Old 01-18-2021, 11:00 AM   #81
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Quote:
Originally Posted by vectrex View Post
why are you not supporting the other scripts anymore?
Almost no one uses them and there are enough errors + poor implementation via userinput. I can probably rewrite these scripts without a GUI, but there were almost no detailed comments or reports of scripts among those using, other than the mixdown selection script
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Old 01-21-2021, 10:49 AM   #82
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Does anyone know how to change the script "render track to new track (windowless)" to:

1. put the new track below the selected track
2. add the word "audio" to the track name and item name?
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Old 05-20-2021, 12:23 AM   #83
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Quote:
Originally Posted by Yanick View Post
Almost no one uses them and there are enough errors + poor implementation via userinput. I can probably rewrite these scripts without a GUI, but there were almost no detailed comments or reports of scripts among those using, other than the mixdown selection script
I always use your scripts
Yanick_mixdown Selection (Windowless), Yanick_mixdown Selection and Yanick_Bounce Selection (Windowless)
It is very convenient for me!)
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Old 05-20-2021, 02:29 AM   #84
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Quote:
Originally Posted by YuriOl View Post
I always use your scripts
Yanick_mixdown Selection (Windowless), Yanick_mixdown Selection and Yanick_Bounce Selection (Windowless)
It is very convenient for me!)
My repository now has
Code:
Script: Yaunick_Mixdown selection (like in Studio One).lua 
Script: Yaunick_Bounce selection (like in Studio One).lua
These are completely new scripts that perform better.
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Old 05-20-2021, 02:46 AM   #85
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Quote:
Originally Posted by Yanick View Post
My repository now has
Code:
Script: Yaunick_Mixdown selection (like in Studio One).lua 
Script: Yaunick_Bounce selection (like in Studio One).lua
These are completely new scripts that perform better.
I tried to install your scripts as described in your repository but when running the install all actions script it says "No network or server connection! Error"
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Old 05-20-2021, 04:36 AM   #86
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Quote:
Originally Posted by Phazma View Post
I tried to install your scripts as described in your repository but when running the install all actions script it says "No network or server connection! Error"
There can be a lot of nuances - antiviruses, firewalls, etc... So far, many tests have passed scripts
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Old 05-20-2021, 04:42 AM   #87
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Quote:
Originally Posted by Phazma View Post
I tried to install your scripts as described in your repository but when running the install all actions script it says "No network or server connection! Error"
There may be some nuances in localization, but this is strange. We can discuss the details in a personal
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Old 05-20-2021, 05:05 AM   #88
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I will post the current versions here (just in case). But it is not convenient for me to publish updates here
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Old 05-20-2021, 05:16 AM   #89
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No firewalls or antivirus here.

However when installing Python at the end it said something about certificates which I didn't bother to check properly as I thought maybe for just loading the scripts into Reaper I don't need that. Perhaps that is the issue?

Anyway thanks for sharing the scripts here in the thread! I'd prefer not to go through various software downloads just to install some scripts.
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Old 05-20-2021, 05:21 AM   #90
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Quote:
Originally Posted by Phazma View Post
However when installing Python at the end it said something about certificates which I didn't bother to check properly as I thought maybe for just loading the scripts into Reaper I don't need that. Perhaps that is the issue?
May be. I can redo it later, but first for my friends I made it so that it would be faster to update or install new scripts. So far, everyone has worked. In the python installation I did not change any settings.

Last edited by Yanick; 05-20-2021 at 05:28 AM.
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Old 05-20-2021, 05:42 AM   #91
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No worries, I have just installed the script the conventional way

Anyway I am wondering how it differs/is better than your original version?

I liked more how the original script placed the mixdown directly below the items/tracks that the script is used on. Also I hoped for little workflow improvements like for example if it could automatically detect mono or stereo audio and render accordingly it would be amazing as I could use the script without prompt.

Still, remains one of my most used scripts so thanks for providing it and keeping it alive!
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Old 05-20-2021, 06:01 AM   #92
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Quote:
Originally Posted by Phazma View Post
I liked more how the original script placed the mixdown directly below the items/tracks that the script is used on.
It is not good to place new mixdown track under the last selected track. because it can be a children track. I can place them under the folder tracks (after the last children track with end marker), but is it necessary ...

Last edited by Yanick; 05-20-2021 at 06:43 AM.
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Old 05-20-2021, 06:07 AM   #93
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Or l can put the new track up or down the track list, if the last track is a children track. Perhaps this will be a more successful implementation.

Last edited by Yanick; 05-20-2021 at 06:14 AM.
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Old 05-20-2021, 06:32 AM   #94
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It is very important to distinguish the Mixdown script from the Bounce script - it can render one track, but does not replace Bounce. Because the FX chains is taken into account up to the master track - buses, folders.
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Old 05-20-2021, 06:56 AM   #95
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Quote:
Originally Posted by Yanick View Post
Or l can put the new track up or down the track list, if the last track is a children track. Perhaps this will be a more successful implementation.
Hmm.. isn't it possible to put the mixdown below the last child track and at the same level as the folder track?

Actually I can make that happen if I make a custom action with your original script (that puts the mixdown below) and the two scripts by Archie which I put in the attachment. But if you were able to include this behavior directly in your script in my opinion it would be the best/most logical solution.
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Old 05-20-2021, 07:04 AM   #96
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Quote:
Originally Posted by Phazma View Post
isn't it possible to put the mixdown below the last child track and at the same level as the folder track?
Yes it can be done... It seems there was a problem that the scrolling could not be done for this track. That is, it somehow did not work through the script, when the track is in the center among all the tracks. Okay, so be it, I'll add a setting
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Old 05-20-2021, 07:05 AM   #97
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Quote:
Originally Posted by Yanick View Post
It is very important to distinguish the Mixdown script from the Bounce script - it can render one track, but does not replace Bounce. Because the FX chains is taken into account up to the master track - buses, folders.
Really? Here on my system the Mixdown script also seems to render everything including folders and buses.
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Old 05-20-2021, 07:06 AM   #98
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Originally Posted by Yanick View Post
Yes it can be done... It seems there was a problem that the scrolling could not be done for this track. That is, it somehow did not work through the script, when the track is in the center among all the tracks. Okay, so be it, I'll add a setting
Great, thanks
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Old 05-20-2021, 07:08 AM   #99
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Originally Posted by Phazma View Post
Really? Here on my system the Mixdown script also seems to render everything including folders and buses.
Right. I mean, you just need to understand and not confuse the mixdown script with the native render actions or with my Bounce selection script.
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Old 05-20-2021, 07:27 AM   #100
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I think I understand ... In general, the scroll can be done. This requires the following actions

Code:
Track: Set first selected track as last touched track 
Track: Vertical scroll selected tracks into view
That is, the scrolling is done only to the last touched track. It remains only to set everything into the script.
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Old 05-21-2021, 06:37 AM   #101
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Originally Posted by Yanick View Post
It remains only to set everything into the script.
Great to hear it can be done
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Old 07-20-2021, 01:34 PM   #102
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Originally Posted by Phazma View Post
Great to hear it can be done
Now I made it possible to download scripts from the repository using one link, without python. Since it turns out that this does not work for everyone yet. The link is in the guide and new scripts will be downloaded from it as they are updated. Also I'll update the mixdown selection script later.

Last edited by Yanick; 07-20-2021 at 01:46 PM.
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Old 07-23-2021, 03:43 AM   #103
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Hi Yanick. Hope you are well.

Some time back you made me a slightly amended script to meet my requirements (I've attached it).

Now when I run this script in Reaper 6.32 I get the console window pop up with this error:

===== ATTENTION =====

Sorry, an unknown error occurred in REAPER plug-in ReaLearn. REAPER should continue to work but ReaLearn might show unexpected behavior until restarting REAPER. If you feel like saving your project file at this point, better save it as a new file because this error could have messed up the plug-in state.

In any case, please report this error:

1. Prepare an e-mail containing:
- The error information further below (IMPORTANT)
- Some instructions on how to reproduce the error (IMPORTANT)
2. If possible, attach the following files:
- Your REAPER project file (.rpp)
- Your REAPER configuration file (reaper.ini)
3. Send it to info@helgoboss.org

Thank you for your support!

--- cut ---
REAPER version: 6.32/x64
Module name: ReaLearn
Module version: v2.9.1/x86_64 rev 9a2582 (2021-05-16 10:18:22 UTC)
Module base address: 0x7ffba1490000
Module size: 0xec0000

Message: -55420643391178840000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000 is not a valid ReaperVolumeValue

0: 0x7ffba1e1f86d - cpp_to_rust_IReaperControlSurface_Extended
1: 0x7ffba1e1d739 - cpp_to_rust_IReaperControlSurface_Extended
2: 0x7ffba1cf70cf - DllMain
3: 0x7ffba1e40b80 - cpp_to_rust_IReaperControlSurface_Extended
4: 0x7ffba1e40651 - cpp_to_rust_IReaperControlSurface_Extended
5: 0x7ffba1e3da0f - cpp_to_rust_IReaperControlSurface_Extended
6: 0x7ffba1e405a9 - cpp_to_rust_IReaperControlSurface_Extended
7: 0x7ffba1e4055c - cpp_to_rust_IReaperControlSurface_Extended
8: 0x7ffba1d51471 - DllMain
9: 0x7ffba1d23fd3 - DllMain
10: 0x7ffba1cec6d6 - DllMain
11: 0x7ffba1a1bcad - DllMain
12: 0x7ffba1a71f05 - DllMain
13: 0x7ffba17cd911 - NSEEL_HOSTSTUB_LeaveMutex
14: 0x7ffba180a041 - NSEEL_HOSTSTUB_LeaveMutex
15: 0x7ffba18e6db3 - VSTPluginMain
16: 0x7ffba18e4744 - VSTPluginMain
17: 0x7ffba198a07c - VSTPluginMain
18: 0x7ffba1d743cf - cpp_to_rust_IReaperControlSurface_Run
19: 0x1402d2bc0 - <unknown>
20: 0x1401dc091 - <unknown>
21: 0x1401db06b - <unknown>
22: 0x14041ad1d - <unknown>
23: 0x7ffbec552920 - ScreenToClient
24: 0x7ffbec5520c2 - ScreenToClient
25: 0x7ffbec599ed9 - UnpackDDElParam
26: 0x7ffbec54e858 - CallWindowProcW
27: 0x7ffbec54e299 - DispatchMessageW
28: 0x1404145b9 - <unknown>
29: 0x140905631 - <unknown>
30: 0x7ffbee167034 - BaseThreadInitThunk
31: 0x7ffbee2a2651 - RtlUserThreadStart
--- cut ---



===== ATTENTION =====

Sorry, an unknown error occurred in REAPER plug-in ReaLearn. REAPER should continue to work but ReaLearn might show unexpected behavior until restarting REAPER. If you feel like saving your project file at this point, better save it as a new file because this error could have messed up the plug-in state.

In any case, please report this error:

1. Prepare an e-mail containing:
- The error information further below (IMPORTANT)
- Some instructions on how to reproduce the error (IMPORTANT)
2. If possible, attach the following files:
- Your REAPER project file (.rpp)
- Your REAPER configuration file (reaper.ini)
3. Send it to info@helgoboss.org

Thank you for your support!

--- cut ---
REAPER version: 6.32/x64
Module name: ReaLearn
Module version: v2.9.1/x86_64 rev 9a2582 (2021-05-16 10:18:22 UTC)
Module base address: 0x7ffba1490000
Module size: 0xec0000

Message: -55420643391178840000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000 is not a valid ReaperVolumeValue

0: 0x7ffba1e1f86d - cpp_to_rust_IReaperControlSurface_Extended
1: 0x7ffba1e1d739 - cpp_to_rust_IReaperControlSurface_Extended
2: 0x7ffba1cf70cf - DllMain
3: 0x7ffba1e40b80 - cpp_to_rust_IReaperControlSurface_Extended
4: 0x7ffba1e40651 - cpp_to_rust_IReaperControlSurface_Extended
5: 0x7ffba1e3da0f - cpp_to_rust_IReaperControlSurface_Extended
6: 0x7ffba1e405a9 - cpp_to_rust_IReaperControlSurface_Extended
7: 0x7ffba1e4055c - cpp_to_rust_IReaperControlSurface_Extended
8: 0x7ffba1d51471 - DllMain
9: 0x7ffba1d23fd3 - DllMain
10: 0x7ffba1cec6d6 - DllMain
11: 0x7ffba1a1bcad - DllMain
12: 0x7ffba1a71f05 - DllMain
13: 0x7ffba19d3428 - DllMain
14: 0x7ffba17cdae5 - NSEEL_HOSTSTUB_LeaveMutex
15: 0x7ffba1809dfb - NSEEL_HOSTSTUB_LeaveMutex
16: 0x7ffba18e6db3 - VSTPluginMain
17: 0x7ffba18e4744 - VSTPluginMain
18: 0x7ffba198a07c - VSTPluginMain
19: 0x7ffba1d743cf - cpp_to_rust_IReaperControlSurface_Run
20: 0x1402d2bc0 - <unknown>
21: 0x1401dc091 - <unknown>
22: 0x1401db06b - <unknown>
23: 0x14041ad1d - <unknown>
24: 0x7ffbec552920 - ScreenToClient
25: 0x7ffbec5520c2 - ScreenToClient
26: 0x7ffbec599ed9 - UnpackDDElParam
27: 0x7ffbec54e858 - CallWindowProcW
28: 0x7ffbec54e299 - DispatchMessageW
29: 0x1404145b9 - <unknown>
30: 0x140905631 - <unknown>
31: 0x7ffbee167034 - BaseThreadInitThunk
32: 0x7ffbee2a2651 - RtlUserThreadStart
--- cut ---


When I click "close" on the console window, Reaper crashes and closes

I'm happy to report this to the Realearn guy but wanted to run it past you first....

Any thoughts?
Attached Files
File Type: lua Yanick Render to stereo with name 3.lua (5.8 KB, 97 views)

Last edited by mozart999uk; 07-23-2021 at 03:44 AM. Reason: thought of something else
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Old 07-23-2021, 07:46 AM   #104
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So if I got it right, the main difference between mixdown and bounce is that mixdown runs all the effects including the master track's, while bounce only uses track and item fx. Am I correct?

I use these script all the time, but the only thing I have on the master track when they get used is basically a safety limiter, so the difference isn't too important for me (if I got it right).

Thank you for this bit of functionality! Other DAWs offer this natively, but this is the Reaper way - user extensions such as this nifty piece of kit.

One small repeat nag: I don't have Python on my music machine, and I would be glad to do without it. Any hope for a ReaPack repository by Yannick? That would be really nice
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Old 07-23-2021, 08:51 AM   #105
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Originally Posted by juan_r View Post
Any hope for a ReaPack repository by Yannick? That would be really nice

I haven't figured out indexing, so for now it won't be. Now all my scripts can be downloaded from the link in the guide
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Old 11-15-2022, 06:27 AM   #106
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I suggested a new rendering variant here*, not sure if this exists already, directly or via some workarounds or non-shared (yet) custom actions?

* https://forum.cockos.com/showpost.ph...1&postcount=11
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Old 01-15-2023, 09:52 AM   #107
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Yes, neat. I added my little voice there! :-)
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My ReaPack repository: https://github.com/juanriccio/Reaper...ster/index.xml
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Old 04-11-2023, 12:55 AM   #108
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I am wondering, would scripts providing a similar workflow be possible also for MIDI items?

What I mean is select multiple MIDI items across tracks, run the script and generate a single MIDI item (on a new track) containing all MIDI notes from the previously selected items?
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Old 04-11-2023, 01:15 AM   #109
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Quote:
Originally Posted by Phazma View Post
I am wondering, would scripts providing a similar workflow be possible also for MIDI items?

What I mean is select multiple MIDI items across tracks, run the script and generate a single MIDI item (on a new track) containing all MIDI notes from the previously selected items?
How do you imagine it? MIDI from different tracks will sound differently, because different tracks usually have different instruments. The script would render each one independently and then glue them together or it would take sound from some track and then pass all items through it? What doesn't allow you to create a custom action for this?
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Old 04-11-2023, 01:40 AM   #110
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How do you imagine it? MIDI from different tracks will sound differently, because different tracks usually have different instruments. The script would render each one independently and then glue them together or it would take sound from some track and then pass all items through it? What doesn't allow you to create a custom action for this?
No audio should be rendered, it doesn’t matter how it sounds. It should only create a new MIDI item that contains all MIDI notes from all selected items. Like what the glue action does (when selecting only MIDI items) but with the possibility to select items on multiple tracks. Directly in the project without the need to export/import MIDI files.

Example:
Track 1: Kontakt Violin MIDI
Track 2: Kontakt Viola MIDI
Track 3: Kontakt Cello MIDI
Track 4: Kontakt Bass MIDI
-> select all four and run script and it creates Track 5 with a “Violin+Viola+Cello+Bass” MIDI item. I can then load a Kontakt Full Strings Ensemble patch on Track 5 and it plays all strings voices together.

EDIT: Maybe “bounce in place” or “mixdown” are the wrong terms and it would be more like “merge MIDI in place”
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Old 04-11-2023, 05:20 AM   #111
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Quote:
Originally Posted by Phazma View Post
No audio should be rendered, it doesn’t matter how it sounds. It should only create a new MIDI item that contains all MIDI notes from all selected items. Like what the glue action does (when selecting only MIDI items) but with the possibility to select items on multiple tracks. Directly in the project without the need to export/import MIDI files.

Example:
Track 1: Kontakt Violin MIDI
Track 2: Kontakt Viola MIDI
Track 3: Kontakt Cello MIDI
Track 4: Kontakt Bass MIDI
-> select all four and run script and it creates Track 5 with a “Violin+Viola+Cello+Bass” MIDI item. I can then load a Kontakt Full Strings Ensemble patch on Track 5 and it plays all strings voices together.

EDIT: Maybe “bounce in place” or “mixdown” are the wrong terms and it would be more like “merge MIDI in place”
Good usage scenario :-)

As a start: https://www.reapertips.com/post/how-...midi-in-reaper

Just need a way to create a new track first.....

Last edited by mozart999uk; 04-11-2023 at 05:23 AM. Reason: thought of something else
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Old 04-11-2023, 05:27 AM   #112
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Quote:
Originally Posted by Phazma View Post
No audio should be rendered, it doesn’t matter how it sounds. It should only create a new MIDI item that contains all MIDI notes from all selected items. Like what the glue action does (when selecting only MIDI items) but with the possibility to select items on multiple tracks. Directly in the project without the need to export/import MIDI files.

Example:
Track 1: Kontakt Violin MIDI
Track 2: Kontakt Viola MIDI
Track 3: Kontakt Cello MIDI
Track 4: Kontakt Bass MIDI
-> select all four and run script and it creates Track 5 with a “Violin+Viola+Cello+Bass” MIDI item. I can then load a Kontakt Full Strings Ensemble patch on Track 5 and it plays all strings voices together.

EDIT: Maybe “bounce in place” or “mixdown” are the wrong terms and it would be more like “merge MIDI in place”
There is already such script:
Archie_Item; Glue selected items to separate track - Midi in midi - Audio in audio.lua
But it doesn't add track names to new item.
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Old 04-11-2023, 07:17 AM   #113
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Quote:
Originally Posted by vitalker View Post
There is already such script:
Archie_Item; Glue selected items to separate track - Midi in midi - Audio in audio.lua
But it doesn't add track names to new item.
Thanks, didn't know about this! The track name thing doesn't bother me much and can probably be solved with custom actions or existing scripts. But the gluing itself seems to not be reliable (for example here when running the action evidently the midi from the middle track (the chords) is missing: https://i.ibb.co/NVnyVPK/Archie-script.gif

But probably I should search some thread by Archie and discuss it over there.

Quote:
Originally Posted by mozart999uk View Post
Good usage scenario :-)

As a start: https://www.reapertips.com/post/how-...midi-in-reaper

Just need a way to create a new track first.....
Thanks to you too. This appears to work reliably and I think creating a new destination track and placing it there would also be possible with a custom action. But I don't want it to delete the existing items. I'll see if I can work around that and report back, before anyone spends time creating a specific script for me (unless it is a script useful to many people).
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Old 04-15-2023, 03:45 AM   #114
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Quote:
Originally Posted by Phazma View Post
Thanks, didn't know about this! The track name thing doesn't bother me much and can probably be solved with custom actions or existing scripts. But the gluing itself seems to not be reliable (for example here when running the action evidently the midi from the middle track (the chords) is missing: https://i.ibb.co/NVnyVPK/Archie-script.gif

But probably I should search some thread by Archie and discuss it over there.
Not sure what was the issue, but after a lot of thinking and testing I was able to write a new script, which creates a new track, glue selected items and move a new item to that track + naming new item take as a "sum" of old track names.

Code:
items = reaper.CountSelectedMediaItems(0)

new_name = {}
track = reaper.GetMediaItemTrack(reaper.GetSelectedMediaItem(0, 0))
tr_n = reaper.GetMediaTrackInfo_Value(track, 'IP_TRACKNUMBER')
reaper.Undo_BeginBlock2(0)
reaper.InsertTrackAtIndex(tr_n-1, true)
target = reaper.GetTrack(0, tr_n-1)
cursor_start = reaper.GetCursorPositionEx(0)
reaper.Main_OnCommandEx(41173, 0, 0)
reaper.MoveEditCursor(1, false)
reaper.Main_OnCommandEx(41309, 0, 0)
reaper.MoveEditCursor(-1, false)
reaper.Main_OnCommandEx(41205, 0, 0)
for i=0, items-1 do
  item = reaper.GetSelectedMediaItem(0, i)
  track = reaper.GetMediaItemTrack(item)
  retval, buf = reaper.GetTrackName(track)
  reaper.MoveMediaItemToTrack(item, target)
  if buf ~= new_name[#new_name] then table.insert(new_name, buf) end
end
reaper.Main_OnCommandEx(40362, 0, 0)
reaper.GetSetMediaItemTakeInfo_String(reaper.GetActiveTake(reaper.GetSelectedMediaItem(0,0)), 'P_NAME', table.concat(new_name,'+'), true)
reaper.SetEditCurPos2(0, cursor_start, false, false)
reaper.Undo_EndBlock2(0, 'vitalker glue midi items from multiple tracks and set name as a merge of original tracks names', 1+4)
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Old 04-15-2023, 09:17 AM   #115
Phazma
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Join Date: Jun 2019
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Quote:
Originally Posted by vitalker View Post
Not sure what was the issue, but after a lot of thinking and testing I was able to write a new script, which creates a new track, glue selected items and move a new item to that track + naming new item take as a "sum" of old track names.
Thanks for the effort! From a quick try it sometimes works, sometimes doesn't. Will have to try again with more time tomorrow and report back.

Or we can do via PM to not abuse this thread for discussing a different script.
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Old 03-19-2024, 06:20 AM   #116
User860
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Join Date: May 2022
Posts: 5
Default From 5 years in the future..thank you

Worked like a charm to bounce the tracks to a new one
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Old 03-22-2024, 08:07 AM   #117
Yanick
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Join Date: May 2018
Location: Moscow, Russia
Posts: 612
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Quote:
Originally Posted by User860 View Post
Worked like a charm to bounce the tracks to a new one
The scripts are old and not currently supported by me, I have the most popular functionality in the new Yannick_ scripts that are in ReaPack
Also, not everything works correctly there compared to the new scripts, especially "Mixdown selection" script
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