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04-16-2019, 02:23 PM
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#1
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Human being with feelings
Join Date: Jun 2009
Location: South, UK
Posts: 14,214
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v5.974+dev0416 - April 16 2019
+ Track panels: improve mute/solo swipe behavior when there are hidden grouped tracks [t=219783]
+ VST3: automatically default to soft reset for plug-ins that appear to support setProcessing
# Notation editor: more proportional spacing improvements
__________________
subproject FRs click here
note: don't search for my pseudonym on the web. The "musicbynumbers" you find is not me or the name I use for my own music.
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04-16-2019, 03:14 PM
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#2
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Human being with feelings
Join Date: Jul 2010
Location: Slovakia
Posts: 2,588
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Quote:
Originally Posted by musicbynumbers
# Notation editor: more proportional spacing improvements
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Spacing looks good.
Beams are not straight. This does not happen with non-tuplets. It seems to be some kind of regression (compared with 5.973) or misbehaviour of recent spacing fixes. It does not have direct relationship with proportional spacing.
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04-17-2019, 01:35 AM
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#3
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Human being with feelings
Join Date: Sep 2013
Posts: 657
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Quote:
+ Track panels: improve mute/solo swipe behavior when there are hidden grouped tracks [t=219783]
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Thank you for the fix, but it introduced a bug in TCP for ungrouped hidden tracks.
Steps to reproduce the issue:
a) create 3 tracks;
b) hide track #2 in TCP;
c) sweep mute/solo/recarm buttons of tracks #1 and #3 in TCP
- the hidden middle track #2 will also get muted/soloed/recarmed when it shouldn't.
The bug does not seem to affect MCP.
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04-17-2019, 06:37 AM
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#4
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,721
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Quote:
Originally Posted by Neutronic
Thank you for the fix, but it introduced a bug in TCP for ungrouped hidden tracks.
Steps to reproduce the issue:
a) create 3 tracks;
b) hide track #2 in TCP;
c) sweep mute/solo/recarm buttons of tracks #1 and #3 in TCP
- the hidden middle track #2 will also get muted/soloed/recarmed when it shouldn't.
The bug does not seem to affect MCP.
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Ah thanks, fixing.
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04-17-2019, 09:21 AM
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#5
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Human being with feelings
Join Date: May 2017
Location: Leipzig
Posts: 6,621
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When coding with the new project/render-settings, I noticed some issues with renderstrings:
When I enter floats into some dialog-boxes in the Render to File-dialog, it allows me to enter "invalid" values(from a rendercfg-string-pov).
For instance, I can enter as fps 0.001, although every renderstring stored will only have fps with two digits in the fraction, in this case 0.00.
However, when entering 0.001, as long as the Render to File-dialog is open, it will be encoded in the base64-string with exactly that value, creating renderstrings with invalid fps-values, that will never be stored or used anywhere else.
This should be prevented so getting a valid render-string is possible at all times.
The following dialog-boxes have the issue:
OPUS: Bitrate -> should not allow entering floats
VBR: quality -> fraction should be limited to 1 digit after the comma, as the dialog says
Framerate(Video(ffmpeg), Video(AVFoundation), GIF, LCF
should internally round the framerate to two digits after the comma before encoding as Base64, to produced always valid renderstrings
LCF-options-tweak
maybe cosmetic, but the dialog should only allow 63-characters, as there are just 63 supported by the renderstring
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04-17-2019, 10:34 AM
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#6
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Human being with feelings
Join Date: Aug 2014
Posts: 179
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Quote:
Originally Posted by musicbynumbers
+ VST3: automatically default to soft reset for plug-ins that appear to support setProcessing
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Is this at all related to the Melda tail bug I mentioned here:
https://forum.cockos.com/showthread.php?t=219682
I was expecting a Melda side fix from what was said in there.
Thanks
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04-17-2019, 10:37 AM
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#7
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,749
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Quote:
Originally Posted by vectorwarrior
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It's related, but your specific issue does need a fix by the plugin manufacturer.
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04-17-2019, 10:45 AM
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#8
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,239
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could this be a bug?
Code:
reaper.GetSetProjectInfo(0, "RENDER_SRATE", 0, true)
should this set the sample rate to the project sample rate? It sets it to a sample rate of "1" hz instead
getting the sample rate: returns 0 if it is like project sample rate. ok.
Code:
sr = reaper.GetSetProjectInfo(0, "RENDER_SRATE", 0, false)
so that is why I expected to set it to 0 to set it to current project sample rate.
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04-17-2019, 12:40 PM
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#9
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Administrator
Join Date: Jan 2005
Location: NYC
Posts: 15,721
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Quote:
Originally Posted by heda
could this be a bug?
Code:
reaper.GetSetProjectInfo(0, "RENDER_SRATE", 0, true)
should this set the sample rate to the project sample rate? It sets it to a sample rate of "1" hz instead
getting the sample rate: returns 0 if it is like project sample rate. ok.
Code:
sr = reaper.GetSetProjectInfo(0, "RENDER_SRATE", 0, false)
so that is why I expected to set it to 0 to set it to current project sample rate.
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You are correct, fixing!
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04-17-2019, 04:57 PM
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#10
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Human being with feelings
Join Date: Jun 2012
Location: Spain
Posts: 7,239
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Quote:
Originally Posted by Justin
You are correct, fixing!
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thank you for the quick fix. it works perfect now.
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04-18-2019, 04:55 AM
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#11
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Human being with feelings
Join Date: May 2017
Location: Leipzig
Posts: 6,621
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@justin and heda
Thanks from me as well
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