[Rwp] Midi in Reaper/qws.

Juan Bello juanpisjaws at gmail.com
Fri Aug 21 16:02:18 EDT 2015


hi,

right. the method I use seems a bit more complicated tan it should but
since I record usually only one instrument ontop of say, another audio
track or I usually too record solo, as there is really no time
selection to punch  in, I would preffer to just stop as soon as I mess
up and continue recording until I make anotehr misstake or finish the
song. If you try to record on the same track another audio item would
be created moving the one you previously had, and it just really does
not sound natural.  Of course, I found how to do that from a youTube
tutorial so you can't expect much else from me, lol.

2015-08-21 14:41 GMT-05:00, Matej Golian via RWP <rwp at bluegrasspals.com>:
> Does time selection autopunch really stop recording after the end of
> the selection? I haven't done much recording yet, but to me it seems
> that Reaper continues recording even past the selection and that it
> just sets the start and end points of the newly recorded item to
> correspond to those of the selection. Could be that I was just doing
> something wrong though.
>
> 2015-08-21 20:22 GMT+02:00, Scott Chesworth via RWP
> <rwp at bluegrasspals.com>:
>> Hey John,
>>
>> I'm not the right chap to comment on QWS versus Reaper MIDI
>> implementation, but can clear up a few other things that have come up
>> in this thread for you.
>>
>> First let's look at combined tracks. You're correct that Reaper
>> doesn't have specific types of tracks for MIDI or audio. A track
>> contains what Reaper calls items, and an item can be either MIDI data
>> that triggers whatever softsynth plugin you choose, or a chunk of
>> audio. You could mix and match those types of data on a single track
>> if you wanted to, but in the example you gave earlier, Reaper would
>> only copy the MIDI data and repeat it 30 times, sending it each time
>> to the softsynth. The softsynth is what spits out the audio at this
>> stage, Reaper doesn't automagically make MIDI into audio. If you want
>> that data rendered as audio, the freeze function will do that for you.
>> It's faster than real-time which is nice, and you can also unfreeze
>> later if you need to make changes to the plugin you used. It's a neat
>> way to free up some resources if your project is getting beyond what
>> your computer can comfortably handle.
>>
>> When it comes to punching over your mistakes, Juan's approach seems a
>> bit like hiring a brain surgeon to pierce an ear to me. If it works
>> for him then cool, but there are simpler ways. Here's one workflow
>> that I use a lot when I'm trying to wear the muso and engineer hats at
>> the same time:
>>
>> 1. Find the start of your mistake. You can do this by skipping through
>> the project in bars (Page Up to go forward or Page Down to go
>> backward). Add CTRL to those commands if you'd like to move by beats
>> as you get closer to the dodgy part. To jump in larger increments, hit
>> CTRL+J to get the jump dialog, where you can type a value such as 12.3
>> for bar 12, beat 3. The jump dialog can also handle time if you
>> replace that dot with a colon, so 12:3 would get you to 12 minutes and
>> 3 seconds instead. When you're pretty close, use the left and right
>> arrows to scrub backward or forward respectively to find the exact
>> spot.
>> 2. Once you've found a nice clean point to punch in, use Alt+Shift+[
>> to set that point as the start of selection.
>> 3. Move to the end of the part you want to replace using whatever
>> method described above works best for you, then hit Alt+Shift+] to set
>> the end of selection.
>> 4. Go to the options menu, and temporarily choose the second record
>> mode in that menu, which should be "time selection auto punch".
>> 5. At this point you might want to return to the start of your
>> selection (a quick way to get there is to hit [), and back up to give
>> yourself a couple of bars of preroll to jam along as you approach the
>> troublesome section, unless you're confident enough to go straight in
>> from a click count.
>> 6. Hit R to record, jam along for a few bars, and hopefully make a
>> better job of the section you were unhappy with. The record mode we
>> chose earlier in step 4 means that Reaper will only start recording
>> once it reaches the start of your selection. When it reaches the end
>> of your selection, it'll stop recording automatically even if the
>> project continues to play, so you don't need to worry about having a
>> hand free to control that.
>> 7. Once you're happy with the take, you'd probably want to go back to
>> the Options menu and choose "Record mode: normal" at this point unless
>> you're doing a slew of punches to tidy up all in one go. Might also be
>> a wise move to hit escape and clear those selection points.
>>
>> This way, you've skipped needing to create additional tracks, and
>> there's no copying, pasting, or reassigning extra keystrokes required.
>> Let me know if anything wasn't clear. As with most of this stuff, it
>> takes a lot longer to write or read about than it does to execute in
>> the real world.
>>
>> Hth, and keep us posted on your progress.
>>
>> Scott
>>
>> On 8/21/15, John Schucker via RWP <rwp at bluegrasspals.com> wrote:
>>> I assume you'd edit audio that way too? Seems a touch complicated
>>> though, you can't just mark punch points?
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-- 
Juan Pablo Bello
Cel. 313-879-2884


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