but I often find myself miss-clicking and doing random item edits.
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Old 01-27-2023, 10:05 AM   #24
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Originally Posted by FeedTheCat View Post
I think when comping is enabled only the comp lane should be editable. All other lanes should belong to the "fixed lane comp area" by default (even if there is no comp area yet). It could also be a separate section, e.g. "empty/unsynced fixed lane comp area".
We tried this in the +dev0112 build, https://forum.cockos.com/showthread.php?t=274745. It wasn't popular.
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Old 01-27-2023, 10:13 AM   #25
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Re: ReaRoute

What sample rate? are they matched across the board?
yeah. Tried all kinds of stuff for matching and doesn't seem to be that.

I've never seen say RX cursor go completely bonkers before when pressing play so very strange
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Old 01-27-2023, 10:14 AM   #26
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Originally Posted by FeedTheCat View Post
As it stands right now, you can normally edit any part that doesn't have a synced comp area. (see gif)

Personally I would prefer if everything was always synced as mentioned above so we don't have to deal with unsynced areas. Any edit that sets comp areas out of sync, imo it would be better if it was synced automatically when releasing the mouse by creating a new area if doesn't exists or trimming the overlapped ones , by creating split points and merging with them.

EDIT: another solution could be to turn comp areas in edit mode automatically instead of going out of sync in this case.

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Old 01-27-2023, 10:14 AM   #27
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Some other crossfade and syncing related stuff:

In which scenario would you move a crossfade, but not want it to also adjust the comp areas?



If they should always move together, it might be worth considering to have the comp split on top of the crossfade intersection. We already have mouse modifiers to move crossfades (and adjoining item edges), so maybe it could be inaccessible to the mouse until one of two adjoining areas goes out of sync.

This might also simplify the logic of editing crossfade properties without going out of sync. The comp split will always move with the crossfade intersection.

P.S. you can also see in the gif that resyncing is acting bit weird at the end
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Old 01-27-2023, 10:28 AM   #28
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We tried this in the +dev0112 build, https://forum.cockos.com/showthread.php?t=274745. It wasn't popular.
Interesting. I really liked that aspect of that dev version and didn't interpret the "backlash" to be about that aspect.

In the +dev0012 version we couldn't edit the comp lane, which in my head is what people were complaining about by saying "We can't edit and comp at the same time".

Being able to edit items only in some parts of the lane (where a comp area happened to go out of sync) doesn't seem useful to me. Especially if that comes at the cost of consistency and potential future features.
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Old 01-27-2023, 10:34 AM   #29
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In the +dev0012 version we couldn't edit the comp lane, which in my head is what people were complaining about by saying "We can't edit and comp at the same time".
That's on me I guess and yeah we couldn't edit anywhere at that time. What's the problem of editing and comping other than making it more flexible? It's just the unsynced areas that should stay synced in a way imo.

Comping only should require a mode, so bye bye mouse modifiers.

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Old 01-27-2023, 10:59 AM   #30
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yeah. Tried all kinds of stuff for matching and doesn't seem to be that.

I've never seen say RX cursor go completely bonkers before when pressing play so very strange
I've just tested audio playback in Cakewalk > ReaRoute output from Cakewalk > ReaRoute Input Reaper.... works fine my end in Current Release Version.

Trying to install ReaRoute option isn't working with the last two DEV versions, the check box fails to select in the installer.
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Old 01-27-2023, 11:19 AM   #31
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+ Actions: by default, T and shift-T will switch the comp area under the mouse up or down if there is one, otherwise will switch the active take of selected items
Maybe I'm missing something, but I can't get it to work on Linux.
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Old 01-27-2023, 11:36 AM   #32
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Maybe I'm missing something, but I can't get it to work on Linux.
It doesn't work for me either (Mac) but it could have something to do with me already having assigned that action to a different keyboard shortcut.
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Old 01-27-2023, 12:05 PM   #33
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I've just tested audio playback in Cakewalk > ReaRoute output from Cakewalk > ReaRoute Input Reaper.... works fine my end in Current Release Version.

Trying to install ReaRoute option isn't working with the last two DEV versions, the check box fails to select in the installer.
thanks for trying. Interesting about the check box.
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Old 01-27-2023, 12:41 PM   #34
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thanks for trying. Interesting about the check box.
Yeah that's with a portable install...
Perhaps different if main install?
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Old 01-27-2023, 02:37 PM   #35
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Yeah that's with a portable install...
Perhaps different if main install?
Well, a few pres ago, a few options were automatically unticked (they are usually all ticked) so I had to tick them with one being rearoute.

I don't think that's it probably though.

I've not seen anything like this before though with RX and fmod both having play positions jumping all over the place. Very bizarre
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Old 01-27-2023, 03:19 PM   #36
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We tried this in the +dev0112 build, https://forum.cockos.com/showthread.php?t=274745. It wasn't popular.
I personally find beeing able to only edit parts of items which aren't in a comp area not very helpfull.

I think an action to turn comping (on last used comp lane) on and off would make going back and forth between comping and editing a lot smoother than having to go double click on the lane header button. Going from Comping to editing would be just a keypress away.
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Old 01-27-2023, 03:25 PM   #37
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Originally Posted by Vagelis View Post
Some more thoughts regarding syncing.

Wouldn't it be more efficient if everything was always synced?

I mean, if we are moving an item in comping lane, would it be possible to automatically sync when we release the mouse with another area or create a new one if doesn't exist?
Something like un-sync while holding and sync when release?

The overlapped areas could be trimmed to the size of the item and everything could be synced after the edits.

And also if could apply the same thing in lanes when we drop something above an area, to include that part in the area after releasing the mouse.

Then we don't have to deal or worry for un-synced areas and it would look more clean and ready to use.

*Sorry was just wondering why to exist un-synced areas.
maybe an option in the right click menu of the lane header button could be: new comp areas are synced

So you get to pick if your default is synced areas or unsynced a comp lane (and why not choose what's default in new projects/comp lanes). and you can still switch individual comp areas.

I still think the sync would be a lot more usefull if it meant the comp area moved with the item it's on. And i think we maybe agree on that
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Old 01-27-2023, 04:05 PM   #38
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maybe an option in the right click menu of the lane header button could be: new comp areas are synced

So you get to pick if your default is synced areas or unsynced a comp lane (and why not choose what's default in new projects/comp lanes). and you can still switch individual comp areas.
Yes, this is how it is realized in Logic Pro! I like this clear seperation, but consider also having the possibility to use a lane tophalf/bottomhalf behavior. E.g. bottom half would be for swipe coming, top half for moving items etc (also a possibility in logic, could be a general setting?)
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Old 01-27-2023, 04:06 PM   #39
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I may have brought this up a while ago, but with the new keyboard alt sections, I wanted to raise it again, or at least ask the question.

One use I thought of for the alt sections is for switching keyboard layouts (I switch between German and English keyboards sometimes), but there's a lingering issue which makes this kind of weird. For instance, let's say I want to map something to '#'.

On an English kb, this is Shift-3, on a German kb, there's a dedicated key, where '\' is on an English kb. Shift-3 is '§'.

When I map to '#', using my German keyboard layout (where the '#' character would be typed), REAPER displays 'Shift-3' as the shortcut. And when I attempt to map 'Shift-3', REAPER displays '§' as the shortcut. So although I can use the alt-sections for this purpose, I can't easily refer to what's displayed to know what I need to press to execute a particular action.

Anyway, I thought I'd mention it again, it's not the end of the world, just an aggravation. In the meantime, I generally put a poor-fitting silicon mat with english key caps on my German keyboard so that I don't get confused, but it would be great to have better internationalization someday.
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Old 01-27-2023, 04:19 PM   #40
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I still think the sync would be a lot more usefull if it meant the comp area moved with the item it's on. And i think we maybe agree on that
While I'm not certain if the comp areas should always be synced, I definitely don't understand this behaviour:




Even if the content of all lanes moves, the areas stay at the same place and desync, but they should all move.
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