Reaper User Guide 702 CC
Reaper User Guide 702 CC
Version 7.02
October 2023
This guide will be updated regularly as the software itself is further improved and developed.
Check for updates and other information at
http://www.cockos.com/reaper/
This document has been produced, compiled and rendered to PDF format using the
wonderful LibreOffice Writer software.
Note: The What’s New In This Edition summary can now be found on Page 13.
For a spiral bound hard copy of this User Guide (printed in B&W) go to LULU.com
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Up and Running: A REAPER User Guide v 7.02
ReaRead: REAPER books and training manuals printed and spiral bound are now available from
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Up and Running: A REAPER User Guide
The essential and definitive guide to recording, editing and mixing with REAPER. Fully updated for each dot
version. Includes sample project files and step by step examples to help you learn how to use many
features of REAPER. Includes special sections on routing and audio channel splitting, as well as numerous
examples of how to use and apply many of the supplied FX plug-ins.
"Up and Running is not only a comprehensive guide to using REAPER, it's also full of an amazing amount of
information on audio recording and engineering. I simply cannot recommend it enough!" - Justin Frankel
(COCKOS Inc and REAPER Developer).
ReaMix: Breaking the Barriers with REAPER
This book does much more than just teach you how to use basic tools (such as volume, panning, EQ, gates,
compressors, delay, reverb etc.) to get an OK mix. It also guides you thru the relationships – some simple,
some complex – that exist between the dimensions of sound and the dimensions of space to transform your
OK mixes into great mixes. Although not light on theory, it has a definite practical emphasis, with links to
archives containing some 40 or so project files, with step by step examples to help you put your knowledge
into practice.
"Wow! So much good stuff - from mindbending advanced techniques to solid sensible advice. This guide
should have a positive effect on just about anybody interested in mixing (and especially those using
REAPER)!" - Justin Frankel, Cockos Inc, developer of REAPER.
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Contents
1 Setting Up and Getting Started...........................................................................................15
1.1 Downloading REAPER............................................................................................................. 15
1.2 Installing REAPER on a MacOS................................................................................................ 15
1.3 Installing REAPER on a Windows PC........................................................................................ 15
1.4 The Install Options (Windows only)......................................................................................... 16
1.5 REAPER’s Default Settings and Preferences.............................................................................. 16
1.6 REAPER Software Updates...................................................................................................... 17
1.7 Starting REAPER.................................................................................................................... 17
1.8 REAPER Startup Tips.............................................................................................................. 17
1.9 REAPER Selections, Controls and Commands............................................................................ 17
1.10 The REAPER Screen............................................................................................................. 18
1.11 The Track and Track Controls................................................................................................ 19
1.12 Setting Up For Audio............................................................................................................ 20
1.13 Input Aliasing...................................................................................................................... 21
1.14 Output Aliasing.................................................................................................................... 21
1.15 Setting Up For MIDI............................................................................................................. 22
1.16 VST, CLAP and LV2 Plug-ins.................................................................................................. 23
1.17 REAPER’s Installed Folders and File Location..........................................................................24
1.18 Localization and Language Packs........................................................................................... 26
1.19 Backing Up Settings............................................................................................................. 26
1.20 Running REAPER on a Flash Drive......................................................................................... 26
1.21 REAPER Start Menu Options (Windows only)..........................................................................27
1.22 REAPER File Types............................................................................................................... 28
1.23 User License Information...................................................................................................... 28
1.24 Pops and Clicks.................................................................................................................... 28
1.25 Uninstalling REAPER............................................................................................................. 28
2 REAPER Project Basics........................................................................................................29
2.1 Opening an Existing Project.................................................................................................... 29
2.2 Project Settings..................................................................................................................... 30
2.3 The Transport Bar.................................................................................................................. 32
2.4 Using the Track Controls......................................................................................................... 33
2.5 Pan Law and Pan Mode.......................................................................................................... 34
2.6 Navigation and Zooming......................................................................................................... 34
2.7 The Visual Track Spacer......................................................................................................... 36
2.8 Directing Audio and MIDI Output............................................................................................ 36
2.9 Using the Navigator............................................................................................................... 36
2.10 Track FX Basics.................................................................................................................... 37
2.11 Using the Supplied FX Presets............................................................................................... 38
2.12 Controlling Track FX............................................................................................................. 38
2.13 FX Window and Keyboard Shortcuts...................................................................................... 40
2.14 Using an FX Bus................................................................................................................... 41
2.15 Managing the Play Cursor..................................................................................................... 42
2.16 Analyzing FX Performance..................................................................................................... 43
2.17 Time Selections and Time Loops............................................................................................ 44
2.18 Managing Time and Loop Selections...................................................................................... 44
2.19 Navigating by Jumping......................................................................................................... 45
2.20 Time and Loop Selections and the Transport Bar....................................................................46
2.21 Keeping a Window on Top.................................................................................................... 46
2.22 Item Names, Buttons and Icons............................................................................................ 46
2.23 Online and Offline Media Items............................................................................................. 46
2.24 REAPER Routing Essentials................................................................................................... 46
2.25 Showing Sends in the Track Panel......................................................................................... 48
2.26 The Routing Matrix............................................................................................................... 48
2.27 The Big Clock....................................................................................................................... 48
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4.4 Working With Metadata.......................................................................................................... 82
4.5 Creating and Using Databases................................................................................................. 82
4.6 Media Item Preview............................................................................................................... 83
4.7 Inserting Audio Files, Samples and FX..................................................................................... 85
4.8 Import Media File Types......................................................................................................... 88
4.9 Importing REAPER Project Files............................................................................................... 88
4.10 Previewing and Importing MIDI Files..................................................................................... 88
4.11 Media Explorer Options and Other Actions.............................................................................. 89
5 Project Arrangement Basics...............................................................................................91
5.1 Managing Tracks.................................................................................................................... 91
5.2 Track Control Modifiers........................................................................................................... 92
5.3 Mute/Solo In Front................................................................................................................. 93
5.4 Auto-Naming Multiple Tracks.................................................................................................. 93
5.5 Searching the Preferences Settings.......................................................................................... 93
5.6 Track Colors.......................................................................................................................... 94
5.7 Track Icons........................................................................................................................... 94
5.8 Track Meter Options............................................................................................................... 94
5.9 Track Layouts........................................................................................................................ 95
5.10 Displaying Grid Lines............................................................................................................ 95
5.11 Headphone Monitoring and Headphone Mixing.......................................................................95
5.12 Understanding Sends, Buses, Submixes and Folders................................................................96
5.13 Track Folder Essentials......................................................................................................... 97
5.14 Track and Track Parameter Grouping..................................................................................... 100
5.15 Temporary Track Grouping without the Grouping Matrix..........................................................104
5.16 VCA Grouping...................................................................................................................... 105
5.17 Default Toolbar Summary..................................................................................................... 107
5.18 Animated Toolbar Icons........................................................................................................ 108
5.19 Track Layout Options............................................................................................................ 108
6 Managing Track and Item FX............................................................................................109
6.1 Grouping FX in Folders........................................................................................................... 109
6.2 Using Boolean Search Filters................................................................................................... 110
6.3 FX Browser Options................................................................................................................ 111
6.4 Item Take FX......................................................................................................................... 111
6.5 Managing FX: Tips and Tricks................................................................................................. 112
6.6 Showing FX Inserts in TCP...................................................................................................... 113
6.7 Managing FX Parameters........................................................................................................ 113
6.8 Serial vs Parallel FX Chains..................................................................................................... 114
6.9 Duplicate Plug-in Priorities...................................................................................................... 114
6.10 Advanced Plug-in Defaults.................................................................................................... 115
6.11 Advanced Floated FX Window Options................................................................................... 115
6.12 Embedding FX GUI in TCP or MCP......................................................................................... 116
6.13 Hardware Output FX Monitoring............................................................................................ 116
6.14 Optimizing FX Performance................................................................................................... 116
6.15 Plug-in Delay Compensation.................................................................................................. 116
6.16 Opening a File in Recovery Mode........................................................................................... 117
6.17 Freezing and Unfreezing Tracks............................................................................................. 117
6.18 The JS Analysis Loudness Meter............................................................................................ 118
6.19 VST and VST3 FX Compatibility Settings................................................................................. 118
6.20 Missing Items...................................................................................................................... 119
6.21 Installing Extra JS Plug-ins.................................................................................................... 119
6.22 ReaEffects User Guide Supplement........................................................................................ 119
6.23 Audio Signal Flow Chart: Master Track................................................................................... 119
6.24 Audio Signal Flow Chart: Tracks and Folders..........................................................................120
7 Managing and Editing Media Items..................................................................................121
7.1 Using an External Editor......................................................................................................... 121
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9.5 Removing Markers................................................................................................................. 172
9.6 Show/Hide Regions/Markers in Grid......................................................................................... 172
9.7 Marker Actions....................................................................................................................... 172
9.8 Creating and Using Regions.................................................................................................... 173
9.9 The Region/Marker Manager................................................................................................... 174
9.10 Overlapping Regions............................................................................................................. 175
9.11 Project Building with Regions................................................................................................ 175
9.12 Markers and Media Cues....................................................................................................... 176
9.13 Changing the Project Timebase............................................................................................. 176
9.14 Tempo Based Music Production............................................................................................. 177
9.15 Embedding Transient Information when Rendering.................................................................179
9.16 Quantizing Items.................................................................................................................. 180
9.17 Dynamic Splitting................................................................................................................. 180
9.18 Ruler Layout Options............................................................................................................ 183
9.19 REX and Similar File Support................................................................................................. 184
10 Pitch and Time Manipulation..........................................................................................185
10.1 Changing the Project Play Rate............................................................................................. 185
10.2 Changing Pitch for Individual Media Items.............................................................................. 185
10.3 Using the ReaPitch Plug-in.................................................................................................... 186
10.4 Using ReaPitch with Multiple Tracks....................................................................................... 187
10.5 Time Stretching................................................................................................................... 187
10.6 Pitch Correction with ReaTune............................................................................................... 188
10.7 Stretch Markers.................................................................................................................... 188
10.8 Time Signature/Tempo Changes and Markers.........................................................................191
10.9 Playback Time Offset with Routing......................................................................................... 193
10.10 Audio Jogging and Scrubbing.............................................................................................. 193
10.11 REAPER Integration with ARA.............................................................................................. 194
10.12 Instrument Tuning with ReaTune......................................................................................... 196
10.13 Timeline Display................................................................................................................. 196
11 The Mixer and The Master..............................................................................................197
11.1 Introduction......................................................................................................................... 197
11.2 Alternative Mixer Layouts...................................................................................................... 199
11.3 Tweaking the Mixer Display................................................................................................... 199
11.4 Managing Parent/Child Tracks............................................................................................... 200
11.5 Working with FX in the Mixer................................................................................................ 201
11.6 Working with Sends in the Mixer........................................................................................... 202
11.7 VU Meters on Multichannel Tracks......................................................................................... 203
11.8 Track Control Functions........................................................................................................ 204
11.9 Stereo Panning and Dual Panning.......................................................................................... 204
11.10 Master Track Options and Settings....................................................................................... 206
11.11 Master Hardware Outputs................................................................................................... 207
11.12 Master Track Channels........................................................................................................ 207
11.13 ReaLimit: Brickwall Limiter.................................................................................................. 208
11.14 The Theme Adjuster........................................................................................................... 209
11.15 Reset VU Meter Peaks......................................................................................................... 210
12 Managing The Overall Project.........................................................................................211
12.1 Introduction......................................................................................................................... 211
12.2 Setting the Project Start Time/Start Measure..........................................................................211
12.3 Crop to Selection and Remove Contents of Selection...............................................................211
12.4 Project Lock Settings............................................................................................................ 212
12.5 The Theme Development Tweaker........................................................................................ 213
12.6 The Project Media/FX Bay..................................................................................................... 213
12.7 The Track Manager.............................................................................................................. 218
12.8 Track View Screen Sets........................................................................................................ 220
12.9 Windows Screensets............................................................................................................. 221
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13.40 Some MIDI Plug-ins............................................................................................................ 265
13.41 MIDI Controlled Pitch Shift with ReaVoice............................................................................. 266
13.42 The Scale Finder................................................................................................................ 267
13.43 MIDI Item Source Properties............................................................................................... 268
13.44 Feedback Routing with MIDI Tracks..................................................................................... 268
13.45 Working with Piano Roll Synced to Project Arrange View........................................................268
13.46 Sequencer Megababy.......................................................................................................... 268
13.47 Using MIDI CC Messages to Control FX Presets.....................................................................270
13.48 Custom MIDI Note and CC Names....................................................................................... 271
13.49 Recording and Routing thru MIDI Channels..........................................................................271
13.50 Retroactive MIDI Recording................................................................................................. 272
14 Music Notation and REAPER's Notation Editor...............................................................273
14.1 A Brief Introduction to Notation............................................................................................. 273
14.2 REAPER's Notation Editor: a First Look................................................................................... 274
14.3 Opening MIDI Items in the Notation Editor............................................................................. 276
14.4 REAPER's Notation Editor: A Closer Look................................................................................ 276
14.5 Notation Editor View Options................................................................................................. 277
14.6 Basic Note Selection and MIDI Editor Tasks............................................................................ 278
14.7 Notation Editor Specific Tasks and Functions..........................................................................279
14.8 Working with Notes and Note Selections................................................................................ 286
14.9 Editing Notation Events in Other Views.................................................................................. 290
14.10 Exporting MusicXML and PDF Files....................................................................................... 290
14.11 XML Import........................................................................................................................ 290
14.12 Making a Notation Editor Toolbar......................................................................................... 290
15 Customization: Actions, Mouse Modifiers, Menus and Toolbars....................................291
15.1 Introduction......................................................................................................................... 291
15.2 REAPER Actions Essentials.................................................................................................... 291
15.3 The Action List Editor Environment........................................................................................ 292
15.4 The Actions List Context Menu.............................................................................................. 294
15.5 Creating a New Keyboard Shortcut........................................................................................ 294
15.6 Global Shortcut Overrides..................................................................................................... 295
15.7 Removing a Shortcut or Changing a Key Assignment...............................................................295
15.8 Action List Sections.............................................................................................................. 296
15.9 Deprecated Actions.............................................................................................................. 297
15.10 Keyboard Shortcuts for Recording........................................................................................ 297
15.11 Keyboard Shortcuts for the MIDI Editor................................................................................ 297
15.12 Keyboard Shortcuts for FX and FX Chains............................................................................. 298
15.13 Assigning Actions to the Mousewheel................................................................................... 298
15.14 Exporting and Importing Key Maps...................................................................................... 299
15.15 Creating Custom Action Macros........................................................................................... 299
15.16 Importing and Loading Scripts............................................................................................. 300
15.17 Introducing ReaPack........................................................................................................... 300
15.18 Meta Actions...................................................................................................................... 301
15.19 Mouse Modifiers................................................................................................................. 301
15.20 Saving and Restoring Mouse Modifier Settings......................................................................303
15.21 MIDI Editor Mouse Modifiers............................................................................................... 303
15.22 Customizing the REAPER Menus.......................................................................................... 305
15.23 Customizing the REAPER Toolbars....................................................................................... 307
15.24 Additional Custom Toolbars................................................................................................. 310
15.25 Smart Tools and Armed Actions........................................................................................... 311
15.26 The Toolbar Docker............................................................................................................ 312
15.27 Toolbar Appearance Preferences.......................................................................................... 312
15.28 Using a Control Device with REAPER.................................................................................... 313
15.29 Controlling REAPER with a Web Browser Interface................................................................315
16 REAPER Plug-ins in Action..............................................................................................317
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18.18 Managing and Manipulating Envelopes................................................................................. 359
18.19 Envelope Shapes................................................................................................................ 361
18.20 Envelopes in Track Templates............................................................................................. 361
18.21 Envelope Preferences......................................................................................................... 361
18.22 Using an Envelopes Toolbar................................................................................................ 361
18.23 Moving and Copying Envelopes with Items...........................................................................361
18.24 Copying Points From One Envelope to Another.....................................................................362
18.25 Automation with Trim Volume Envelopes.............................................................................. 362
18.26 Locking Envelopes.............................................................................................................. 363
18.27 Automation with Grouped Track Parameters.........................................................................363
18.28 Automation with Track Sends.............................................................................................. 363
18.29 Filtering the Automation Envelopes Window.........................................................................364
18.30 Highlighting Automation Parameters.................................................................................... 364
18.31 Automation with FX Parameters........................................................................................... 364
18.32 FX Automation: Learn Mode................................................................................................ 365
18.33 Automating a VST with MIDI CC Messages...........................................................................365
18.34 Automating FX Parameters on the Fly.................................................................................. 365
18.35 Automation with Item Take and Take FX Parameters.............................................................366
18.36 Automation with Hardware Output Sends............................................................................. 367
18.37 Automating the Metronome................................................................................................. 367
18.38 Tempo/Time Signature and Play Speed Envelopes.................................................................367
18.39 More Envelope Tips............................................................................................................ 368
18.40 Razor Editing with Automation Envelopes............................................................................. 368
18.41 Automation Items............................................................................................................... 370
19 Parameter Modulation and Automation Tips..................................................................375
19.1 The Concept........................................................................................................................ 375
19.2 The Interface....................................................................................................................... 375
19.3 Defining a Parameter for Modulation...................................................................................... 376
19.4 Defining a Parameter for Modification.................................................................................... 378
19.5 Parameter Modulation with Audio Control............................................................................... 378
19.6 Using an LFO Shape with Parameter Modulation.....................................................................380
19.7 Using Parameter Modulation for Dynamic Compression...........................................................381
19.8 Bypass Mode....................................................................................................................... 382
19.9 Parameter Modulation Under Parameter Control.....................................................................382
19.10 Using Parameter Modulation with an Envelope......................................................................383
19.11 Parameter Modulation under Sidechain Audio Control............................................................384
19.12 Using MIDI Links for Parameter Modulation..........................................................................385
19.13 Parameter Modulation from Plug-in Parameters.....................................................................387
19.14 Further Applications............................................................................................................ 388
19.15 Managing FX Parameters in the Project Bay.......................................................................... 388
19.16 Automation and Envelope Tips............................................................................................ 389
20 Using REAPER with Video...............................................................................................391
20.1 Simple Video Editing............................................................................................................. 391
20.2 Video Effects....................................................................................................................... 393
20.3 Working with Multiple Video Tracks....................................................................................... 394
20.4 Video Processor Parameter Controls....................................................................................... 398
20.5 Supplied Video Effects Presets............................................................................................... 398
20.6 Understanding Video Formats............................................................................................... 399
20.7 REAPER Video Processing Tips.............................................................................................. 399
20.8 REAPER Video Settings and Preferences................................................................................. 400
20.9 Video Workflow Tips............................................................................................................. 401
20.10 Making a Home Music Video on a Budget.............................................................................402
21 Exporting Files, Mixing Down and Rendering.................................................................403
21.1 Introduction......................................................................................................................... 403
21.2 Consolidating and Exporting.................................................................................................. 404
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Up and Running: A REAPER User Guide v 7.02
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What's New In This Edition ….
The table below summarizes the main feature changes introduced in REAPER 7.00 to 7.02*. Bug fixes, performance
improvements and minor changes are not normally listed here.
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Up and Running: A REAPER User Guide v 7.02
Note: With REAPER's rapid rate of development, this edition may not be 100% up to date. For a full list of new
and recent features, choose the Help, Changelog command from the REAPER menu. To check for the latest
versions of both REAPER and this User Guide, go to http://www.cockos.com/reaper/download.php
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Setting Up and Getting Started
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Up and Running: A REAPER User Guide v 7.02
Note: If you are installing REAPER for the first time, or if you wish to replace an existing installed version of
REAPER with this one, you should accept the default destination folder and not enable portable install. If you
wish to install this alongside an existing installed version (such as 6.xx), then you should change the destination
directory (e.g. to \REAPER7) and enable portable install. This will ensure that your existing settings and
preferences will be preserved separately.
Tip: If you choose not to install some of the REAPER program elements or options, you can later change your
mind by simply running the install program again.
Item Explanation
Required files These are the files that REAPER needs to perform effectively. You have no
choice but to install these.
Optional Functionality ReaWire
ReaRoute ASIO driver
These options enable REAPER's
various advanced routing
capabilities, such as controlling the
passing of audio/MIDI material
between REAPER and other
programs. If you choose not to install these, you can reinstall REAPER to add
them at any time in the future.
Configure Windows to save REAPER crash dumps. This option causes
diagnostic information to be saved in the event of REAPER crashing. By default
this option is set to off.
Desktop Icon Leaving this option selected ensures that a REAPER shortcut icon will be placed
on your Windows desktop.
Start Menu Shortcuts Leave this option ticked to ensure that REAPER is added to your Windows Start
Menu.
Associate with RPP Ticking this option will enable you to open REAPER with any of your REAPER
Files Project files direct from Windows Explorer or any desktop shortcut that you
might create for your projects.
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Setting Up and Getting Started
Method Comment
The Main Menu As with other applications, this is accessed by the mouse or keyboard.
Context Menus Click your right mouse button over an item or area of the screen to display a context
menu relevant to where you have clicked.
Toolbars Click your mouse on any toolbar button for its command to be executed.
Keyboard Many commands and actions can be accessed by keyboard shortcuts. You can also
Shortcuts assign your own shortcuts to other commands and actions. Chapter 15 explains this.
In some cases, different modifier keys are used for the PC and for the Mac. The
examples used throughout this guide are PC (Windows) shortcuts. Mac users should refer
to the summary table of similarities and differences shown below:
PC (Windows) Key Mac (MacOS) Key Equivalent
Shift Shift
Control (Ctrl) Command (Cmd)
Alt Option
Windows Control
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Up and Running: A REAPER User Guide v 7.02
Note: You can adjust the boundary between the arrange view and the mixer view so as to
allocate screen space between the two as you wish. Hover the mouse over the border
between the mixer and the transport bar to display a vertical double-headed arrow across a
light blue line. You can then drag the boundary up or down as you wish.
Element Explanation
The Menu Bar This displays the Main Menu near the top as a row of commands – File, Edit,
View, Insert, Item, Track and so on. As in other Mac and Windows applications,
the menu is used to give commands.
The Main Toolbar Just below the menu are two rows of buttons. This is the REAPER Main Toolbar.
You can hover your mouse over any button to obtain a tooltip (see example, left).
Some of the tools might appear animated. Don't worry about this for now. The
various icons are introduced and explained throughout this guide as they are
needed, and summarized at the end of Chapter 5. In Chapter 15 you will be shown
how you can customize this toolbar.
The Ruler/Timeline The timeline (or ruler) runs across the top of the REAPER window, to the right of
the main toolbar. It measures the length of your project and helps you identify the
position of the various media items. In the example shown, the timeline is
measured and displayed in both measures/beats and minutes/seconds.
The Track Control This area controls the behavior of your audio and MIDI tracks – in this example
Panel (TCP) there are two tracks. You can have as many tracks as you need.
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Setting Up and Getting Started
Element Explanation
The Arrange Area: To the right of the TCP, this contains a track's media items (audio and/or MIDI
Main Window and and/or video). In this example, there are two tracks each containing one media
Workplace! item.
The VU Meters These Volume Unit Meters give a visual indicator of the level of the track's audio
signal strength (volume). These are visible in both the TCP and the Mixer.
The Transport Bar This is used to control recording and playback – for example, to start and stop
recording. We'll look at this in Chapter 2.
The Mixer and This is shown at the bottom of the screen, displaying the same tracks in a different
Mixer Control Panel way. This also includes a Master output track. The output of the Master is what
(MCP) you hear when you play your tracks and media items. Mixer and Master display
options will be explored in detail in Chapter 11.
Don’t be surprised if your screen doesn’t look quite the same as this, or even if it looks considerably different.
The REAPER screen can be customized to suit your individual needs. We’ll be covering this in Chapter 2.
1.11 The Track and Track Controls
This illustration shows REAPER's track
controls. Their exact position may vary
according to factors such as the track
height and the track control panel width.
Note that Record input and Input source
are only visible when Record arm is
enabled.
By default, not all of these controls
will be visible in the TCP when you
first start REAPER. This is because
both the Arrange View and the Mixer are
shown.
Since all controls are shown in the mixer (below right) many users prefer not to show all of them in the TCP. The
default mixer and track panel layouts are dynamically linked: if you close the mixer (Ctrl M), all controls will then
become visible in the track panel. Reopen the mixer (Ctrl M) and some track controls will again be hidden.
Especially if you are working on a laptop, or have only one monitor, in order to be able to make the best use of
screen space you might wish to keep the mixer open only when you are needing
to use it.
You can hover your mouse over any control for a tooltip. You click on a control to
engage it (for example, click on the Mute button to toggle mute status of any
track, click and drag on the Volume control to adjust the volume level), and right
click on a control for a menu of commands, options and/or settings.
Some controls might not be visible if the track panel is not large
enough to show them all. If so, you may need to increase the track
panel height or width. Hover your mouse over the appropriate
boundary (see left) so that your cursor becomes a double headed
arrow, then click-drag to the right or downwards. To increase the
height of all tracks, press PgUp.
Depending on track layout, the volume control may be a
rotary (as shown here) or a horizontal fader. All controls
will be explained further as you work thru this guide.
Note: By default, the volume and pan controls work with audio items, not MIDI.
To change this for any track(s), choose MIDI track controls, Link track
volume/pan to all MIDI channels from the right-click menu.
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Item Comment
Audio System The other items on this screen will vary with the audio system selected. Choose ASIO
and ASIO drivers if they are available for your sound card or Firewire or USB device.
Otherwise, WASAPI or WaveOut will usually give better performance than will the
Direct Sound setting: you might need to set WASAPI to Exclusive mode.
Enable Inputs This option needs to be turned on (ticked) if you wish to use REAPER for recording.
Input Range If your device has multiple inputs (up to 512), specify the first and last that you want to
be available. In this example, eight inputs are available, allowing up to eight
microphones or lines (in any combination) to be used simultaneously for recording.
Output Range If your device has multiple outputs (up to 512), specify the first and last that you wish to
be available. Usually, your MASTER bus will direct output to a single pair of outputs, but
you can use the others also if you wish.
Request sample Tick these to set sample rate and block size for your audio device here (generally
rate/block size preferred), or leave these blank if you wish to use your sound card's own control
software to set these. If unsure, start with 44100 and 512.
ASIO If your sound card/audio device uses ASIO drivers, then clicking this button will give you
Configuration direct access to the control software for your sound card/audio device.
Audio Thread Assigning a higher priority will ensure that audio threads will be processed ahead of
Priority other threads (e.g. graphics).
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and a third pair to a multi-output headphone monitor. By default, your outputs will have names something like
those shown here (below right). Clearly, these names are not very useful to you.
By assigning aliases to these outputs, you can ensure that whenever
you need to list them (for example, when determining the destination
of the output from your Master) your own names will be displayed,
instead of the hardware device names.
Example
To create output aliases:
1. Choose the Options, Preferences command.
2. Display the Audio page. In the section Channel
Naming/Mapping make sure you have ticked the option
Output Channel Name Aliasing.
3. Click on the Edit Names/Map button.
4. Double-click in the Aliased Names column on each
item in turn to edit them. In each case, after
typing your preferred alias, click on OK to return
to the Output Channel Alias/Mapping
window.
5. Click on OK to close this window and return to the
Preferences dialog box.
6. Click on OK to close the dialog box.
Your specified names will be automatically used
throughout REAPER. The topic of assigning outputs to
tracks will be covered later, beginning with Chapter 2.
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Setting Up and Getting Started
7Where several devices are present (input or output) you can click on any column header (Device, Mode or ID)
to sort the device list in that order.
The device list may include items that are not present. For these you have an option to Forget device.
Alternatively, you can enable/configure such a device (input or output) so that it can be used when present.
To assign your own name or to specify a time offset for any MIDI Input or Output device, right click over the
device name and choose Configure Input or Configure Output from the context menu. If you have a joystick
that you wish to use with REAPER you should click on the Add joystick MIDI button then select the device
name and processing mode. You can also specify whether you wish to use it for Virtual MIDI Keyboard input
an/or as a MIDI control/learn device.
If you wish to use a Control Surface, such as a Presonus Faderport,
with REAPER, then you should set its input mode to Control Only.
The use of Control Devices will be explained later in this guide,
notably in Chapters 12 and 15.
Reset Options
Towards the bottom of the MIDI Devices preferences window there
are options for Reset by (all-notes-off and/or pitch/sustain, and
Reset on (play and/or stop/stopped seek). These affect only
hardware devices.
Other Audio Preferences
There are other Audio Preference screens that we have not yet
examined, including Buffering, Playback and Recording. These
will be dealt with later in this User Guide, particularly in Chapter 22.
When getting started, you should be able to just leave these
settings at their defaults, only returning to change them later if you
find that you wish or you need to do so. When finished, clicking on
OK will, of course, close the Preferences box and cause your settings to be remembered.
This section has covered the general issues involved in setting up your system for working with MIDI. For project
specific settings and options, see Chapter 2. In particular, if you are working primarily with MIDI material you
may wish to change the default project timebase setting. This too is explained in Chapter 2.
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Windows by default uses C:\Program Files\Common Files\VST3, but if your VST plug-ins are spread across
several folders it might not be able to locate all of these for you. In this case you may need to use the Add path
... option several times, each time selecting one of your folders. Use the OK button in the Browse for folder
window each time after selecting the folder name. Clicking the Re-scan button in the above window will then
make the contents of your VST and VSTi folder(s) available immediately. REAPER will also scan any subfolders.
Re-scan… button will also check for any listed plug-ins that failed to scan earlier.
REAPER will automatically scan your VST folders each time the program is launched. You can also return to this
screen at any time and add more VST folders later. Specify the extra location(s) of your VST plug-ins, then Re-
scan then Apply then OK to close this screen and cause your new settings to be remembered. You can find
more information about the various VST Preferences settings and options in Chapter 22.
VST and VST3: important note: REAPER scans for VST plug-ins according to your directory list, from left to
right. If a VST3 plugin is named even slightly differently from its VST version, both will be installed. If both are
named identically, only the last one found will be installed. Consider making your VST3 directory last in the list.
Of special use to Linux users, REAPER will also automatically scan for LV2 plug-ins, and install any that it finds.
Various options for managing LV2 plugins are available on the Options, Preferences, Plug-ins, LV2/CLAP page.
REAPER also supports Clever Audio Plugin format (CLAP) plug-ins. Options for scanning and installing these are
also available on the LV2/CLAP preferences page.
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There’s one more thing that might interest you here. All of the settings, preferences and custom files are text
files. Any of them can be opened and modified using a text editor such as Notepad. This even applies to
REAPER’s project files, with .RPP extension. Of course, most probably you will never need to do this, and if you
do, you should always take a copy first, just in case of any errors or accidents. However, you should never try
to use a text editing program to open, view or edit any file ending in .app, .dmg, .exe or .dll
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MacOS
1. Insert the flash drive into a USB port. Create a new folder on this flash drive, e.g. REAPER4. In this folder
create an empty text file called reaper.ini
2. Open the Mac folder containing the REAPER disk image (.dmg) file: this will most likely be Downloads.
3. Double click on this file to open it. Drag and drop the REAPER icon to the new folder on the flash drive.
4. Be patient. There is a large number of files to be transferred. This can take 10 minutes or more.
Windows
1. Insert your external device into an available USB port on your PC. Note its drive letter (e.g. E:, F:. G:, H:.
I:. etc.). This will depend how many internal hard drives, disk partitions, external hard drives, DVD
burners, etc. you have already installed.
2. Double click on the REAPER install file to start the install process.
3. Click on I Agree to accept the license agreement. The Choose Install Location window will be displayed.
4. Enable the option for Portable install.
5. Click on Browse. Select your flash drive and click on Make New Folder. Name the folder (e.g. REAPER)
and press Enter.
6. On returning to the screen shown here, work your way thru the installation process in the normal way.
7. Wait while the various files are installed. There are a lot of files and this might take quite a few minutes.
Install REAPER to USB key This can be used to install REAPER to a Flash drive or similar device.
However, the method described earlier in this Chapter is simpler!
REAPER (create new project) Starts REAPER with a new project file.
REAPER (reset configuration to Starts REAPER and resets all settings, options and preferences to factory
factory defaults) defaults. Use this with caution!
REAPER (ReWire client mode) Opens REAPER as a ReWire client. This is beyond the scope of this User
Guide, but is discussed in overview towards the end of Chapter 17.
REAPER (show audio Starts REAPER with the Audio settings Preferences page.
configuration on startup)
Uninstall REAPER Uninstalls REAPER. If you need to uninstall REAPER for any reason, you
should always use this method.
Whatsnew.txt Opens the text file displaying a history of new features and changes
introduced in each version of REAPER.
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The General page of your Options, Preferences window offers a number of options. In particular, you can:
● Manage your Undo preferences.
● Specify whether or not you want the most recently used file automatically loaded when REAPER is started.
Choose the Last active project option for this. Other startup options are explained in Chapter 22.
● Specify whether you want to Automatically Check for New Versions of REAPER on Startup.
● Determine the number of files displayed on the Recent project list.
Other General Preferences settings are discussed and explained in Chapter 22.
Notice too the toggle command Continuous scrolling on the Options menu. If disabled (the default), the play
cursor will scroll from left to right during playback. If enabled, this cursor will find and then remain stationary in
the center of the arrange window during playback, while the media items scroll across the screen.
The examples used throughout this guide use the project file All Through The Night.RPP. This can be
downloaded from www.cockos.com/wiki/index.php/REAPER_User_Guide. It might help you to keep that
project open while using this documentation. Take a copy of these files and work with them.
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Mute Toggles Mute on/off for selected track(s) Note: Both the Mute and Solo controls can also
Toggles Solo on/off selected track(s) be used with modifier keys such as Alt and Ctrl for
Solo
various functions. See Chapter 5 for details.
By default, Solo causes the output of both the track and any sends to be heard. This is
known as Solo in place. Thus, a soloed in place track with a send to a reverb track will
play with the reverb. To hear only the track without its sends, hold the Alt key while
soloing the track. The phase control button can be used to reverse track polarity.
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Function Keystroke
Minimise all tracks. @ (on most keyboards, Shift with the 2 key).
Toggle height of all tracks between minimised, Double click mouse on vertical scroll bar.
normal and maximised.
Make selected track(s) unaffected by track height Use Lock track height command on track
adjustment and vertical zoom shortcut keys. right-click context menu.
Lock/unlock track controls (volume, pan, etc.) Use Lock track controls command on track
including the FX chain. right-click context menu.
Zooming In and Out from the Main Menu or with Keyboard Shortcuts
Several zoom actions are available on the View, Zoom menu. Keyboard shortcuts are available as follows:
Function Keystroke
Zoom in (horizontally) + (plus sign) or up arrow
Zoom out (horizontally) - (minus sign) or down arrow
Zoom to time selection Ctrl Num Pad +
Zoom to selected media item(s) (No default shortcut)
All tracks to same height and size up Page Up
All tracks to same height and size down Page Down
Toggle track heights to minimum `
Toggle track heights to maximum ~
Expand selected track, minimize others !
Minimize all tracks @
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REAPER Project Basics
button, and click and drag to scroll the display. Release the mouse button when finished. Other ways of using
the Navigator are:
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Note: Any plug-in added to an FX chain will then be displayed in the FX Browser's Recently Used FX folder.
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Example
In this example, we will create a default FX chain consisting of ReaEQ and ReaComp, both set to bypass mode.
1. Open any project file and add a new track at the end. We will use this track to create our FX chain.
2. Click on the FX button for this track to open the FX Window. In the first (left) column of the Add FX
window, click on Cockos.
3. Select in turn, first ReaEQ (Cockos) and then ReaComp (Cockos). In each case, either use the OK
button to add the plug-in to the track FX chain, or drag and drop them into the chain.
4. Make sure that both these FX are unticked – this sets them to bypass.
5. Right click over one of the FX and from the context menu, choose FX Chain, Save all FX as default
for new tracks.
6. Close the FX window. You can now exit REAPER if you wish. There is no need to save the changes to
the project file.
7. Re-open REAPER, open any project file and insert a new track anywhere you wish.
8. Open the FX window for your new tracks. You should see that the two plug-ins, ReaEQ and ReaComp
have already been inserted into this FX bin, in bypass mode.
Tip 1: If you wish to make changes to the contents of your default FX chain, simply repeat the process
described above, this time with the changed set of plug-ins, or (to remove it) with no plug-ins at all.
Tip 2: If you hold down the Ctrl Shift keys when opening a project file, the file will be opened with its FX off
line. This can be useful if you need to conserve CPU, or if there is a plug-in which might be causing problems.
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Tip 3: If you switch the FX to bypass mode before saving your FX chain, then the FX chain will be saved in
bypass mode. This means that the FX in your new tracks will not require any CPU usage until such time as you
open the FX window and enable them.
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For every send there is an equivalent receive, and vice versa. For example, if you now open the Routing window
for Track 5 (click on the track's ROUTE button) you will see that it has a receive from each guitar track. You'll
learn more about REAPER's routing later in this chapter (Routing Essentials) as well as in Chapters 5 and 17.
You might have noticed a Media playback offset option. This allows you to compensate for possible latency
introduced by third party VST instruments. For now you can ignore this: it will be explained in Chapter 10.
Making Adjustments
When you now play the song, you’ll probably find that there’s more chorus on the guitar tracks than you would
like. There are four main ways to adjust this. Experiment until you find what gives you the results you want:
1. Adjust the chorus FX parameters. In this case, you could lower the amount of Wet signal in the mix.
2. Adjust the levels of one or both of the receives in the FX bus routing window.
3. Display the routing window for either guitar track and adjust the send levels for that track.
4. Adjust output volume fader for the track called FX Bus.
Speed Tips
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The first of the performance meter’s two right click menus is accessed by right clicking in the track list area.
In order to do this … In the Performance Meter window do this …
Open FX Window for that track. Right click on track name, choose Show FX Dialog.
Toggle FX Bypass On/Off. Right click on track name, choose Toggle FX Bypass.
Toggle track mute for that track. Right click over any track, choose Toggle Track Mute.
Show in/hide from Performance Right click on any track, enable/disable Show track FX when
Meter (PM) list tracks with no FX. empty.
Show hide in PM master track/ Right click on a track, enable/disable Show master FX when
monitoring when these have no FX. empty and/or Show monitoring FX when empty.
The other menu selects what you want shown or not shown in the window. Most options are enabled by default.
Right click anywhere in the main Performance Meter area to display this. For example, you can choose to display
(or not) the CPU graph, Real time CPU on the graph, CPU use, Real time longest block processing
time, Disk use, RAM use, Video load, FX and media item CPU use, and more.
You can also use this menu to move the window to the docker.
Tip: You can select several tracks – using Ctrl Click – then right click over any of their track numbers in the
Performance Meter to Toggle FX bypass and/or Track Mute status for all tracks in the selection.
Note: You’ll find more information about the REAPER Performance Meter in Chapter 22 of this guide.
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To move a loop selection, hold the mouse over the selected area on the time line, then hold down Shift while
clicking and dragging the mouse left or right.
You can also modify a time selection by first clicking then
scrolling the mousewheel over the Selection area of the
Transport Bar. Scroll over the start area to adjust start time,
end area to adjust end time, or over the length of selection
area to move the entire selection. If you wish, you can enter actual times in the start and end time boxes. There
are also several keyboard shortcuts you can use for managing Time Selections, summarised below. If loop
points are linked to the time selection, then the loop area will also be modified.
Function Keystroke
Nudge Entire Time Selection left a little. , (comma)
Nudge Entire Time Selection right a little. . (period or full stop)
Extend Time Selection to left by nudging left edge left a little. Ctrl ,
Shrink Time Selection from right by nudging right edge left a little. Ctrl Alt ,
Extend Time Selection from left by nudging right edge right a little. Ctrl Alt .
Move Time Selection left by time selection length. Shift ,
Move Time Selection right by time selection length. Shift .
Copy portions of selected media items in Time Selection. Ctrl Shift C
Remove (Unselect) Time Selection. Esc
Zoom to Time Selection. Ctrl PageUp
Zoom back to Project. Ctrl PageDown
If you wish, you can use the keyboard rather than the mouse to manage your time selections. First you need to
position the cursor at either the start or the end of the loop, then use one of these:
Function Keystroke
Drag cursor to the left and create time selection. Shift Left Arrow
Drag cursor to the right and create time selection. Shift Right Arrow
Tip: If your cursor will not stay exactly where you wish when creating a selection, make sure snapping is off.
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Routing window display depends on project structure and DAW hardware setup (e.g. audio devices, MIDI
devices). Depending on the nature of your project, your display should be similar to that shown here, but not
necessarily identical. Note:
● Master send channels: these direct the track’s output to the Master. In most cases you will want to
direct the output of channels 1-2 directly to the Master, as shown for Track 1 (above).
● Parent channels - The example shown above directs audio to the master via channels 1 and 2 (stereo):
this is the default. If you wish to send a mono signal to the master, select 1 from the first drop down, then
a single channel from the parent channels drop down (e.g. channel 1 or 2 only).
● Sends – In the FX Bus example earlier in this chapter you created sends. A track's output can be routed
via a send from any track to any other track or tracks. This topic will be covered in more detail later.
● Audio Hardware Outputs – as well as (or instead of) directing output to your Master Bus, you can direct
output of any track directly to hardware outputs on your audio device. If this device has multiple outputs,
this can be useful, for example, for creating a headphone mix, or a series of separate headphone mixes.
● MIDI Hardware Output – Directs MIDI output to an external device.
● Receives – For every send (source) track there will be a receive (destination) track. In the earlier
example, the FX bus included two receives, one from each of the two guitar tracks in that project file.
● Playback time offset – This can be used to enable
REAPER to compensate for any latency that might be
created (for example) by a third party VST instrument.
This explained in detail in Chapter 10.
Notice (right) that when you create a send, you are shown
volume and pan faders which can be used to control this, and
options to send audio output, MIDI output, or both.
When you select a listed track, audio hardware output or MIDI
device to be used for a track’s routing, controls such as Level and Pan are automatically added to this interface.
When you create a new project, by default the output of each new track is routed to the Master track and from
there to the output of your sound card. If that is all you need, you do not need to study other routing options.
However, understanding REAPER’s routing capabilities in greater depth might enable you to get more benefits.
The illustration below shows an example of the Track Routing Window for a track for which both a send and a
receive have been created. You will be shown how to do this later in this User Guide, starting at Chapter 5.
The early chapters of this User Guide will take you thru the basics of track routing. After mastering these, you
will find more complex
examples elsewhere in
this User Guide,
especially in Chapter 17.
Note: Sends and
Receives can be any of
three types - Post
Fader (Post Pan), Pre-
Fader (Post FX) and
Pre Fader (Pre FX).
The differences will be
discussed in Chapter 17.
The default is Post-
Fader (Post Pan), but
you can change this in
Options, Preferences,
Project, Track/Send
Defaults. See also the
flow charts in Chapter 6.
Tip: Drag and drop routing. A quick way to create a send from one track to another is to drag and drop from
the route button on the source track to the track panel of the destination track -- see also Chapter 17.
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PC or Mac?
Booster keys are used frequently throughout this User
Guide. Booster keys on the macOS are not the same as
they are in Windows (PC). This user guide references PC
(Windows) booster keys. For OS users, please refer to the
table in Chapter 1, Selections, Controls and Commands for
a table of booster key equivalents.
Tip: Before continuing, you might wish to open the project
file All Through The Night.RPP and save it to a new
name, e.g. All Through The Night EDITS.RPP. You can
use this file to experiment with some of the ideas
presented in this section.
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Above you see the track wiring view for a project with two recorded tracks and one reverb track.
● The solid straight white lines depict sends to the master.
● Click and hold
on any track
name to drag
and drop it
around at will.
● The curved
lines represent
sends from
one track to
another (from
each recorded
track to the
reverb track.
● The little arrow
next to the
track number
can be used to
collapse/
expand the
display of
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REAPER Project Basics
detailed track information for individual tracks. This can be especially useful if your file has a large number
of tracks and/or more complex routing (as shown in the second example above). Notice also how the two
folders (Vocals and Music) and their child tracks are depicted.
In “normal” mode for each track the following overview information is displayed: track number and name, media,
fx, fader information,
channels and any sends.
Here is an example (right).
The Gtr Neck track shown
here contains media, one FX
(ReaComp) one send (to the
Reverb track) and a send to
the master. It uses two
channels (hence the two
vertical lines on the right).
The Reverb track contains
no media, has receives from
tracks 1 and 2, contains
ReaVerbate and also directs
its output to the master.
● Click on any FX name
to open its UI – you can then adjust any of its parameters, and/or
access its the pin connector. Click where shown here (right) to
show all routing information for that FX.
● Click on the text “Fader” to open the routing window for that track:
this has the same effect as clicking on the Route button in the TCP
or MCP. Here you can modify, add or delete sends and/or receives
for this track.
● You can click and drag in Track Wiring view to create new sends
between tracks. The send type will be determined by exactly where
you position the mouse before dragging:
Hover the mouse over the “body” of any track box (as shown below
right) and you will see three boxed tiny + symbols on the left side
of the track box.
Click and drag from the symbol beside the first FX in the FX chain to
the destination track to create a Pre fader (Pre FX) send.
Click and drag from the symbol beside the box labeled “Fader” to
the destination track to create a Pre fader (Post FX) send.
Click and drag from the symbol beside the box labeled “Master” to
the destination track to create a Post fader (Post FX) send.
You can also modify MASTER settings in Track Wiring view:
● Click on any FX listed within the MASTER box to open its UI, where
you can adjust any of its parameters.
● Within the MASTER box, click on the text “Fader” to open its
hardware outputs window, Here you can add, adjust, or remove
hardware outputs.
Other points to note are:
● Within any track box, click on the text “Send” to open the control window for that send. Here you can
modify or delete this send, for example to change the send type, adjust volume and/or pan, or specify
destination channels.
● The more complex the project, the more complex the track wiring diagram. This is where the context menu
can be helpful. Right click anywhere in the Track Wiring window to display the menu shown below.
● You can “unclutter” the diagram using any or all of the three toggle options shown:
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● Specify whether item, track, envelope point and/or time selection and/or changes in cursor positions are to
be included in the undo history.
● Ensure that if the allocated undo
area becomes full, the most recent
actions will be retained.
● Save your Undo History with
the Project File to ensure that
this file is loaded with the project.
Even at some later date, you will still be able to revert the project to an earlier state if you wish.
Store multiple undo/redo paths. You can even store alternate sequences of commands and actions,
then switch between them!
You can double click on any event displayed in the
undo history window to load that undo state. This
option is also available on the undo history window’s
right-click menu. Other menu options menu include
Remove selected state(s) from undo history
(can apply to a selection of actions), and Dock/
undock the undo history in the docker.
Tip: On the Appearance page of your Preferences,
you can enable or disable the option Show last
undo point in menu bar. If enabled, your last
undoable action is shown after the last command on
the menu bar. Click on this at any time to open and
display the Undo History window. Click a second time to close this window.
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Play stopped background projects with active project: Causes background projects (open on other
tabs) to be played with the current project. When this is enabled, you can also select
Synchronize play start times w/play background projects. This will ensure that all open projects are
played/stopped in synch.
Offline background project media will set media items in background projects offline.
To copy or move tracks and/or items from one project to another, first select the required tracks/items, then
press Ctrl C (copy) or Ctrl X (cut). Next, click on the tab of the destination project and press Ctrl V.
There is a Subproject rendering submenu with four options – Do not automatically render subprojects,
Prompt before automatic render, Defer rendering of subprojects, and Leave subproject open in tab
after automatic open and render. Subprojects and these options are explained in Chapter 12.
Display video from background projects if active project lacks video. This will be explained in
Chapter 20.
Force project tabs visible when monitoring FX in use. Displays tabs whenever FX monitoring is active.
Monitoring FX … This opens the monitoring FX window.
Tips: Multiple project tabs can be reordered using drag and drop. Also, you can use the File, Close All
Projects command to close all open projects at once. Note that the small X button used to close a project tab
can be positioned to the left or the right: just drag and drop according to your preference.
A project can be opened on a new project tab directly from the File, Recent projects menu by holding down
the Shift key while clicking on the project file name.
You can open several projects together at the same time, each in its own project tab, provided all the .RPP files
are in the same folder. Simply use the File, Open project command, then navigate to the required folder. Use
Ctrl Click to build your selection, ensure Open in new project tab is ticked, then click on Open.
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Amongst the most useful options on this screen are the following:
Use project file as a template. This enables you to use an existing project file as a template for new
projects. All tracks, FX, tracks, buses, routing etc. will be copied into the new file from the template file.
Prompt to save on new project. If you enable this option, you will be prompted to save your new
projects immediately they are created.
Open properties on new project. If this option is selected, the Project Options dialog box will
automatically be displayed every time you create a new project. This can help ensure that you select the
correct recording format and other settings that you require.
In addition, the Options, Preferences, Project, Backups (See Section 22.3.1) page offers you various options
for backing up your projects, such as:
Whether to preserve previously saved versions of the project. This helps protect you against
accidental loss of work. There are several options for managing this
Whether to automatically save to a timestamped file at intervals you specify. Again, there are
several options for how you would like to implement this. T
This can help to protect you from the consequences of an unforeseen circumstance such as a power outage or a
computer crash. You can save these files to the project directory and/or an additional directory. You can
also specify the frequency (in minutes) of automatic saving, and whether to apply this when not recording,
when stopped, or at any time.
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7. Press the Record button on the Transport, or use the keyboard shortcut Ctrl R.
8. To finish recording, either press Stop on the Transport, or press Space, or press the Record button again,
or press Ctrl R. Now click on the Record Arm button for this track to “disarm” it.
Tip: The Input menu (shown above) includes an item Input: None. This can be used to prevent material from
ever being accidentally recorded onto a track where it is not wanted, such as perhaps an FX bus or a folder.
Note 1:
If you use the Record button or Ctrl R to
stop recording, recorded items are
automatically saved.
If you press Space or Stop, the dialog box
shown will let you save or delete any or all
of your newly recorded media items.
Note 2:
REAPER supports “on the fly recording”.
This means you can also arm additional
tracks after the recording has started.
Those tracks will then also be recorded
from the point at which you arm them.
Similarly, if recording more than one track,
you can stop recording one while continuing
to record the others by clicking on the Record Arm/Disarm button to disarm just that track.
Tip: Track/Send Default Preferences. The Track/Send Defaults page of REAPER's preferences can be used
specify record configuration defaults for future tracks and projects, including turning input monitoring off and
selecting default inputs – see Chapter 22.
Tip: When recording, make sure that the incoming signal is not too loud, or you can damage your recording
equipment. Here’s what to do:
1. Turn the input or gain control on your input device (e.g. firewire device or desk) all the way down.
2. If recording an instrument in-line, insert one end of the line into the instrument and the other end into
your input device. Turn the output on the instrument fully up
3. Audition the instrument, slowly raising the input or gain control on your input device until it sounds right.
3.6 To Prepare and Record Multiple Tracks
To prepare multiple tracks for recording you could repeat all of the necessary steps as many times as you require
tracks, but that might be tedious – and besides, it’s too easy to make a mistake when selecting your audio
inputs. You could end up with one input being recorded more than once, and perhaps another input being
accidentally missed out. To avoid this problem, you can follow this sequence:
1. Use the Insert, Multiple tracks command to insert as many tracks as you
require. The Insert tracks dialog will be displayed. Select the number of
tracks required and choose to insert them After the last touched track
or At end of project. Click on OK. Name your new tracks.
2. Select all tracks to be recorded. After making your selection, click on the
Record Arm button of any one of them to arm the entire selection.
3. One method is to use the Routing Matrix (Alt R). In this example, four
tracks are to be recorded at the same time. By default, all four tracks are
at first assigned to the first input (above). If you were to record now, the
same signal from the first input would be recorded four times! (Notice that
by default, input 1 is also assigned to track 5 - the FX bus - but as this is
not armed nothing will be recorded there.)
4. Click in the appropriate cells in the Routing Matrix to assign each track to a different input (see below). The
example shown uses audio inputs - Input 1 is to go to Track 1, Input 2 to Track 2 and so on. MIDI inputs
may also be selected – these are listed below the audio inputs. You can also right click over any red cell to
access the Record Input menu should you wish to do so.
5. Monitor the strength of the signals and record as before.
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Primary beat volume: This determines how loud is the metronome volume.
Secondary beat gain:- The amount by which the volume of secondary beats will be adjusted.
Beat pattern: Accept the default AABB or define your own. To speed up, select 2x or 4x from the drop down.
First beat sample: You can use samples for your own metronome sounds. This is the sample for the first beat
– e.g., in 4/4 time, this sample will play on the 1.
Subsequent beat: This is the sample for other beats. For example, in 4/4 time, this sample will play on the 2,
3, and 4. To use your samples for the metronome in all your project you need to set them up, save a project
with no tracks (but with any other project setting you think may be useful) then, in Preferences/ Project specify
that project as the default template to use for all new projects.
By default, REAPER uses a synthesised metronome. You can specify in Hz the Frequency of first beat and of
Subsequent beats.
Beat click length xx ms: This is how long each beat click lasts.
Start shape: This can be hard (louder) or soft (quieter).
The Pre-roll settings can be used so that when you start recording, or playback, the metronome will play for the
specified number of measures before recording or playback actually begins.
Recording during audio pre-roll: to record audio during audio pre-roll, the recording preference to record
audio during pre-roll will need to be enabled. Then, Enable metronome and the metronome settings options
Run metronome during recording and Pre-roll before recording. After the recording is finished, drag the
left edge of the recorded item to the left to reveal what has been recorded.
Tip: The Metronome Time Base is controlled by the Project Settings. Press Alt Enter and display the Project
Settings page if you need to change this.
3.9 Recording Stereo Tracks
You may wish to record from two inputs direct to a
stereo track, for example, if you are uploading some
previously recorded material from audio tape into
REAPER, or are recording stereo paired microphones.
Follow a similar procedure to that explained in section
3.5, selecting a stereo input instead of mono. The signal
from paired stereo inputs can be recorded on to a single
stereo item on a single track.
As has already explained in Chapter 2, it is advisable to open the Audio page of your Preferences settings and
turn off the option to Show Non-Standard Stereo Channel Pairs. This will reduce your available stereo
paired inputs to a more logical selection such as that shown above.
3.10 Multi-Channel Recording
This is an advanced topic.
If in its routing window you define a track as multichannel (for
example, perhaps 4, 6 or 8 channels) then your recording input
context menu for that track will include an option for multichannel
recording. You can, for example, record from four, six or eight
microphones simultaneously, each to a separate channel on the
one track. In fact, REAPER lets you define
up to 128 channels per track!
This method is suited, for example, for use
with four channel ambisonic microphone
arrays as used in surround sound
production.
For multichannel tracks, there is also a
toggle command on the record arm
context menu Meters, Multichannel
peaks. This should be automatically enabled..
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Note: This technique involves creating more than one take for a track, and then comping the required output
from whichever takes you prefer. REAPER makes available two ways you can do this – traditional takes and
media item lanes. The former is less complex: the latter is more powerful and offers more options. Throughout
this chapter we will focus on the takes method: media item lanes will be covered in a later chapter.
3.16 Non-Destructive Punch Recording
By default, punch recording is not destructive: it creates a new take, but does not destroy the original. To use
punch recording, follow this sequence:
1. From the Options menu choose Record mode: time selection auto punch. Set New recording
that overlaps existing material to Split existing items and add takes (default). All other options
on this submenu should be turned off. Disable toggle repeat on the transport toolbar.
2. Select the track and arm it for recording. Right click on the track panel to open the context menu: make
sure that both Fixed item lanes or Free item positioning are both turned off.
3. View the Options menu and for now ensure that Show all takes (when room) is not selected. We'll
look at this shortly. Also, for this example, make sure that Loop points linked to time selection is not
enabled.
4. Make sure that the track output is sent to the Master and (if not using direct monitoring) that Input
Monitoring is enabled.
5. Make sure that the Master output is directed to the audio hardware outputs to which your headphones
are connected.
6. Click once on the existing
media item to select it. Click
and drag along the arrange
background area to select the
region that you want to be re-recorded (see above).
7. Press Home or W to rewind the track to the start of the track. Press Esc to clear the time selection.
8. Press Ctrl R. You will hear the recorded material up to the start of the defined region, where you can re-
record that passage. Press Space to stop when you have finished recording. Accept the option to save
your recorded media. Restore normal recording mode when you have finished punch recording.
Your track now contains two media items. What's
happened to the originally recorded passage? Well, it's
still there and you can still use it if you like. Pressing Ctrl
L toggles the display of all takes or active take only (see
above). We'll learn more about this soon.
What if you prefer to use the original recording after all? In that case, simply click on it to select it.
Non-destructive punch recording with pre-roll
The metronome can be used to engage pre-roll before
recording starts. This help you to know exactly when
to come in when punch recording.
Enable the metronome on your toolbar, then right click
over the metronome button to access its settings.
Enable Pre-roll before recording and (preferably) Start pre-roll at start of measure. You should also
specify the number of measures through which you want the pre-roll to play: the default is two.
Note: The record button context menu includes the option Monitor track media when recording. If you
enable this when punching in, say, a guitar or vocals, regular Monitor Input will cause you to hear both the
existing and the new material right up to the punch, and during the punch. Monitor Input (tape auto style)
will monitor only the existing materials up to the punch, but both existing and new during the punch.
Tip: If you make a mistake or change your mind when overdubbing, you can use Ctrl Z to undo the recording
or you can select the unwanted media item and use the Delete key to remove it.
Getting to grips with REAPER's various record modes and in particular how they work in combination with other
options (such as monitoring) can be somewhat bewildering for new users. An Appendix includes a summary
table Troubleshooting Record Modes and Monitoring.
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The section that follows, along with most subsequent sections in this chapter, uses images that show an earlier
default color theme.
However, you should have no difficulty applying the instructions using the REAPER 7 default theme, or any
other theme of your choice.
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This example shows this. In the first illustration (top) a part of a track has been recorded. In the second
illustration (above), we have returned to this track and with the option Add lanes (layer new lanes) enabled
we have re-recorded the last part again, together with some new material.
In this case, the second take is to all intents and purposes a separate media item. You can choose which of
these media items are and are not played.
There is also an Options menu command to Offset overlapping media items vertically. This will display
overlapping items one above the other, provided, of course, there is sufficient track height to do so.
This general topic will be addressed again later in this guide, especially throughout Chapters 4, 5 and 7.
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Recording Audio and MIDI
Note 1: Enabling Offset overlapping media items vertically (Options menu) will ensure that overlapping
items are shown this way, whether editing or recording.
Note 2: Options, Preferences, Project, Track/Sends Defaults includes an option to make free item
positioning enabled for your tracks by default.
Note 3: Options, Preferences, Project, Item Fade Defaults includes an option whether or not to crossfade
overlapping recorded items.
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5. If you need to resize any of them, hover the mouse over the border between the end of the event and the
background, about half way up. Click hold and drag to the left to make it shorter, or to the right to make it
longer, then release the mouse.
6. To select all the
required events,
hold the Ctrl
key while
clicking on each
in turn. If you
need to reposition the play cursor before recording, click on the Timeline. Arm the track for recording.
7. Press Ctrl R to start recording. When finished, press Ctrl R again to stop. If prompted, accept the option
to save all files. Your previously empty media items will have been replaced with your newly recorded
material. Disarm the track.
3.26 Recording with Input FX Plug-ins
Audio effects (FX) are usually added to a track later in the production process, after the material has been
recorded. This subject was introduced in Chapter 2, and you'll find more about it elsewhere (for example, in
Chapter 16). You are also able to apply plug-ins to material as it is being recorded. Use this facility with caution,
as once an effect has been added in this way it effectively cannot be easily reversed (if at all). This technique is
sometimes used, for example, when experimenting with different FX. The procedure is as follows:
1. Arm the track for recording and select the required audio or MIDI input device in the usual way.
2. Right-click on the Record Arm button and choose Track input FX chain from the context menu. This
causes the Add FX to Track window to be displayed.
3. Select any effect required, then click on Add. Set the parameters for this effect.
4. Use the Add button to add any additional effects.
5. Close the FX window.
6. Audition the performance and the effects as necessary, then record the track in the usual way.
Effects placed in a track's input FX chain only use resources when the track is armed, and are applied
destructively to the media item during recording. Most probably, before doing this you will want to audition the
instrument or voice being recorded together with these FX so that you can get the parameter settings right. To
do this, you simply need to keep the track armed and turn on input monitoring while you listen to the live
material and adjust the FX parameters to suit. Input monitoring is explained elsewhere in this guide, for example
in the sections dealing with layered and overdub recording.
3.27 Input Monitoring without Recording
You might wish to monitor an incoming signal (perhaps with input FX enabled) to ensure that you have the
sound exactly as you want it before actually recording anything. Set up the track input in the normal way; then
follow this sequence:
1. Click on the track’s Record arm button.
2. Right-click on this button.
3. From the context menu, choose Record disable (input monitoring only).
From this point, proceed as if you were actually recording. You will hear exactly what would have been recorded.
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Note: The example above demonstrates an important difference between MIDI and Audio. With Audio the
actual sounds made by the instrument or voice are recorded. It is possible to use FX like EQ and Compression to
alter how the audio item sounds when played back, but the audio item itself stays the same.
With MIDI, you are essentially recording a series of instructions that by themselves have no sound. The music is
created when those instructions are fed to a synthesizer. By changing the parameters of the synthesizer's
settings – or even by changing the synthesizer – we are able to produce a completely different sound.
Despite these differences, both audio and MIDI items can be included on the same track.
Note: Before recording, you can assign sequential input channels to a number of MIDI tracks in one action.
Select the tracks, then click on the Input button for any one of them. From the menu, choose first Assign
inputs sequentially, then MIDI (sequential inputs or channels), then select the MIDI device, then the
channel selection (e.g. for four tracks, perhaps channels 1 to 4).
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built for you. What exactly this produces will, of course, depend upon which Virtual Instrument you have
selected.
Monitoring an External Synthesizer
If you are working with an external hardware synthesizer then it is likely that at times you may wish to monitor
its output in REAPER. This topic is covered in Chapter 13, Manipulating and Editing MIDI Items.
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you use any of the Record: MIDI overdub/replace options with looped time selection recording. In each
case, new takes will not be created. Instead, the existing take will be edited. For example:
Record: MIDI Overdub: with each loop, the new material will be added to the existing material within the time
selection.
Record: MIDI Replace: with each loop, all previous material within the time selection will be replaced with
new material. For example, the first loop will replace existing events within the time selection. Second time
around it will replace the material recorded in the first loop with new events, and so on. Only the most recent
material will be saved.
Record: MIDI Touch-replace: Each time you play a note within the time selection any existing material
concurrent with that note will be replaced with new material is on the same channel. For example, if you play
correctly except for one wrong note first time, you can correct just that one note second time round.
Record: MIDI Latch-replace: Each time round the loop all existing material in the time selection will be
replaced with new material if on the same channel only from the moment you press your first note. This
technique can be useful, for example, if you are replacing existing material little by little.
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Item Comment
Preparation Set up all external recording equipment needed (microphones, stands etc.).
All faders and gain controls on mixer and/or sound device turned right down.
Phantom power (if available) turned off.
Everything connected that needs to be connected (e.g. microphone leads to mixer
or sound device).
Turn equipment on, but check volume on speakers isn't too loud.
Connect headphones to headphone amp or sound device.
If phantom power required (for condenser microphone), turn it on.
PC Preliminaries Turn on PC and wait for Windows to open.
Open REAPER with required project file. Save file.
Project Settings Check recording format and settings – e.g. 24 bit WAV at 44100 Hz.
Is a different format required for this track?
Make sure Record Mode is set to Normal.
Track Settings Named and armed for recording?
Track Input Monitoring on or off?
Use the Sound Card’s direct input monitoring if
available in preference to REAPER’s.
Record Input selected?
Correct input channel selected?
Test Recording Levels Start low and work up.
Record a small sample
to test levels: the three
examples here show
(left to right) too low, too high and about right.
It is better to be too low than to be too high.
Recording Press Ctrl R to record and again to stop recording when finished. Save media
items. Press Ctrl S to save project file.
Evaluating Unarm track before playing back recorded tracks to evaluate them.
Especially if listening thru headphones, disable Input Monitoring (or turn faders
and gain controls on the input device right down), to prevent live ambient sounds
from being mixed in with your recorded material.
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One solution could be to convert the files to a compressed format and send her those. There's a quick way to do
this, using the File, Save project as … command. Choose this command and follow these steps.
1. If you wish, navigate to a required parent folder.
2. Enable the three options to Create subdirectory for project, Copy all media into project
directory, and Convert media.
3. Click on the Format... button to display the settings box shown above.
4. Enable the option (top left) Set format to save as.
5. Select your required format (e.g. FLAC, MP3 or, as shown here, OGG Vorbis).
6. Specify your preferred format settings.
7. Click OK then Save.
All audio media items in the project will be converted to the specified format as they are copied across. The
format of the original items will remain unchanged.
You can also convert and export selected individual media items from one format to another without having to
convert the whole project. This topic is covered in Chapter 21.
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Managing Media: The Media Explorer
The Media Explorer can be used to preview and import items into your projects. To make this faster, easier, and
more flexible, it incorporates a number of features to assist you in organising and managing your media files.
This includes the creation and management of databases (libraries) and by adding or editing media file
metadata. Before exploring its many features, let’s look at the various elements of the Media Explorer window:
Toolbar buttons (L to R): Insert item in project: Auto play, Start on bar, Detect Pitch and Media
information box toggle options: Tempo match options. Set tempo match off, or on, or to double, or
to half. Preserve pitch toggle option: Dock media explorer toggle.
Explorer/Shortcuts/Databases panel. Used to navigate your directories and files, rather like
Windows Explorer or Mac Finder. you can add shortcuts for any folders and set up/manage databases.
Browsing history buttons. Four buttons - previous, next, up a level and refresh – to use for browsing.
Browsing history dropdown. This stores (and can display) a list of recently visited folders and
databases. You can select from this list to access any of these folders.
Filter box. Use this to type a text string to filter the displayed file list.
List/Details (Windows only). Selects whether file details (size, date, etc.) or only file names are shown.
Transport bar. Works with selected media item. Controls are Play, Pause, Stop and Repeat.
Route button. Directs output to any audio output, or to play thru any track selected in Arrange View.
Pitch control: Adjusts pitch of selected item on playback.
Rate control: Adjusts play rate of selected item on playback.
Volume control. Adjusts volume of playback of selected item.
Preview window: Displays peaks (waveforms) of currently selected item.
Preview scroll bars: Horizontal and vertical bars allow you to zoom in/out of the preview window. The
action list includes an option to toggle this on/off.
Although more commonly used for organising, finding and inserting media files, the media explorer can also be
used to find, preview and open existing .RPP project files.
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Rename a file Right click on file, choose Rename from menu. Type new name, press Enter.
Delete file Right-click on file name, then choose Delete then OK to send to recycle bin.
Show file properties Right click on file name, choose Show media source properties from menu.
Show file list in Right click on any file name in list, choose Show in explorer/finder. (Windows
Explorer or Finder Explorer or Mac Finder).
Working with non Enable Try to open non media files (Options, Default action menu): double
media files clicking on files such as .jpg,.doc will then if possible cause them to be opened.
Cause them to Open Show action list (Media Explorer menu) opens the media explorer actions list,
actions list in order to run other actions and/or assign keyboard shortcuts. See section 4.11 .
Customize menu For example, to add actions to the media explorer menu, choose Options,
Customize menus. See Chapter 15 for more about menu customization.
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Mark files as favorites Select item, double-click in Fav column to mark. By default, this is the first
(toggle) column in the folder/file display area. Repeat this to unmark. One use for
this is to be able sort file display to show favorites first.
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Change shortcut name of Right-click on folder name in shortcut panel, choose Rename shortcut...
folder in database Does not change folder name on hard disk.
Create a new database from a In right hand panel, right-click on folder, choose Make database from
folder folder. By default, the database will take the folder name, prefixed DB:
and will be included in the list in the left panel.
Remove a folder contents Select database in Shortcuts column. Right-click over its name and choose
from database Remove path from database... from menu. From the flyout list, select
the folder that you want removed.
Remove item(s) from Select item(s) in media explorer window. Right-click over selection, choose
database Remove items from database.
Change database name Select database in Shortcuts column. Use Rename database... command
on context menu. Does not erase items from disk.
Update database contents to Select database in Shortcuts column. From context menu use Scan
reflect changes in folder database for new files to find and add new files, Remove missing files
contents from database to remove deleted files.
Media explorer databases can be included in your export configuration settings (Options, Preferences,
General): see also Chapter 22.
Usually you will want to audition items before inserting them into a project. The media explorer allows you to do
this. The Auto play option (on the toolbar) can be used to ensure that by default an item is automatically played
when you select it. You also have a number of options available which determine exactly how the preview
feature will behave. Also, as you will see in the section that follows this one, you have a great number of options
for determining just how items are inserted into your project.
Use the Media Information tool (second on toolbar) to toggle display of the media information box.
Also, identify the main playback controls. The Transport Bar buttons (L to R) are Play, Pause, Stop and Toggle
Repeat. The horizontal fader (far right) adjusts the volume of playback. Now make yourself familiar with the
following features:
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AIFF (.AIF, .AIFF) MIDI System Exclusive Message PCM Audio (.PCM .L, .R)
AVI Video (.AVI) (.SYX) Quicktime (.MOV, .QT, .M4V, .MP4)
CAF (.CAF, .CAFF) MPEG Video (.MG, .MPEG) Recycle (.RX2, .REX, .RCY)
CD Audio (.CDA) LCF Capture Video (.LCF) RAW audio (.RAW)
DDP (.DAT) MKV Video (.MKV) Sound Designer II (.SD2)
FLAC (.FLAC) MPEG Audio (,MP2, .MP3) WAV (.WAV, .W64, .BWF)
GIF (.GIF) MusicXML (.XML, .MUSICXML, .MXL) WAVPACK (.WV)
MIDI (.MID) OGG Opus (.OPUS) WebM (.WebM)
MIDI Karaoke (.KAR) OGG Vorbis (.OGG, .MOGG) WMV/WMA Video (.WMA, .WMV)
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Managing Media: The Media Explorer
Command Options/Description
Default action (double Insert media (on selected track, new track or sample player) or Open
click or Enter) project (in current tab, new tab, or sample player), Start preview, Do
nothing, or Attempt to open non-media files.
Search Specify which fields are to be searchable: option to update search only when
Enter key is pressed.
When start on bar enabled, wait for next measure to start preview – self-explanatory.
When selecting media … Auto-play selected media, Stop preview and display waveform peaks
for selected media, or Continue preview of previously selected media.
Display preview in fractional seconds – self explanatory.
Auto-advance to next file after preview (requires repeat off) – self-explanatory.
Preview .RPP projects – toggle on/off: self explanatory.
Do not auto-render Suppresses project tab preference.
REAPER.RPP proxy
Auto-stop preview when dragging media – self-explanatory.
Auto-stop preview when inserting media – self-explanatory.
Enable looping when inserting selected position of media – self-explanatory.
Apply preview pitch/rate to inserted media item – self-explanatory.
Apply preview volume to inserted media item – self explanatory.
Normalize preview volume if peak volume has been calculated – self-explanatory
Apply normalized volume to inserted media item – self-explanatory.
Detect pitch (toolbar Detects pitch during preview, and displays it on the right hand side of the
toggle button) preview window.
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You might find that the Media Explorer menus provide all the functionality you need. However, there are actions
available that provide further options. To access these, choose Actions, Show actions list… from REAPER’s main
menu, and select Media Explorer from the Section drop down list. The Actions List included all media explorer menu
commands, plus many additional actions. Some prime examples are shown below, but this list is not comprehensive.
These, and most other actions, can be assigned to shortcut keys or a toolbar, or added to the Media Explorer menu.
More general information about the Actions List (including how to assign keyboard shortcuts) can be found in the
Customization chapter of this user guide.
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very many preferences settings there are, so many that it can sometimes be difficult to remember where to go
for a particular setting.
To help you there is a text box and a Find button near the bottom of the Preferences window. You can enter
any word or phrase in the box, click on Find and the first occurrence of that word or phrase will be shown. Each
time you click the Find button the next occurrence of that word or phrase will be shown. The item will be
displayed with a colored highlight. In the example shown here, a search for sends has turned up some
information about various options for setting the default parameters for track sends when they are created.
5.6 Track Colors
Windows users can also use the Windows color picker for making “on the fly” changes to track colors. To do this,
simply select the track (or tracks) in the Track Control Panel, then right click, choose the Track Color command,
then use any of these commands from the submenu.
Command Effect
Set tracks to custom color… Opens a Color Selector dialog for you to choose a color for the track
panel and track media items.
Set tracks to random colors Sets the media items for each track in the selection to a different
randomly chosen color.
Set tracks to one random Sets the media items for all selected tracks to a randomly chosen color.
color
Set tracks to default color Restores track color to the default for the current color theme.
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Each track’s send carries a signal to the bus track which applies the effect, and then sends the processed (wet)
signal on to the Master. As long as the Send Master/Parent option
remains enabled, the dry signal for each track is also sent directly to
the master. Here it is finally mixed together with the “wet” signal
from the bus before being directed to your speakers and/or
headphones.
These two examples use routing arrangements that you would find in
most DAW programs. However, we are now about to enter territory
where REAPER may be substantially different from other software
that you may have used before. This concerns how you can create
and use submixes.
With most programs, to create a submix (perhaps for drum tracks or
vocal harmonies) you will need to create a bus, add sends from each
track that is to be included in the submix, and then disable the direct
sends to the master from each of these tracks.
You can use this method in REAPER.
Holding Alt while clicking on a track's
ROUTE button toggles on and off the
direct send to the master. If output to
the master is enabled the first of the
stripes on the ROUTE button is colored.
If disabled, it is gray. This distinction is shown here. In the first track,
the output from the track to the master is enabled, in the second
track, it has been disabled.
However, a smarter and potentially more powerful way of creating a
submix is to use folders (sometimes called track folders). We'll look at
how this is done shortly.
A folder track is created initially in the same way as any other
track. You then tell REAPER to treat this as a folder track - and
essentially that's it. You now have your submix (as shown here
on the right). Direct output to the master from the individual
“child” tracks within the folder is automatically disabled. Instead,
they are passed thru the folder. You should not manually disable
the4 master/parent send for child tracks within a folder, or their
output will no longer go to the folder track.
Anything that you do to the folder will be done to the entire
submix. For example, if you adjust the volume up or down, the
volume of the submix will be adjusted up or down. If you add an
effect such as a compressor to the folder then that effect will be
applied to the submix.
Before we see exactly how a folder and its child tracks are set up, there's one more scenario to consider. Even
when you have a folder which contains a submix of other tracks, you can still use buses for the folder itself or for
individual tracks inside the folder (see right). In this case our folder (submix) still consists of the same three
tracks as before. In addition, however, a send has been created from the folder to an FX bus, perhaps to add
reverb to the submix. We'll see an example of this soon.
There are three types of send – Post-Fader (Post Pan), Pre-Fader (Post FX) and Pre FX. These are
explained in Chapter 17 and illustrated by the flow charts at the end of Chapter 6. For the time being, accept the
default option, Post-Fader (Post Pan).
5.13 Track Folder Essentials
When a number of tracks are collected into a folder, you will probably want to use both the individual track
controls and the folder controls. For example, you can use the Volume controls for individual tracks within a
folder to set the volume levels for the different tracks relative to each other. You can then use the Volume
control for the folder itself to control the overall combined volume level of the tracks in that folder. In fact, you
can use all of the folder track controls (mute, solo, etc.) to manage tracks within the folder.
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The example shown (below right) shows that a folder called Guitars has been added to our All Through the
Night project. This folder contains the two guitar tracks. The faint peaks that you will see in the folder's lane in
arrange view represent the combined contents of
the folder's child tracks.
This can be disabled on your Preferences,
Appearance, Peaks/Waveforms page. Identify
the little icons that you can see below the track
number of each item in the track control panel.
These are used to determine a track's folder status. Identify each of these three states:
● An ordinary top level track (the default). The icon shows a faint image
of a folder. Hover the mouse over this image and it changes to a+ sign.
● A folder track. This is displayed as in the Guitars track above, as a
stronger image of a folder. Hover the mouse over this image for a
tooltip (above right).
● The last track in a folder. A folder icon is shown and the track is nested.
Hover over this icon and it displays a tooltip (right).
If you need to restore a folder to being a normal track, click on the folder control
icon as many or as few times as are required to cycle thru the various options
until you see the one that you want.
You can click on this icon to set a track's status. Let's look at an example.
Example (Optional)
Open the file All Through The Night and save it as All Through the Night FOLDER.
Select track 1 and press Ctrl T to add a track below this, as track 2. Name this track Guitars. Click on the
track’s + button once to make this track a folder. Click on the Gtr Neck track’s + button twice to make it the last
track in the folder. Save the file.
Note: For child tracks enclosed within a folder – as in the above example – the parent will be not the master but
the folder track. Their output will by default be directed to the parent (folder) track (where, for example, FX can
be applied) and from the folder track to the master.
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From this position we release the mouse, and the two guitar tracks are now placed inside a new folder, with
Track 1 as the containing folder track (as shown below).
Note: You can start your drag and drop from any part of the track
panel (apart, of course, from the controls themselves), but to place the
tracks into a folder you must move the mouse cursor to the folder drop
zone before releasing it.
Notice the small down pointing arrow just above the track number of
the folder track (in this case Track 1). By default, this can be used to
toggle the display of child tracks in the folder between normal (as
shown by default), minimized and collapsed. Shown below is the same folder with its child tracks collapsed.
In Preferences, Appearance, Track
Control Panel there is an option to include
hidden in the cycle options (see right). This
allows you to hide child tracks altogether.
If you prefer not to use the above method for drag and drop there is another option
available. You can go to Options, Preferences, Editing Behavior, Mouse and turn on When reordering
tracks via drag and drop, hold shift key to control folder creation. Then click OK.
Simple drag and drop will still move tracks: holding Shift while doing so will create a folder and place adjacent
tracks into it without any need to find the folder drop zone.
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any selection of tracks that you like: in this example, we will be working with the two guitar tracks enclosed
within the track folder. Note that you do not need to place tracks in a folder in order to be able to group them.
First, you should note that track grouping globally is turned on and off using the Track, Track grouping
enabled command. When this is ticked, grouping is enabled. This command can be used to temporarily disable
track grouping without the need for you to redefine or modify your groups.
5.14.1 Basic Track Grouping
Example
Open the sample file All Through The Night FOLDER. Save it
as All Through The Night GROUPS1. Use the View,
Grouping Matrix command to display the matrix..
Each column except the first represents a control that can be
grouped - volume, pan, mute, solo, etc. Each row represents a
project track. Clicking inside the grid defines the tracks and
parameters to be linked. In this example:
● The volume controls of the two guitar tracks are linked.
Raising or lowering either volume control will automatically
do the same to the other.
● The mute controls are linked. Muting either guitar track will
automatically mute both.
● The pan controls are also linked – but note that for one of these tracks the pan reverse option is also
enabled. This ensures that when one of these is panned, the other is be panned in the opposite direction!
Notes:
1. The TCP shows colored ribbons for
grouped parameters (see right). The
Appearance, Track Control Panel
preferences page includes an option to
change this to edge lines or none.
2. To temporarily over-ride the grouping, hold Shift while adjusting the parameter of any one group member.
3. You can right click on any track name in the matrix to open the track grouping window for that track.
4. Notice the first Grouping Matrix column, headed Media/Razor Edits. This is a more complex topic and deals
with matters such as the group editing of media items within a track group or across several groups. This will be
explained in Chapter 7, Managing and Editing Media Items. The Track Group Manager, accessed by a
button located above the matrix, will also be discussed and explained in that context.
5.14.2 Track Grouping Matrix Basic Controls
In order to do this … Using the Track Grouping Matrix
Display Help window Click on the ? Button (top left corner of window).
Define the tracks in a new group Display the Track Grouping Matrix. Select at least one
parameter (such as Pan) for each track in the group.
Adjust all linked faders for a group In Mixer or Track Arrange view, adjust the fader for any
one track in the group.
Adjust the fader for only one track in a In Mixer or Track Arrange view, hold Shift while adjusting
group containing linked faders the single fader.
Define a pan or volume relationship as In the track row, click on the intersection cell for Pan
reverse for a track within a group Reverse or Volume Reverse.
Change an existing toggle parameter In Mixer view, hold Shift while clicking on the appropriate
relationship (such as Solo, Mute or button (such as Solo or Mute) for the individual track. Use
Record Arm) into a reverse one Shift again to restore the positive relationship.
Display grouping window settings for an Right click over the track name in the track grouping
individual track matrix.
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Note: By default, all 64 possible groups are enabled. If this leads to screen clutter, consider
disabling those that you are not using by unchecking the box shown here.
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In the TCP, select the Bouzouki track. The display in the Grouping window changes (above right), to show the
currently grouped parameters for the bouzouki. In this dialog box, click and select Mute Lead. This is confirmed
by the display in the track grouping matrix.
You can define up to 64 groups in a project file. The actions list includes actions to select all tracks in any of
these groups. In the example below, a second group has been added, to help when adjusting the balance
between the volume of the vocal track and the various instruments.
Note: The first of the two check boxes above the matrix allows you to toggle on (above left) or off (right) the
option to Show group details. The second allows you to show or hide the Group flags columns.
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Adjust the fader for only one track in a Hold Shift while adjusting the single fader.
group containing linked faders
Define a pan or volume relationship as Select track in the TCP and press Shift G. Click on
reverse for a track within a group Reverse Volume or Reverse Pan as required.
Change an existing toggle parameter Hold Shift while clicking on the appropriate button
relationship (such as Solo, Mute or Record (such as Solo or Mute) for the individual track.
Arm) into a reverse one
Link more parameters for tracks in an Open the Grouping dialog box for the group and select
existing group the required parameters.
Reset a track's volume, pan or width to its Double-click on the volume, pan or width value
default value and adjust settings for other displayed in the track panel.
group members accordingly
Add another track to an existing group Select the track in the Track Control Panel and press
Shift G. Display the drop down group list and select the
required group. Select the required parameters.
Remove a track from an existing group Select the track in the TCP and press Shift G
Unselect all selected items except Group enabled
Enable/Disable group Press Shift G, select the group from the drop down list
then click in the Group enabled box.
Tip: When playing back a song, you may from time to time wish to reset your VU Peaks without needing to stop
and restart playback. To clear one peak, simply click on the peak number shown at the right hand end of the VU
meter in the TCP or top of the VU in the MCP. To clear all peaks, hold down the Control key while you do this.
Define and link any number of non Click in TCP on first track to be selected. Ctrl click one by
contiguous tracks in a temporary group one on each other track to be included in the selection.
Adjust a TCP control for all tracks in Adjust fader or rotary (Volume, Pan) or just click (e.g. Mute,
temporary group (e.g. Volume, Mute) Solo) for any one track in the group.
Adjust control for only one track Hold Shift while you adjust fader or rotary (Volume, Pan) or
without deselecting the group just click (e.g. Mute, Solo) for any one track in the group.
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Parameter Comment
Volume Adjust the volume fader on the VCA lead to adjust the volume of all follow tracks in the VCA
group. Note that the follow track faders themselves will not be moved.
Pan Provided either Stereo balance/mono pan or Stereo pan has been selected as the pan law,
changing the panning on the VCA lead will cause the panning of all follow tracks in the group to
be changed. The pan faders on the follow tracks, however will not be moved.
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Parameter Comment
Pre FX If the track grouping matrix option Flag: VCA pre-FX follow is selected for any VCA follow
Follow track, then the signal volume will be adjusted before it is fed into the that track's FX chain.
Automation Volume, pan and width changes on follow tracks can be automated by adding envelopes to the
VCA control track. The envelopes will be applied to all follow tracks in the group. Follow tracks
may also have their own automation envelopes. Chapter 18 includes more about envelopes.
Mute A mute envelope can be added to the VCA lead. This envelope will be applied to all VCA follow
tracks in the group. Automation envelopes are explained in Chapter 18.
Note: Defining a track as a VCA lead causes that track's volume and pan faders to control volume and panning
on all of its follow tracks. Keep in mind that a VCA control track is not a track folder or submix. No audio passes
thru a VCA lead/control track. It would make no sense to add audio FX directly to a VCA control track.
Further Examples of VCA Grouping Models
Here are some more examples of situations in which VCA grouping can be helpful. Doubtless you will in time find
further and perhaps more complex applications of your own.
VCA with Automation Envelopes
You will need to understand something about automation
envelopes if you are to understand this section. Automation
envelopes are explained in Chapter 18.
Conventional automation does not work well with ordinary
groups. For example, a volume or pan envelope on a group
lead track will, on playback, adjust the volume or pan
settings on that one track only, not on its follows.
With VCA grouping, however, an envelope on a VCA control
track will be applied to the summed total of its follow tracks. You can have separate automation envelopes on
both the VCA lead and any of the follow tracks within the group. Shown here is the same project as in the
previous example, with the same groups as before, and with volume envelopes added to the VCA control track
and one of the follow tracks (Bouzouki). The summed levels of both follow and lead envelopes will, on playback,
be sent to the lead.
Actions to Manage VCA Envelopes
Two actions are available which add extra functionality to VCA envelopes. These are Envelope: apply all VCAs
from selected tracks to grouped tracks and reset volume/pan/mute and Envelope: apply all VCAs to
selected tracks and remove from VCA groups. Actions are explained in Chapter 15, but, in short, you can
assign your own keyboard shortcuts to these actions, and/or add them to REAPER's menus.
The effect of the these actions is illustrated here. Tracks 2
and 3 are followers of track 4 in a VCA group. A volume
envelope has been added to the VCA lead track. This track
is selected.
Running the action Envelope: apply all VCAs from
selected tracks to grouped tracks and reset
volume/pan/mute causes an identical envelope to be
added to each of follow track and to remove it from the
lead. The VCA group settings remain intact.
Running the action Envelope: apply all VCAs from
selected tracks to grouped tracks and remove from
VCA group would also cause identical volume envelopes to
be added to each follow track, but these tracks would be
removed from the VCA group while the envelope on the VCA lead track would remain intact.
Note that if any of the VCA follow tracks already contain a volume envelope, then the values on the VCA lead
track envelope will be added to those already on the follow track envelope.
These actions can applied to VCA lead pan, width and/or mute envelopes as well as volume envelopes.
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You can edit this toolbar, for example adding more tools for other commands and actions. You can also create
additional toolbars of your own. This topic is covered in Chapter 15.
Note 1: Right-clicking on some of these tools (e.g. Ripple Editing, Item Grouping, Snap Options) offer more
functionality – such as a sub-menu, or a dialog box. These will each be explained as they are introduced.
Note 2: Some of these tools may appear on your screen to be animated. The section immediately following this
one deals with this topic.
Note 3: The two icons flagged with an asterisk (*) - Marquee selection and Razor edit - are mutually exclusive.
They determine how mouse modifiers will behave in each of these contexts.
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To select a layout for all tracks first make sure no tracks are selected: to select a layout for particular tracks, first
select the track(s) as required. Then, from the menu choose Options, Layouts, Track Panel then A, B, or C,
or, to restore default layouts choose Default layout.
Note that for the Master Track Panel there is currently only one option available, the default.
Note: Several of the examples covered in this guide will feature track layouts that differ slightly from these three
variants. In some cases, this is because the REAPER 6 theme is also available to you.
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Managing Track and Item FX
Expand/collapse folder Use the +/- button to the left of top level folder names.
contents list
Add a new folder Right click over Folders (see above) and choose Add folder. Type a name in the
Create New Folder text edit box and click OK.
Add a new smart folder Right click over Folders (see above) and choose Add folder. Type a name in the
Create New
Folder text edit
box. Type your filter
in the Filter text edit
box. OR and NOT
can be used as
keywords. An
example is shown
here.
Add FX to a folder Drag and drop from FX list in right-hand pane. Ctrl click can be used to build a
(including smart folders) selection.
Change order in which Drag and drop folder name up or down, or select and use Ctrl Up and Ctrl
folders are listed Down.
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Managing Track and Item FX
Your Appearance, Media preferences settings determine if and how the various buttons are displayed for
individual media items. These are covered in detail in Chapter 22, but for now just notice that available item
icons (buttons) include its lock and mute status, its FX chain, its notes and properties.
If you enable the option Draw labels above the item rather than within the item then the buttons will be
displayed (with the item name) above the item. You can, however, also specify as an exception that When
media item height is less than label height the label should be moved to inside the media item. If you
disable these options, the labels (if displayed) will always be superimposed on the media item itself.
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Managing Track and Item FX
Compatibility settings This is especially useful for plug-ins that might have known or suspected
compatibility issues. You can enable or
Options available are Save minimal undo state, Avoid loading undo states
where possible, Inform plug-in when track channel count changes, Hard
reset on playback start, Hard reset on playback start, Save state as VST
bank, Buggy plug-in compatibility mode, HiDPI compatibility mode
when floating windows.
There is also a further sub-menu to manage Automation notifications. Options
are Defaults (set in preferences), Ignore when plug-in window not open,
Ignore when not from UI thread, Ignore all notifications, Process all
notifications.
For more information about some of these options, see the section VST and VST3
FX Compatibility Settings.
Default settings for new Any of these options can be enabled if you wish them to be automatically applied
instances whenever the particular FX is added to a track or item:
Send all keyboard input to plug-in, Show embedded UI in TCP or MCP (if
supported), as well as a sub-menu of options for FX instance oversampling.
Options are Up to 88.2k/96k, Up to 176.4k/192k, 352.8k/384k, or Up to
705.6k/768k.
The section FX Chainand FX Chain Options explains oversampling.
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for any track is displayed in the bottom left corner of its FX chain window. The track media is read in advance,
allowing it to be heard at the correct time, but input monitoring is delayed.
If you find that PDC is creating problems (for examples, dropouts or excessive latency) then it can be disabled
for any plug-in from the pin connector button (shown above labelled “2 in 2 out”) context menu. Note too that
PDC is disabled when feedback routing is employed.
6.16 Opening a File in Recovery Mode
Any computer program will crash given the right (or wrong?) circumstances. This can be because of a problem
with some third party plug-in. If this
happens, you should enable the option to
Open with FX offline (recovery mode)
when re-opening the file from the File,
Open project dialog box (see right).
This will open the file with all FX set offline.
By reintroducing them online one at a time, you should be able to identify which one is causing the problem. To
then fix the problem you should remove this plug-in and replace it with another of equivalent functionality.
Another method is to hold down Alt while you open a file from the File, Recent projects menu.
6.17 Freezing and Unfreezing Tracks
The Freeze tracks actions (from the track
panel right click menu Render/freeze tracks
command) freeze any track in place, replacing
its contents with a single rendered audio item.
The first of these actions shown (right) will
produce a mono audio item for each track
frozen, the second stereo and the third
multichannel (according to the number of
track channels). If multiple tracks are selected,
each will be rendered separately.
On line FX are applied to the rendered item, as is the content of any signals sent to the rendered channels from
other tracks. Where these include MIDI data or items, they will be rendered as audio. Both on line FX and
receives are then removed from the track. Note that a MIDI item with no synth attached to it will be rendered as
silence. Where a synth is present, it is the output of the synth that will be rendered.
When a track has already been frozen, Unfreeze tracks will appear on the above menu as an action that can
be used to restore the track to its state at the point in time that it was frozen. Both the FX chain and any
receives will be restored. Other points to note are:
● A track can have further FX and receives added to it after it has been frozen. In this case, if you then
freeze the track again, these FX (along with audio and or MIDI material from the new receives) will be
rendered together with the existing frozen material to another new audio item.
● Each unfreeze action will remove the previous freeze on that track and restore it to its state at the time of
that freeze action. Thus, if a track has been frozen, had more effects added and been frozen again, then
you will need to unfreeze it twice if you wish to restore it its state immediately before first being frozen.
Using the Track Manager
Freezing can also be handled using the Track Manager
(from the View menu). You can drag and drop
headers to change the column order. You can select
any track(s) from the list then click on the Freeze
button to select an option (mono, stereo or
multichannel). The number of times any track has
been frozen will be shown in the Freeze column.
An Unfreeze command will be available on the
Freeze menu when that menu is displayed with a
frozen track selected. This will include an option to
display the freeze details for that track.
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Selected FX Freeze
Other FX chain right click menu options
are to freeze a track up to its last on-line
or selected FX, as you wish - see right. In
this case, only the first three FX have
been selected. The action Freeze track
to stereo, up to last selected FX will
cause these three FX to be frozen on to
the track. These FX will be removed from
the track's FX chain. The other effects
will not be rendered to the new audio
item. If this track is later unfrozen, the
removed FX will be restored.
One useful action (accessible from REAPER's Action List window) is View: Show track freeze details. This can
be used to display freeze history and details for any frozen track. Chapter 15 explains in detail more about
actions and about how you can assign them to toolbars or to your own shortcut keys.
6.18 The JS Analysis Loudness Meter
Elsewhere in this guide you will be introduced to
various JS plug-ins. One worth looking at now is
the Loudness Meter. This can display visual
feedback about LUFS (loudness unit full scale),
RMS (root mean squared) and True Peak loudness.
Insert it into any track or master just as you would
any other plug in.
Peak: Highest actual level of the audio signal..
True peak: Highest level of the oversampled
signal. Intended to estimate the highest level the
signal could reach after resampling to any sample
rate.
LUFS: The loudness of the digital signal, after
applying filters intended to adjust for how humans
perceive different frequencies.
LUFS-M: Momentary loudness measured over a
400ms window.
LUFS-S: Short-term loudness measured over a 3 second window.
LUFS-I: Integrated loudness of the entire audio signal, beginning to end.
LRA: Loudness range, the dynamic range of the entire audio signal, measured as the statistical difference
between the lowest and highest LUFS-S measurements.
Click on the settings (question mark) symbol (bottom right) to toggle display of options/controls, including what
data to display and y-axis scaling and text size. See also Chapter 11. The various parameters can also be
automated (see Chapter 18). There is also an option for output loudness values as automation to be inverted.
The small orange symbol above the ? can be used to toggle between stereo (default) and mono analysis.
If you’re unsure as to what to display, leave the settings at their defaults.
The Actions List (see Chapter 15) includes several actions to calculate and display the loudness of the master
mix, selected tracks, and/or selected items, according to various criteria. Use the search filter calculate.
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The Automation notification options let you over ride various VST preferences settings for specific plug-ins.
For VST3 plug-ins, if using sidechaining you may need to Request VST3 bus channel count to inform the
plugin how to interpret the channels REAPER is sending This is because REAPER does not have dedicated
sidechain buses. This command is available on the plug-in’s right-click In/Out menu, next to the Param button.
6.20 Missing Items
If since saving a project file you have deleted from your hard drive, or moved, any VST or other FX used in that
project, then when you next open that project REAPER will give you a message about missing items. You can still
load the project file, the FX will still be listed in the track FX chain but it will not be available. You can remove the
FX from the chain and replace it with another, or reinstall the missing FX on your computer and then insert it.
6.21 Installing Extra JS Plug-ins
More free JS plug-ins are available at stash.reaper.fm/tag/JS-Effects. To install any of these:
1. Download the effect. If the JS effect file has a .txt extension, edit the file name to remove this.
2. Copy the effect to your REAPER Application Data Effects folder. To find this choose the command
Options, Show REAPER resource path … You can place it in a sub-folder within the Effects folder.
3. Close and restart REAPER.
Some JS FX come with other files (such as data files or image files). As a rule, data files are placed in a sub-
folder in the Application Data Data folder, and other files are placed relative to the JS FX file. In most cases
where this is necessary, the JS effect developer will supply specific instructions with the effect.
6.22 ReaEffects User Guide Supplement
You will find many examples in this User Guide of the use of various COCKOS effects, especially in Chapter 16. In
addition, a free PDF ReaEffects Summary guide can be downloaded from this case sensitive URL:
https://dlz.reaper.fm/userguide/REAPEREffectsGuide2021.pdf
6.23 Audio Signal Flow Chart: Master Track
The two diagrams that follow (in this section and the next) illustrate how audio signals flow thru REAPER's tracks
to the master and to your output devices. Some of the items shown in these charts (e.g. Item/Take settings)
have not yet been discussed in this User Guide. They will be covered throughout Chapter 7. This first diagram
illustrates specifically the audio flow for the Master Track.
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Notes:
1. The Trim Volume envelope (not shown) comes after the Track Volume envelope and before the
Send/Hardware Out Pre Fader (Post FX).
2. The track mute button is shown more than once (near the beginning and near the end of the chain). This is
because it does not only mute at the beginning (so that for example, all media items are effectively muted), it
also mutes at the end (so that, for example, a synth in the track FX chain that is fed MIDI data via a receive
from another track is also muted).
3. If track mute and track solo buttons are both enabled, then solo overrides the mute.
4. If the Master is soloed, direct outputs to hardware from tracks/folders will not be processed.
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To include an entire item in a marquee selection you need only to touch it with your mouse.
In the example shown here, both media items would be included in the selection.
Tip: If you accidentally move an item, to return it to its original position choose Item
processing then Move item to source preferred position from its right-click menu.
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A razor selection is made using Alt Here Alt left drag is applied to a
right drag. A further selection is selected area to stretch the area, in this
added to it, using Shift Alt right case stretching it to the right. There is
drag. The composite area can be an option (Preferences, Editing
copied or moved as required. behavior) to add stretch markers if you
wish.
Here non contiguous areas are made into a one razor selection using
Shift Alt right drag. They can be moved/copied together.
Note, however, that if ripple editing is enabled it will be applied
whenever a selected area is moved or deleted.
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1. Double click in the Behavior column in the Ctrl row. This will display a menu of tasks and commands. Click
on Select razor edit area then Add to selection.
2. Click on Apply.
Assignments can be made to
unassigned modifiers (such as
Ctrl) in the same way.
One benefit of this is that you
can now do all your razor
editing without needing to
engage the right mouse button.
To remove any of your
assignments, double click on it
in the Behavior column and
select Default action.
REAPER’s default assignments
for other contexts – such as
Razor edit area will still apply.
For example, Ctrl left drag will still move a selected razor edit area. These assignments too can be changed.
To disable the Arrange View B mouse modifiers and restore REAPER’s default assignments, simply click the razor
editing button on the task bar again. The button will cease to be illuminated or animated.
7.3.2 Power Editing with General Editing
Power editing when using marquee is even simpler than
it is for razor editing. Click on the
marquee button on the toolbar to
activate it. The button will become
illuminated and animated.
The various marquee tasks that you have been
performing with your right mouse button can now be
accomplished using the left button. Choose Options,
Preferences, Mouse Modifiers and select Arrange
view override A if you wish to change any of these.
Also as with Arrange view override B, click on the
marquee button again to deactivate it and restore
REAPER’s default assignments. The button will cease to be illuminated or animated.
Tip: Even if you prefer not to use these alternative mouse modifiers A and/or B for marquee/razor editing, you
might still find them handy. There are many other tasks you can assign them to (e.g. scrolling, scrubbing), in
which case they can be activated/deactivated from the Actions List and assigned to toolbar buttons.
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For these examples, we would need to ensure that all group toolbar toggle options except Automatically
group all tracks for media/razor editing are enabled.
Examples
For the examples that follow, make sure that Automatically group selected tracks for media/razor
editing is enabled (on the grouping tool).
In this example, we want to copy the contents of tracks 2, 6 and 8 to continue to build the song.
1. In the track control panel, we click on the track 2 media item, then repeat Control click to select each of
the media items on tracks 6 and 8 in turn. White highlights will be displayed around the track names.
2. We now simply use Ctrl left drag to drag the media item on track 2 to the right to copy them all to their
respective required positions (shown below).
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Example
These two tracks have been grouped in the track grouping matrix, with grouped media/razor edits enabled.
If we select the item on track 6, only the first two of the
items on track 7 are also selected, because they are fully
enclosed within the bounds of the selected item.
Note: Locked media items within a track group will not
be included in track group edits. Lock settings enabled on
the toolbar will also restrict track group editing options.
Media Editing Mouse Modifiers
Sometimes you will want a particular mouse editing action to behave differently from normal. Typically this might
be to perform an editing action to one media item in a group without affecting other group members. Mouse
modifiers can come to your aid by using a booster key (or combination of booster keys), such as Shift or Control.
REAPER has literally hundreds of such modifiers, and many are discussed throughout this user guide. There’s a
general introduction later in this chapter. Below are listed some commonly used item editing examples. This list
is not comprehensive. You can find more at Options, Preferences, Editing Behavior, Mouse Modifiers.
Media item, left click Media item, fade/autocrossfade, left drag
(default) Select item and move cursor (default) Move fade, ignoring snap
Shift Add items to selection Shift Move crossfade, ignoring snap
Ctrl Toggle item selection Ctrl Move fade, no snap, ignore selection
Alt Select item ignoring grouping Ctrl Alt ** Move fade no snap (relative edge edit)
Media item edge, left drag Media item, fade intersection, left drag
(default) Move edge, relative edge edit (default) Move both fades
Ctrl Move edge ignore group, selection Ctrl Adjust fade lengths, preserve intersection
Alt Stretch item Alt Move fade curves horizontally/vertically
Media item, double click Media item, left drag
(default) Open item preferences window Ctrl Copy item
Shift Set time selection to item Alt Move item contents ignoring snap
Ctrl Set loop points to item Ctrl Alt Render item to new file
Arrange view, right drag Razor edit area, left click
(default) Marquee selected items Shift Split media items at area edges
Shift Marquee, add to selection Shift Ctrl Create fixed lane comp area
Shift Ctrl Create fixed lane comp area Alt Remove one area
Alt Select razor edit area Shift Alt Remove all areas
Shift Alt Add to razor edit area Shift Ctrl Alt Delete area contents
Razor edit edge, left drag Razor edit envelope area
(default) Move edges (default) Move or tilt envelope vertically
Alt Stretch area contents Ctrl Expand or compress envelope range
Track (background area), left drag Track (background area), left click
(default) Select time range (default) Deselect all items, move edit cursor
Shift Move time selection Shift Extend time selection
** Allows a fade to be applied to a selection of items whose start and/or end points do not align. With track edit
grouping this will only apply if the grouped item lines up with the start/end of the item being edited.
Note that there are many available actions and behaviors that by default are not assigned to any modifier.
Double-click in the Preferences, Mouse Modifiers behavior column for any context modifier to explore these.
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Here are three media items that we want to group. We select all three
items and press G to group them.
We make some changes to one item (e.g. lower volume, mute) and
these changes are applied to all items in the group.
To learn more about item grouping, look at the section Storing and
recalling item groups.
Note: Grouped items will behave as follows: mouse edits to one items will affect all items in the group whether
or not they are selected: actions will affect only selected items.
7.7 Storing and Recalling Item Groups
Different groups of items can be saved and recalled using the Item Groups tab of REAPER's Project Bay. The
Project Bay will be explored in more detail in Chapter 12. For now, notice that you can open it using the View,
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Project Media/FX Bay command, and then select the Item Groups tab. To create and save multiple groups,
simply use this method:
● Open the Project Bay and select the Item Groups tab.
● In arrange view, select the items for your first group then right click over one of them and choose Group
then Group items from the menu. A group will automatically be created in the Project Bay. You can right
click over the group name and choose Rename group to give it your own name.
● Repeat this step to create subsequent groups. The example here shows a project with two item groups.
To select all items in a group, you can now right click over its group name in the project bay and choose Select
group from the menu. To remove a group, use the Delete group, keep items command on the same menu.
Tip: To adjust the volume of all items in a selected group, hold Ctrl and Alt while adjusting the item volume
button or item volume handle of any one of the items in that group.
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Playback rate. For example, type x2 to double play rate of selected items.
Whether to preserve item pitch when the playback rate is changed.
Adjust Volume and/or Pan: use faders or type values in edit boxes.
Option to Normalize to LUFS, RMS, Peak or True Peak.
Channel mode: discussed shortly.
Whether to invert phase.
Add or remove Take envelopes.
Which algorithm is to be used for pitch shift and time stretch.
Stretch marker default fade size and preferred Mode (see below right).
The option to use only a section of the media item.
Options to reverse the item.
Display the media item source file properties.
Choose a new file to replace the existing source file.
Rename the source file.
Access the Nudge/Set dialog box for this item.
Open the Take FX Chain window for this take/item.
After making any changes, use the Apply button to apply them and leave the window open, or OK to apply
them and close the window, or Cancel to close the window without applying changes. There is also an option
(right-click on title bar) to Apply changes after 2 seconds of inactivity that you can enable if you wish.
Some of these options – such as Loop Source and Channel Mode (examined later in this chapter)– are also on
the Item Settings menu. For many of them Keyboard Shortcuts already exist or can be defined. You will be
shown how to assign keyboard shortcuts in Chapter 15 when we examine the Actions List Editor.
Tip: To change a property (e.g. playback rate) of several items at once, simply select all of the items then, with
one Media Properties window open, make whatever changes you require.
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This is illustrated here, where the end of the first (further left) of the two
adjacent items has been slip-edited to the right, overlapping the other item.
This behavior can be modified in two ways. Disabling auto-crosssfade (on
the toolbar) will stop the crossfade, but both items will still be heard.
Enabling Trim content behind media items when editing (Options
menu) will ensure that only the slip-edited item (the item on top) will be heard during the overlap.
Another technique is to use slip-editing to move the boundary between two adjacent items
(perhaps when an original item has been split). Select both items and hover your mouse over the
boundary between the items to see the symbol shown here. You can then click and drag left or
right to move the boundary.
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The illustration above is an example of this. The first of two existing media items on a track has been selected.
By holding Ctrl while clicking and dragging further along that track, a copy of that media item is made.
7.17 Propagating Items
Two media item context menu commands, Propagate item to similarly named items on track and
Propagate item to similarly named items (all tracks), can be used to copy the settings and features of one
media item to other items on the same track and which share the same item name. Let's look at two examples:
Example 1
1. In this example, we have imported a sample into our project and placed it on a new track:
3. Some time later, we decide to make some edits to the first item. These include an adjustment to the item
volume handle, some FX, and a fade out.
4. Finally, we right-click over this first item and choose Item processing, Propagate item to similarly
named items on track to copy these edits to the other items. Any instances of this item on other tracks
will not be affected.
Example 2
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1. In this next example, the original item has been copied to create several media items across two tracks.
Each track has its individual settings,
such as different panning and FX on
only one item. As well as this, the
original media item has its own FX,
volume envelope and pitch adjustment.
2. The Item processing, Propagate
item to similarly named items
command has been used copy the
features of the original item to all other
similarly named items in the project.
Tip: You can assign one name to several media items all in one go. Select all of the items, press F2 to open the
Item Properties dialog box, type the name in the take name edit box and click on OK.
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The keyboard shortcut Alt P cycles between the three ripple editing modes, as can the Ripple Editing button
on the default toolbar. The right-click menu on this button also includes the options Ripple edit all affects
tempo map and Add edge points when ripple editing or inserting time. By default both are disabled.
In this mode, markers and automation are locked to the items that they relate to, so as you move items the
associated markers and automation move too. Using this mode on multiple tracks is very useful for editing
multitrack recordings of live material - everything that belongs together stays together in sync as you edit.
For instance, if you split the item at a couple of places (so you now have three items) then delete the middle
piece, the remaining pieces join up, but unlike with a normal stereo editor, you can adjust the join by dragging
the ends of the items appropriately. If you want to move material from one place to another, you can split at the
insertion point, drag the material to the right of the
insertion out of the way, then make the insertion and
drag the displaced material to join it.
All items to the right of the dragged item will stay
together and markers and automation will move
correctly too.
Below is shown an example with ripple editing on all
tracks. Ripple Editing, all tracks is enabled. In the first
picture the silence before the music starts is selected.
The command Cut selected area of items is then
applied. The selected area is cut from all tracks, and
the remaining material is moved to the project start.
Note 1: Complications can arise if locked items are
included in the selection that is to be ripple edited. In particular, REAPER needs to know whether the ripple
editing should be applied to the locked items. The Editing Behavior preferences page includes options for dealing
with this – see Chapter 22.
Note 2: Complications can arise when ripple editing if your project includes tempo changes. To ensure that
these changes are moved with your material, right click on the ripple edit icon on the toolbar and choose Ripple
edit all affects tempo map.
Tip: Shortly in this chapter you will be shown how to use mouse modifiers to determine how REAPER behaves
when an item or selection of items is dragged. This includes options to select and apply any of the three ripple
editing states when the item(s) is/are being dragged,
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Note: The action list includes an action Item: Set snap offset for item under mouse to mouse position.
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In the third image (left) the media item for the harmony vocal has been dragged and
dropped into the lead vocal track (with Shift key held down). When this track is
played, both media items will play together. In fact, in this example, the previous
harmony vocal track (now empty) can now be deleted.
Each item is independent of the other. Either or both can be muted/unmuted, have FX
added, and so on. You can use the Media Item Properties dialog box (F2) or the right-click menu for this.
Note: Free item positioning can be made the default for all new tracks by enabling it at Options, Preferences,
Track/Send Defaults.
Tip: As you move items around in free item positioning mode you can sometimes find that items are placed
awkwardly or untidily: this can make editing difficult. If this happens, select the items, right-click and choose
Item processing, Auto-reposition items in free item positioning mode.
Item Explanation
Action Choose Nudge or Set to determine how REAPER will interpret the Unit information.
Nudge causes the item to be moved according to the unit specified by the amount
specified. In the example above, the item is moved 10 ms left or right (depending on
which Nudge button is clicked). Set causes the item to be moved to the position specified.
Unit Value Determines the number of units by which the item will be nudged. This information needs
to be interpreted together with the Unit Type selection. In the example shown above, the
unit type is milliseconds and the unit value is 10.
Unit Type Options include milliseconds, seconds, grid units, measures/beats, samples, frames, pixels,
item lengths, item selections and notes. If notes is selected, an additional drop down list
offering various fractions of a note (from 1/256 to whole) is also displayed.
Nudge/Set Determines exactly what will be nudged or set. Your choices are:
Definition Position Whole item: the whole item will be physically moved
Left Trim The item is trimmed from the left
Left Edge/Right Edge The left edge or right edge is moved
Contents The item itself remains static, its contents are moved within it
Duplicate Creates duplicate item(s)
Edit Cursor Moves edit cursor
Whether the movement is left or right will depend on which button is clicked. If Duplicate
and Nudge are selected, you will be able to specify number of copies.
Snap to Unit Whether to enable or disable snapping.
Nudge Left These buttons are displayed only if Nudge is selected. They determine whether to nudge
Nudge Right the item(s) to the left or to the right.
Get Cursor These buttons are only displayed when Set is selected. Get Cursor returns the current
Apply Move cursor position and writes it in the “to:” box. Apply Move moves the item according to
the various options and settings, including the position specified in the “to:” box.
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Instead of using a mouse, you can use the Items Properties dialog box (press F2) and make changes there.
Also, you can use Alt left click to delete a fade, or Ctrl left click to cycle thru the different shapes.
The Options, Preferences dialog box
includes an option on the Project, Item Fade
Defaults screen to specify default fade and
crossfade length, overlap, and shape
characteristics.
In addition, the Preferences Mouse Modifiers
page (shown right) gives you additional
functionality by using modifier keys with your
mouse when working with fades and
crossfades. Options are available for left click,
left drag and double-click.
For example, holding Shift while dragging the
mouse left or right will move a crossfade left or right. Alt drag will move and stretch the fade. Other default
settings are shown above. These actions can be used on a single media item, or on a
selection of media items, and can be customized (see Chapter 15).
Relative vs Absolute Edge Edits
Unless defined as relative, media item fade edits work in absolute mode: this means that
within a selection, only those items whose edges align exactly along the timeline will be
affected. Actions which work in relative mode (e.g. in this context, Ctrl Alt left drag)
will be applied to all selected items, regardless of where they lie on the project timeline.
In the example shown here (right), relative edge fading is being applied to three tracks by using Ctrl Alt left
drag. All three are edited, even though their positions do not all align.
7.31 Crossfades and the Crossfade Editor
Typically, a crossfade is used to transition gradually from one
media item on a track to another. In the example shown (right),
two media items overlap each other with a crossfade. Alt X toggles
on and off auto crossfade mode. When enabled, this ensures that
dragging the start of one media item over the end of another will
automatically create a crossfade. Default crossfade parameters (including fade and crossfade shapes) are set
in the Item Fade Defaults page of REAPER's preferences.
Various crossfade elements (such as shape, start and finish) can be edited with your mouse in much the same
way as you might edit a simple fade. In many cases this might be all you need to do. However, if you need it the
Crossfade Editor gives you more precise control over the shape and sound of the crossfade. The Crossfade Editor
is opened using the Edit, Crossfade Editor command or by double-clicking near the top of the crossfade.
On the next page you can see the crossfade editor open. The crossfade area has been selected (by clicking
anywhere on the crossfade curve). The crossfade editor displays the fade parameter
information for the selected media items.
It might help to use a copy of your project at first, until you become familiar with how the
controls work. The following should help you to understand the controls and options and
how they can be used:
● The fader units can be set to either time (seconds) or beats.
● Any of the seven shapes shown can be selected for fade out, fade in, or both. After
choosing a shape, you can use the mouse directly on the crossfaded media items.
Drag either curve left/right to adjust the fade, or at the intersection to move the
point where the fades cross. The dialog box also includes controls used to edit the
fades and crossfade (see points below).
● Mouse modifiers can be used to customize mouse behavior (see next page).
● Optionally, you can select Equal gain or Equal power. Equal gain settings include linear fades (the top
shape). Equal power includes logarithmic fades (second from top). Equal gain might be preferred when
both items contain similar material. Equal power might be chosen when the crossfade is between two
different types of sound or different instruments.
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● Adjustable parameters are curve, center of crossfade, start and end locations of fade-out and fade-in,
length, position of contents (the crossfade media items), and volume of fades. Most of these are self-
explanatory. The curve setting will adjust the shape of the left, right or (if linked) both curves. Depending
on other settings, this may cause the fades' intercept point to move left or right. Note also that when
adjusting the length you can specify which position should be preserved – center, start, or end. The
contents rotary can be used to move either of the media items left or right. The volume control can be
used to adjust the volume of the crossfaded items.
● Parameter values can also be typed directly into the edit boxes.
● Left/right values of the different parameters can be linked or mirrored. Except for start and end, link
and mirror are mutually exclusive options. For example, if shape is linked then changing the shape of
either fade causes both to be changed in the same way. If mirrored, selecting a shape for one fade causes
an opposite shape (if one is available) to be applied to the other fade. If start and end are linked and
mirrored, then adjusting either of
these changes the crossfade start
and end length equally, keeping
the center point constant. If
length is linked, adjusting the
length of either fade changes the
length of both fades equally. If
mirrored, lengthening one fade
causes the other to be shortened
by an equal amount. If contents
are linked, that control moves
both media items left or right
together. If mirrored, it moves
them in opposite directions. If
volume is linked, adjusting
either control raises or lowers the
volume of both items together. If
mirrored, then raising the volume
on one side lowers it on the
other.
● You can choose whether your
edits should apply to all
grouped items.
● You can set the position of
audition points before and after the crossfade. Enabling audition will cause the crossfaded area (together
with the pre-roll and post-roll) to be looped when play on the mini toolbar is engaged. Any other existing
loop settings in the project will be retained.
There are also options to solo the track and mute either left or right
side of the crossfade.
● Right-click over the Crossfade Editor for a context menu (right). Options
are Solo tracks, Set playback repeat, Disable autoscroll, Dock
crossfade editor in docker.
● The mini transport bar at the foot of the window can play, pause and
stop playback, and enable/disable loop audition.
● Previous and Next select the previous or next crossfade.
● The + button (top) can be used to save current crossfade editor settings as a Preset. You can include
crossfade length within the preset. Saved presets can be recalled from the drop down list to the left of this
button.
● If several crossfades are selected, the crossfade editor will by default apply its settings to the entire
selection. For mouse edits, this can be changed in your mouse modifiers.
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We then right click over any of these items (where the mouse is shown above) and choose Glue items from the
menu. As a result, the items are joined into one, as shown below.
One application for gluing items is to join several items together into a new loop source. You'll learn more about
working with loops in Chapter 9. Another use for glue is to render an item, for example, incorporating item gain
and item take FX into the new media item and setting the FX to bypass. When a selection of two or more items
are glued in this way, the FX and so on will be applied to the appropriate sections of the new item.
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Note 1: When MIDI items are glued, any item that includes take FX such as a VSTi synth is rendered as audio.
Note 2: Actions are available in the Actions List (see Chapter 15) to ensure that when an item is glued, its
channels will be increased if necessary to accommodate the output of any item FX. For example, if the action
Item: Glue items (auto increase channel count with take FX) is applied to an item with FX which use two
channels for output, then that item will be rendered in stereo (two channels) when glued.
Tip: You can ensure that a period of silence will be added before and/or after the items that are to be glued. For
this, there is no need to select the items. Instead, select the track and click/drag in arrange view to enclose the
items in a time selection, including any time you require for silence before and/or after the items. Then right-
click over the time selection and choose Glue items within time selection from the menu.
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Many contexts have an option associated with them: this will be displayed below the table, just above the OK
button. In the example above, you have the option whether or not to treat the label area above the item as
empty track space.
The Import/export button can be used to save or recall your mouse modifier actions, either for the currently
selected context or for all contexts.
Media Item Left Click Modifiers
Shown here are the default mouse behaviors when you click
on a media item. For example, the default behavior for a
simple click is Select item and move edit cursor. On the
other hand, Alt Click will select the item ignoring grouping.
If you wish, you can swap these assignments over, so that a
simple click will select the media item without moving the
edit cursor. You can also change any assignment to any of
the available options. To do this, just double-click in the list
on the item that you wish to change, then select your
preference from the list (see right). For more information
about customizing mouse modifiers see Chapter 15.
Media Item Double-Click
Default modifiers and actions for this context are
shown here (right). Of course, you can change any of
these, as you wish.
Media Item Edge Left Drag
Shown here (right) are the default mouse modifier
settings that are used when clicking and dragging on
the edge of any media item(s).
Other Options
You can assign different modifiers to be used when clicking
on the bottom part of media items from those used when
clicking on the top part.
In the example here (below right), the default action for a
click on the bottom half of a media item is being changed
to Select item and move edit cursor.
Note: When the context Media item bottom half is
selected, an option is
displayed to Disable
targeting of bottom
part of media when
take height is less
than xx pixels. By
default this is set to
44. You will need to
change this if you want
to use these context
actions with media
items less than 44
pixels high.
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the edge of a spectral edit item (or on the shaded bar that runs left to right across its center) to make its rotary
controls visible.
Drag the edges of the box left or right to increase or decrease the time selection. Drag up or down from the top
or bottom to increase or decrease the frequency range. This can be done from the sides or the corners. An
example of this is shown above left.
Holding down Ctrl over any part of an edit item's top or bottom edge changes the
mouse cursor into a pencil. You can then make freehand
changes to the item area by clicking and dragging. An example
of this is shown on the right.
Holding Alt over any part of an item's edge changes the
mouse cursor to an X. You can use this (by dragging) to
remove any freehand drawn edges, replacing them automatically with a straight line (or
lines).
Drag from the center of the item in any direction to move the selected area up or down
(change frequency range) and/or left or right (change time selection).
Let's now look at the eight rotary controls that operate on the selected area, located around
the box. Moving clockwise from the 12 o’clock position, these are:
High frequency fade: fades up or down the high frequencies. Works in conjunction with the Spectral region
gain knob.
Spectral region gain: fades up or down the gain level for the selected region.
The next two knobs together act as a compressor on the selected area: threshold (left) and ratio (right)
Moving threshold down to the left of the 12 o'clock position changes it into an expander.
The next two knobs act as a gate on the selected area: threshold (left) and floor (right). Below that, the
Spectral region fade out knob lets you control the rate at which the spectral edit item settings are faded out.
The knob at the bottom controls the Low frequency Fade, and the knob at 9 o’clock the rate of fade in for the
spectral edit item settings.
All buttons: Right-click over any button (or on the center bar) for a menu of options (below right) which include
Delete spectral edit (removes the spectral edit box, does not delete the
media)
Bypass spectral edit and Solo spectral edit (for comparison purposes).
There is also a submenu to select FFT size.
There is also an option in the Peak Display Settings to view both the peaks and
the spectrogram, in parallel.
Note: If you find the number of controls and options intimidating, don’t worry. Not every job requires all of
these controls to be employed. Start simple!
Example
This picture (left) shows the vocal at the end of a line that ends with a “T” sound. The
rightmost small shaded area represents an unpleasant “TT” where the singer has not let go
of the word. If we mute or remove the whole area, we will create a hole. The trick is to find
and remove only the unwanted part.
Throughout this
process, we make use
of the Bypass spectral
edit and Solo spectral
edit options during
playback, for
First, add a spectral edit to Now adjust area and lower Introduce fades to both time comparison purposes.
the problem area. gain until it sounds right. and frequency selections.
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Tip: You can Glue items to make your edits permanent and remove the spectral editing box. Glueing creates a
new media file but does not remove the original file from your hard drive.
Tip: Spectrogram display can be enabled/disabled on a per track basis using the Track performance
options, Prevent spectral peaks/spectrograms option on the right-click TCP context menu.
Peaks Display Options
Several peaks display options can also be found on the Options, Peaks display mode main menu:
Show normal peaks Scale peaks by square root (toggle)
Show spectral peaks Rectify peaks (shown right)
Show spectogram Peaks display settings (opens window)
Show spectogram and peaks
Using Mouse Modifiers to Create Spectral Edits
You can use mouse modifiers (Options, Preferences) to define either or both of the actions Add spectral edits
to one/all channels to the left drag context for either Media item or Media item bottom half. So… if you assign
one of these to, say, Shift Alt left drag in the Media item context, you will have a quick way to create spectral
edits without first having to go to the media item context menu to turn spectral edits on.
Notes:
1. Spectral display is pre track FX but post take settings. For example, it reflects changes in pitch from the Item
Properties dialog box or from a take pitch envelope, but not from a VST plug-in such as ReaPitch.
2. Overlapping spectral edits on the same media item are allowed.
3. The action list includes several actions which can be useful when working with spectral peaks or spectrograms
displayed. Here are some examples:
Peaks: Build any missing peaks Peaks: Rebuild all peaks
Peaks: Rebuild peaks for selected items Peaks: Toggle spectral peaks
Peaks: Toggle spectrogram Peaks: Toggle spectrogram and peaks
Peaks: Rectify peaks Peaks: Scale peaks by square root (toggle)
Track: Prevent spectral peaks/spectrogram Spectrogram: Toggle show spectrogram for selected items
Any of these can be assigned to shortcut keys or toolbars if you wish – see Chapter 15.
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Note: If you are using the REAPER 6 color theme default layout, the mute button is
located on the top right corner of the track panel, as shown here.
Here's a really interesting trick you can do with takes. Shown here is a vocal track with an overdubbed vocal
harmony for just a short part. Both takes at that point have had individual pan and volume envelopes added, and
some delay and perhaps pitch shift FX to the second take's FX chain.
After selecting both these media items, right-click over either one of them and choose Item settings then Play
all takes. We can thus have our complete vocal and harmony mix on one single track! This setting is also
available from within the Item Properties window.
8.6 Editing and Comping Multiple Takes and Multiple Tracks
You don't need to explode takes to multiple tracks in order to manage them. In this section we'll see some of the
ways in which you can manage your takes all within a single track. In overview, this essentially consists of
selecting the best parts of each take and comping them together into a single take of your preferred selections.
Slice and Dice
When you choose the Option to Show all takes (when room) there is a neat technique known as slice and
dice that helps you combine the best of each take together, to play as one track. To do this, you simply Split the
track in as many places (and at the exact points) that you think appropriate, then select from each slice your
preferred section. The different methods that you can use for splitting are explained in Chapter 7.
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A clever trick is to make all of the items that together make up a complete set of preferred takes a different color
from the others. To do this, first choose your takes and select all of the media items (use marquee to do this),
then choose from the right-click menu Item and take colors, then Set active take to custom color or Set
active take to one random color. These commands are also available from the media item right-click context
menu. An example of how this can be used is shown below.
Suppose that one of these takes consists of
an overdub of just a small portion of the
song. The option to Display empty takes
(Options, Take behavior menu) can be
enabled to ensure that your takes are
displayed more clearly. An empty part of a take (such as exist in Take 2 here) cannot be selected unless you
enable Allow selecting empty takes
(Options, Take behavior menu).
Note 1: If you prefer not to see the empty
takes, you can hide them by disabling
Display empty takes (Options, Take
behavior menu).
Note 2: When using “slice and dice” with MIDI takes, you should disable the option Allow trim of MIDI items
(Preferences, Media, MIDI), especially if you will need to adjust split positions.
Composite Take (Comp) Sets
Any sliced and diced item (as shown above),
or selection of such items (as shown right)
can be saved as a composite take (comp),
and recalled later if required. You can crreate
and save multiple comps for such items.
You can save multiple comp sets for
individual tracks (as shown above) and for multiple tracks (as shown right), where two tracks have been sliced
and diced differently.
With all media items in this set selected (use marquee), you can right-click over the selection and choose
Comps then Save as new comp from the context menu. You will be prompted for a name: this will be added
to the Comps menu and can be used to recall this comp. This makes it easier for you to compare different take
combinations.
Saved comp sets can be applied by selecting the media items (all takes) of the relevant tracks in arrange view,
then right c licking over the selection and choosing Comps then the comp name from the context menu. Here is
a summary of the commands on the Comps sub-menu.
Command Explanation
Save as new comp Saves your current selection of takes on all currently selected tracks as
a new comp set. You will be prompted for a name.
Rename active comp Lets you change the name of current active comp set.
Remove active comp Deletes selected comp set and removes it from the Comps menu. Does
not remove any takes or media items from the project itself.
Crop list to active comp Removes other comp sets from comps menu list.
Move active comp to the top Moves all items in take selection to the top of its track. This action
respects both item grouping and undo.
Comp names
Your comps will be listed at the end of the
Comps menu (see example right). Choosing
any of these will cause that set of takes to
be selected.
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Implode items across tracks into Copies all selected items to a single track as a series of takes. This
takes: command turns this ...
… into this:
Implode items on same track Moves all selected items to the same start time as a series of takes
into takes: on the same track. This command turns this …. into this:
Paste to takes in items Pastes previously selected and cut or copied takes into selected
tracks as a new item.
There are also additional actions, not shown on the menu, that are available in the Actions List.
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In this example, we have three takes of a media item, which has also been split into three sections. All three
takes share the same name (Vox.mp3). Notice that some FX have been added to the active take for the first
section, together with an envelope and a fade out.
By choosing Item processing, Propagate take to similarly named active takes on track from the
context menu, we ensure that these features are copied to the other active takes on this track:
Notice that although the envelope is copied, the envelope points are not.
Command Explanation
Apply track/take FX to items as One use for these commands is to free up CPU if your system is
new take - creates a new stereo becoming stressed. Consider an example of a track with some FX in
take for the selected item. its FX chain, say EQ and a compressor:
Apply track/take FX to items as After applying track FX (mono
new take (mono output) – output), we have a new take with
creates a new mono take for the the FX applied to it. The original
selected item. FX chain can now be set to
Apply track/take FX to items as bypass:
new take (multichannel output) This reduces CPU overload, and
– creates a new take for the opens up creative options- e.g.
selected item, with the same number you can select Play all takes
of channels as are defined in the then use pan and volume
track's routing window. envelopes to vary their placement
Apply track/take FX to items as and relative volume throughout
new take (MIDI output) – the song.
creates a new MIDI take on selected
MIDI item.
Render items as new take Renders the existing media item as a new take. Any MIDI items with
take FX (such as VSTi) will be rendered as audio.
Reverse items as new take You can have some fun with this one. It does what it says – it adds a
new take to the media item with the material reversed. Here's an
example. Starting with this …
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As well as these commands, REAPER's Action List (see Chapter 15) includes a number of actions you can use to
deal with empty takes. These actions (which can be assigned to shortcut keys or toolbars) are:
Item: Remove all empty takes
Item: Remove the empty take after the active take, and
Item: Remove the empty take before the active take
Don't forget how many options you now have … slice and dice, play all takes, volume, pan and mute envelopes,
pitch and/or playback rate shifting, take FX … and so on!
Footnote: Confused about colors?
REAPER's Preferences,
Appearance, Peaks/ Waveforms
settings includes many color
options. These options are
disabled by some themes,
including the default theme.
Where they are enabled, their order of precedence might not be obvious.
In the example shown here, we have asked for media item peaks and backgrounds to show both track colors
and take colors. Clearly to show both of these will not be possible.
In cases like this, the option furthest to the right will take precedence. In other words, for a particular media
item, if takes have not been colored then the track colors will be used. If, however, take colors have been
specified, then these will take precedence over track colors.
8.10 Managing Comps with the Project Bay
Takes and comps can also be managed from within REAPER's Project Media/FX Bay. The Project Bay is a one-
stop center which allows for the convenient management of a project's media items, FX, item groups, takes and
comps. It is explored and explained in detail in Chapter 12 of this User Guide.
To open and display the Project Bay, use the View, Project Media/FX Bay command. Click on the tab labeled
Take Comps to display the takes and comps management section.
Clicking on the Options button (bottom right)
displays a menu, which is explained in detail in
Chapter 12. For now, notice the option to
Mirror selection in bay and project. This
allows you to select any media item or
segment by clicking on it either in the project itself or in the list shown in the project bay.
Within the project bay window (see below) you can right click over any listed comp to display its context menu.
Choices include commands to Activate comp, Rename comp and Delete comp (keep takes). You can also
create a new comp from your current take selection by clicking on the Actions button (bottom right) and
choosing Create new comp from the Actions menu.
An example of a
project with the
Project Bay open
and the Take
Comps window
selected is shown
here.
You can select and
manage individual
takes and items. For
example, you can
activate or
deactivate individual
takes, or remove
them from the
comp altogether.
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Add take marker during Use either the keyboard shortcut Shift Alt left click or run the action Item:
playback or recording * Quick add take marker at play position or edit cursor. The latter will
add the marker without prompting: you will need to edit it later if you wish to
add a name.
Move a take marker Position mouse cursor over the diamond shaped mark then left click and drag.
Edit a take marker Double-click on the diamond shaped mark (e.g. to change its name or color).
Jump to take marker Press Ctrl J to open Jump to dialog. Type the letter k followed by an
apostrophe, then followed by the marker name to jump to a specified take
marker. For example, if you have a take marker called glitch, you would type
k’glitch in the jump to box.
Turn on/off snapping to Enable/disable snap to selection/markers/cursor in the snap dialog. Snap on
markers also requires that snap to media items be enabled.
Can be assigned to * keyboard shortcut in Actions List ** Mouse Modifier (Media item context).
For a complete list of assignable take marker actions, search for take marker in the Actions List.
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4. Now record, one at a time, two takes of a second instrument, to go with your first track, both on the
same track, one over the top of the other. When finished, disarm the record button.
Your arrange view display should now be something like this (below right).
There’s a lot to see here, including
those buttons, so let’s make sure we
understand what’s happened.
Two separate media items have been
recorded and are displayed in lanes
one above the other. By default, only
one item will play back: there are
options to change this, for example,
to play a selection of lanes, or all lanes. They each exhibit all the properties of any media item, for example:
You can double click on any item to access and edit its media properties, such as pitch, pan, etc.
Keep in mind that Options, Preferences, Appearance, Media will allow you, for example, to add a volume
knob or FX button to items: you can then add FX and FX parameter envelopes.
You can split items and edit individual segments independently of each other.
You can set the default height for fixed item lanes to small or big (Options, Preferences, Project,
Track/Send Defaults).
8.12.2 Managing Items
In this next section, we will look at managing and editing your media items.
Right click over (or just below) either of the buttons to display a context menu. Note that
this includes a set of three playback commands – Play only (selected) lane, Toggle
playing lane and Play all lanes. Where there are multiple lanes, you can select any
number of lanes to be played back by Ctrl click on the lane names.
When layering, the tricks and techniques described below are at your disposal.
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Tip: Working with comp lanes can involve a lot of mouse movements, and especially dragging. It can be quite
tricky at first, and you might find that you slip up from time to time! A handy tip is to keep your Undo History
window open so that if you do get into strife you can easily go back to your last known safe spot.
Managing Multiple Comp Lanes
To add additional comp lanes, from the context menu choose Comp into a new empty lane. You can drag
and drop this new lane up or down the lane order.
To make a copy of a currently active comp lane for further editing either use
the context menu command Comping, Comp into a new empty lane,
automatically creating comp area.
These commands, as well as Comping, Comp into new copy of this lane
and Comping, Comp into this lane, are also available on the track panel’s right click context menu.
When you have multiple comping lanes to change which one is active Shift Ctrl click over the lane button.
To make an empty media lane into a comp lane, Double click on its panel button.
See Mouse Modifiers for Power Users for a full list of relevant mouse modifiers.
Mouse Gestures in Comp Lanes and Media Lanes
By default you can edit media items in comp lanes in the same way as other media items. To make this possible
without interfering with your comping, you will see that comp lanes are horizontally divided into two areas.
When the comp lane is selected the larger upper area behaves like any normal track. You can make time
selections, edit media items and so on by using your mouse in this area. The smaller lower area can be used for
comping – for example, to drag and move comp borders.
For example, you can make a time selection in the upper area, then right click in the lower area within that
selection and Add comp area at time selection. This will insert two yellow marker lines and create an empty
area that you can fill later.
This will not apply to your media lanes if you have Allow editing source media while comping disabled.
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Example
This example illustrates the use of markers. Before you begin, on the Options menu, enable the option Loop
points linked to time selection.
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Loops, Project Markers and Regions
1. Open the sample file All Through The Night.RPP and immediately save it as All Through The Night
MARKERS.RPP
2. Play the song, pausing playback immediately before where
the vocal starts. Press Shift M. When prompted, type as
the name Verse 1 Start and press Enter
3. At the end of the first verse, press Shift M again, name this
marker Verse 1 End and press Enter.
4. Create similar markers for the start and finish of Verse 2 and
Verse 3. If you are displaying the ruler in minutes and
seconds these will be at or around 0:57, 1:35, 1:43 and
2:31. Save the file.
5. Press 1 on your keyboard (not the numeric keypad). Notice the edit cursor jumps to the start of Verse 1.
6. Press 2. Notice it jumps to the end of Verse 2.
7. Double click on the timeline ruler (not the markers row) between markers 2 and 3. Notice that this area is
now looped and will play repeatedly.
8. Right click over the timeline and choose Zoom selection. You could now do any close editing work
required for this selection.
9. Press Esc to clear the selection, then Ctrl PgDn to restore the whole project to view. Save the file.
Note: Do not use the names =START or =END when naming ordinary markers. These names should be used
only when creating special markers which can be used to denote the start and end of a project. This information
will be used by REAPER when rendering an entire project to audio media (see also Chapter 21).
9.3 Time Selection Start/End Markers
REAPER treats the start and end of any current time selection as
floating markers. The shortcut keys for Go to next marker and Go
to previous marker are ] and [. These will also find the start or end
of the current time selection and move the play cursor there.
You can also right-click over the Go to start button and enable the
option Use transport home/end for markers. The Go to start and Go to end buttons will now find the
previous/next marker or start/end of a time selection when one is current.
9.4 Snapping to Markers
You might wish to ensure that when you are
making a time selection, the boundaries of the
selection will automatically snap to nearby
markers at the start and/or end of the time
selection (if any such markers are present).
Consider the portion of the Snap/Grid
Settings shown on the right. Notice that
snapping has been enabled, with a snap distance of 10 pixels defined.
With snapping disabled, it can be quite difficult to
make a selection which starts or ends exactly at
a marker. When you attempt to make such a
selection, you might end up with the selection
shown in the first of the screen shots below.
Notice that the end of the selection doesn't quite
match the marker.
However, in the second example shown, with
snapping enabled and the settings shown above,
if you drag the selection to within 10 pixels of the marker position, the selection will automatically snap to the
marker when you release the mouse. Notice the effect of making exactly the same selection with the above snap
settings disabled (left) and enabled (right).
Example
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In the first screen shot (below), a project contains two markers, at the start and at the end of the project.
Suppose that you wish to reposition Marker 2. Simply position the edit cursor there and then press Ctrl 2.
Now let us suppose that you want to create Marker 4 at the end of the song, reserving Marker 3 for a position
as yet unspecified. You can position the edit cursor at the end of the song and press Ctrl 4.
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To illustrate this, take a look at the image above. We have started building a project, with an introduction, then a
verse (which has been made into a region), a chorus (also a region) and a second verse. By holding the Ctrl key
while clicking and dragging the icon for the Chorus region to the right, to the end of verse 2, we are able to copy
the entire chorus to that point (see below).
Notice that any markers and time signature markers that are inside the region will also be copied or moved when
the region is copied or moved.
Note: You can select a series of media items and create separate regions for each item in the selection. Make
your selection, then run the action Markers: Insert separate regions for each selected item. This action
can be assigned to a keyboard shortcut, and/or added to a toolbar, and/or added to a menu – see Chapter 15.
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4. If we now select any of these media items then right click and choose Item processing then Import
media cues from items as project markers then a set of REAPER markers and regions is
automatically created for the project.
9.13 Changing the Project Timebase
You can select Time, Beats (position, length, rate) or Beats (position only) as the timebase for your envelopes,
events and markers. This is covered later in this chapter, but in short:
1. Press Alt Enter to display the Project Settings window. Click on the Project Settings tab.
2. Make a choice from the Timebase for items/envelopes/markers drop down list, then click on OK.
You can also change the beat by clicking in the BPM box (on the Transport Bar) and entering a number.
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Under Project Settings, Timebase for events. You can select Time, Beats (position, length, rate) or
Beats (position only). The former locks items to the timeline so that changes in tempo will cause items
to be resized and their play rate adjusted. With Beats (position only), the start of the item is locked to
the beat, but the item contents are not affected or modified by tempo changes.
Under Project Settings, Default pitch shift mode and parameter.
Remember that you can change the timebase for individual tracks (right-click, Track timebase) and for
individual media items (F2, Item timebase). You can also change properties such as Beats per Minute and Time
Signature as often as needed during the song. For example, you can increase the tempo for one passage then
restore it to its original setting at the end of that passage. Shortly we will see an example of how this is done.
9.14.2 Audio Media Item Properties
You can record your own media items or import them from existing files. You can also change various properties
such as playback rate and pitch for individual media items.
You can specify parameter settings for individual
media items and/or for selection of items. For
example, if you wish to change the pitch or playback
rate for several items you can select those items and
press F2 (or right click anywhere in the selection and
choose the Item properties… command).
In the example shown, we are increasing the
playback rate for the selected items by 5% and
preserving the original pitch.
You can override the project default pitch shift
mode. You may find that different algorithms work
better with different kinds of audio item (such as
vocal, snare, kick or bass guitar).
Set your Stretch marker fade size select your
preferred mode – Balanced, Tonal optimized,
Transient optimized or No pre-echo reduction.
More information about time stretching can be found
in the section Time and Pitch Manipulation.
9.14.3 Creating a Loop from a Time Selection
Remember that you are able to select any part of an existing media item and use it to create a loop. This subject
is covered earlier in this chapter.
Chapter 15 will introduce you to REAPER's actions and the action list editor. This can be used to assign keyboard
shortcuts to many actions that can be useful when you are working with loops and time selections. There are
actions, for example, to extend the time selection in either direction, to reduce it from either direction or nudge it
in either direction. Browsing and searching the action list will help you to identify those which are most useful to
you. Chapter 15 will show you how to bind these actions to your own shortcut keys.
9.14.4 Creating a Loop from Transients
Another method of selecting the area required for your loop is to use the transients in an existing media item.
The following actions are just some of the many that can be found within the Action List Editor (Chapter 15).
Where no existing keyboard shortcut exists, you can assign your own if you wish.
Item navigation: Move cursor to nearest transient in item Ctrl Tab
Item navigation: Move cursor to next transient in item Tab
Item navigation: Move cursor to previous transient in item Shift Tab
Time selection: Extend time selection to next transient in items
Assuming that you are using the default key bindings shown above, and that Ctrl Alt Tab has been assigned to
Extend time selection to next transient in items, you can select the item, navigate exactly from transient
to transient and select the exact area required. You can select the item, copy and paste it elsewhere, then right
click over it, choosing Copy loop of selected areas of items from the context menu.
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These are just a few of the actions and commands that can be used to suit your own method of working when
creating your tempo-based projects. Explore the others and get to know them. They include:
Copy selected area of items
Trim items to selected area
Split items at prior zero crossings
9.14.5 Beat Correction
REAPER includes many actions to assist with beat detection and beat correction, e.g. to detect tempo, create
measures from time selections, extend or swap time selections to the next transient, and more. Some are on the
context menus and all are in the Action List. Any action can be assigned to toolbars, menus and/or shortcut keys,
or run directly from the action list window. More information about all of these can be found in Chapter 15.
How you string these actions together is up to you. For example, you might have a live performance that was
not done to a click. It is a simple process to go thru the track and manually tempo-map the whole performance.
Example
Here we have used our shortcuts to create and extend extend the selection out,
as required. We then choose Create measure from time selection (detect
tempo), either from the timeline's context menu or using the keyboard shortcut
Alt Shift C.
By right clicking over the timeline we display the context menu and select the
command Create measure from time selection (new time signature)...
This causes the Edit Time Signature dialog box to be opened, which you can edit
at will then click on OK.
This procedure can then be repeated up to the end of the performance.
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REAPER then "shadow splits" your selected item(s). That is to say, it indicates with a row of colored bars
exactly all of the points at which the item will be split if the parameter settings are left as they are.
You make such adjustments as you wish to the parameter settings until satisfied that they are right.
You tell REAPER to split the items.
Once split, each slice of the original item will be set to the current timebase. You can set any of the splits
to any other timebase you choose. You can use the items together or individually, according to your needs.
Suddenly you've got a whole library of samples!
Dynamic splitting is non-destructive. This means that your original audio files (WAV, MP3, AIF or whatever)
remain intact. Nevertheless, if you are going to use this method to build a sample library, it's often a good idea
to work on a copy of the original track. This just makes it easier to go back to the original if you wish to use it to
make a fresh set of samples. Let's now take a look at an example or two.
9.17.1 Splitting a Media Item into Samples
In the examples below, a recording of a snare is selected. We have then chosen Item processing then
Dynamic split items from the context menu. Studying these examples will help you to understand how the
settings work. In every case, the At transients option should be enabled. These examples should be sufficient
to get you started. After that, it's up to you to experiment according to your particular needs.
Examples
Only a minimal number of options are used here.
If you specify a very low minimum slice length REAPER will seek out transients with a high degree of sensitivity.
This will result in our media item being split
into a very large number of items. This might
be suitable, for example, if we are intending
to introduce tempo changes to the song. The
larger the number of samples and the shorter
their length, the more sensitive and
immediate will be the track's response to any
such changes. Consider the two examples
shown.
Let's see what happens when we bring some
of the options into play.
In the case shown above right we have set a
largish minimum slice length with the result that our media items are quite longer. Other options have been left
at their default settings. This might be appropriate if we are creating samples to be used with a software
synthesizer.
However, we might want to do some more fine
tuning. In this next example (lower right), we
have increased the minimum slice length and
used the Reduced splits option to further
reduce the number of splits. In this particular
case, these settings might be about right for
creating our sample library from this track.
Before splitting it might in some instances be
worth considering whether you wish to enable the
noise gate settings to allow you to also remove
silence. Whether you would do this would depend
largely on the instrument in question and the
nature of the tune and arrangement. If the instrument is played continuously and produces an audio signal
similar to that shown above, then there may be little point in using the noise gate.
In either case, clicking on the Split button will cause the item to be split according to your settings. Below we
can see how part of our original media item might look after splitting.
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These settings, along with more information about time signature markers and their behavior (including editing
and moving markers) can be found in Changing the project timebase and Using Time Signature/Tempo Change
Markers.
Note that your Preferences. Appearance settings includes an option whether or not to display gridlines for
time signature changes.
Suppose that you have a groove that you have assembled from various items from different sources. You can
now create chromatic midi from the items and then load those items into a sample player, each mapped to the
next note in sequence. The midi will then play the groove. Moving the midi notes around changes the groove. It
is also quite easy to swap out exactly what it is that is being triggered.
Another example is hit replacement. You can dynamic split a drum part, creating chromatic midi from it. You
then have one velocity-sensitive midi note for each hit. It's then a straightforward job to delete a bad hit and
use the midi note to trigger a drum sample. Alternately, you can use the whole midi track to trigger a drum
sample to double a recorded part (thereby fattening it).
The chromatic MIDI item can, of course, be edited like any other MIDI item with the MIDI Editor, and used to
play any synthesizer or sample player. A comprehensive section on using the MIDI Editor can be found later in
this User Guide, at Chapter 13.
Leading Pad, Trailing Pad and Fade Pad settings
The examples used in this section have not made use of any of these three settings.
Leading pad is the amount in milliseconds (ms) by which the split point is pushed left of the transient or gate
open point when you click on Split. This works both with transient splits and gate open splits. Dynamic split
works out where to split and then pads it left by your ms value.
Trailing pad pushes the actual split point to the right by the number of ms specified., and by that same value to
the right of the gate close point in gated splits. The actual splits in this case will be to the left and right of the
dark area boundaries if you use both When gate opens and When gate closes.
The Fade pad option, if enabled, will fade in and out over the length of those pads.
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Keyboard shortcuts allow you to easily and quickly change the pitch of any selected item or group of items
without needing to open the Media Item Properties box:
Shift 9: Move pitch down one semitone.
Shift 7: Move pitch down one cent.
Shift 0: Move pitch up one semitone.
Shift 8: Move pitch up one cent.
The Actions list includes an action (Item properties) to set the
item playrate (tempo/bpm) from your source media.
You can also use a take pitch envelope for pitch changes.
Right click on the take (or media item if only one take) and
choose Take, Take pitch envelope from the menu.
To adjust the pitch envelope settings, right-click on the
envelope and choose Envelope defaults, Pitch envelope
range/snap from the context menu. This opens a dialog where you can adjust the various parameters.
For more adventurous pitch shifting escapades you can try using one of the pitch manipulation plug-ins that are
supplied with REAPER. Simply open the FX window for a track, click on Add, then in the filter list type pitch to
discover what is available. Rubber Band Library.
One example is the JS Pitch: an Octave down plug-in. Search
the Add FX dialog to see what else is available. The most powerful
of the available pitch shift plug-ins is ReaPitch.
10.3 Using the ReaPitch Plug-in
Insert ReaPitch into a track’s FX chain and you have a powerful
pitch manipulation tool at your disposal. For example, you can use
ReaPitch to create vocal harmonies.
The illustration (right) shows ReaPitch in the FX chain for a vocal
track. The Elastique Soloist algorithm
has been selected, together with the
Monophonic parameter. The pitch has
been shifted down by 25 cents and the
effect panned 50% right.
You can use the Add shifter tab to add
more shifters, each with its own i
independent settings (including pan
and volume). Any one of these can be
Soloed. This can be helpful when
evaluating alternative options.
The Wet and Dry mix faders,
however, apply to the overall plug-in.
Note: REAPER also supports the use
of third party VST3 products such as
Melodyne 4.2+, provided that ARA is
enabled in your preferences.
Pitch Shifting/Channel Splitting
REAPER’s channel splitting capabilities
are explained in some detail in the
section More REAPER Routing
Examples (and elsewhere). With
channel splitting, you can, for example,
not only create several vocal
harmonies, but also apply different FX plug-ins or plug-in chains (such as Reverb or Delay) to each of your
different harmonies.
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● Position the play cursor at the point where you want to insert a single marker, or make a time selection
starting and ending where you wish to insert two stretch markers.
● Select the item or items to which you want the marker(s) to be added
● Choose Item from the main menu (or right-click on the item to show the context menu).
● Choose Stretch markers then either Add stretch marker at cursor (Shift W) to insert a single
marker or Add stretch markers at time selection to insert a pair of markers at the start and end of a
time selection.
Note that as an alternative to inserting stretch markers, the Stretch markers menu has options to calculate
transient guides: the same menu also has an option to clear these.
Hover the mouse over the stretch marker to display a horizontal (not vertical) double-headed mouse cursor as
shown in the examples below. Stretch markers can then be dragged left or right with the mouse to adjust timing.
Holding Shift Alt while dragging the first of a pair of stretch markers will move both markers together,
preserving the distance and timing between them. Other modifier keys are listed on the table on the next page.
Meanwhile, here are some examples showing how stretch markers can be manipulated.
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● Where items have been grouped, markers added to one item in the group will also be added to other items
in that group. By default they will be moved together when one is moved. This can be over-ridden by
holding Ctrl when dragging the marker. Grouping items is explained in Chapter 7. The following example
shows how stretch markers can be used with grouped items.
● Stretch markers can be any of four modes. These are Balanced mode, Tonal-optimized mode,
Transient optimised mode or No pre-echo reduction mode. Your preferred default mode can be
defined in the Project settings window.
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● If you are using either time signature markers or tempo markers it is advisable to enable the relevant ruler
layout options (Chapter 9) to ensure these are displayed. If using both, you should consider also
enabling the option to display both types in separate lanes. These options are accessed by choosing Ruler
layout from the ruler’s right-click context menu.
The method for inserting a time signature or tempo change marker is as follows.
1. Position the edit cursor at the required place in the song. From the menu, choose the Insert command,
then Time signature/tempo change marker (or press Shift C).
2. Specify your requirements in the dialog box (shown below right). Available choices include BPM, whether to
Gradually transition tempo to next marker and/or Set time signature , Allow a partial measure
before this marker and (where the metronome is enabled and uses a beat pattern) to define and Set
metronome pattern starting at this point. Click OK.
Alternatively, you can use an action to Insert a tempo marker at edit cursor without opening tempo edit
dialog.
Remember, you can use markers to set time signature without also
specifying a tempo change (or vice versa). Markers can be modified, for
example by editing (double-click on marker to open the dialog) or moving
them (see table below). Note also that:
● Tempo/time signature markers are by default pinned to the beat
position (unless the project timebase is set to time).
● Manually editing time signature markers requires them to be placed
at the start of a measure.
● With snap enabled (Chapter 7), time signature changes snap to
bars, tempo changes snap to beats.
● With snap disabled (Chapter 7), moving time signature markers will
modify the preceding tempo if necessary to ensure that the project
contains only complete measures.
● Time signature changes that truncate the previous measure are
marked with a *.
● Time signature correction may be problematic when a project
contains linear tempo transitions.
● One tempo/time signature marker cannot be moved past another.
● Markers will turn red while they are being moved.
Footnotes:
● The above Project tempo/time sig marker left drag actions can be customised on your Preferences,
Editing behavior, Mouse modifiers settings page.
● After time signature or tempo change markers have been added to a project you will no longer be able to
set project tempo from a time selection within that project.
● The Preferences, Audio, Seeking page includes the toggle option Playback position follows project
timebase when changing tempo – see Chapter 22.
● The ripple edit toolbar button right-click menu includes the option Ripple edit all affects tempo map.
● Information about file tempo and transients can be embedded in WAV and AIF files when rendering. See
section Embedding Transient Information when Rendering for detailed information.
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2. In the illustration above, Melodyne has been inserted directly into a take’s FX chain and then opened in a
separate window. In this example, the media item is a vocal take, but it could be any audio item or track,
such as a guitar, bass, violin or percussion instrument. The audio material is now displayed in Melodyne not
as a waveform but as a series of notes (events). Be aware that the process of initially interpreting your
audio material as a sequence of events such as this can take Melodyne several minutes.
3. You can now make whatever edits you require in Melodyne and these will be applied to your audio item on
playback. As with other plug-ins, the actual item itself will not be modified, although you can stem render it
with the FX to a new track if you wish.
You can close and reopen the Melodyne window as often as you wish without losing your changes. However, it
is always advisable to save the .RPP project file regularly and also when finished.
Tip: Edits made within the Melodyne (or other ARA plug-in) window will be recorded in your undo history, and
thus can be reversed from within the Undo History window. However, if you find that an ARA plug-in such as
Melodyne is straining your PC resources, you should consider enabling the option Compatibility settings, Save
minimal undo states from the presets drop down menu (see overleaf).
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For best performance, consider enabling the option (Preferences, Plug-ins) to Only allow one FX chain
window open at a time. You can find more about how to use Melodyne with REAPER here:
http://helpcenter.celemony.com/daw/reaper
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Tip: Double-click on any track panel in the Mixer to toggle on and off zoom to track in the TCP. This behavior
can be changed on the Mouse Modifiers page of your preferences (see Chapter 15). You can also use the Mouse
Modifiers page to add further actions of your own. For example, you could assign Ctrl Double-click to the
action Track: Set to custom color … How to assign your own actions is also explained in Chapter 15.
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Now let’s suppose that we wish to work with folders and top level
tracks only, not displaying child tracks. Using the context menu we
can deselect Show tracks that are in folders. The result is
shown here.
The Mixer menu does not have any option to hide or unhide
named individual tracks. However, this can be done using the
Track Manager. The Track Manager will be explored in Chapter 12.
Right-click over the FX inserts area of any track in the Mixer for a context menu. We have already introduced
some of the most used commands (e.g. Add FX). Some commands (e.g. Copy FX) will not be available if you
click over an empty slot. Here is summary of all the commands …. :
Add FX... Opens FX browser for you to add any installed FX plug-in(s),
Quick Add FX Displays a sub-menu of recently used FX: you can select any item from this menu to add
to the track's FX chain.
Add FX Chain Displays a menu of FX chains, any of which you can select and insert in this track.
Replace FX... Opens FX browser for you to replace selected FX with any other: any existing routing
configuration will be preserved.
Quick replace FX... Opens sub-menu of recently used FX, from which you can choose any item to
replace the selected FX.
Copy FX Copies FX to clipboard so that it can be pasted to other tracks or items. Notice the option to
include automation envelopes. You can also use Ctrl drag to copy from one track to another, or Ctrl
Shift drag to copy the FX and its automation envelopes.
Show FX parameters in panel Opens up a submenu displaying all parameters associated with the
particular FX. You can select any parameter(s) to display its controls in the mixer, or choose All
parameters to display them all. Whether or not parameters are displayed with or apart from their host FX
will depend on whether the option to Group FX parameters with their inserts is enabled.
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Paste FX/ Paste Replace FX Pastes FX in clipboard to the selected track, optionally replacing existing FX.
Float FX configuration Opens the FX window for the selected plug-in.
Show FX chain (Ctrl click) Opens FX chain for the track: same as clicking on the track's FX button.
Bypass chain Sets FX chain for this track to bypass. Same as clicking on the FX enable/disable button.
Bypass FX (Shift click) Sets individual plug-in to bypass mode: it is removed from the FX chain but still
works – for example, it still consumes CPU. However, no audio is passed thru it.
Offline FX (Ctrl shift click) Sets individual plug-in offline: more of a “sledgehammer” approach than
bypass. The plugin is turned off (and may be unloaded). Any FX set to offline does not consume any CPU.
Its previous status is restored when it is put back online.
Delete FX (Alt click)Removes this plug-in from this track's FX chain.
Rename FX instance Allows you to give an individual name to this particular FX instance.
Example
You can use one of your existing project files for this example.
1. Open one of your earlier project files, for example, All Through the Night MARKERS and save it as All
Through the Night MIXER.
2. Display the Mixer. Undock it, and adjust the width and height of this
window as you prefer.
3. From the Mixer menu enable Show FX inserts when size permits and
Show FX parameters when size permits.
4. Insert into the first track an instance of ReaComp.
5. Select the Threshold control.
6. Click once on the gain fader control for this band, then click on the
Param button to display the Param menu.
7. Click on Show in track controls.
8. Select the Ratio control by clicking on the gain fader for this band.
9. Click on the Param button to display the Param menu. Click on Show in
track controls (see above). Close the ReaComp window.
10. In the mixer, you should see these two controls displayed for track 1.
Drag and drop the ReaComp from track 1 in turn to each of the other tracks. Save the file.
11. Notice that ReaComp, with the two threshold and ratio controls, has been added to the other tracks.
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Show send parameters Opens a small window with parameters (volume, pan, etc.) for that send.
Mute send Toggles the send's mute status.
Remove send Deletes the send altogether.
Show track routing window Opens the track's routing window.
Go to send destination track Selects the send's destination track.
As well as this menu, other options are available for creating, editing and managing your sends. You can drag
and drop from the ROUTING button of one track to another (as in the TCP) to create sends, but using the sends
area of a track's channel strip for this purpose offers you more options. This can be seen in the following table:
Note that in the above table, those actions which use the routing button can be carried out in both the Track
Panel and the Mixer Panel.
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8. In this rendered track, the guitar makes up the audio on one channel, the bouzouki on the other channel.
9. Solo and play this track.
10. Adjust the pan control slowly, first fully left, then fully right, then back to the center. As you do so, one
channel will gradually fade away. Panned full left you will hear only the guitar, full right only the bouzouki.
Move the pan back to the center.
11. Selected this track in the TCP, right click over the pan control and choose Dual Pan option from the pan
mode drop down list (explained overleaf).
12. Play the song. Slowly move the top pan control to 100% right. You will hear both instruments in the right
speaker only.
13. Move the lower pan control to 100%% left. Now you will hear the guitar in the right channel only, the
bouzouki in the left channel only – the opposite of what you started with.
14. Experiment moving these faders. When finished, move the top pan control to 100% left and the lower pan
control to 100% right. Save the file.
15. Now change the pan mode for this track to Stereo Pan.
16. Play the song. At first you will hear only the guitar in the left speaker, only the bouzouki in the right
speaker. Slowly move the lower (width) panner from 100% right towards the centre (0W). As you do so,
the two instruments will tend to blend more together.
17. With width set at 0%, move the top (pan) control fully left. The mix will now be heard thru one speaker
only. Move it back to the center. Save the file.
Now try this:
1. Unsolo and mute the stereo track.
2. Create a folder called Instruments just after the Vocal track. Select Stereo pan mode for this folder.
3. Make the two guitar tracks and the bouzouki tracks child tracks of this folder. Adjust the volumes and pan
settings of the individual tracks and the folder to get a nice mix. Pan the different tracks well apart.
4. Use the width control on the folder. Experiment with using this to bring the instruments closer together or
further apart. Use the pan control to position the overall mix further left or right. You can still adjust pan
settings for individual child tracks within the folder as well if you wish.
Tip: This technique can do wonders when you are mixing vocals, including vocal duets and vocal harmonies!
Pan Modes
By default, the stereo width is applied before the pan/balance control. To
select a different pan mode, right-click over either the pan or width control
fader and choose from the drop down list. The three modes are:
Stereo Balance/Mono Pan: The track is treated as mono, even if it
contains stereo media. Set to center, you hear the same signal equally
thru both speakers. Set hard right, you hear it in the right speaker only.
Stereo Pan Lets you control side (pan) and width separately. Side
means that the stereo image is set more to the left or right, and width
means how far apart the left and right channel are in the stereo image.
With side set to center and width set to 100%, you hear the left channel
in the left speaker and the right channel in the right speaker. With side set to center and width set to 0%,
you hear both channels equally in the left and right speakers. With side set hard right, you hear both
channels equally in the right speaker, regardless of width setting.
Dual Pan: Controls each channel separately. The left and right knobs set their respective channels more
left or right. With left set hard left and right set hard right, you hear the left channel in the left speaker and
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the right channel in the right speaker. With left and right both set to center, you hear both channels
equally in the left and right speakers. With left and right both set hard right, you hear both channels
equally in the right speaker.
11.10 Master Track Options and Settings
The mixer Master Track main controls have the same functions as the Master Track which
can be shown via the Track Master in track view. Note the Output button (shown right):
Left click on the Output button to toggle between Stereo (gray) and Mono (orange) modes.
Right click on the Output button to set any one of four available Mono modes – Left + Right, Left only,
Right only, Left - Right.
Left click on the FX button to display the master FX Chain.
Right click on the FX button for the Add FX context menu.
If the Master FX chain is displayed, then you can use all and any
of the FX management keyboard shortcuts that you can use on
your tracks.
Right click on the VU area to display controls to manage the VU
meters display settings (right). Meter options for the master
when displayed in the TCP are Peak or Loudness: for the mixer,
these are Peak + Loudness (as shown here), Loudness Only or
Peak only. Options for loudness meter display are:
RMS (Root Mean Squared) stereo/max or RMS/Max only
Loudness Units relative to Full Scale momentary (LUFS-
M)/max
LUFS-M/LUFS-I (integrated) LUFS-S (short term)
/current
LUFS-S/ max (loudness range) LUFS-S/LRA
Optionally, you can choose for gain reduction to be displayed on
the meter (as a vertical bar descending from the top, as shown
below right). This can only be shown when you are using a third
party or native plug-in (such as ReaLimit) that calculates gain
reduction and reports it to the host.
Readout can be set to LUFS-I or Maximum.
LUFS, RMS and Peak issues are explained in Chapter 6.
There is an option to display multichannel peak metering.
Settings, where appropriate, available for managing the window include RMS window,
Display offset, Display gain and Red threshold.
This includes the option to display output in multichannel mode (e.g. when working
with surround sound). Disabling this option will ensure a two channel display.
Loudness meter settings include:
Meter display: Stereo RMS, Combined RMS, LUFS-M, or LUFS-S.
RMS Window: the length of time (in milliseconds) that should be used for RMS
calculation.
Display offset: this offsets the coloring of the RMS metering while keeping the position
constant.
Display gain: this applies gain to the RMS meter value: for example, if you set display
gain to, say, 6dB, a sine wave will show the RMS value a t a higher meter reading than
the peak value.
Red threshold: this determines the level at which the meter will turn red.
In the example shown above, if you were targeting -14dB LUFS or RMS, then with display offset at 14dB the
display would go green at -14dB, and with red threshold 4.0dB, it would go red at -10dB.
Note: There is an option in Appearance, Track Meter settings to scale gain reduction from plugins by a level
that you can specify.
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Three processing options are available from the In/Out right click menu – stereo, multi-mono and multi-stereo.
In stereo mode all master audio channels will be compressed based on analysis of the loudness of all such
channels summed together. In multi-mono mode, each channel is compressed separately based on an analysis
of that channel. In multi-stereo mode, each pair of channels is compressed independently based on an
analysis of that stereo pair. Other features of the ReaLimit interface are:
Constant gain:
manages threshold and
ceiling controls so that
either will be moved
relative to the other.
True peak: whether to
show true peak, a more
accurate representation
of normal peak. Double-
clicking on either fader
control will restore it to
its default value.
Release: determines
how quickly the limiter
stops working after the
signal drops below the
threshold. If it is overly
long, you will hear audible pumping, while if it is too short, distortion artefacts may result.
Performance: high quality (the default) or low latency.
Note that ReaLimit’s application is not confined to your master. For example, it can be used with folders to help
“glue” or pump up a submix, or on a per track basis with pre-mixed/bounced stems.
Track Gain Reduction Metering: Track gain reduction monitoring for plug-ins that measure gain reduction
and report it to the host can be enabled in Preferences, Project, Track/Send Defaults. Display the Track meter
display dropdown and enable Display gain reduction for plug-ins that support it.
Track meter defaults will be applied to new tracks only, not to existing tracks on existing projects.
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● Source Media. Lists media items available for use, or are already used in, the project. Each item will
occur only once in this list. If used more than once, this is indicated in the Usage column.
● Media Items. Lists only the items that are actually used in the project (i.e., active). An item will
appear in this list as many times as it is used in the project.
● FX and FX Parameters. Lists FX plug-ins used and FX parameters available in the project. The FX
Parameters page is a “one stop shop” for managing any FX on any take or track within the project,
for example to add envelopes or track controls, or assign control to an external device. These
features are explained in the sections Managing FX Parameters and Using FX parameter MIDI Learn.
You can drag media files (e.g., from REAPER's Media Explorer or from Windows Explorer) or FX (e.g., from the
FX browser) into the Project Bay. These media items are added to the Source Media page. If the item is then
used in the project, it will be added to the Media Items page. FX items are added to the FX bay.
Items within the Project Bay can be renamed, all instances of a media file or FX within the project can be
selected: media/FX in the project can be replaced with any other media/FX from the Project Bay. You can also
mute/solo media items and bypass/bypass FX.
Both Media pages and the FX page include a Retain column. When you drag media items or FX into the project
bay, they are marked with a + in the retain column. This setting means that the entry will remain in the project
bay even if there are no instances of that media item or FX in the project.
When you add media (by recording or inserting) to the project, they will appear as entries in the media items
and source media bays, with the retain status unset. These entries will be automatically removed from the
project bay if they are removed from the project itself. If you want the entries to remain in the project bay even
after being removed from the project, you should enable
retain for those entries in the source media bay.
FX entries in the project bay include a Preset column. If you
change the selected in this column (from the right-click
menu), the change is applied to all instances of that FX in
the project with the previous preset. In addition, you can
retain an FX entry with a specific preset, or multiple entries
for the same FX with different presets, in the project bay.
The Project Bay includes the buttons Actions and Options.
Clicking on either of these displays a menu. As an example,
the Options menu is shown on the right. Most of these
commands require little explanation.
Mirror selection in bay and project. This causes an item
selected in the project to also be selected in the bay, and
vice versa. You can also ensure that REAPER will zoom to a
selected item when this option is enabled.
Use last selected item as source for “draw a copy”
mouse action. This enables you to use pencil mode to
create copies of the last selected item.
Space bar previews media allows use of the space bar to
play the currently selected media or source media item. Loop media preview will allow any loop marked in the
project to be applied. Preview (source or media items) through selected track allows you to play back the
item with, for example, any FX in a particular track's FX chain, or any track envelopes, being applied.
There is an option to Group similar FX into single items and another to Display the track index (i.e. track
number) in the track column. The Filter can be set to use name, path or comment.
Make sure the option Clear bay when changing projects is enabled if you wish to make each Project Bay
project specific. Disable it if you want to carry over items in the current bay to the next project that you open or
create. You also have the option to Automatically retain media items when they are removed from
project. This ensures that retain status is automatically assigned when an item is removed from the project.
The Dock project bay and Close window commands are self-explanatory.
The commands on the Actions are shown right. They can be used with and applied to the items (media or FX)
on whichever bay page is currently selected.
New project bay window opens a new project bay window. You can use up to eight project bays in a single
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project. You can then use this (for example) to load a different saved project bay, whilst keeping the original bay
open in the original window. This could be the case, for example, if you wish to sort/group media items into
folders in more than one way.
Create new folder. Individual project bay entries can be dragged and
dropped in or out of the folder (see example below, where two folders
have been created, Instruments and Vox). Folders can be used for
source media items (as shown below), media items (in project) or FX.
Double click left of the folder name to collapse or expand the folder.
Force refresh forces a refresh of the proje4ct bay display.
Select all items causes all items in the current tab to be selected.
Retain all items causes all items in the current tab to be marked to be
retained in the bay even when they are deleted from the project.
Remove all items from project will remove all items from the
project, and Remove all items that are not used in project will
remove from the media bay all items that are not used in the project.
The Media Explorer button (lower left) can be used to open the Media Explorer, from where media items
can be dragged and dropped into the project bay (as source media) or into the project itself. Complete
(untrimmed) items can also be dragged and dropped directly from Windows Explorer.
The rotary Volume control can be used to control the volume of any item being previewed when the
option to preview thru selected track has been disabled.
The Bay field serves three basic functions. You can use it to create a new project bay, to replace the
contents of the current bay with a previously saved one, or to merge the contents of a previously saved
project bay into the current one.
The Source Media Bay and the Media Items Bay
The techniques for working with media items in both of these bays are very similar. The main differences are:
● Items dragged into the Bay are placed in the Source Media Bay only, until such time as they are actually
added to the project. They are then automatically also listed in the Media Items bay.
● Only items which are active (and therefore included in the project) are shown in the Media Items Bay.
● Active items can be managed from either of these bays. Available items can only be managed from the
Source Media bay.
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To mute an item in project Right-click on item, choose Mute from the context menu (to toggle).
To rename any media item Select item in the Bay: click Rename button or use the context menu.
To add comment to an item Double click in the comments column of the item row.
To filter the media item list Type a text string in the Filter box (e.g. cox to see only media items
See also section Using Search with cox in their name) then click on the Refresh button.
Filters for advanced options. To clear a filter, click on Clear Filter button.
To replace a Source Media Select item name in Source Media or Media Items list. Right-click and
or Media Items item with choose Replace in project. Then select from flyout menu, e.g. All
another item instances or any single instance: choose the replacement item.
The media format (e.g. MP3, WAV) need not be the same for both items.
To save an item set list from Select the items, then click on the Save button and choose one of the
the Bay (for possible use in available options. You can Save selected items to a new project
other projects) bay, or Save all items as a new project bay. For either of these, you
will be prompted for a new .Rea Bay file name. You also have the option
to Save and merge selected items to an existing project bay file, in
which case you will need to select the required file from the list.
To load a previously saved Click on the Bay button, choose a .Rea Bay file from the list. You may
item set list. Load and merge it with the current one, or replace the current one.
To sort media items list. Click on any column header to sort. Click again to reverse sort order.
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Toggle any FX to bypass or Select the FX then choose Bypass or Offline from the right-click menu,
offline or use the Bypass button (Shift-click for Offline.
Assign a preset to an FX Right-click in the Preset column for the FX and select from the menu.
(see note below table)
Manage any FX parameter Right-click on FX name, choose FX parameters then FX parameters
list, then select feature (e.g. Show in track controls or track envelope),
then select parameter from list.
Toggle auto-bypass on Right-click on plug-in name, select Force auto-bypass on silence from
silence for FX instance context menu. The silence threshold is set in project settings.
Change FX instance preset Right-click in the Preset column for the FX and select from the menu.
Replace one FX with Right-click on FX name, choose Replace in project then select from the
another project bay FX flyout menu of FX. You can replace all instances or a single instance.
Locate FX on hard drive This information is displayed in the Path column.
Note: The same FX name will occur more than once in the plug-in name list if there are any instances where
that FX has been assigned a preset..
Next to the FX tab is the FX Parameters tab, used for managing FX parameter features such as envelopes, learn
mode and parameter modulation. Chapter 19 deals with parameter modulation.
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In the example shown above this table, the Guitars folder is collapsed so that its child tracks (tracks 6 and 7)
are not displayed. It has two FX and four channels. The Bass track is locked. All tracks are accessible in the TCP
and MCP (although to view tracks 6 and 7 you would need to expand the folder). Both the Vox Ben and Vox
Amy tracks are soloed. They are also FIPM enabled and are grouped as group 1. The Reverb track has one FX.
Tip: You can use the Screensets window to save different sets of Track Manager settings as Track Views, any
of which can be recalled in an instant. Screen sets are explained later in this chapter.
12.8 Track View Screen Sets
Screen Sets enable you to save several different views of your project, so that you can easily select and recall
them when editing or arranging. There are two types of Screen Set – Track Views and Windows.
Track Views are created and saved on a per project basis – the screen set data is stored in the project's .RPP
file and can be recalled only when you are working with that project file. Using track view screen sets can be
especially useful when you are editing or in some other way working closely with media items.
Windows screen sets are global and are stored in the Application Data screensets.ini file. They can be recalled
from, and applied to, any project file.
The procedure for creating track views is:
Use the View, Screensets/Layouts
command to show the Screen Sets window
(the default keyboard shortcut is Ctrl E).
The Screen Sets window may be docked (or
undocked), or pinned to stay on top.
Adjust your track layouts to suit.
Select a number from the Track views page
of the Screen Sets window.
Click on Save and name the set.
You can create up to 10 track view screen sets per
project. To recall a view, double click on its name.
You can also assign keyboard shortcuts to
individual screen sets. By default, Shift F4 to
Shift F6 are used to save your first three track
views, and F4 to F6 are assigned to load each of
these first three track views.
If you want to modify these, or assign shortcuts to other track views, then you should click on the Edit
shortcuts button in the Screensets window. This
opens the Action List Editor. For instructions on
how to use the Action List Editor, see Chapter 15.
Notice that there is also an option available to Auto
save when switching screen sets. If enabled, this
ensures when switching from one screen set to
another that any changes made to the layout of the
first of these screen sets will be saved. The Edit
fields... button can be used to “tweak” this, so that
only certain aspects of your changes are automatically
saved.
Example
1. Open the file All Through The Night.RPP and save it as All Through The Night TRACK
VIEWGRAPH.
2. Adjust the track height of your Vox track as shown here (above).
3. Choose the View, Screensets/Layouts command and display the Track Views page, click on 1, then
Save to open the Save Track View dialog (below).
4. Type: Vox View but do not yet press Enter.
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5. Take a look at the five options that are available. We'll examine these shortly. For this exercise, make sure
that only Track control panel status is selected.
6. Click on Save.
7. Now adjust the track heights so that all tracks are
minimized except the two guitar tracks. Make these two
tracks high enough to show all track controls.
8. In the Track views window, click on 2.
9. Click on Save to open the Save Track View window.
10. Again make sure that only Track control panel status is
enabled and type Guitars View. Press Enter.
11. To switch between these track layouts, double-click on their
names in the Screen Sets window.
This simple example has introduced you to screen sets and how
to use them. Because we selected only the option Track control panel status the project track layout was the
only information saved with this screen set. Notice the five options that you may choose to include in or exclude
from a track view:
Track Cursor Position Track Control Panel Status Horizontal Zoom
Track Scroll Position Track Mixer Status
To remove any screen set that you do not wish to keep, simply select it and click on the Clear button.
Track Mixer Status
Notice that one of the options that you have when saving track view screen sets is Track Mixer status. This
option can be used to save any Track Manager settings regarding which tracks are and are not displayed in the
Mixer at any time. Switching between different track views would then automatically select different selections of
tracks to be shown in the Mixer.
Do not confuse this with the option Mixer flags in Windows screen sets, which allows you to select not which
tracks but which mixer elements and options (FX inserts, sends, multiple rows, etc.) are applied.
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You can also use keyboard shortcuts with Windows screen sets. By default, Shift F7 to Shift F9 are assigned
to saving Windows screen sets 1 to 3, and F7 to F9 to loading them. These assignments can be changed in the
Actions List Editor (see Chapter 15), accessed directly from the Screensets window by clicking Edit shortcuts.
The options that you may choose to include in or exclude from any screen set are:
Main Window Position Mixer Flags
Tool Window Positions Layouts
Docker Selected Tab Last focus
Some of these are self-explanatory. In addition, note that:
The tool window position option will cause the position of
those windows which are defined by Windows as tool items
(such as VST FX and the MIDI Editor) to be saved and recalled
with the screen set. For any particular project, however, this will
only be applied if that particular window exists in that project.
This option is useful, for example, if you use a set of standard
plug-ins in the Master and you want to easily be able to open
and close all these FX windows when working with any project.
Enabling docker selected tab will ensure that whichever
window in the docker is visible when the screen shot is saved
will be visible when it is recalled.
The mixer flags option, if enabled, will save your various Mixer menu options (FX inserts, sends, folders, top
level tracks, position of master, etc.) with the screen set. These options are discussed in detail in Chapter 11.
We encountered layouts in Chapter 11, in the context of the Mixer. You'll find more information about Layouts
later in this chapter. Enabling this option will ensure that your layouts are saved with the screen set.
The last focus option can be selected to ensure that a particular view automatically is given focus whenever the
Screen Set is loaded.
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Choice of CC mode (absolute or relative) will depend on the parameter being assigned and your own control
device. In many cases, absolute mode with soft takeover
will be appropriate, but you may need to experiment.
Soft takeover: if enabled, the learned parameter will not
be changed by moving a MIDI knob or fader until the MIDI
knob/fader equals the value on the screen.
For example, if the current value of a parameter is (say)
100 and the controlling hardware slider is (say) 30, then
with soft takeover enabled moving the fader will not cause
any change to the parameter value until the value of the
fader itself nears 100. If the fader is then moved to (say)
120, then the parameter value will also be moved to 120.
The options to Enable only when effect configuration
is focused/visible can be used to ensure that this control
surface assignment will only be used when that plug-in has
focus and/or is visible. This enables you to assign the
same control surface fader to any number of different
functions with different plug-ins. For example, the same
fader used to control EQ gain in one plug-in could also be used to control the threshold setting on a compressor.
When one or more parameters in a plug-in has been assigned to a control surface, you will see an extra
command on the Param menu – Default controller mappings.
This leads to a flyout menu with three options – Use default, Save as default, and Clear default. You can
thus use this menu to save these settings as the default for this plug-in, so that these controls will be
automatically made available whenever that plug-in is loaded into other tracks.
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These instructions assume that you are already familiar with the basic techniques for docking and undocking
windows, and so on, as explained in Chapter 2. You can attach any docker to the main window in any of the four
positions. You can also choose the same position for more than one docker (for example, you might wish to
attach two dockers to the right).
Dock a window Right-click on the window's title bar and choose the command Dock … in
Docker.
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9. Display the main project (select its project tab). You may need to extend the length of the media item on
the sub project track to display its contents. You may now close the subproject file if you wish. It can be
re-opened by double-clicking on the media item in the main project file. With large projects (e.g. with
many sample based instruments) that are slow to load it can be simpler just to keep them open, although
doing so will use more RAM.
10. When you play the main project file, its output will now include the rendered contents of your subproject.
Example
Let's now look at an example of how this might be done in practice. To make it easier to understand, this
example will be kept to a simple project. After reading thru this, you might be able to then think of a further
example that you can try out for yourself using your own projects.
1. Here we have created a new project
file, and saved it into its own
subdirectory, calling it
WaitingMain.RPP, We have
recorded a guide track and added a
second track, called Drums.
2. After selecting the Drums track we used the command Insert, New subproject to insert a subproject
which we named and saved
as DrumsSub.RPP. Notice
both the short media item
that is automatically added
to the track and the new
project tab above the
toolbar.
3. Using DrumsSub.RPP we
build our drum tracks in the
normal way. For the sake of
simplicity, in this example we
have just added two tracks,
but of course we could have as many as we require. Whenever we play these back, the guide track in the
master project will also be heard. Track volume and pan settings are adjusted as required, FX and
envelopes are added, and so on. When finished, we move the =END marker to the end of the tracks.
5. We now save
this file. Notice
that audio
output is
rendered as the
file is saved. We
return to the
main project. At
first sight,
nothing seems
to have
changed:
6. However, when
we extend the
media item to
the right, we
can see the
rendered drums.
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7. If we close the DrumsSub project and play the main project file, the rendered drums can clearly be heard
along with the guide track.
8. Any later changes that we make to the DrumsSub project will be included in the audio file that is rendered
when the
subproject is
saved. Thus,
when the main
project is next
opened, the
audio item on the
Drums track will
include these
updates.
9. We can now add further subprojects, in this example one each for the vocals and the rhythm section. The
guide track is no
longer required: it
can be muted and
hidden. We can
also make further
edits, add FX, etc.
to the rendered
subproject tracks:
This example has been
kept simple for learning
purposes. In practise,
subprojects are most
useful when working
with complex and
intense applications such as movie scores, radio programs, large orchestral arrangements, game/video sound
design and electronic music production. Another potential application is in finalising an album, with each song
being inserted as a separate subproject within a master project.
Working with subprojects … some handy tips and hints
It's easy to stumble and make (sometimes elementary) mistakes when trying out something new. These
comments are not comprehensive but they are here to help you.
Creating a subproject file
● It's not the end of the world if you forget to position the edit cursor in the master project accurately before
creating a subproject. You can move the media item within the master project file later.
● You can specify the position and length of a subproject by defining a time selection before you create it.
● It usually pays to ensure that the master project is set up within a new folder, and the subprojects are all
stored in that same folder.
● Don't use the name of an existing file in the same folder as a subproject file name. If you do, you will
overwrite that file with a new empty one.
● Individual media items from an
existing project file can be
imported into a subproject file in
the usual way (e.g. using
REAPER's Insert, Media item
command, or via the media
explorer).
● An existing .RPP project file can
be imported into a master project
as a new subproject media item
(see right).
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Managing The Overall Project
Either drag and drop the .RPP file from media explorer into an empty track in the master file, and when
prompted choose Insert project as media item, or select the empty track and use the Insert, Media
file... command.
● An existing media item (or item selection) in a master project file can be moved from the master file to a
new subproject file. Right-click on the item(s) and choose Move items to new subproject. Items within
the selection on the same track will be moved to a single subproject file. Items on different tracks will be
each be moved into a separate subproject file. The subproject file is fully editable: its contents will appear
in the master project as a single item, which will be updated each time the subproject is saved.
● An entire track or selection of existing tracks in a master project file can be converted into a subproject by
following these steps:
1. In the TCP, select the track or a number of tracks. If these are enclose in a folder, include the folder in
your selection.
2. From the main menu, choose Track, Move tracks to new subproject.
The tracks (including any folders) will be moved and saved to a new subproject file: their output will
appear in the master file as a rendered single item on a single track. Note, however, that any
sends/receives between the selected tracks and any other tracks in the master file will be removed.
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proxy (subproject) to preview REAPER.RPP projects. If enabled, this ensures that when you select an
.RPP subproject view for preview, if it needs rendering it will automatically be rendered.
● Within the main project file, you can create a new take of any subproject item. Just right-click on the
media item and from the context menu choose Open items in editor, then Open item copies in
subproject tab. You will now have two subproject files for this track. These two files can be edited
independently of each
other and will be
displayed in the master
project as two separate
takes. They can be
manipulated and edited in exactly the same way as any other takes.
● Your subproject files, like other project files, can include markers and regions, as you wish. On saving, any
regions will be identifiable within that subproject's rendered media item in the main project file.
Summary of master and subproject project tab options
Parent projects:
If you enable the option Run background projects then you can fine tune how the background projects
should behave by enabling or disabling any or all of the options Run stopped background projects, Play
stopped background projects with active project and Synchronize play start times w/play
background projects.
Subprojects:
If you enable the option Run background projects
then you can fine tune how the background projects
should behave by enabling or disabling any or all of the
options Synchronize any parent projects on
playback, Run stopped background projects, Play
stopped background projects with active project
and Synchronize play start times w/play
background projects.
On both parent and subproject project tabs various
subproject rendering toggle options are available.
These are Do not automatically render subprojects
(require manual render), Prompt before automatic rerender of background subprojects, Defer
rendering of subprojects (render on tab switch rather than save) and Leave subproject open in tab
after automatic open and render.
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Activity Procedures
Monitor using MIDI Insert a track and name it. Arm it for recording and turn record monitoring on
Input Set record mode to Disable (input monitoring only)
Select Input: MIDI, then the device, then the channel(s)
Open the track's routing (I/O) window, select your MIDI Hardware Output.
Monitor using Audio Insert a track and name it. Arm it for recording turn record monitoring on
Input Set record mode to Disable (input monitoring only)
Select the necessary mono or stereo audio input from the synth's audio interface.
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Filter Button
This is the eighth button shown on the toolbar above. It opens the Filter Events window to allow you to
decide what you want displayed in the MIDI Editor. The Show only events that pass filter box toggles
your filter settings on and off. Invert causes all notes to be
displayed except those defined by the filter settings. You can
choose to display all Channels, or any combination or
permutation of channels.
Enabling Solo will cause only events that pass through the
filter to be played.
Use the Event Type drop down to select any type of event as a
filter. The default is All events, but you can choose Note, Poly
Aftertouch, Control Change (CC), Program Change (PC), Channel
Aftertouch, Pitch, or Sysex/Meta.
The content of the Parameter drop down lists depend on the
event type selected. For example, for Note (as shown below), it
will display a list of notes, with options to filter on note (optionally
using the keys in piano roll) or note range, velocity, position in
measure and/or length. However, choosing Program Change (PC)
as event type will allow filtering only on program number and/or
position in measure. Pitch can be filtered on low/high values or
position in measure.
Position in measure behavior will vary with the event type. For
example, if the event type is Note, position in measure allows you
to restrict display to a range you define anywhere between 0 and
127. For PC, CC or Pitch, low and high position in measure values are set to any range within 1/32 and 1.
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Set selection causes current filter settings to be applied, and Add to selection lets you add to the existing
filter selection. For example, you can create a filter on Note then add to it one based on Pitch. You can also
specify settings to Remove from (current) Selection. Set filter from selection will automatically create a
new filter based on the current MIDI Editor note selection.
The Filter Button includes a right-click context menu which can be used to toggle on/.off the options Show
only events that pass filter, Invert filter and/or Solo.
Track List
This button opens (on) and closes (off) the Track List panel. This is explained in this chapter, in the section
Working with Multiple Tracks and/or Items. For the time being, leave this set to off.
To the right of the track list button are six toggle icons, Quantize (on/off), CC selection follows note
selection, Show grid, Snap to grid, Step Sequencing (use MIDI inputs for step recording, on/off) and
Dock editor. Right-click over the Snap to Grid button to set behavior for when snap is enabled – Always snap
notes to the left, Snap notes to end of grid (the default), or Snap relative to grid. The final icon Dock
editor can be used to dock and undock the MIDI Editor window.
Note: If both Media, MIDI preferences to Create new items as .MID files and Import existing MIDI files
as .MID file reference are enabled, the MIDI Editor toolbar will on the left display two further buttons - File,
Save MIDI file and File, Revert to saved MIDI file.
Tip: The View, Piano Roll Timebase command includes the options source beats, project beats and project
time. MIDI data is always defined in beat-based terms, but in the time view mode the grid is adjusted to reflect
any tempo changes in the project. If there are no tempo changes, the beat and time views will be identical. You
also have the option to select Project synced. This synchronizes the timeline of the project and MIDI item
together. It also ensures that both windows are synchronized during such actions as zooming and scrolling.
The Ruler
The MIDI Editor follows your Arrange view settings. For example, if the option Loop points linked to time
selection is enabled, click and drag along the MIDI Editor ruler will define both loop and time selection.
The Transport Bar
This is found at the bottom of the MIDI Editor window. It contains the transport buttons and a number of drop
down lists. The six buttons (not shown) are self explanatory – left to right they are rewind, start, pause playback,
stop playback, jump to end, and toggle repeat loop mode on/off. The loop area can be set on the timeline in
either the MIDI Editor or the Arrange window. The drop down lists (shown above) from L to R are:
Grid: The grid division box is used to set the grid division unit, in notes. Select a values between 1/128 and 4.
Grid spacing type: Options here are straight, triplet, dotted or swing. If you choose swing, several other
parameters will also be displayed on this bar. These are discussed later in the context of quantizing.
Notes: This is used to select the default note length (expressed as a fraction of a note) that is used when new
notes are added. In the example above, this has been set to be the same as the grid setting. It can be
overwritten using the main menu command Options, Drawing or selecting a note sets note length.
Scale and Chord: Enabling the key snap option allows you to select a scale and a chord from the two drop
down lists. You can also use the chords button (here labelled “Major”) to load a REAPER .reascale file.
Track List: Where more than one track contains MIDI item, this selects which track is to be made active in the
MIDI editor. This can also be used to show or hide the track list panel.
Channel: Use this to select a channel from 1 to 16 for current editing (or All). The Filter box modifies selected
channel behavior: when off, all channels are displayed, but the selected channel is still used for note entry.
The Main Window
The main window by default consists of two panels. The larger (top) panel displays your MIDI notes. Here you
do your editing. The default view is Piano Roll View. Click on any piano key to play that note. The smaller
(bottom) panel is the CC lane, used to display various information, such as note velocity or pitch.
Move your mouse over the main window area (where the notes are displayed) and you can see your mouse
cursor displayed as a pencil. This indicates the current edit position, for example for inserting notes. Both the
position on the timeline and that on the piano roll are shown in the top left corner, just beneath the toolbar.
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Parameter Description
Bank Select MSB Many MIDI devices offer a total of more than 128 instruments, in which case
Bank Select LSB these instruments are grouped into banks. Thus, depending on the device, a full
program change message might consist of five parts – cc #0 (Bank Select),
followed by the Sound Bank MSB value, then cc #32 (Bank Select LSB) followed
by the Sound Bank LSB value, then finally the Program Change number.
Program change numbers are discussed in more detail in the sub sections that
follow after this one.
Velocity The measure of the speed with which a key on a keyboard is pressed.
A lane is also available for Note Off Velocity.
Mod Wheel This can add vibrato or other changes to a sound.
Breath Varies from 0 (no force) up to 127 (high force).
Portamento Determines the smoothness of the glide from note to note
Balance Typically used to adjust the volume of stereo parts without affecting the panning.
Expression Used to create relative volume changes.
Sound Timbre The property of a sound that gives it its unique “color”.
Sound Release Determines how long it takes for a sound to fade out.
Sound Attack Controls how long it takes for a sound to fade in.
Sound Brightness This adjusts a sound’s filter cutoff, allowing you to create filter “sweeps”.
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Note/CC names
Displays a sub-menu. Rename last clicked note.... Use this in Piano Roll or Named Notes mode to name
the currently selected note. After entering a name you can use Tab to move to the next note in the piano
roll, Shift Tab to go to the previous note. Rename last clicked CC lane … allows you to select a CC
lane (in piano roll or named note view) and rename it.
Choose Load note/CC names from file... to browse the file list. Recently used files will also be displayed
on the menu. When loading from the recent file list, hold Shift with this command to merge imported
names with existing note names rather than replace them. See also Custom MIDI note and CC names.
Another option is to Save note/CC names to file...
There is an option to Clear note/CC names and a toggle option Note name actions apply to active
channel only.
Scale/chord definitions
Displays a sub-menu. Load/Unload ReaScale file. ReaScale files can include scale definitions, chord
keymaps, etc.
Close Editor
Closes the REAPER MIDI editor, and returns you to the main REAPER window.
The Edit Menu
Undo, Redo, Copy, Cut, Paste, Select all, Delete
These features work as expected on all selected MIDI notes. Note that you can cut, copy and paste
between MIDI Editor windows, and into some external applications.
Also, the Actions list includes several Select actions, e.g. various actions for selecting CC events in time
selection, actions to select CC events under selected notes, actions to select muted notes, actions for
selecting all notes in measure, and actions for selecting all notes at pitch cursor.
Paste, Paste preserving position in measure
Paste will paste to the current cursor position. Where a selection of notes (rather than a single note) has
been cut or copied, the entire selection will be pasted starting at the current cursor position.
Paste preserving position in measure pastes to the next measure after the cursor position, retaining the
relative position of the item pasted.
Select all
Selects all notes.
Delete
Deletes current note selection.
Mute
Mutes current note selection.
Insert note
Inserts new notes at the Edit Cursor.
Split notes
Splits selected notes (using the S key). If no notes are currently selected, all notes currently under the Edit
Cursor are split.
Join notes
Joins selected notes together.
Set note ends to start of next note (legato)
Sets ends of selected notes to start of next notes by adjusting end points of all notes in selected range.
Quantize ...
Opens Quantize Events dialog box. See also the
Quantize section and the MIDI Toolbox section.
Quantize submenu:
Quantize using last settings
Quantize position to grid
Unquantize
` Freeze quantization
See the Quantize section for more information.
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Working with MIDI Items
Humanize …
Opens the dialog box shown here. Humanizing can
make the exact timing of MIDI generated music sound
less “clinical” and more realistic. It does this by
allowing you to introduce random small and subtle
imprecisions in timing and velocity. This command is
also available as an assignable action.
Transpose ...
Opens the dialog box shown below, which can be used
to transpose all or a selection of MIDI notes. You can
transpose by a specified number of semitones, with a
snap to scale option, or from one specified key/scale to another.
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Note preview
Displays a sub-menu enabling you to select any or all of four situations when you would like notes to be
previewed (i.e. audibly heard) – Preview notes when inserting or editing, On velocity change, On
keyboard action, and/or All selected notes that overlap with selected note.
CC events in multiple media items
Options are available to Draw and edit on all tracks or Edit on all tracks.
CC/velocity lane: Several options are available:
CC selection follows note selection and Bank program selection follows note selection
Default CC curve shape and Reduce CC events while drawing
Apply default CC shape to recorded events
Allow CC shape in bank and LSB lanes
Show note length in velocity lane and
Edit CC/velocity only when mouse is near event.
Drawing or selecting a note sets the new note length
Over-rides the default note length set by the drop down Notes box on transport bar.
Selecting a single note sets the channel for new events
Causes channel for new events to automatically follow channel of last selected note.
Allow MIDI note edit to extend the media item
If enabled, this toggle will ensure that the media item length will be extended when a note is moved or
copied within a time selection.
Display 14-bit MSB/LSB CC data as a single entry ...
If enabled, ensures that 14-bit MSB/LSB CC data will be shown as a single entry (rather than separate
entries) in event list view and properties,
Automatically correct overlapping notes
Toggles on and off the automatic correction of overlapping notes.
Use F1-F12 for step recording (see also section “Step Recording”)
When enabled, the function keys (F1 - F12) can be used to enter notes. These keys are mapped to the 12
Semitones of an Octave, with F1 having the lowest pitch and F12 having the highest pitch. The starting
pitch for F1 is set by the location of the highlight bar.
To bypass any snap settings when using step recording, hold Shift while pressing the function key.
Use all MIDI inputs for step recording
Toggles the use of MIDI inputs when step recording.
MIDI editor mouse modifiers
Opens the mouse modifiers page of your preferences window. Here you can select actions to be assigned
to mouse behavior in various contexts. This is discussed later in this chapter and in Chapter 15.
Customize menus/toolbars ...
Opens the Customize Menus/Toolbars window. See Chapter 15.
The View Menu
Filter events..., Quantize..., Humanize..., Transpose …
Opens one of these dialog boxes, which are individually discussed elsewhere in this chapter.
Event properties ...
Opens the Note properties dialog box. This topic is covered later in this chapter. Note properties now share
this common dialog box with other events including control change, pitch, and channel pressures.
Raw MIDI data
Opens a window displaying raw MIDI data for currently selected item.
Mode: piano roll
Displays a standard, white/black piano key view. This is the mode most commonly used for MIDI editing.
Mode: named notes
Replaces the Piano Roll view with note names. Note: Only works when using a VSTi that reports note
names, such as Fxpansion's BFD. Check the REAPER forum to see if a note namer plug-in has been posted
for the VSTi you want to use. For example there are EZDrummer note namers available.
Mode: event list
Displays the event list. This is explained later in this chapter.
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Join notes
Joins all notes in current selection to make one note per row.
Set note ends to start of next note
Extends the end of each note in a selection to the start position of the next note in the selection.
Select previous note/ Select next note
Selects previous or next note in place of current selection.
Select previous note with same pitch
Select next note with same pitch
Select all notes with same pitch
Selects previous, next or all notes with the same pitch as the
currently selected note.
Rename current note
Allows you to rename in the piano roll the note underneath the
mouse cursor.
Event properties (see right)
Certain events can be edited by entering values into text boxes.
For example, for notes you can change position, length,
channel, note, velocity, off value. You can use + or – to
make relative changes. For example, for note value, entering
+1o2 will raise the pitch by one octave and two semitones. You
can also enter note names directly into this field.
Other editable events include poly aftertouch, control change, program change, pitch, and song select.
Note channel (1-16)
A quick way to change the channel for the current note selection. For example, choosing channel 8 will
ensure that a note will use channel 8 -- and will send that note to the vsti or midi instruments channel 8.
Note velocity (1-127)
Used to change the velocity for a note or note selection to a specified value, within the range 1 to 127.
Notation
Presents a limited submenu of musical notation options – Voice, Phase/slur, Articulation, Ornament
and Note head. These are explained in the chapter immediately following this one. Notation data can be
displayed in a MIDI editor lane. It is selected in the same way as other data such as Velocity, Pitch, etc.
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Note display can be filtered for channels 1 to 10 using any of the shortcuts Shift 1 thru Shift 0. Shift `
removes the note filter and restores all notes to view.
Using F1-F12 as step sequencer:
When Use F1-F12 as step sequencer is selected, the keys F1 thru F12 can be used to enter notes. These
keys are mapped to the 12 Semitones of an Octave, with F1 having the lowest pitch and F12 having the highest
pitch. The method for using this is the same as already described under the MIDI Editor’s main Options menu.
Note Properties:
The keyboard shortcut Ctrl F2 can be used to open the Note Properties box, as an alternative to choosing the
command from the right-click menu.
Selecting / Editing multiple Notes:
Multiple notes can be selected by holding down the Ctrl or Shift keys while selecting notes with the mouse, by
drawing a Marquee (Right-click and drag) around a group of notes, or by using Select All (Ctrl A).
The value of all selected notes can be adjusted by dragging one of the selected notes.
The duration of all selected notes can be adjusted by dragging the edge of one on the selected notes.
The note velocity of all selected notes can be adjusted by dragging the Velocity handle (when active) of
one of the selected notes.
The default Velocity value for notes created in the MIDI Editor is taken from the last selected event - e.g. if the
Velocity of the last selected event was 70, then the Velocity value for the next created note will be 70.
13.17 Transposing Notes
As an alternative to using the Edit, Transpose command to transpose MIDI notes you can use a number of
keyboard shortcuts. First select the required notes, then use one of the following shortcuts:
Move notes up one octave Alt NumPad 8
Move notes up one semitone Ctrl Up or NumPad 8
Move notes down one octave Alt NumPad 2
Move notes down one semitone Ctrl Down or NumPad 2
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You can also double click on any event to modify that event’s
properties (see example, right). The information displayed in
the Event Properties dialog box will in large measure depend
on the event type of event.
The Event List view toolbar is simpler than that of the other
two views. The Filter button is used to filter only those events
that you want displayed. The Add button will insert a new
event immediately before the currently selected event, and the
Del button will delete the currently selected event. The last
button toggles the docking of the MIDI Editor on and off.
Note: From the Options menu, the toggle command to
Display 14-bit MSB/LSB CC data as a single entry in
event list view and event properties dialog is by default
enabled. This causes 14-bit MSB/LSB CC data to be shown as
a single entry rather than separately.
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strength fader is displayed (see above). This is used to adjust the swing setting within a range of -100% to
100%, or you can enter a value directly into the Swing % edit box to its immediate right. You should also set a
Notes value: left at Grid, this will take its value from whatever is chosen for the grid. Otherwise you may select
any other required value from the drop down list.
Used well, swing can result in a
more musically pleasing output.
In essence, you define a
percentage delay to be applied on the upbeat. For example, if you apply swing to 1/4 notes then those which
coincide with the 1/2 note divisions will be unaffected by the swing, those that fall
between these divisions will be delayed by the amount specified. Small amounts of
swing (even 5% or less) can help to prevent a part from sounding too rigid.
Quantize is non-destructive – that is to say, the process can be reversed at any time.
The various other commands on the Edit menu that are used with quantizing are:
Quantize notes using last settings
This bypasses the Quantize Events dialog box, making it easier for you to apply
the same quantization settings to various disparate selections.
Quantize notes position to grid
This quantizes notes according to your grid settings.
Unquantize events
Removes quantization and returns the notes to their previous state.
Freeze quantization for events
Freezes the quantization for all currently selected events.
Shown above is an example. The top picture shows two unquantized notes selected. In the second picture they
are quantized by moving them left. In the third picture, they are quantized by moving them to the right.
More quantize options are available in the MIDI Editor Action List, including actions to quantize note positions
to specific divisions, ranging from 1/4 down to 1/64.
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Working with MIDI Items
Quantize within % range. These are similar to the Nearly Quantized and Far From Quantized faders in the
Quantize Events dialog box (see previous section).
In addition, the Main (alt Recording) section of the Action List includes actions to:
● Toggle MIDI input quantize for all tracks, selected tracks, or last touched track.
● Enable or disable MIDI input quantize for all tracks, selected tracks, or last touched track.
13.25 Humanize Notes
Humanize Notes (from the Edit menu) can be used to
introduce subtle variations – some might say imperfections! –
to a MIDI item that is just too exact, too perfect. For
example, no human pianist will ever complete an entire live
performance on an acoustic piano with every key being
struck with exact precision and perfect timing. Therefore, you
might not want your MIDI items to be too perfect.
The Humanize Notes dialog box (right) can be used to
introduced random variations in timing and velocity to an
existing MIDI item to make it sound … well, more human!
13.26 Step Recording
Step recording is a method of recording a sequence of MIDI notes within REAPER's MIDI Editor, one step
at a time. In overview, you start by choosing a step size (such as a quarter or eighth note), then play your
notes using a MIDI keyboard or the function keys F1 to F12. Each note you play is recorded and the
insertion point is moved into position ready for the next note. You can then continue, playing more notes
as you wish. You can also, if you wish, change the note size while recording. Let's see how this is done:
1. From REAPER's main menu, choose Insert, Virtual Instrument on new track. Select your
instrument and click OK. The track will be inserted armed for recording, with input monitoring on.
2. Display the Input drop down list for this track and select a MIDI channel (or All channels) for your
MIDI keyboard.
3. Click and drag in the arrange area to define the length of your required MIDI item. From the menu,
choose Insert, New MIDI item to insert the item.
4. Open the item in the MIDI Editor. Double-click on item will do this, or you can choose Open in built-
in MIDI
editor
from the
right-click
context
menu.
5. If you are using a keyboard, enable step recording either by choosing Use all MIDI inputs for step
recording from the MIDI Editor Options menu, or by clicking on the equivalent toolbar button.
6. If you wish to Use F1 - F12 for step recording, enable this menu option. These keys are then
mapped to the 12 semitones of an octave. In this example, we'll use these keys. Remember, however,
you could use a MIDI keyboard if you have one.
7. Select a note length (e.g. 1/4, 1/8) from the drop down list next to the MIDI Editor's transport bar.
8. In the piano roll keyboard. select a note (e.g. C4). This note will now be represented by F1, with
subsequent function keys moving up the scale to higher notes. Press function keys as required to
enter notes and to advance the cursor according to snap settings (hold Shift if you wish for snap
settings to be ignored). These notes can be edited like any others, for example to adjust velocity.
9. Selecting a different note in the MIDI editor keyboard will reset the value of F1 (and all other function
keys accordingly).
These instructions represent the essentials of step recording. Depending on which virtual instrument you
use, and on your MIDI keyboard setup, you might need to “tweak” them to suit your exact requirements.
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In the MIDI Editor Contents Track List each item is assigned three qualities – active status, editability status, and
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visibility status, These can be set as required to allow you to work with different items at different times.
Active means that the item can be used for inserting, copying, pasting notes, etc.
Editable means that mouse edits (move, lengthen, etc.) and commands such as quantize, transpose and
hum anize can be performed on an item's notes. One and only one item at a time may be active, but as
many items as you wish may at any time be visible and/or editable.
Visible means the item and its notes are displayed in the MIDI editor window.
Note that:
● An item can be visible without having to be editable or active. One or
more items may be visible.
● An editable item will also be visible but need not be active. One or more
items may be editable.
● An active item will also be editable and visible. One and only one item is
active at any time.
Any track or combination of tracks can be made active using the “eye” column in the
track list (see above right). A track can be made active by selecting it in the track
list, or from the Contents menu, or using the drop down list near the end of the
transport bar (see right). If the track contains only one MIDI item, that item will be
made active. If it contains more than one item, all items will be visible and editable
but only one item will be active.
The Filter Events window (accessed from the toolbar) allows you to select multiple
channels for display and editing. If you select two or more channels in this window, the drop down channel list at
the foot of the MIDI editor window will read “Multichannel” or “All channels”. Alternately, you can simply use the
drop down channel list to select “All.”
The MIDI column in the Track Manager (Chapter 12) can also be used to open items in/remove items from the
MIDI Editor, and to show items in/hide items from the MIDI Editor track list. Tracks can also be selected to be
shown in or hidden from the track list using the track list's context menu.
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Item selection toggle commands are Active MIDI item follows selection changes in arrange view,
Selection is linked to visibility and Selection is linked to editability. Select any, all or none of these.
If both selection link options are set to off, then all items displayed in the piano roll can be edited.
However If item selection is linked to visibility, items which are visible but not editable will be displayed in
the piano roll window but cannot be edited (e.g. moved or deleted).
If item selection is set to editability, then those items defined as editable will be displayed and can also be
edited. Items defined only as visible will be displayed but cannot be edited.
● Item editing toggle options are Only MIDI items on the same track as the active item are editable
and Close editor when active MIDI item is deleted in arrange view. Enable both or neither of these.
In the example shown here (left) three tracks are listed and displayed,
containing in total seven MIDI items. The Piano and Bass tracks holds
three items each. The Flute just one item.
● The symbol that contains an arrow (to the left of each track name)
opens and closes a list of MIDI items on that track.
● This track list operates in much the same way as does the arrange
view track list. Click on any item name to select it, or on any track
name to select all items on a track. You can use control+click or shift+click to build a selection. The first
item in a built selection will be made active, but you can change this by clicking on the “make active” icon
of any other item. You can then use the various other icons to set qualities such as icon color, solo, mute
or editability for the entire selection. The small colored square to the right of an item name opens the color
picker: this can be used to select a different color to be used for this item in the Media Item Lane.
● The column to the right of the color picker is the “make active” column. Click here to make any item the
current item for inserting events (shown by the green arrow). It will then also be made editable and
visible.
● Click in the next column to the right of this to make any item visible and editable, indicated by the green
unlocked padlock icon. If contents do not appear visible, check 1) the scroll settings for the MIDI editor
window, and 2) the channel filter, to ensure that the required channel is included in the filter. This same
green icon can then be used to toggle editability.
● The eye symbol to the right of this toggles the visibility of any item (or item selection) in the MIDI Editor.
The gray/red circle to the right of this (for tracks) toggles record arm status for that track. This is used in
conjunction with the Record button on the Arrange view Transport Bar.
● Use the M button to the right of this to toggle mute status for individual tracks or items. Use the S button
to the right of this to toggle solo status for any track.
The track list can also be opened (shown) and hidden using the track select drop down list at the bottom of the
MIDI Editor window.
The Media Item Lane
The media item lane (Contents menu) displays the MIDI items and their position in the arrangement. Clicking
on any item highlights, selects it but does not make it active. As with the track list, you can use control+click or
shift+click to build a selection.
The individual media item right-click
context menu offers you various options
for setting items to custom colors or
random colors.
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The Action list is displayed by choosing Show actions list from the Actions menu. One of the first things to
notice about it is that it contains a whole load of assignable actions beyond those that are shown on REAPER’s
menus. This means that you are able to create your own keyboard shortcuts for any of these actions, and even
for sequences of actions.
Notice also (below right) that when using the MIDI Editor Action List, you are able to assign MIDI commands and
actions to keystrokes so that those keys will behave differently in the MIDI Editor from the way they behave in
the main REAPER environment. You can see that there’s quite a few, and that some already have keys assigned
to them. You can assign
your own keys to other
actions.
Let’s take a simple
example. Being able to
select notes quickly and
easily is important when
you are working with the
MIDI editor.
If in the Action List filter
box you type (for example)
add note then only those
actions which included
these characters will be
displayed (see right). One
of these is Add next note
to selection. You can
assign a shortcut to this
action.
You’ll see in Chapter 15 that the Actions List Editor lets you do much more than this. For example, you can:
Chain together any sequence of actions so that the sequence can be executed with a single keystroke.
Add actions and custom actions to your MIDI Editor toolbar and/or the MIDI editor Actions menu, and/or
any of REAPER's MIDI Editor menu commands (File, Edit, Navigate. Options, etc.)
REAPER's MIDI Editor commands (such as Edit -> Delete events, Edit → Insert note, Edit → Quantize,
Navigate → Select next note, Options → Correct overlapping notes when editing, etc.) can all be found in
the Action list. In addition there are many hundreds of actions, some very precise, which are not shown on
the menus. The table that follows should help guide you thru many of these.
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Note inserting/ Color notes by velocity/channel/media item custom color/using colormap/by track
editing/ custom color.
manipulating/ Delete all notes/trailing notes less than [1/128 to 1/8] note in length.
moving/ transposing Lengthen/shorten one grid unit/one pixel.
Make notes legato, preserving note start times/relative note spacing.
Move notes down/up one octave/semitone (transpose)
Move notes left/right one grid unit/one pixel.
Invert selected/all notes, Reverse selected/all notes, Invert chord voicings.
Edit note velocity +/- 01/10.
Set note length to grid size/double/half, Set length for next inserted note to grid.
Trim left/right edge of notes to edit cursor.
Insert note [1/128 to 1] note length.
Set note length to [1/128 to 1]
Set note ends to start of next note.
Set note position to edit cursor.
Split notes on grid.
Copy/cut/duplicate notes within time selection, Fit notes to time selection.
Paste events into active media item regardless of source media item (allows items
to be copied from a selection of media items into a single media item.) .
Loop/time selection Loop point: set start/end point. Remove loop point. Double/halve loop length.
Set time selection to selected notes, Remove (unselect) time selection, Remove
(unselect) time/loop point selection.
Move cursor to start/end of loop/time selection.
Cursor movement Cursor advance [1/128 to 1]. Cursor advance [1/32T to 1/4T].
Move cursor left/right one measure, To start/end of current measure.
Move edit cursor left/right by grid.
Lyric events Align lyric events with notes. Import lyrics for selected noted from file.
Insert/edit text/lyric event at first selected note.
Select next/previous lyric event. Shift lyric events backward/forward one note.
Mouse modifiers Actions are available to set mouse modifier behavior within the MIDI Editor for each
of the categories CC event left drag, CC lane left drag, MIDI editor right drag, note
edge left drag, note left click, note left drag, piano roll left click, piano roll left drag,
ruler left click and ruler left drag. The list of actions is exhaustive.
Playback Chase MIDI note-on/CC/PC/pitch in project playback (toggle).
Project sync actions Timebase: sync to arrange view – syncs midi editor timebase to arrange view.
Timebase: toggle sync to arrange view – sets sync on/off.
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REAPER’s main MIDI Editor is recommended for serious and in-depth editing of your MIDI items. However,
many common tasks can be carried out using the in-line editor if you prefer. This allows you to edit the
MIDI item without leaving the main window.
The in-line editor displays piano roll view only, and the contents of CC lanes will be determined by whichever
lanes were selected last time the item was opened in the MIDI Editor. If it has never been opened in the MIDI
Editor, the Velocity lane will be selected by default. You can adjust the boundary between the editing area and
the CC lane with the mouse to adjust its height, just as in the MIDI Editor.
Right-clicking over the editing area opens a menu showing which editing tasks can be carried out with the in-line
editor. In summary, the following types of commands and actions are supported within the in-line MIDI editor:
Note editing mouse actions, including change length, change velocity, marquee, move, delete and insert.
Most commands on the MIDI Editor’s Edit and View menus, including quantize and humanize.
When working with the in-line editor, any keyboard shortcuts and custom actions that you have defined in the
main MIDI Editor will apply, along with any defaults. For example, PageUp and PageDown will zoom vertically
in and out within the in-line editor. You can run your MIDI Editor custom actions within the in-line editor. The in-
line editor also displays a small toolbar in its top right corner. From left to right, the function of these tools is:
The Move CC with events toggle tool: serves the same purpose as its equivalent tool
in the MIDI Editor window.
The Show/Hide tool (magnifying glass): toggles between Show all note rows, Hide
unused and unnamed note rows, Hide unused note rows and Custom note row
view.
The Item Style tool: toggles between rectangle, triangle and diamond note display.
The Vertical Scroll/Zoom tool. Click and hold on this and drag vertically up or down to
scroll vertically up and down, left and right to zoom vertically in and out (see example,
right). You can double-click on this button to zoom to contents.
The X tool. This closes the in-line editor and restores normal display.
The MIDI Editor and In-line Editor are designed for editing your MIDI events. Remember also that many of the
item editing tasks, functions and activities that you discovered in Chapter 7 can also be applied to MIDI items as
a whole. For example, in arrange view items can be dragged and dropped, split, copied, muted, grouped in
selection sets, locked and so on. Plug-ins can be added directly to an item's FX chain. Selecting a MIDI item in
Arrange view and pressing F2 will display its Item Properties window where you can shift pitch, change play
rate, loop enable/disable, and do much more.
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By default, when you copy and paste items using the menus or keyboard shortcuts (such as Ctrl Shift C and
Ctrl V), the former method (with common source data) is applied. The items are also added to the Project Media
Bay (see Chapter 12) where they are listed as MIDI pool items.
To change this default behavior, disable the preference (under Options, Preferences, Media, MIDI) to Pool
MIDI source data when pasting or duplicating media items (see also Chapter 22). Items will then by
default be copied as discrete items. Note that a new MIDI pool item is never created when an existing MIDI item
is split. Note
also that by
default MIDI
items added to
a project from
the Project
Media Bay are
not pooled.
The default
behavior when
you copy an
item by
dragging with
the mouse
depends on your
mouse modifier
settings for the
context Media item drag. By default, the following apply when dragging MIDI items:
Drag and drop Move item ignoring time selection
Ctrl with drag and drop Copy item as discrete item
Shift Ctrl Alt with drag and drop Copy item, pooling MIDI source data.
For a complete list of mouse modifiers, see the Editing Behavior, Mouse Modifiers page
of your Preferences. Select Media item left drag from the context list. You can
change any assignments if you wish. The method is explained in Chapter 15.
You can remove any individual MIDI item's pooled status and convert it into a discrete item. To do this, either
display the item's source properties window (Ctrl F2 or use the context menu) and click on Un-pool this item,
or click on the item's pooled status icon (see above).
You can select all of the items (right-click and drag is often the easiest way to do this) and glue them together:
right-click anywhere on the selection and choose Glue items from the context menu.
You can then double-click on the glued item to open the MIDI Editor, from where you can export it as a single
MIDI file (File, Export to new MIDI file …).
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13.39 ReaControlMIDI
ReaControlMIDI can be used to set a track's various
MIDI parameters, including volume and pan. It can be
inserted from the track’s FX chain, or by right-clicking
over the track name or number and choosing MIDI
track control then Show MIDI track control panel
from the menu.
You can use different instances of this plug-per track to
send different MIDI messages to different channels (for
example, to send control messages to a synth or virtual
instrument placed after ReaControlMIDI in the FX chain).
Many DAWs have MIDI tracks with MIDI-specific
controls, like bank/program select, MIDI volume and
pan, etc. REAPER instead uses ReaControlMIDI, which
provides a MIDI track TCP for any track.
You can insert multiple instances of ReaControlMIDI, or
insert it at any point in an FX chain, either for the track
as a whole or for individual items. Notable features of
ReaControlMIDI include:
Load File: You can load a REAPER .reabank file or
Cakewalk .ins file of instrument definitions and then
select a preferred bank/program combination.
Control Change: Up to five CC items can be selected
from the drop down lists. Any and all of the items
available for CC lanes in the MIDI Editor are available.
Show Log reveals a log of MIDI activities. You can
choose to include any or all of control change, sysex,
all-notes-off and/or meta-message activities.
With ReaControlMIDI you can also create MIDI CC track
envelopes to automate of any of the plug-in's enabled
CC sliders. Automation will be explained in Chapters 18
and 19. You can also assign track controls to the TCP and/or MCP to manage its various parameters. This is
explained in Chapter 11.
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precaution) Volume. Set this to about -15 dB. If this turns out to be too low, you can later raise it.
4. Also as a precaution, insert the JS: MGA JS Limiter and set Ceiling to -3.0 dB.
5. Select the Sequencer Baby plugin. Some of its main controls are shown below.
6. Click and drag in a few places (example shown below) to enter a note pattern.
7. Click Play on REAPER's transport bar. This pattern will play over and over again.
8. Stop playback. Change the
Steps per beat value to 8 and
play again. Notice the music
plays faster.
9. Set this to 2: notice playback
becomes slower. Set this back
to 4.
10. Change Sequence length to
24. The sequence becomes
longer. Draw some more notes.
11. Click on the number 1 above the
pattern grid (but below the
parameter controls). A new
screen is shown: here you can
create another pattern. Do this!
12. Now hold the Alt button while
clicking on the number 1
button. Notice the column
headers change color.
13. Play the music. The two
patterns (0 and 1) are now
chained. You can chain up to
16 patterns.
14. If you wish, save the file.
15. You can also record the synth's
output as an audio item. Arm
the track for recording, choose
Record output (stereo)
from the record arm context menu, then press Ctrl R.
Note: The four lanes below the pattern grid area can be used to set
modulation, volume, pan and/or expression values for individual notes or any
sequence of notes. Click/sweep to create an envelope: right-click on any
node to delete it, right-click/sweep to delete entire envelope.
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13. Open the empty MIDI item in the MIDI Editor. Ensure that the Bank/Program Select lane is visible.
14. At the point where you want to make your first automated preset change, double-click in the
Bank/Program Select CC lane. This will display the Bank/Program Select dialog box.
15. Click on Load File. Navigate to and select the file that you saved at step 9. and click on Open.
16. The preset bank will now be loaded. Display the Program drop down list and select the required preset
(see right). Be sure to select the same channel as you specified at step 10. Click on OK.
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17. Repeat step 16. as many times as you wish to create as many
automated preset changes as you require.
18. You should now be able to see your program changes displayed
in the MIDI Editor CC lane (see below).
19. Play the song. Your ReaDelay presets will now automatically
change according to your instructions!
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Input monitoring can be enabled from the same menu. Record arm is enabled by clicking on the red button
to the left of the track name.
Within some instrument plug-ins (e.g. Kontakt, SampleTank) you can select which of the 16 MIDI channels
will drive each loaded instrument: you will need to check out the plug-in’s user manual.
The same applies for some effects plug-ins (e.g. those from MeldaProduction, where MIDI can be used to
automate the plug-in parameters).
See also the section Recording MIDI from Keyboard Check List.
Routing with MIDI Channels
The section REAPER Routing Essentials introduces track
sends in REAPER. You might wish to review this.
The same principles apply whether you are routing audio or
MIDI data from one track to another. You can send data from
any channel (or all channels) on one track to any channel (or
all channels) on another track.
In the example shown (above right), drag and drop routing
(from the send track’s routing button to the receiving track on the track control panel) has been used to send
MIDI data from track 4 channel 3 to track 5 channel 1. Note that the audio send is set to None.
Routing with MIDI Buses
REAPER's MIDI track routing capabilities includes the use of MIDI buses. By default, your MIDI tracks can use up
to 16 MIDI buses, each comprising 16 MIDI channels. When sending MIDI data from one track to another, you
are able to specify bus/channel combinations for both the source and destination tracks .
REAPER'’s 16 MIDI Buses vastly increase the MIDI routing options available to you. Each bus can carry up to 16
channels, offering you up to 256 virtual MIDI channels.
This is an advanced topic, not recommended for novice users! You’ll find a detailed explanation of MIDI Buses
together with some practical examples in Chapter 17.
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Music Notation and REAPER's Notation Editor
The staff is the five line grid on which notes can be written, and which is used to display the notes. If a MIDI
item recorded using a keyboard or created by hand within the MIDI editor is opened in the notation editor, then
that item will be automatically scored. You can also edit that score, or add to it, within the notation editor. The
staff is divided into a number of measures for the duration of the piece. The number of beats to a measure is
itself determined by the time signature (see also below).
On the left end of the staff is displayed the clef. For the treble clef the first (lowest) line of the staff represents
E this goes up alternately thru grid spaces and lines to F, G, A, B, C, D, E, and F. The bass clef uses the same
musical alphabet but goes up G, A, B, C, D, E, F, G, and A. Where a note needs to be displayed above or below
the range covered by the staff, this is done using ledger lines.
A different symbol is used to represent each note, from double whole note or breve (not shown) thru (shown
from left to right below) whole note (semibreve), half note (minim), quarter note (crotchet), eighth note
(quaver), sixteenth note (semiquaver), thirty-second note (demi-semiquaver) and sixty-fourth note (semi-demi-
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semiquaver). Above you can see where ties have been used to join together two or more adjacent notes of the
same pitch, effectively creating a single longer note.
To the immediate right of the clef are the key signature (if present)
and the time signature. The key signature designates notes to be
played higher or lower than its corresponding natural note. The time
signature determines how many beats there are per measure, and
what kind of note gets the beat. For example, in 4/4 time there are four beats per measure with the quarter note
getting the beat. In 3/4 time also the quarter note will get the beat, but with only three beats in a measure.
Finally in the diagram you can see Rests. A rest represents a period
of silence in a bar. The duration of the rest corresponds to a note
length and is indicated by the symbol used, as illustrated in the
examples shown on the right.
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Music Notation and REAPER's Notation Editor
Note that a MIDI item can be displayed in only one view at a time (e.g. musical notation mode or piano roll
mode, but not both at once), although different items may be open at the same time in different views in
separate MIDI Editor instances.
Note also that the methods employed when working within the different views (or modes) are as far as possible,
the same.
For example, use
double-click to insert
a new note. Use right-
click-drag to select a
series of notes
(marquee). You can
perform tasks on your
selection such as
delete, move, copy,
quantize or humanize,
and so on.
As you will see later in
this chapter, musical
notation view also
incorporates a large
number of extra
features that are
specific to scoring
music.
First, let's return for a
moment to our simple
example.
For example, you
could add some more
notes in the piano roll
view.
When you switched to
musical notation view,
you would see that
your edits were also
displayed there.
Thus the process of
working and moving
between the different
modes is quite
seamless.
If you are working
with projects which
contain more than
one track with MIDI
items, and/or more
than one MIDI item
per track, it is important that you understand your options for managing how the MIDI Editor (including musical
notation mode) can handle these. You might already be familiar with this, from sections 13.27 to 13.29 of this
guide. If necessary, refer back to these sections, but there follows a brief summary.
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● To the right of the page, at the end of each pair of rows there is a pitch cursor in the form of a small gray
triangle. This shows the current pitch that will apply when keyboard actions such as insert note are
applied. An accidental (sharp or flat) will be shown beside it if the pitch is not in the current key. This
symbol is editable by dragging up or down with the mouse.
Now let's take a look at
some other features that
might not be as
immediately apparent. You
can see several things in
this illustration, which will
be explained shortly.
● Lyrics have been
added just below
the first staff.
● Notations (in this
example, crescendo, play very loud, and diminuendo) have been made above the staff.
● A time selection and separate loop selection have been made. This could initially have been done in
arrange view, but can also be edited in notation mode. For example, you can grab the handles with the
mouse to adjust the start and end points of the loop.
● Some notes are also marked with color. These are the currently selected notes. How they are colored will
depend which option you have set – channel or velocity or pitch, etc. Setting color to velocity can be
especially useful, as in notation (as opposed to piano roll view) there is no other way to display velocity.
Example
Before digging any deeper, familiarise yourself with the basics of the musical notation mode environment. Make
a copy of one of your MIDI projects, then, as a first exercise, strip it back to a few simple MIDI items on no
more than two or three tracks.
Open this in the MIDI editor and get used to the feel and flavor of musical notation mode. Don't yet be too
ambitious: restrict yourself at first to simple tasks like adding or deleting notes, moving or copying loop
selections, etc. Get to grips with switching between modes and editing in both. Don't worry if you mess it up
occasionally – it's just a scratch pad!
We'll get to explaining how you manage the other (and perhaps more interesting) features shortly, but there's a
couple of other points worth making first.
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Bracket tracks by folder: Enabling this option will cause a bracket to be drawn to the left of the score to
indicate where a number of consecutive tracks belong in the same folder.
Color note heads: Determines whether or not note heads are colored in accordance with whichever option has
been selected (View, Color notes by command).
Position dynamics below the staff by default: a toggle option that determines positioning of dynamics on
the staff.
Automatically detect triplets: a toggle option. Tuplets and triplets are discussed later in this chapter.
Automatically voice overlapping notes: Voicing allows the notes that make up a chord to be arranged in
various ways so as to vary the sound. The automatic voicing of overlapping notes can be toggled on and off.
Show project tempo changes: A toggle to determine whether or not project tempo changes should be
displayed above the score in the notation editor.
Key signatures: Allows you to specify how key signature should be managed. Sub-menu toggle options are
Key signature change affects all tracks and Transposing display affects key signatures..
Display quantization: The default setting is 1/16 but you can use the slider to choose 1/64, 1/32 or 1/8.
Display quantization, Minimum note length: The default setting is 1/64, but you can use the slider to
instead choose 1/256, 1/128, 1/32, 1/16 or 1/8.
Neither your display quantization nor your minimum note length settings will affect the underlying MIDI in any
way. They only determine how notes are displayed. To understand how these two options work, you need to
consider them together.
The display quantization setting ensures that for display purposes all but the shortest notes will be rounded to
whatever value is selected. The minimum note length setting allows shorter notes to be displayed regardless of
the display quantization setting. For example, if display quantization is set to 1/16 and minimum note length to
1/64 (the default settings), then notes slightly longer or shorter than 1/16 will be displayed as 1/16, those
slightly longer or shorter than 1/8 will be displayed as 1/8, and so on. It will, however, still be possible to display
notes shorter than 1/16, such as 1/32 or 1/64.
In addition, the Contents menu includes a toggle option All media items are editable in notation view.
14.6 Basic Note Selection and MIDI Editor Tasks
Basic note selection and MIDI editing tasks are covered in detail in Chapter 13, including the commands on the
Edit menu. As well as the more obvious commands and actions, there are a number of mouse and keyboard
shortcuts. Most mouse behaviors that work in the piano roll will also work in musical notation mode.
Zoom and Scroll
Make yourself familiar with the MIDI Editor's zoom and scroll controls. In addition to the various buttons and
sliders displayed in the MIDI Editor window, the following mouse and keyboard actions are also useful:
Mousewheel: Horizontal Zoom (Num +, Num -) Ctrl Mousewheel: Vertical Zoom (Pg Up, Pg Dn)
Alt Mousewheel: Horizontal Scroll (Alt Left, Alt Rt) Ctrl Alt Mousewheel: Vertical Scroll (Alt Up, Alt Dn)
Common Tasks
Below are listed some common tasks that can be used in both the piano roll and musical notation mode..
Delete note or note selection Marquee to make selection, press Delete.
Move note or note selection Marquee to make selection, Click and drag to new position.
Copy note or note selection Marquee to make selection, Ctrl click and drag to new position.
The Action List
You also have available to you Actions: The MIDI Editor actions list includes the notation mode commands
as well as several actions not on the menus that are specific to notation mode, for example:
Notation: Hide selected notes Notation: Minimize ties for all notes by default
Notation: Unhide all notes Notation: Toggle minimize ties for selected notes
Notation: Select all notes in staff Notation: Identify chords on editor grid **
Notation: Remove all chord notation
** Applies to all notes playing, not just notes starting at the target time position.
Options like these can be enabled or disabled. You can also assign your own shortcut keys for any actions, or
add them to the MIDI Editor's menus or toolbars. The actions list is covered in more detail in Chapter 15:
some time spent browsing thru this list could prove to be time well spent.
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This list is by no means comprehensive. You can explore the other possibilities yourself through Options,
Preferences, Editing Behavior, Mouse Modifiers.
You should also make sure you understand the purpose of the MIDI Editor's other controls, especially those
located near the bottom of the window, to the right of the transport bar. These are labelled Grid, Notes, Scale,
etc. For example, the Notes drop down list sets the default length for new notes when they are inserted. If
necessary, refer back to Chapter 13, section 13.6.
14.7 Notation Editor Specific Tasks and Functions
Before delving too deeply into the notation mode's editing capabilities it's worth pausing to take on board a few
important points:
● If you have several MIDI items open together in a single notation editor you should display the track list
(Contents, Track list). This enables you to make sure that any item that you wish to work on is at least
editable, and, for many actions, also selected as the target for inserting events. One simple way of doing
this is to make it the only item visible at the time (below right).
● Within the MIDI editor track list, use Ctrl Click on any track name to close a track, or Alt Click to close
all other tracks.
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● Each MIDI item can have its own key signature, or no key signature. If no key signature is specified for an
item, it will take its key signature from the previous item on the same track. If there is no previous item on
the same track and no key signature defined, it will not have a key signature.
● Only a relatively small number of the commands that are
exclusive to musical notation view affect the actual MIDI
notes themselves. These include deleting and inserting
notes and setting tuplets. Other actions such as
articulations, lyrics, notations, etc. will only affect what is
drawn on the page, not the underlying notes themselves.
● You can right-click on the timeline (which displays the bar/measure numbers) to access the MIDI editor's
general context menu.
How the score is displayed
When only a single track is being viewed, the notation will by default be displayed as a page, running from left
to right and top to bottom, unless you are zoomed so closely as to display less than one full measure.
When less than a full measure or more than one track is displayed, the display is continuous, running always and
only from left to right. The MIDI Editor's main View menu includes a toggle Notation view options,
Continuous view always. Enable this if you wish to use continuous view regardless of zoom level.
The Staff and Note Context Menus: Editing Commands and Options
The tables in this chapter use the default notation editor context menus, as they come with REAPER “out of the
box.” However, both the notation staff and the notation note context menus can be customised to suit your
particular requirements. How to customise menus is explained in the chapter following this one.
To change the default clef, right-click over the clef and select Default clef from the
menu. Options include Treble + Bass, Treble, Bass, Alto, Tenor, Treble -8,
Treble +8, Treble+15, Bass -8, Bass-15, Percussion Percussion (one-line)
or Chart.
The chart option creates a staff with no notes, just beat markings, chords, and other
notations.
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Changing the clef To insert a new clef at the start of a measure, right-click over the existing clef and
choose Change clef then select from the list of available choices. These choices are
the same as those available on the Default clef menu.
To delete such a clef, right click and choose Delete from the change clef menu.
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Delete a key Right-click over the key signature and choose Change
signature key signature then Delete key signature from
context menu.
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Insert text above Right click at required location, then choose Text/Custom and Enter text... from
score menu. Type text and press enter. To edit existing text, right click over it and select
Text, Enter text... from menu. To remove, right-click and choose Remove.
Change a dynamic To change a dynamic notation from one menu item to another (e.g. from pp to
notation ppp), right click on the notation and make your selection from the menu.
To change a notation from a menu item (such as pp or ff or crescendo) to text,
double click on the notation, type the text and press Enter.
Extend or shrink a Hover your mouse over the start or end of the item, so that the mouse cursor
crescendo or changes to a double-headed arrow. Click and drag left or right, as required.
diminuendo
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Move a notation or Hover your mouse over the middle of the item, then click-hold-drag to drag and drop
lyric the item to its required position.
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Move, Change or Edit To move a tuplet, simply drag and drop to the required
a tuplet position.
To change a tuplet, right-click on the tuplet, choose Edit
tuplet... from the menu, make your changes to dialog box
settings and click on Apply.
Remove a tuplet To remove a tuplet, click on the tuplet and press Delete. It can also be deleted
using the Remove button in the Edit tuplet dialog.
Understand and If the option Automatically detect triplets is enabled, them triplets will be auto-
manage tuplets detected. Auto-detected triplets will be displayed in gray. If you move or alter an
auto-detected triplet
(not the component
notes, but the tuplet
bracket itself) it will
remain until you
manually delete it.
Right-click on a tuplet
to open the Edit tuplet dialog. You can change note length, voice and/or staff
position, or use the Remove button to delete it.
Tuplets can also be added and attached to note selections as they are inserted. This
topic is covered in the next section.
Pedal notation Choose Pedal from the context menu for two pedal notation options – Engage
pedal and Release pedal. You also have a toggle option to determine whether
pedal notations should be displayed.
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Chords Use this to access the toggle command Identify chords on editor grid.
Stem This command enables you to over-ride the default stem direction for a note or note
selection. Options are Stem up, Stem down, or restore Default stem direction.
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Tuplet For detailed information about tuplets, see the preceding table General Editing
Commands and Actions.
Tuplets can also be defined as an attribute of a
selection of notes. For example, you could set
three notes to be a tuplet, and REAPER will do its
best to figure out the correct start, end, duration of
the tuplet based on the note positions, even as
they changed around.
To do this, make your note selection, choose
Tuplet, Create tuplet from the context menu, then enter your required values
in the Edit tuplet dialog box.
The result of this might not always be to your liking: for this reason, you might
prefer to use the method explained in the table General Editing Commands
and Actions.
Voice Notes can be set to High voice or Low voice. To do this, simply make the selection,
then right-click over it and choose Default voice, High voice or Low voice from
the context menu.
Notes in a given voice will be grouped and
beamed together, and have their stems point
away from the other voice, for visual
identification of separate musical lines.
You can also select a voice for a newly inserted
note in the same way. From Voice on this menu
(or from the general editing context menu), you
can Select all notes in high voice or Select all notes in low voice.
For high voice notes, articulations will be shown immediately above the notes: for low
voice notes they will be shown immediately below the notes.
Note also that the Color drop down box includes an option to specify that selected
notes should be colored by voice, and that the Voice drop-down determines which
voice is assigned to notes as they are inserted.
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Phrase/slur Think of a musical phrase as being conceptually similar to a phrase in the English
language. Take the example of the old Irish song, Cockles and Mussels. The words
“alive alive oh” can be seen to make up a phrase. They belong together, and the end
of that phrase would be a suitable place for a very brief pause. Likewise, the musical
notes accompanying those words can be said to make up a musical phrase.
The curved line that denotes the notes included in the phrase is known as a slur.
Shown here is the default technique (normal). You can choose a different slur
technique (slide, bend, or hammer/pull) by choosing Phrase/slur, Technique from
the notes right-click context menu.
To define an actual phrase, first select the
notes then choose Phrase/slur, Make
phrase/slur from the right-click context
menu. A phrase is indicated by a curved line
(slur), as shown here. You can edit the phrase as a unit by clicking and dragging on
the phrase mark.
To select all notes in a phrase, select any note in the phrase, then right-click and
choose Phrase/slur, Select all notes in phrase/slur. Phrase/slur, Remove
phrase can be used to remove a phrase from a note selection.
Octave Use this command to move a note selection outside the staff up or down the display
by 1, 2 or 3 octaves. This is another command that does not affect the underlying
MIDI notes themselves.
Notes that are very high or very low (and far away from the staff) can thus be moved
closer to the staff without their pitch being affected.
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Ornament (cont) A lower mordent (also known as an inverted mordent) is a single rapid alternation
with the note below. An upper mordent is a single rapid alternation with the note
above. It is often called simply a mordent.
Snap is an instruction to snap the string, so that it snaps back on the fingerboard.
Pluck is an instruction to pluck a stringed instrument.
Up bow and down bow also apply to stringed instruments: up bow is an instruction
to draw the bow upwards or to the left, down bow downward or to the right.
An ornament can be removed by right-clicking on the note or note selection and
choosing Remove ornament from the context menu.
Text/Custom Inserts text or custom notation. See General Editing Commands and Actions.
MIDI Editor Edit At the bottom of the notes context menu there is a section containing the several
Commands. MIDI Editor Edit menu commands – Copy, Cut, Paste, Paste preserving position
in measure, Select all, Delete, Insert note, Set note ends to start of next
note )legato), Select previous note, Select next note and Note Properties.
The Note properties... dialog is explained in Chapter 13.
Note: The notations created in musical notation view will also be shown in event list view (see Chapter 13).
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Item Comments
Filter You can filter the list of displayed actions using any text string or strings that you
See also section like. For example, in this screen shot the list has been filtered to show only those
Using Search Filters actions that relate to new tracks:
for more advanced
options.
Notice that one of these actions – Track: Insert new track – already has a
shortcut (Ctrl T) assigned to it.
Boolean search terms are supported. For example, you could search for any of these:
delete OR remove OR clear
insert ( item OR media ) (spaces before and after parentheses)
properties ( take NOT channel ) (spaces before and after parentheses)
Notice that where an existing keyboard shortcut exists it is shown to the left of the
action. For example, the ! Key is used to toggle the action View: Expand selected
track height, minimize others. Similarly, you can see that Ctrl Shift
Mousewheel can be used to adjust the height of any track selection.
Note: In the actions list, the terms “Ruler” and “Timeline” are synonymous.
Clear The Clear button clears any current filter and restores all actions to the list.
Finding assigned The Find shortcut... button is used to see if a particular keyboard shortcut has
shortcuts already been assigned to any action. Click on this button and you are prompted to
type a key or move a MIDI controller. We'll come to MIDI controllers later in this
chapter. If the key is already in use, its assignment will be displayed (see below).
In this example above, we have searched to see if an assignment exists for the letter
s. For this kind of search, you should only type in upper case if you really are
searching for the combination of Shift with the letter. For example, in this case, a
search for Alt Shift S would have produced Item: Split item at play cursor.
You can also use the search filter to search more generally for existing shortcut
assignments. For example, typing alt+shift in the filter box would list all shortcuts
which include both the alt key and the shift key.
This can be handy to help you establish (by elimination) which keyboard
combinations are and are not currently in use.
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Item Comments
Column headers/ The State column indicates for toggle actions whether their status is on or off.
Sort keys By default, actions are listed in alphabetical order of their description. You can click
on the Shortcut column header to sort instead on current keyboard assignments
with special characters and numbers at the top of the list (see below).
Click on the column header again to reverse the sort order. Click on Description to
sort them back into alphabetical order.
Sections The Action List is divided into a number of sections (or contexts). You can assign the
same keys to different actions in different contexts – for example, in REAPER’s Main
section S is used to split an item. This can be assigned to a different action in, say,
the MIDI Editor. This is explained in more detail below.
Run An action can be executed within the action list
regardless of whether it has shortcut keys. Select
the action, then click the Run button.
If the toggle Show recent actions is enabled on
REAPER's main Actions menu (right) then any
actions executed during your current session will be added to REAPER's Action menu.
Closing REAPER, clears these actions from the menu.
Run/Close This button is similar to the Run button, the main difference being that after running
the selected action it closes the Actions window.
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Managing Notes
Insert notes of a specific length Insert note …. [range from 1/128 to 1/2 to whole note]
Make notes legato Set note ends to start of next note
Transpose notes Edit: Move notes up/down one octave/semitone
Adjust note lengths slightly Edit: Lengthen/Shorten notes one grid unit/pixel
Adjust velocities Edit: Note velocity +/-01, 10
Display only notes matching specified criteria Filter: Toggle filter on/off
Cursor/Grid Management
Advance the cursor by a note value Cursor: advance … [range from 1/128 ... to whole note]
Move the cursor by specific amount Edit: Move edit cursor right/left by grid/measure/pixel
Change the grid divisions Grid: Multiply grid size by... or Grid: Set division to…
Passing keys thru to main window
If you wish a shortcut keys to perform the same functions in the MIDI Editor as in arrange view, you can assign
the action Pass through key to main window to those keys.
For example, in the main window, the keys [ and ] will perform the actions to go to the previous/next marker. By
assigning Pass through key to main window to each of these actions in turn, you can ensure that these keys
will also perform these functions within the MIDI Editor.
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Here’s a simple example. Normally, to split an item you need to select it, position the edit cursor at the required
position, and then press S. Using a custom action, we can combine this sequence into a single keystroke.
Example
1. In the Actions List, click on the custom actions New action... button, then New custom action. This
opens the Create Custom Action window (see below right). Type a name, such as Split under mouse.
2. In the list of actions in the left panel find View: Move edit cursor to mouse cursor. Double-click on this.
3. In the list of actions shown in the left panel. Find the action Item: Select item under mouse cursor.
Double-click on this action.
4. In this list of actions double-
click on Item: Split items at
edit or play cursor.
5. Click on the option
Consolidate undo points to
enable it. Click on OK to return
to the main Action List with
your new custom action
selected.
6. Click on Add and type lower
case c to assign c to your
macro. Click OK. Close the
Actions List.
7. Hover your mouse over any
media item and press lower case C. The item will be split at that point. One of the split items will still be
selected. If you don't like this, you can edit the macro.
8. Open the Actions List Editor, find your macro Split under mouse and select it. Click on Edit. Add to the
end of this macro the action Item: Unselect (clear selection of) all items. Click on OK.
9. Now test the macro again. This time it will split items without leaving anything selected.
This is just one example of a custom action macro in action. Think about other sequences of actions and
commands that you use together … think actions, think macros! You'll also find plenty of ideas and inspiration on
The Useful Macro Thread on REAPER's Q&A, Tips, Tricks and How To forum – at forum.cockos.com.
15.16 Importing and Loading Scripts
For more advanced programs which go beyond chaining together
actions, you can import into REAPER custom scripts that you may
have written or obtained (perhaps from the Reaper Stash at
https://stash.reaper.fm/tag/Custom-Actions) and which add
extra functionality to the program. Python, EEL and Lua scripts can
all be imported. For Windows users, to access actions written in
Python, Python will need to have been installed on your computer
and ReaScript enabled on the Preferences, Plug-ins, ReaScript page.
Once you have downloaded and stored your required scripts on your hard drive, you can load them into REAPER
by clicking first on the New action button, then Load ReaScript, then navigate to the appropriate directory,
then select the required file(s) and click on Open.
The topic of writing scripts is outside the scope of this User Guide, although there is a brief introduction to
ReaScript in Chapter 23. If you are interested in learning more you should visit the REAPER web site, and in
particular: www.cockos.com/reaper/sdk/reascript/reascript.php
ReaScript documentation can also be opened from REAPER's Help menu.
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edge ignoring snap the new default behavior when clicking and dragging from the media item edge.
7. Double click on Default action and select Move item edge ignoring snap from the menu. Now
double click on the modifier Shift and select Move item edge from the menu.
8. Click on Apply. These two items have now been swapped over.
9. Now select Media item double-click from the context drop down list. Modifiers for this context will now
be displayed. Suppose that we want to create an action which can be used to open the item's FX chain
window, and that we wish to assign Shift Ctrl for this.
10. Double-click on the text Shift+Ctrl to display a menu. Click on Action List … to open the Action List
Editor. If you have worked thru the earlier examples in this chapter, this will be familiar! Find the action
Show FX chain for item take and select it. Click on Select/Close to return to the Mouse Modifiers
window. Click on Apply. This action is now your media Shift Ctrl double-click action (see below).
11. Repeat this procedure to apply the action Item
properties: Toggle items mute to the modifier
Shift+Win. Click on Apply.
12. Finally, we can add an action to the Ruler double-
click context so that the Shift modifier will remove
any current loop points.
13. Select Ruler double-click from the context drop
down list. Double click on Shift in the modifier
column and select Action List... from the menu.
Find the action Loop Points: Remove (unselect)
loop point selection, select it then click on Select/Close and then Apply.
14. Close the Preferences window.
If you do not wish to keep these assignments, use the Import/Export button to restore factory defaults.
Remember! When you are assigning actions to mouse modifier keys you are not limited to using REAPER's
native actions. Provided that you have installed the SWS extensions you can use any of the SWS actions. You
can also use any custom actions that you have created yourself.
Note: When you select a mouse modifier context, in some cases an option relevant to that specific context will
be displayed just below the list of behaviors. Look out for these. For example, for both the Track and Media
items contexts you can specify whether the item label area (above the media item) should be regarded as part of
the media item or as empty space.
Tip for MacOS Users:
Next to the Import/Export button you will find a Swap cmd/opt button. This
can be used to swap over all Cmd button and all Opt button assignments for
the currently selected mouse modifier context,
15.20 Saving and Restoring Mouse Modifier Settings
Mouse modifier settings can be saved to and restored (loaded) from
REAPER mouse map files using the Import/Export button. Settings
can be saved/restored for the current context only, or for all
contexts (see right).
15.21 MIDI Editor Mouse Modifiers
Using mouse modifiers in the MIDI Editor is a topic that merits a
section of its own. Nowhere is this more true than when you are
editing MIDI notes and CC events.
A large number of actions are available for use in the MIDI editor.
One example is the MIDI note left click context (below). If you
use the MIDI Editor a lot then you should definitely take some time to investigate and to identify which of these
actions are most useful to you. For example, you could reassign Alt to be used when clicking on any note to
erase it. Notice that in addition to the other shown on the menus, you can choose to open the Action list and
select an action there.
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All actions in REAPER's Action List MIDI Editor and MIDI Event List Editor categories (including any custom
actions of your own) are available to be assigned as a mouse modifier in most contexts within the MIDI Editor.
MIDI Editor mouse modifier contexts include:
MIDI note left click, MIDI note left drag
MIDI note double click
MIDI note edge left drag
MIDI CC event left drag
MIDI CC lane left click/drag
MIDI CC event double-click
MIDI CC lane left drag
MIDI CC lane double-click
MIDI source loop end marker left drag
MIDI ruler left click, MIDI ruler left drag
MIDI ruler double-click
MIDI marker/region lanes left drag
MIDI piano roll left click
MIDI piano roll left drag
MIDI piano roll double-click, and
MIDI editor right drag.
Let's take a brief look at some of these areas in which you can modify mouse behavior within the MIDI Editor.
Shown here are the defaults for MIDI note left drag, MIDI
piano roll left drag and MIDI ruler left drag. In many cases
separate contexts are available for left click, left drag and
double-click behavior. You can define how your mouse behaves
when it is being used in any of these contexts.
Within most contexts you will find several different types of
mouse action. For example, when working with MIDI notes, a
different action will be required when (say) dragging a note from
when double-clicking on it. Thus, within the Mouse Modifier page
of your preferences, you can select not only a context but also a
type of mouse action.
Here are two examples: the default actions for the
contexts MIDI note left drag (above right) and MIDI
piano roll left drag (right). By default many actions are
already defined. For example, simply dragging a MIDI
note (or selection of notes) will by default move the
note(s), whereas holding Ctrl while you do this will
copy them. For example, holding Shift and Alt while
dragging a marqueed selection of notes will stretch the
selection out horizontally so as to arpeggiate the notes.
Simple click and drag in the empty MIDI piano roll area
will first draw a note, then extend it as the
mouse is dragged. Various keys can be used with
this for other actions. For example, holding Ctrl
and Alt while dragging will paint a straight line of
notes between mouse up and mouse down.
Many key combinations are not assigned. Click
on any of these for a list of actions that you can
use. You can also use this method to change any
existing assignments. Shown right are the
default actions which are assigned to the MIDI
ruler left drag context.
If you use the MIDI Editor a lot, you should take
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the time to explore just what is available for the different contexts.
Take the time also to look at the MIDI editor right drag assignments. As well as several variations to set
marquee behavior (select notes, add notes, toggle selection, etc.) there is also an action using Ctrl Alt to select
all notes touched while freehand dragging.
Note:
The Import/Export
button can be used to
export current settings
for any context or all
contexts to a
ReaperMouseMap file,
to import a previously
saved mouse map file,
or to reset all modifiers
to factory settings.
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Example
Suppose that you do a lot of work with markers, and that you would like to renumber markers in timeline order
quickly and easily without having to remember a keyboard shortcut. You could add the action to the Ruler
context menu. While you're about it, you can also remove the command Insert empty space in selection
(assuming for the sake of the example that you think you do not need this command). Follow these instructions.
Example
1. From REAPER's Options menu, open the Customize menus/toolbars window.
2. Display the drop down menu list and choose Ruler/arrange context.
3. Click on any one of the commands in this menu – for example Set selection to items.
4. Click on the Add... button, then choose Action... This opens the Actions List Editor window.
5. In the filter box type: mark renum – this finds the action
Markers: Renumber all markers in timeline order.
6. Select this action then click on Select/close. The Actions
window will close and you will be returned to the Customize
menus/toolbars window. This action has now been added to
the menu and is selected (see right).
7. With the item still selected, click on Rename...
8. You will be prompted for a new name. Type: Renumber
markers and press Enter.
9. To move this up the menu, drag and drop it above Zoom
selection.
10. Now select the item (lower down the list) Insert empty space in selection. Click on Remove to
remove this from the menu.
11. Make sure you have enabled the option Include default
menu as submenu.
12. Click on OK.
13. Create some markers in this project, out of timeline order.
14. Right-click on the ruler/timeline (see right). Choose
Renumber markers to renumber your markers.
15. Notice at the bottom of this context menu the item Default
menu: Ruler/arrange context. This can be used to access the original context menu.
16. If you wish to restore this menu to its original state, open the Customize menus/toolbars window
again and with the Ruler/arrange context still selected, click on Reset then Reset current
menu/toolbar to default. Click on Save then Close.
Note: If you are customizing the Actions menu, you will need to place any commands that you wish to add
above Show recent actions, or you can remove Show recent actions altogether. If Show recent actions
is included in this menu it must always be the last item on this menu.
15.23 Customizing the REAPER Toolbars
You can customize REAPER’s main toolbar, or any of the 32
other general or 16 MIDI toolbars (by default empty) that are
available to you.
Customizing REAPER's main toolbars (including the MIDI
Editor toolbars) can help make REAPER work for you to work
the way that you would like it to.
For example, you can:
Remove any of the default icons/commands that you
do not wish to be shown.
Assign a different REAPER command or action to any existing icon.
Assign a different REAPER command or action to a new icon.
Assign a custom action or macro of your own to a new or existing icon.
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The procedure is similar to that used for menu customization. Make your changes to the existing default toolbar
layout thru the Customize menus/toolbars dialog box. This can be displayed by right-clicking over the empty
area of the toolbar background, or by choosing Customize menus/toolbars from the Options menu. When
the Customize menus/toolbars window is displayed, choose Main Toolbar or one of the MIDI View toolbars
from the drop down list in the top left corner. We'll get to Floating toolbars a little later in this chapter.
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Export the current custom toolbar or Click on Export... , choose Export All or Export Current,
all toolbars/menus as a then type a name and click on OK (see also note below).
ReaperMenuSet
Replace the current custom toolbar or Click on Import... then select the required menu set file, then
all toolbars/menus with a previously click on Open.(see also note below)
saved Reaper Menu Set
Note: ReaperMenuSets can also be included when exporting/importing REAPER configuration preferences and
settings – see Chapter 22.
Example
The real benefit of this exercise will come from it teaching you a technique, not from the actual example.
1. Right-click over the toolbar area (but not any
specific tool) and choose customize
toolbars... from the context menu.
2. Click on the last item on the toolbar (Enable
locking) then click on Add... to open the
Actions List.
3. Find the action View:
Toggle master track
visible. Select this, then
click on Select/close.
This item will now be
added to the list of toolbar
items. In the icon display,
it will be labelled
something like “Tog Mast”.
4. Drag this item up or down
the list to whatever position you want it to take.
5. If you do not like the text Toggl Mas you can right-click over the item
in the list and choose either Change icon (to select an icon) or Text
icon (to type a different text label). If you choose text icon, you may
also select a Double width toolbar button option for better text
display.
6. Click OK. If you don't want to keep this icon, access the customize
menus/toolbars window again and simply remove it.
Tip: The command Position toolbar can be used to change the position of
or float the main toolbar: see section immediately below this one.
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Shown below is an example of custom toolbars, used to give easy access to various track and windows screen
sets. Let's see how this was done.
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Example
1. With the Customize menus/toolbars window open select Floating toolbar 1.
2. Click on Retitle... and
type Screen Sets. Press
Enter.
3. Use the Add... button to
open the Actions List window. Select Screenset: Load window set #04, then click on Select.
4. With the Actions List window still open, select the action Screenset: Load window set #03 and again
click on Select.
5. Repeat step 4 several times to select the other actions required for this toolbar..
6. Select the action Screenset: Load track view #01 then click on Select/close.
7. If necessary, drag and drop any of these items up or down the list to put them in your preferred order.
8. If necessary, remove any unwanted items on this toolbar.
9. Right-click over each item in turn and choose the Text icon command. Enter a label, such as Track Set 1
and enable the option Double width toolbar button.
10. Click on OK to save and close the Customize menus/toolbars window when finished.
This exercise has shown you how to create a custom toolbar. Only you can decide, however, when you should
create them. Use them for those activities that you use the most. For example, if you find yourself getting
frustrated when navigating and zooming, then make a zoom/navigate toolbar. If you spend a lot of time editing
media items, make an item edit toolbar.
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Display of the toolbar docker is toggled using the View, Toolbar docker command. A tip worth remembering is
that toolbar layouts (tool positions) are by default saved with windows screensets. This makes it easier to switch
between using and not using the toolbar docker, or using different toolbar selections in the toolbar docker at
different times.
The following table summarizes the main features of the toolbar docker.
Remove a toolbar from the In the toolbar docker, right click over the toolbar's name tab, choose
toolbar docker Position toolbar then Close toolbar or one of the display options
such as floating or at top of main window.
Replace one toolbar on the In the toolbar docker, right click over the toolbar's name tab, choose
docker with another Switch toolbar then select the required toolbar.
Display toolbar contents In the toolbar docker, click on toolbar name tab.
Dock the toolbar docker Click on the ! (exclamation mark) on the left end of the toolbar docker,
then choose any one of the four attach docker position options bottom,
top, left or right. In the example shown above, this has been docked at
the top.
Undock the toolbar docker Click on the ! (exclamation mark) on the left end of the docked toolbar
docker, then deselect the option Attach Toolbar Docker to main
window.
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In every case, make sure that you choose the options that are correct for your device from the various Control
Surface Settings options. Shown below is one example of such settings, with a Novation Nocturn. This sample
screen is not intended as a model for you to use with any particular product.
You might wish to install several devices in
this way. For example, you might wish to use
both a Frontier AlphaTrack and a Frontier
Tranzport. This is perfectly possible, so long
as each device is installed correctly.
You will need to consult the product
documentation to ascertain how then your
control surface(s) can be used with REAPER.
If your device is not on the list of recognised
control surfaces and cannot emulate any of
the items on that list, you can still use it with
REAPER. An example of such a product is the
Behringer BCR2000. Once it has been
physically set up and installed on your
computer, it will appear on the list of
REAPER's MIDI Devices. Depending on the actual product and which drivers you are using, it might appear on
this list with its own name or merely as a USB Audio Device.
Install it as a MIDI Device,
most likely Input Only and in
most cases for control
messages only. An example
of this is shown here. You
can double-click on the
device name to open the
Configure MIDI Input
dialog box. What you do
next will depend on the
device. You might also use
this method to use your
MIDI keyboard also as a MIDI controller (depending on whether the keyboard supports this feature).
Once such a device is installed, you can then assign any action listed as supporting midi CC control to one of the
knobs, faders, buttons or rotaries on your control device.
The procedure is similar to
assigning an action to a key
on your PC keyboard. Open
the Actions List from the
REAPER menu. Select the
action, click on Add then
instead of pressing a key on
the keyboard, tweak the
control surface control and
click on OK.
An example is shown on the
right - in this case we are
assigning a rotary control to
be used to adjust the
volume of track 1.
For further information,
including about the various
settings, you should consult
the documentation supplied with your device, the manufacturer's web site, or one of the REAPER forums.
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Frequencies Comments
16 to 60 Hz Very Low Bass. These frequencies are felt rather than heard.
60 to 250 Hz Bass. Herein dwell the fundamental notes of the rhythm section. A modest boost here
can help make a sound fuller, but too much gain will make it boomy.
250 to 2000 Hz The Mid Range. Too much gain here makes it sound like you’ve recorded from the
other end of a telephone. If a take sounds muddy, try cutting it here.
2000 to 4000 Hz Upper Mid Range. Often a tricky area. Too much can cause listening fatigue. Lower
this range a tad on the mix while boosting a tad on vocals can help a vocal stand out.
4000 to 6000 Hz Presence Range. The key range for clarity and presence of instruments and vocals.
Some gain here will bring the part forward in the mix. A drop can pull it back.
6000 to 16000 Hz High Range. This is where you find clarity and sparkle. Too much gain here produces
a searing, glassy effect. Not enough will sound dull ands “heavy”.
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Parameter Description
Delay (ms) Sets the amount of time to pass between the dry sound and the delayed sound.
Feedback Determines the amount of the delayed signal that will be fed back into the delay itself.
This helps to prevent the delay from just being an echo.
Mix in (dB) Determines the overall output level.
Output wet (dB Determines the Output level of the Post FX signal. Lowering this relative to the dry
output will make the effect more subtle.
Output dry (dB) Determines the Output level of the Pre FX signal
Note: The plug-in ReaDelay is a powerful alternative to JS Delay. For example, it allows the use of multiple
taps to use different combinations of settings together. This (along with the other Rea effects) is described in
the free ReaEffects Guide - https://dlz.reaper.fm/userguide/REAPEREffectsGuide2021.pdf
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Parameter Description
Threshold Determines the level at which the other limiter settings will be applied. It may seem
paradoxical, but the lower the threshold, the higher will be the perceived overall
volume. As you lower the threshold, more of the song is lifted to the limit specified.
Look Ahead Determines how far ahead the limiter looks – this helps smooth out sudden peaks.
Attack Determines how quickly the limiter kicks in as the signal increases.
Release Determines how quickly the limiter recovers after a peak is encountered.
Limit This determines the maximum volume that cannot be exceeded.
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Gain – Adjusts the volume of the track after compression. Often you will want to raise the overall sound at
least a little, to prevent the
overall volume of the track from
now being too quiet. The gain
control in ReaComp (above) is
labelled Wet.
Wet/dry rotary (top right).
Determines how much of the
unprocessed signal is mixed with
the processed signal. Fully right
(as shown) this will be 100% wet:
fully left will be 100% dry.
Bypass – this is the small tick box
in the top right corner, next to the
wet/dry rotary. When this is
ticked the plug-in is active. When
unticked it is set to bypass.
Limit Output (bottom right) –
This option will prevent the
compressor output from
exceeding 0 dB.
Note also the three controls attack, release and knee size. These help to control how the compression is
shaped and applied. Attack determines how long the compression takes to reach its full effect. The release
setting determines how quickly the compression will be removed when the signal falls below the threshold. Knee
determines how sharply or gradually the compression is applied.
For other more advanced controls, see the free ReaEffects Guide:
https://dlz.reaper.fm/userguide/REAPEREffectsGuide2021.pdf
Example
1. Open the file All Through The Night.RPP and save it as All Through The Night COMP.RPP
2. Solo the Bouzouki track. Look at its media peaks. You can see that it starts at a steady volume, but over
the last 30 seconds or so of the song it gets rather loud.
3. Play the track from the 55 second mark for about 15 secs then stop it. Try applying some compression to
kick in at about –12 or –13 dB.
4. Display the FX Window for this track.
5. Insert the VST: ReaComp (Cockos).
6. Create a loop to play over the last 20 secs or so of this instrument.
7. As you do so, experiment with setting the Threshold (vertical fader on the left) and the Ratio. Select the
option to Limit Output. You’ll probably end up with a setting of something like -16 on the Threshold and a
ratio around 4:1 or 5:1 (see picture).
8. Now save this file.
Channel Modes (Advanced topic)
By default, ReaComp operates in stereo mode: this means that all active audio channels (usually 1 and 2) will
be compressed based on analysis of the loudness of all such channels summed together. For many, if not most,
users, this will be the only method you need. Indeed, this mode is mandatory if you are using a compressor with
ssidechaining (see chapter 17).
However, on the ReacComp I/O button right click menu there are also two mutually exclusive toggle options for
multi-mono and multi-stereo modes. In multi-mono mode, each channel is compressed separately (with the
same settings) based on an analysis of that channel. In multi-stereo mode, each individual pair of channels
channels is compressed independently (with the same settings) based on an analysis of that stereo pair.
Channel modes are also discussed variously in Chapter 17, in the contexts of channel routing.
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If you have not used a Multiband Compressor before, then you are advised to start cautiously and become more
adventurous as you gain in knowledge and confidence. You can experiment on any of the sample All Through
The Night project files that you have used elsewhere in this User Guide.
Example
1. Open one of your
sample project files.
2. Insert ReaXComp in
the FX window for the
Master.
3. Play your project
from the beginning.
4. It is quite likely that
at this stage
ReaXComp will have
no effect on the
sound. This will be
the case if, as shown
right, the peak levels
(green vertical bars)
fall short of the
threshold settings
(red horizontal lines)
for each band (see
example) But you can
still learn something!
5. Enable the Solo
current band
feature.
6. As the song plays,
select in turn each of the four tabs, 1, 2, 3 and 4. This will enable you to hear separately each of the
frequency ranges that you are working on.
7. Now disable the Solo Current Band feature. Disable Auto makeup gain. This will need to be done
individually for each of the four band. If Auto makeup gain were to be left enabled, the volume of our
mix would be pumped up after we make our other changes.
8. As the song plays, adjust the threshold for each of the bands until they come just below the peaks for
each band. An example of this is shown here.
9. The default Ratio setting of 2:1 is quite a “safe” level. Try increasing the ratio for each of your thresholds
up to around 4:1. If you find this makes the sound too compressed, ease the levels back towards 2:1.
Remember, this is an example, not a model!
10. Even now, with these fairly conservative settings, you should notice the difference with ReaXComp
enabled and set to bypass. When enabled, the different tracks should bind together better into a mix.
11. If you wish, you can experiment with the various other controls, especially the Knee. This setting
determines how suddenly or gradually the compression is applied.
12. You can also experiment with the Gain controls if you wish, both for individual bands and for your overall
mix, but don't overdo it.
Metering: As with ReaComp and several other Cockos plug-ins, ReaXComp allows you to choose which channel
information is used for the visual display. This can be all channels (the default), all channels (with no FFT) or any
selected channel. Channel analysis is explained earlier in this chapter where ReaEQ is discussed.
Channel Modes: Multi-mono and multi-stereo channel modes are also supported, as well as the default
stereo mode. Channel modes are explained in the section where ReaComp is discussed.
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Category Description
Eqs/Boosters/Filters Includes semi-parametric and graphic EQ plug-ins, and a range of filters, boosters
and exciters. Search example: eq OR filter OR excite OR shape OR boost
Compressor/Limiters Includes expanders, drum and percussion compressors and various limiters.
Example: comp OR lim OR expand
Chorus/Delay Various niche chorus/delay FX. Example: chorus OR delay
Guitar FX Enable the option show file names in JSFX list is enabled to find guitar FX. Example:
guit OR flange OR fuzz OR phase OR trem OR wah OR distort
Analysers Spectrum analyzers, Goniometers and more. Example: ana OR gon OR meter
Stereo manipulators Enhancers, manipulators, fakers and more. Example: stereo
Pitch shifters Pitch shifters. Example: pitch
Pan Manual and auto-panners. Example: pan
Volume Manual and auto volume adjusters. Example: vol OR loud
MIDI - See also MIDI There is a very wide range of MIDI plug-ins. Search for MIDI together with any
plug-ins section of guide. other term or terms – e.g. midi AND velocity
Channel split/join This topic is covered in the section Channel Routing Plug-ins.
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The Plug-ins, Compatibility page of your Preferences option to Terminate REAPER immediately if a
plug-in corrupts the process heap will cause REAPER to crash if it encounters a buggy or malicious plug-in.
Remember! You should not store 32 bit plug-ins in the same directory as 64-bit plug-ins.
16.17 Controlling FX Parameters on the Fly
If you have a controller (e.g. a Presonus Faderport), to assign a control on the fly to a VST FX parameter:
● In the FX window, click on the parameter control (e.g for ReaComp, perhaps the Threshold fader).
● In the FX window, click on the Param button. Under Last touched, select Learn from the menu
● Twiddle the required knob on your controller and specify your MIDI/OSC Learn options.
● Click on OK.
16.18 Sending FX Output to a Different Track
Use REAPER’s pin connectors. These are explained in detail in the chapter immediately following this one.
16.19 Third Party Plug-in Presets
You can use your favourite third party VST and DirectX plug-ins with REAPER, such as Wave Arts, Melda, and so
on. Many of these plug-ins are supplied with a number of presets. The method of accessing these will vary
depending on such factors as the plug-in’s native interface and which type of plug-in it is.
Many will access and save presets in their own interface, in which case their GUI will include a presets button
and/or dropdown. If no such control is present, you should be able to manage the plug-in’s presets using
REAPER’s interface (in the same way as you do for Rea and JS FX).
16.20 FX and FX Chain Options
The various menus in the FX chain window menu make available a number of options and preferences:
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The track channels dropdown can be used to increase or decrease the number of channels in the track (e.g.
from 2 to 4 or 6): the plug-in channels dropdown defines the number of channels available in the plug-in.
Remember that signal flow is sent from inputs to or removed from outputs by clicking in the boxes where the
input/output combination intersects. In the example below, the track has four channels, but the plug-in has only
two. The signal enters the FX from track channels 1 (L) and 2 (R) and after processing passes out to track
channels 3 (L) and 4 (R).
This configuration can also be managed from the I/O menu (Audio input/output, MIDI input/output, plug-in
channel configuration). Help is also available on this menu. Other I/O menu options include:
Delta solo (difference between dry and phase inverted wet). Toggled on/off by pressing Alt click on
the FX wet/dry mix control. Allows you to hear only the difference a plug-in is making to the signal. Examples
might be when soloing EQ bands to assess their effect, or when
adjusting threshold, attack and release settings in a compressor.
PDC: whether to apply plug-in delay compensation.
Pass thru unmapped output channels or Zero unmapped
output channel. Where a channel is not mapped (e.g. 1 to 1 and
2 to 2 in the second example above), whether to automatically
pass the unprocessed signal thru to that channel.
The Reset button can be used to restore some or all settings to their
defaults, or to clear settings. Options are:
Reset all Reset input Clear input
Clear all Reset output Clear output.
Example
This simple example is not necessarily something you will want to do, but it illustrates how pin connectors and
channel mapping work. In it, we will be adding reverb to just one channel of a track.
1. Into an empty FX chain we insert ReaVerbate, display the pin connector and add two channels. Direct
output to 3/4, as in the example above right. The option Pass thru unmapped
output channels is enabled so that the dry signal will pass thru this FX
unaffected.
2. We adjust the reverb parameters as required.
3. The JS: Channel Mapper Downmixer is added after ReaVerbate. Set it up so
that the mixer channels 1/2 (dry signal) are passed to the track’s channel 1 (left),
and 3/4 (wet signal) are passed to the track’s channel 2 (right).
4. We play the track, adjusting pan to suit, noticing that only the right channel will
include any delay. Headphones are a good way to test this!
The JS:Channel Mapper Downmixer
This contains interesting features beyond being a simple channel mixer.
The options to Pass thru or Zero out act as explained above.
There are also a number of options for adjusting downmix levels (see
right). Of these, perhaps the most interesting is the User mix option.
This will present you with a series of faders that can be used to adjust
the volume levels of individual channels.
Other options are None or -3dB or -6dB.
17.5 Sidechaining and Audio Ducking
The next example will show you how to use a technique known as
sidechaining to create a ducking effect. Put simply, this describes
what happens when a compressor is used to ensure that the volume on one track is automatically lowered
whenever the volume on another track is raised.
You might want to do this, for example, when working with a kick and a bass. In this example, we’ll use the
Bouzouki, Guitar and Vocal tracks in our sample project to show you how it’s done. We will use audio ducking to
ensure that the overall volume of the instruments is automatically lowered a little whenever there is a signal on
the Vocal track. This helps lift the vocal track slightly above the mix. In order to do this, we use multi channel
routing in conjunction with the ReaComp compressor. The diagram below shows how we can do this.
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Example
1. Open the project All Through The Night.RPP and save
it as All Through The Night DUCK.RPP.
2. Delete any tracks other than Gtr Body, Gtr Neck, Vox
and Bouzouki. Make sure the track order is Vox Track
1, Gtr Body Track 2, Gtr Neck Track 3 and Bouzouki
Track 4. Adjust the volume and pan faders as you see fit.
3. In the TCP, select the Vox track and press Ctrl T to insert
a new track after this. Name this Instrument Submix.
4. Click on this track’s Folder icon to make this track a
folder. Make the Bouzouki the last track in the folder.
5. To add two more channels to the Instrument Submix
to allow it to receive a sidechain signal from the Vox,
right click on the Volume fader for this track and set the
number of channels to four.
6. Next, display the FX window for the Instrument Submix
track. Add the plug-in VST: ReaComp (Cockos).
7. Now for the clever bit. We could add channels 3 and 4 to the Instrument Submix manually, as in the last
example. We could also manually route an audio signal from the Vox track to the Instrument Submix, but
REAPER provides us with a handy shortcut.
8. Drag ands drop from the Vox track routing button to inside
the ReaComp window. The routing control window that is
automatically opened shows that this has been done.
9. This plug-in includes a setting called Detector input. This
is where we tell REAPER that we want the Vox level, not
the Bouzouki level to control when the compressor kicks in.
This Detector input offers two main choices – Main Input
and Auxiliary Input.
10. Display the Detector Input drop down list. Select Auxiliary Input L + R so that that the compression
applied to the instrument mix will be controlled by the volume
of the signal from the vox track on channels 3/4. When this
exceeds the threshold, the instrument mix will be compressed.
11. Now play the song. Adjust the Threshold (first vertical fader)
downward, so that during Vocal passages the VU meter peaks
above the fader level.
12. Slide the Ratio fader right until you are satisfied with the
overall reduction on the Instruments, probably be somewhere between 2:1 and 4:1. Observe the flashing
red bar to the left of the Output mix VU. This shows how much reduction is being applied to the submix.
13. Save the file. Notice what is happening here: the volume signal from one track (the vocal) is triggering the
compressor on the instruments folder.
Shown below are possible compressor settings that might be appropriate in this case. The trick is not to overdo
the compression, but to have it just lower the peaks of instrument mix a little to make room for the vocal. This
same technique can be applied to other REAPER plug-ins that support sidechaining, including ReaGate and
several JS plugins, such as Major Tom Compressor and Express Bus Compressor.
17.6 FX Containers and Parallel FX Processing
Introduction
This advanced topic is not really suitable for beginners.
REAPER’s FX containers allow you more flexibility and a greater capability in
creating and managing FX chains than simply running two or more FX in parallel
with each other. This advanced topic might take a little longer for you to get your
head around. It’s more appropriate for experienced users than for beginners.
To understand FX containers and how they work, let’s look at an example (right).
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In this example, as in the others, the actual FX being used are for illustration only and are not the focus of the
exercise. What matters is the technique, which could be applied using other FX of your choice. What we have
here is two parallel FX chains rather than just two parallel FX. To achieve this, REAPER will:
Pass the audio signal into a container.
This container will need to consist of enough channels as are needed to allow for (in this case) two parallel
chains, i.e. four channels in all, one pair for each chain.
As the audio stream exits the container, the outputs of the two parallel channels will need to be merged as
they are passed on thru channels 1/2 of the FX chain to any subsequent FX (in this example, ReaLimit). To
recap, channels 1/2 are used by default by the track to send audio output to the master.
So, to summarize, a container will need enough inputs and enough channels (in this example, four) to allow the
different streams to be processed independently of each other, and enough outputs (again, in this case four) to
allow the streams to be merged as they exit the chain.
That’s a lot of theory to take in! Let’s see how it’s done in practice.
Example 1
To set up the FX container described above:
1. Click on the track’s FX button, then Add, then
from the displayed list of FX double-click on
Container. A container is added to the FX
chain and its empty window displayed.
Immediately after the container, in the far left
column, add ReaLimit. Select the container.
Your track FX window should now resemble
that shown on the right.
2. Click on the container’s button labeled 2 in+out
to open its pin connector window. Here you can
define its parameters. We’ll get to the pin
connectors shortly. First, notice that by default
the container inherits the same number of
input/output channels as the track – in this case
two.
3. Set the number of container channels, inputs and
outputs to (in this example) 4 and complete the
pin connector matrix as shown here (right).
Instead of 2 in+out, the connector button will
now read 2/4 in+out as shown below right.
4. This directs input from track channel 1 to
container inputs 1 and 3, and from track channel 2 to container inputs 2 and 4.
Output from container channels 1 and 3 will pass to track channel 1, and output from container channels 2
and 4 will pass to track channel 2.
5. Using the Add button in
the container window
we can now insert the
required FX into the
container’s FX chain –
for this example ReaEQ,
ReaDelay, ReaVerbate
and a second instance
of ReaEQ. Your FX
window should now
resemble that shown
(right).
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6. The pin connectors for the first two container FX will both need to be set to receive input from and send
output to container channels 1 and 2 only, as shown here (below left).
7. Similarly, the pin connectors for other two FX will both need to be set to receive input from and send
output to container channels 3 and 4 only (below right).
8. Finally, you can experiment with adjusting the various FX parameters – and save this file as a model that
you might find useful for future use.
Note: A new container can be added to an existing FX chain by choosing Add FX container from the FX menu.
You can also create a new container from this menu by selecting any FX or selection of FX in the chain and
choosing Move to container from the FX menu.
Example 2
In this example we will split an audio stream into two chains – left and right – and apply separate FX to each
stream before returning the signal to the FX chain, one FX to channel 1 (left) only and the other to channel 2
(right) only. A possible application for this technique could
be on a vocal, using one EQ instance to add body, the
other to add clarity.
In this case, the pin connector numbers should be left at
its default settings – two container channels, two inputs,
two outputs.
The pin connector settings for each of the two EQ
instances could then not be simpler. The first takes its
input from and sends its output to channel 1 only (as
shown here).
The second takes its input from, and sends its output to,
channel 2 only.
More Complex Applications
FX containers are handy, but even they do have their limtations!
More complex models can be created using REAPER’s pin connectors – for example, fine tuning your parallel
processing requirements, or directing the output from some FX to a different track. For these and other related
topics refer back to to the JS: Channel Mapper-Downmixer.
Tip 1: FX containers can be even more powerful when combined creatively with other REAPER features. For
example, you can have two or more containers running in parallel with each other!
Tip 2: You can select any FX or number of FX in a track or item’s FX chain, then choose Move FX to container
from their right-click context menu to move those FX into a new container.
Tip 3: An entire container, complete with its FX and its routing, can be saved as a preset which can be recalled
into other tracks and in other projects.
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3. Notice that each instance of ReaSamplOmatic5000 is set up differently. From top to bottom, these are
Kick, Snare, Perc 1, Perc 2, Perc 3, Perc 4, HH Cl, HH Op . Near the bottom left corner you can select a MIDI
channel for each sample. The default is 0, which means all channels. Shown here is the Snare, which has
been set to channel 1. In this example, an audio sample has also been inserted. That's the next step!
4. Display the Media Explorer – Ctrl Alt X – and select a folder where your samples are stored.
5. In the ReaDrums FX window select the item Kick. From REAPER's media explorer window you can drag with
your mouse the required sample file and drop it into the ReaSamp window, in the black area above the
Browse button.
Alternatively, you can
either use the plug-in's
Browse button to make
your selection, or select
any existing item in
Arrange view and click on
Import item from
arrange. Another option
is to click on the [list]
button to open a window
to build up a list of
samples. This can be
sorted by file name, or by
peak or RMS values.
6. Repeat this process in the
other seven ReaSamp
instances, one at a time,
for each of the other
seven instruments, each
time inserting a different
appropriate sample. If you
wish, rename any of the
ReaSampl- Omatic5000
instances to reflect the
sample name.
7. Notice that each instance
of ReaSamplOmatic5000
uses different Note start
and Note end settings. This makes allows the notes (and any other events) for the different instruments to
share a single MIDI item.
8. Make sure the ReaDrums track is not record armed. Save the file.
9. Along the timeline select the first 10 seconds or so. With your ReaDrums track selected, choose the Insert,
New MIDI Item command to insert a MIDI item.
10. Double click on this item to open the MIDI Editor. From the menu choose View, Piano Roll Notes,
Triangle and View, Mode, Named notes. If necessary, scroll up or down to display your samples. F or
each sample, its row number will correspond to its ReaSamplOmatic5000 note start/end setting. For
example, in this case the snare (shown below) will be row 37.
11. Compose a few notes, similar to the concept shown below. Make it a simple composition of your own.
12. Close the MIDI Editor and save your file.
13. If you wish, you can also use REAPER’s channel routing to send different parts to different tracks, where
you can add FX, adjust panning, volume, etc. Let’s suppose we wish to apply some FX to the kick and the
snare individually. Right click over the Volume fader for the ReaDrums track and set the number of
channels to four. We’ll start with just one or two.
14. Press Ctrl T twice to add two more tracks. Name the first of these tracks Kick, the second Snare.
15. In the ReaDrums track set the number of Channels to 4, and create a send to the new Kick Track
(using channel 3) and the Snare Track (using channel 4).
16. Open the FX Window for the ReaDrums track.
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17. Select the first ReaSamplomatic5000 instance, the Kick. Set both of its VST Outs to Channel 3.
18. Select the Snare ReaSamplomatic5000 instance and set both of its VST Outputs to Channel 4.
19. Now play the music.
Notice that the Kick
and the Snare have
been rerouted to
their respective
tracks. You could
now place any FX
that you wish in the
FX windows for those
tracks. Save the file.
20. If you add more
channels to the
original ReaDrums
track, you can now
repeat this effect for
any other of your
Drum parts.
Tip: If you download the track template ReaDrums Rack from the REAPER forum, you will find that in this
template all the individual tracks, along with their routing, have already been set up for you.
ReaSamplOmatic5000 is a very powerful and flexible piece of software. Its many capabilities and applications
extend well beyond the simple example outlined above, and beyond the scope of this User Guide. They could
well command an entire manual in their own right! For example:
● Each instance of ReaSamplOmatic5000 has its own independent set of controls (volume, pan, pitch bend,
attack, sustain, release, decay, etc).
● Changes made to the attack, delay, sustain and or release settings will be represented on the graph
(envelope) that is superimposed on the sample waveform in the ReaSamplOmatic5000 window.
● The Max Voices rotary can be used to select any number between 1 and 16. However, if you need more
than 16 you can type in any number up to 128. This, for example, allows ReaSamplOmatic5000 to be used
with long cymbal rides. Notice too that the number of active voices is shown during playback next to the
max voices value.
● For most of the controls you can create arrange view automation envelopes and/or control them using
parameter modulation. These topics are explained in Chapters 18 and 19.
17.12 REAPER’s Routing Interface
When using multiple track channels with sends and receives
you might wish to consider keeping the Routing Matrix in
view. You can use your routing matrix to make adjustments
to any of your sends and receives, or to specify the number
of channels required for any track. Some examples are
summarised below.
Right click over any track name (as shown above right) to
display the Track’s Routing Window and change the number
of Track Channels, or to adjust the parameters of any Send
or Receive associated with that track.
Right click over the Send/Receive signal at any intersection
on the Routing Matrix to adjust any of the parameters for
that Send or Receive (as shown below right). Click over any
vacant intersection on the Routing Matrix to create a
Send/Receive at that point.
Remember, of course, that you can also create, remove and
manage sends and receives in the TCP and the MCP. In
either case, you can click on any track’s ROUTE button to
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display that track’s Routing Window, or right-click over the ROUTE button and use the fly out menu to easily
add a Send or Receive.
Tip: Sends can be copied in the Routing Matrix from one
track to another: if you have created a send from (say)
track 1 to (say) an effects bus on (say) track 6, then to
create similar sends from other tracks you simply drag and
drop that send up and down the matrix column.
Note: The Routing Matrix right-click context menu can be
used to limit what is shown as destinations and as sources –
for example, any combination of master/parents, tracks,
audio hardware outputs, MIDI hardware and MIDI channels.
There are also options to display (or not) tooltips and input
activity indicators. The latter causes MIDI and audio input rows to light up in response to any input signal
Note: The three different send types are shown in the Routing Matrix by the symbols on the left. From
top to bottom these are Pre Fader (Post FX), Post Fader (Post Pan), and Pre fader (Pre FX). In
each case, the height of the large thick bar indicates the send volume level. The flow charts in Chapter 6
will help you to understand the differences between these.
17.13 Surround Panning with ReaSurround and ReaSurroundPan
REAPER includes two plug-ins for surround mixing – ReaSurround and the more fully featured ReaSurroundPan.
It’s advisable to read thru this entire section before deciding which is most suited to your own needs.
Surround sound production is a complex topic. It would be beyond the scope of this User Guide to attempt to
cover the principles, theory and practical issues that it involves. Whole books have been written on the subject:
you can also consult various web resources, such as “The Recording Academy's Producers and Engineers Wing
Recommendations for Surround Sound Production” (available as free PDF download). This section is intended for
those who are familiar with the principles of surround mixing and who need to know how to put these into
practise within REAPER.
REAPER's surround sound production capabilities can be found in three main areas:
1. Producing music in multichannel format. For how to do this see Chapter 3.
2. REAPER's channel routing capabilities. Remember that you can use item channel mapping to assign the
output of different media items to different channels.
3. The ReaSurround and ReaSurroundPan are in many respects similar, the most
important difference being that ReaSurround is a spatial positioning plug-in, whereas
ReaSurroundPan is a multi-channel panner.
REAPER-specific issues that you need to be aware of for surround sound production are:
Configurations
Both plug-ins support several surround sound configurations, such as 5.1, 7.1 and 9.1.
Specify your number of input channels and select your required configuration from the drop
down list (for ReaSurround, shown here). In addition, ReaSurroundPan also supports
surround 7.1.2, 7.1.4 and 3D ITU and Auro options. You can also specify your own custom
arrangements, by selecting User Setup (ReaSurround) or Custom Speakers
(ReaSurroundPan) from the speakers dropdown.
Recording
Record each track using the settings most suitable for that track. For example, for a lead vocal you might use a
two channel track with a single mono input (one mic). For a piano, you might record in stereo with two mics. For
ambient sounds you might prefer a four channel track with four mic inputs.
ReaSurround
Routing
ReaSurround, like any other plug-in, can be inserted into a track's FX chain from the FX Browser. REAPER then
offers you various routing options.
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For example, you can insert ReaSurround into each track individually, with each one directly routed to the
master. Another option is to create sends from all tracks to a single surround mixing bus and use a single
instance of ReaSurround there, disabling direct sends from individual tracks to the Master. In some respects, the
former method might
give you greater
flexibility and more
control but there are
other advantages in
folding down
multichannel audio to
fewer channels.
You will also need to
set up the necessary
routing for your
master outputs to
ensure the correct
signal flow from your
master to your
surround speakers.
Channel input pucks
can be positioned by
clicking and dragging
them across the
display. See also tips
below. In addition,
there are two further
sets of controls in the
ReaSurround window.
The three Edit drop
down lists and their
accompanying
rotaries can be used
as controls with any
three of the available
items shown (below). These vary according to the selected format. For example, for 5.1 they are:
Left/Right Front left/Back right Diffusion bias To front center
Back/Front Expand/Contract Diffusion rota To back left
Low/High Rotate To front left To back right
Back left/Front right Diffusion level To front right
These are explained in more detail in the section ReaSurroundPan.
Tips for managing inputs
As a rough guide, when mixing in 5.1 or 7.1 you can create individual stems or submixes of dialog, music and
sound effects, then start according to these guidelines:
Dialog: 100% center
Foley effects: Front L/R panned to phantom center
Hard effects: 100% front L/R plus 50% LFE
Backgrounds/Ambience: 50% front L/R, 50% sides/rear
Music: 75% front L/R, 25% sides/rear
Speaker influence can be set to Relative or Absolute. For example, if set to absolute, you should be able to
position a sound between (say) left front and center speakers without any sound leaking to the right.
The three horizontal Space size faders can be used to adjust the three dimensions of the surround
environment, width, depth and height, with the fourth fader acting as a zoom control.
The various Inputs and Outputs controls can be used to mute, solo and or adjust the levels for Gain or Low
Frequency Effects (inputs) or Gain or Influence (Outputs).
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When adjusting controls, holding Shift will make the control respond more swiftly: holding Control will slow it
down. Double-clicking a control returns it to its default setting.
You can select two or more input
“pucks” (control click or marquee
to make selection) and move
them together. Clicking the R
button for any input(s) will cause
it to mirror (reverse) the
movement of the other input(s)
in the selection. Holding Control
while dragging will temporarily
disable the mirroring.
Invert can be used to move the
left/right rotate positioning of a
puck to its mirror image.
Lock, as its name implies, locks
pucks into their current position
to prevent accidental movement.
Other controls are summarized
below.
In the example shown above, the
Surround Panner has been
inserted into a “normal” two
channel track with a mono
recorded media item.
The Surround Panner therefore
finds – and displays – only two
inputs this time.
Because 5.1 surround has been selected as the surround mode, even though the input is in mono, it can
nevertheless be directed to any or all of the six outputs shown. You also have an additional option to Normalize
multichannel gain. See also Chapter 21, Surround Rendering.
Additional ReaSurround Controls
Influence: each speaker has an influence area: when an input puck (the numbered circles representing the
input channels) is within a speaker's influence area, then that channel is heard through that speaker.
Diffusion: each input has a diffusion level: when diffusion is greater, the input puck is effectively "larger" and
therefore overlaps with the influence area of more speakers, so it is heard through more speakers. For example,
with a simple stereo setup, an input that is panned hard right is only heard through the right speaker because
it's only within the right speaker's influence area and not within the left speaker's influence area. If the diffusion
of that input is increased it will eventually also enter the left speaker's influence area
LFE: this represents a low frequency effects channel, a non-directional output channel like a subwoofer. The LFE
speaker is not displayed as a puck, but you can mix inputs into the LFE output via the input
sliders.
ReaSurroundPan
ReaSurroundPan gives you more mixing options than does ReaSurround. It is an ideal tool
to use, for example, when mixing sound for games or movie soundtracks. It supports most if
not all commonly recognised formats (see illustration, right).
Its basic controls are much the same as you’ll find in ReaSurround. For example, you select
your required format from the drop down and then specify the number of input channels.
The mixing window
The mixing window displays a different colored puck for each channel. The color coding used
is indicated in the Inputs section (bottom left of window). The number of pucks shown will
be determined by the number of channels that you specify in the Input channels box.
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Any of the small box diagrams just below the mixing window can be selected to change your view of the sound
field and the positioning of the various channel pucks within it – for example, from the front, from the side or
from the top. The first of these is the default, which shows the mix from above. The second offers a choice of
two dimensional view, the third three dimensional views, again from the front, the side or from above.
Moving the pucks
Click on any puck to select it.
You can marquee (right click
drag) to select a number of
pucks, or use control click to
build a selection. To move your
selection, drag any item within it
in one of the mixing window
displays, or use any of the three
rotary controls, which by default
are set to left/right, rear/front
and low/high. The reset buttons
restore selected pucks to their
original position in that plane.
Note that a LFE channel would
not normally be panned because
the wavelength is so long that it
is difficult for the human ear to
discern which direction it is
coming from.
Individual pucks can also be
moved by selecting the channel
from the dropdown and typing
in XYZ co-ordinates. X
represents left/right, Y
front/back and Z low/high. The
range for both X and Y is -100
to +100, and for Z 0 to +100.
These settings become
especially interesting when we
look at flipping (below).
Restricting Puck Movement
As with ReaSurround, the function any of the three dropdowns that control the rotary
controls can be changed by making a different selection from its dropdown list. For example,
by selecting rotation for one of the dropdowns you could ensure that that control could be
used to cause the selected puck or pucks to be rotated - see options list on the right.
Edit Option Controls
These are reasonably self-explanatory. The radio buttons offer you the choice at any time of
moving all pucks by moving any one, or moving only those you have selected.
Enabling Lock prevents any puck from being moved, and the 1D edit option can be used to
restrict movement to a single plane.
XYZ Flipping
This feature is enabled or disabled according to your Respect XYZ flip setting. It allows you to mirror
movements for whichever inputs you are moving.
For example, if you first select two channels and then enable X flipping, you can drag one so that they move
further apart from each other, or closer together.
The XYZ Angles
The XYZ, XY°, and Z° edit boxes allow you to enter an exact position for any input puck, either as cartesian or
spherical coordinates.
The Center and Side faders can be used to attenuate speakers that are closer to the center front/center rear,
or side left/side right. This enables you to create the effect of width without needing to move any of the input
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pucks. If either or both of these is disabled, it means that this feature is not possible with your selected format.
For example, 5.1 surround does not support side speakers.
Channel Input Faders
Each of these multi-function faders has four states – Gain, LFE, Divergence and Delay. You can select any of
these functions from the drop down box (which defaults to Gain).
LFE can be used to send input from that speaker to the LFE. Divergence
can be used, for example, to send a sound to the left and right so that it
comes from the center but appears to be from a wider source. Delay can
be used to add the Haas effect to a channel.
Speaker Output Faders
The same drop down can also be used to select a required function for
the dual function Speakers (output) faders. The two options are Gain and Influence.
Automation
Any parameter control can be automated to be applied during audio playback. To select a parameter for
automation, click on the Param button (top right), then choose FX parameter list, then Show track
envelope, then select the required parameter. Also, parameter modulation can be used to link parameters so
that one effectively controls the other.
17.14 Routing to/from Other Applications with ReWire
All of the examples up to now have involved routing audio or MIDI data within REAPER. We're now going to take
a look at how your music can also be routed to and from other applications.
For users of ReWire, REAPER supports ReWire (2.6). ReWire is jointly developed by Propellerhead Software and
Steinberg to allow applications to share audio, MIDI and synchronization data. Audio and MIDI data are
transferred between the two applications in real-time, allowing you to use the features in each application as if
they were one. See: http://www.propellerheads.se/technologies/rewire/
ReWire functionality is automatically installed along with REAPER on the MacOS. Windows users need to make
sure when installing REAPER that they have ReWire selected and enabled on the Choose components page of
REAPER's Install wizard under Additional functionality.
In a ReWire session, the first application acts as the host, and the second application acts as the client. The
client receives and sends signals via the host application. REAPER can be used as either host or client.
The ReWire system uses mixers, panels, and devices. Mixers are the host applications which typically do the
sequencing at one end and the final
mixdown at the other end. A device is a
dynamic link library that only generates
sound but has no user interface of its own.
A panel is a graphical interface for setting
the parameters of one device. For example,
you might use REAPER as your mixer and
Propellerhead Reason as your synthesizer.
In this case Reason would provide device
and panel to REAPER, which could then
send midi commands, sync timing and mix
Reason's output into its own effects chains.
ReWire can be used with any track(s) in a
REAPER project. Display the track's FX
chain and select ReWire from the list of
plug-in categories (left column). This will
display (in the right column) a list of all
ReWire enabled applications that have
been installed on your computer. Select the
application (“client”) that you wish to use –
for example, this might be ReWire Ableton
Live, Rewire Reason or (as shown here)
ReWire FLStudio.
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Selecting your ReWire enabled application will cause the application to be opened. You can use ReWire to send
MIDI data to the client application (as shown here), to route audio from the client application into REAPER, or to
route MIDI data from the client application into REAPER.
By default, the tempo for both applications is set by the ReWire host. However, there is an option in REAPER's
ReWire window to allow the client application to set the tempo.
Note 1: There is an option (Options, Preferences, Audio) to Close audio device when inactive and
REWIRE devices are open.
Note 2: REAPER can be opened in client mode from the Windows Start, All Programs menu, or by first opening
the host application and by selecting REAPER as the client application there. You can also (in both OSX and
Windows) ReWire REAPER to itself by choosing Rewire REAPER from the Add FX window. For more information
about using ReWire with REAPER see: wiki.cockos.com/wiki/index.php/ReWire
17.15 MIDI Routing and MIDI Buses
REAPER's 16 MIDI Buses vastly increase your MIDI routing options. Each bus can carry up to 16 channels,
offering you up to 256 virtual MIDI channels in all.
MIDI Buses can be used to to direct MIDI data to
specific instruments, e.g. on a single track
ReaSynth or ReaSamplomatic. It becomes more
useful with multi-timbral software (e.g. Kontakt).
You can also use MIDI buses to send MIDI CC
messages, including to specific FX. When you
create a MIDI send, as well as the usual channels 1 to 16 you have the option of selecting any of the 16
channels on any of the 16 MIDI buses. In the example shown (above), B4 means use bus 4 on current MIDI
channel, 4/2 means Bus 4 channel 2.
REAPER’s native MIDI routing capabilities are as powerful and as
flexible as its audio routing capabilities. The exact method is
different, but the concepts are similar. This is quite a complex
topic. Make sure you are familiar with REAPER’s general routing
essentials
described in this
chapter before
you attempt it.
REAPER uses MIDI
buses to
overcome the
limitations
imposed by the
standard of 16
MIDI channels.
REAPER’s 16 MIDI
buses extend this
capability. Each
bus can handle up
to 16 channels of MIDI data, making available to you 256 virtual
MIDI channels in total! If no MIDI Bus is specified, then for plug-
ins the default, Bus 1, is used. Using MIDI buses any track can
receive MIDI data from and send MIDI data to as many or as few
of these 256 channels as you wish. For example, using MIDI
buses you can:
● Host multiple VST instruments on a single track. You can “team” them so they can share the same MIDI
data and “split” them so that each receives different MIDI data on its own dedicated MIDI bus, as well as
sending MIDI data on any of the MIDI buses to other instruments on that track.
● Route MIDI Continuous Controller (“CC”) data to specific plug-ins (instruments or FX).
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● Have more options for using parameter modulation to allow the MIDI data generated by manipulating one
instrument’s controls to also be passed via a MIDI bus to another instrument. This will be explained shortly.
When working with plug-ins in an FX chain, MIDI data can be placed on a MIDI Bus in two standard ways:
1. Using the track’s Routing capabilities: the MIDI data sent can be filtered by MIDI channel or MIDI Bus or
both. That filtered MIDI can be sent as filtered or to a selected MIDI Bus or channel or both, or
2. Setting the MIDI Output for a plug-in: the MIDI can be sent to any MIDI Bus (the MIDI channel cannot be
specified, that is determined by the plug-in).
Note that only standard MIDI events (that is, those on MIDI Bus 01) can be edited in the MIDI Editor Piano Roll.
The MIDI data on the other MIDI Buses is conveyed in MIDI SYSEX messages and is displayed in the SYSEX lane
in the MIDI Editor. You could edit those messages in that lane or in the Event List. Keep in mind also that MIDI
buses can convey not only CC messages but also notes and other information.
Example 1: Sending and Receiving MIDI Data
Let us look at the track send / filtering possibilities first (above right). Here are four sends from track 1:
1. The Send to track 2 sends all the MIDI data.
2. The Send to track 3 sends all the MIDI data on MIDI channel 6 only, regardless of the MIDI Bus.
3. The Send to track 4 sends all the MIDI data on MIDI Bus 2 only, regardless of the MIDI channel.
4. The Send to track 2 sends all the MIDI data on MIDI channel 4 on MIDI Bus 3 only.
And now, the receives. Here are four receives on track 15:
1. The Receive from track 11 receives all MIDI data, MIDI Buses and channels are unchanged.
2. The Receive from track 12 receives all MIDI data and changes MIDI channel to 8, MIDI Buses unchanged.
3. The Receive from track 13 receives all MIDI data, placing it on MIDI Bus 3, MIDI channels are unchanged.
4. The Receive from track 14 receives all the MIDI data, changes the
channel to 6 and places it on MIDI Bus 5.
As you can see, Reaper offers a powerful mechanism for filtering
MIDI events and rerouting that filtered MIDI.
Example 2: Teaming Multiple Instances of ReaSynth
The Model
This will show you how to team a number of instruments together in
a single track so that they work together to produce your music. For
the sake of simplicity we will use just two instances of ReaSynth, but
we could choose to use more if we wished. This is best understood by
working thru a relatively simple example.
Using MIDI buses, we can route the four MIDI tracks shown here
(each with data on a different channel) to a single audio track which
will contain our two VST instruments and several VST audio plug-ins.
In this example, each of the instances of ReaSynth uses different
parameter settings. We wish to set this up so that the output of
tracks 1 and 2 goes to the first synth, and tracks 3 and 4 to the
second synth. MIDI buses allow us to do this, and effectively use the
two synths almost as if they were a single multitimbral instrument.
The Routing
We start by inserting the two instances of ReaSynth into the FX chain
of a new track. We can rename them as ReaSynth 1 and ReaSynth 2.
Of course, you can use different instruments if you prefer. We can
then open this track’s routing window and create sends/receives
along the lines shown here.
Different combinations of MIDI data are sent to two MIDI buses –
Bus 2 and Bus 3. Each of these buses will be assigned in turn to one
of the two synths – Bus 2 to ReaSynth 1, Bus 3 to ReaSynth 2. We
could have used whichever buses we liked, although for reasons that
we’ll get to later you might wish to avoid Bus 1.
1. All the MIDI from track 1 is received on channel 2 on bus 2.
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Example 3
This final example is for a child track within a folder. The track itself has only 2
channels, but the folder has 4 (perhaps for manipulating FX within the folder’s FX
chain). Here we select All or 1-2 from the first dropdown: because this track has
only two channels, in this case either of these will produce the same result.
However, because the parent contains four channel, we must also specify the
destination channels on the folder. If you do not make a selection, it will default to 1-2.
Tip: You can change the number of default channels for new tracks to any even number up to 64 on the
Advanced page of Project Settings. Here you can also change the default number of parent send channels.
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Envelope Description
Volume Adjusts the volume of the Track’s Output, after, for example, any item or track FX
have been applied. This sets the level of the signal that is sent to the Master Track.
Pan Moves the balance pan control more towards the left, right, or dead center: the signal
that is sent post FX from the track to the Master Track.
Width Moves the width control more towards the left, right, or dead center: the signal that is
sent post FX from the track to the Master Track.
Volume (Pre FX) Adjusts the volume of the track signal that is fed to the track’s FX chain. This is
generally equivalent to the gain control that you can find on some desks and mixers.
Media item peak display will automatically be adjusted to match the envelope.
Pan (Pre FX) Similar to Pan control but before track FX or track faders are applied.
Width (Pre FX) Similar to Width control but before track FX or track faders are applied.
Trim Volume A rather different type of envelope that can be used to modify the track volume
envelope. This will be considered later in this chapter.
Mute This envelope has effectively only two states – On and Off. It is used to mute
passages of a track.
Send Volume Adjusts the volume of the track signal sent to the destination track. Can be used for
Post fader (Post Pan), Pre fader (Post FX) and Pre fader (Pre FX) sends.
Send Pan Adjusts the panning of the track signal sent to the destination track. Post fader (Post
Pan), Pre fader (Post FX) and Pre fader (Pre FX) sends.
Send Mute This envelope has effectively only two states – On and Off. It is used to mute
passages on a send.
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● Select the item (a track envelope or FX parameter) that you wish to automate, and make sure to also select
the options Visible and Arm.
● Set Automation mode to Write.
● Close the Envelopes window. The envelope button will now show WRT.
● Position the cursor where you wish to start.
● Play the song. As you do so, adjust the on
screen control (in the envelope lane or FX
window) which controls the item you are
automating. Stop play when finished.
● Right click over the Envelope button for that
track and from the last section of the context menu select Trim/Read or Read.
● Play the song. The automation will be applied. In Read mode, the faders will move up and down.
Note that if you prefer, instead of opening the envelopes window, you can right-click on the track's envelope
button and make your choices from the context menu (see right).
Tip: If you enable Automatically add envelopes when tweaking para in automation write modes
(Options, Preferences, Automation), then when write mode is selected you can create any envelope
automatically simply by adjusting the required track or FX parameter control during playback. You can also write
automation using a hardware MIDI controller, as explained in section 18.28.
4. Now click on the Envelopes/Automation button for the Bouzouki track. Select Volume and make it
both Visible and Armed. Select the automation mode Write for this track (see above).
5. Close the Envelopes window. Notice that the Volume fader for this track is now colored red and a Volume
envelope has been created. The Envelope button now reads Write.
6. Play the song from about the 48 sec mark for about 15 sec. At the instrumental break, use your mouse to
raise the track fader for the Bouzouki volume (not the envelope volume fader) by about a three decibels.
Hold it there, then at the end of the instrumental break lower the fader to its original position. Stop play.
7. Right click over the Envelope button for the Bouzouki track and choose Automation Mode: Read from
the context menu. Zoom closely into the part of the song that goes from about 45 secs to about 65 secs.
8. The the volume control is lane now green, with the automation envelope clearly visible (see below).
9. Play the song. The arrange
view and mixer volume
faders for this track will
automatically move to
show changes in volume to
reflect the changes you
recorded. Save this file.
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Note: You do not need to select Automation Read mode for the automation to take effect. Trim/Read mode, for
example, also does this, but without moving the faders. This allows you to tweak the track's volume during
playback manually by adjusting its volume fader. You’ll find a more detailed explanation of the various
automation modes later in this chapter.
It’s likely that you won’t get the exact settings for your automated faders 100% correct first time. To fix this,
either use Automation Touch mode to write changes to your envelope, or edit the envelope by hand.
18.6 Envelope Points Options
The Options, Envelope points command makes
available a number of options that will help
determine envelope behavior. These are also
available by right clicking on the toolbar envelope
tool. The option to Move envelope points with
media items should be enabled if you wish an
envelope to follow its media item when that item is
moved, copied, etc. using basic techniques.
Enabling Razor edits affect all track envelopes
will effectively join your envelopes to your media
items when razor editing. They will automatically be
moved, copied or deleted with the media item. With this option disabled, you may still include envelope
points/segments, etc. in your media item(s) selections if you wish. See the last section in this chapter for some
examples.
Be careful with Envelope point selection follows time selection. This will move all points within a time
selection when you click/drag on any one of them. To move only one point (or selected points) within a time
selection, disable this option.
Edge points can make it visually easier when moving a group of points. There are options to Add edge points
when moving envelope points with items, when ripple editing or inserting time and when moving
multiple envelope points. You can make a time selection, choose Select all points in time selection from
the envelope context (right-click) menu, then click and drag (left or right) any point within the selection.
There is also an option to Preserve trailing values when
recording automation.
The option to Reduce envelope point data when
recording or drawing automation should be enabled if
REAPER is creating more points than you want when, for
example, you write automation data.
To reduce the number of points on an existing
envelope that has already been recorded:
1. Select (click on) the envelope.
2. Define the required time selection. All envelope points in that selection will be selected. You might want to
zoom in.
3. Right-click over the envelope. From the menu, choose Reduce Number of Points.
4. Select (probably) Points in time selection or (possibly) All Points.
5. Adjust the fader until the number of points looks about right. An example is shown above. Click on OK.
18.7 Writing Mute Automation
One special way of using automation is in
conjunction with a track’s Mute button to
automatically mute unwanted passages of a track.
The procedure for doing this is outlined below:
Click on the track’s Envelopes/Trim button
to display the envelopes window.
Select the Mute envelope and set the mode to Write. Then close the Envelopes window.
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The Envelopes/Automation button will read Write and the armed mute button will be highlighted in red.
Notice (above) how this mode is displayed.
Now play the track. Click on the track’s Mute button at the start and end of any passages that you require
to be muted.
When finished, stop playback. Automation mode for this track should now be set to Read.
In the example (right), a vocal track is
muted when it is not intended to be heard.
Read mode has been selected. When the
track is played back, the color of the Mute
button changes to red during the muted
passages.
18.8 Automation Modes
Automation mode can be set as already shown from inside the Envelopes/Automation window or by right-clicking
on the track envelopes/automation button. In fact, there are a number of ways that this can be done:
Select the required mode from the Envelopes window.
Right-click on the Envelopes/Automation button and select the required mode from the context menu.
In the TCP, right click over any automation lane and select the required mode from the context menu.
From the main menu, choose Track, Track automation mode (or right-click over the track number
and select this from the context menu).
The following table summarizes the six available automation modes.
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selection. To see a full list of these actions, enter auto write into the Actions List filter box. Some of these will
be examined in the next section, Latch Preview Mode. Here is an example.
As shown (right), this track
has a volume envelope,
currently in trim/read mode.
Note the cursor position.
Suppose we want to set a later part to this same volume level.
In the second picture, we have selected write mode and made as a time selection part of the envelope to
change. We then, from the
actions list we run the action
Automation: Write current
values for all writing
envelopes to time selection. The envelope in this section is now set to the desired level.
18.9 Latch Preview Mode
This mode lets you try out changes to parameter values (e.g. volume level or pan position) without writing them to
envelopes. When your parameter settings are right you can then use an action to write them to your envelope(s). Let's
start by working thru a relatively simple example, before introducing some of the other options that are available.
Example
1. We want to increase the
volume of the featured
instrument during the
break.
We have added a time
selection and a volume
envelope to the track and inserted points at the start and end of the break. Automation for the bouzouki is set to
latch preview mode. If the automation button is not visible this can be set from the right click context menu.
2. We play the song, adjusting the
volume control until we are happy
with the level (in this case at
+2.17dB). Notice, however, that the
envelope has not yet been changed.
3. We now display the actions list (Actions, Show action list) and run Automation: Write current values
for actively-writing envelopes to time selection. The envelope is now adjusted (see below).
Finally we can reset the track automation to trim/read mode.
You can use latch preview mode on more
than one envelope on a track, or on more
than one track. You might want to use
“write to” options other than to time
selection. Keeping this in mind, here is a
summary of the main actions available.
These can be assigned to keyboard
shortcuts, toolbars, and/or menus (Chapter 15).
Set/Write/Clear Automation Mode Actions (see Actions List for full list)
Set automation mode actions:
Automation: Set track automation mode to … [latch or latch preview or read or touch or trim/read or write]
Automation: Set all tracks automation mode to … [latch or latch preview or read or touch or trim/read or write)
Global automation override: All automation in… … [latch or latch preview or read or touch or trim/read or
write] mode
Automation write actions:
Automation: write current values for actively-writing envelopes to [entire project or time selection]
Automation: write current values for actively-writing envelopes from cursor to [entire project or first touch
position or start of project]
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Automation: write current values for all writing envelopes [from cursor to end project or from cursor to start
of project or to time selection]
Options: Preserve trailing values when recording automation.
Latch clear actions:
Automation: Clear [track or all track] envelope latches
These options together should provide you with all you need for your latch automation preview requirements.
For a greater in-depth understanding of this and other advanced automation features, go to
http://wiki.cockos.com/wiki/index.php/AdvancedAutomation
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The example that follows uses the mouse to raise the volume of an envelope a little for the duration of the short
instrumental break that occurs between the second and third verses. You will then draw an automation over part
of a track. This example assumes that the default mouse editing behavior settings are as shown above.
Example
1. Hover your mouse over the envelope, just before the start of the second instrumental break. This will be at
or near 1 min 36 seconds. The mouse will change to a vertical double-headed black arrow.
2. Hold Shift while you click the mouse on the envelope to create a point.
3. Repeat this three times as shown, to add two points just before the break and two points just after it.
4. Now hover the mouse anywhere between the second and third point. Click /drag upwards to raise the
volume of this envelope a little, as shown in the second illustration. Save this file.
5. Display the track's Envelope Window and set automation mode for this track to Read, select the Volume
envelope and set it to Visible and Arm.
6. Play the song. The Bouzouki volume will now be faded up for
both instrumental passages and then down after them.
7. Select the Vox track and press V to display its Volume envelope.
Zoom to the passage from about 1 min 0 sec to 1 min 19 secs.
We can make this passage a little louder.
8. Hover the mouse just above the envelope at 1:00. Hold down the
Ctrl key. The mouse cursor will change to a pencil. Still holding
Ctrl drag the mouse along to about the 1:19 mark (below right)
then release the mouse. This will draw
changes to the volume envelope.
9. Any excessive points that have been inserted
by this action can be removed (as in the
earlier exercise) using the Reduce number
of points command. Save the file.
Envelope Editing Actions
REAPER’s Actions List includes several actions that
can be useful when editing envelopes. These include:
Add/edit envelope point value at cursor Insert 4 envelope points at time selection
Insert new point at current position Delete all selected points
Delete all points in time selection Invert selected points
Select all points Unselect (clear selection of) all points
Browse the Actions List to investigate what other actions are available!
Amplitude vs Fader Scaling: Right-click over a volume envelope for a context menu which includes Volume
envelope scaling (under the Envelope defaults option). Options are amplitude scaling (the default) and fader
scaling. With amplitude scaling, half as high, for example, is half as loud, whereas with fader scaling the
envelope height corresponds to the track fader. Fader scaling makes editing envelopes at low volume easier.
Changing your preference on an envelope with existing points will affect the volume produced by that envelope.
You can change the default setting from amplitude scaling to volume fader scaling on the Options,
Preferences, Project, Track/Send Defaults page. You should also familiarise yourself with the various
options under Preferences, Editing Behavior, Envelope Display (see Chapter 22)
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Move a point or selection of points freely. Click and drag any point in the selection.
Finely adjust a point's vertical position. Ctrl Alt Drag on any envelope point.
Allow an envelope point to be moved Click and hold mouse on any envelope point, hold
vertically or horizontally only. both the Ctrl and Shift keys while then dragging any
envelope point either vertically or horizontally.
Reset point to center (default value). Double-click on envelope point.
Most of these defaults can be changed in your Editing Behavior, Mouse Modifiers preferences settings.
Any of these default behaviors can be changed in the Preferences, Mouse Modifiers window.
For example, if you manually add points to envelopes a lot, you might wish to consider changing the default
behavior for Envelope double-click from Reset point to default value to the action Envelope: Insert new point at
current position. If horizontal adjustment of envelope points is important, consider assigning Move envelope
point horizontally as one of your envelope point modifier instead of just Move envelope point.
Also, by default, double-clicking on an envelope's control panel will select all points on the envelope.
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Command Explanation
Envelope defaults, Default Sets default shape for new envelopes. Choose from Linear, Square, Slow
point shape start/end, Fast start, Fast end, Square and Bezier (see also next section).
Set point value … (P) Displays the Set Envelope Point Value dialog box. Can be used to change
the value, position, and/or shape of the current point. The units used for
position are determined by your ruler settings.
Optionally, you can assign Double Click (under Preferences, Mouse
Modifiers, Envelope Point) to Open envelope point editor.
Set point shape (P) Changes the shape of the current point. The six available shapes are Linear,
Square, Smooth, Fast Start, Fast End and Bezier. See next section.
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Command Explanation
Set shape for selected Allows you to choose a shape for multiple envelope points. The six available
points shapes are Linear, Square, Smooth, Fast Start, Fast End and Bezier.
Select all points Selects all points in current envelope.
Select all points in time If a time selection is currently active, all points on this envelope that fall
selection within the time selection will be selected.
Double click on fader in Inserts two points at start and two points at end of time selection: allows
envelope panel to insert 4 you then to easily move that envelope segment up or down.
points at time selection
Invert selected points Causes all selected points to be inverted relative to their neutral position.
For example, a point on a Pan envelope set at 50% left would be changed
to 50% right. When items such as Volume use a logarithmic scale, the
calculation is less obvious.
Reset select points to Sets all selected points back to a neutral position. Shown here is a selection
zero/center of points before and after using this command.
Reduce number of points … Reduces the number of envelope points within a time selection or for the
whole envelope. This has already been explained in detail.
Arm envelope for recording Toggles armed status of envelope on and off.
Show envelope in lane Toggles the envelope into or out from its own envelope lane.
Hide envelope Hides the envelope but keeps it active.
Bypass envelope Toggles an envelope’s bypass status.
Clear or remove Clears all points on an envelope, restores it to a straight horizontal line. You
envelope ... will be asked if you wish also to remove the envelope.
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Shapes other than square are usually best used for graduated parameters, such as volume and pan. Not all
shapes are available for all parameters. For example, for those with only on/off status (such as bypass and
mute) the only shape available is square. This principle applies to track, FX and MIDI CC envelopes.
You can specify your preferred default envelope point shape type from the Options, Preferences, Project,
Track/Send Defaults window.
18.20 Envelopes in Track Templates
Whenever you save a track (or selection of tracks) as a track template (Track, Save tracks as track template
command) there is an option in the dialog box to Include envelopes in template.
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on the main REAPER toolbar, or by choosing Envelope points from REAPER's Options menu. You can use the
Actions editor to assign a shortcut key to toggle this action on and off.
If this option is turned off, then envelopes will not be moved or copied with the media items.
If this option is turned on, then the envelopes will be moved or copied with the media items.
An example of this is illustrated below right. A selected portion of the media item on the top track is being copied
to the track below it using the Ctrl drag and drop method.
You can also specify options for Add edge points (at the start and end of the
time selection) when moving envelope points with items, ripple editing or
inserting time, and/or moving multiple envelope points. In the example shown
(right), not only is the envelope copied with the media item, but also the
option to show guidelines has been selected.
18.24 Copying Points From One Envelope to Another
To copy a single point from one envelope to another (or to another location on
the same envelope you need simply to:
● Select the point and press Ctrl C.
● Select the required position along the timeline in the destination envelope
and press Ctrl V.
For more sophisticated tasks such as copying a range of points from one envelope to another you will need to
use the Actions List (Chapter 15). This example uses the action Envelope - Copy points within time
selection. You can assign a keyboard shortcut to this action if you wish.
To copy a range of points from one envelope to the other, or to a different position on the same envelope:
● Make the time selection containing the points and select the envelope. Run the action Envelope - Copy
points within time selection.
● Select the required position along the timeline in the destination envelope and press Ctrl V.
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Track: Apply trim envelope to volume envelope, clear trim envelope, and
Track: Apply volume envelope to trim envelope, clear volume envelope.
In the above example, you could run the first of these actions to produce the result shown. The trim envelope
could then either be removed altogether, or used to again make further changes to the volume envelope.
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3. Select the track Gtr Body and drag and drop from its ROUTE button to the FX Bus to create a send. Set
send volume to -10 and pan to 65L as shown (above).
4. Select the track Gtr Neck and display the
routing window for this track. Create a send to
the FX Bus as a send and set send volume to –
10dB and pan to 65% Right.
5. Now display the Envelopes window for the Gtr
Body track. Set mode to Trim/Read. Notice
that envelopes are available for your sends.
Make sure that the FX Bus Send Volume is
selected, visible and armed.
6. Close this window. An envelope lane for this
send will now be visible just below track.
7. Hover the mouse over any part of the
envelope, click and drag down until the
envelope is set to about –12dB.
8. We are now going to increase the chorus effect,
starting just before the second verse.
9. Add a point at about the 60 second point (Shift Click). Add another point at about 2:30.
10. Hover the mouse over the envelope just after this second point. Click and drag up until the envelope is set
to about –7dB. Release the mouse. This is shown below.
11. Set the track automation mode to
Read. Play the song. If the chorus
effect is too much, hover the
mouse over the envelope, round
about 1 minute 30 secs, then click
and hold the left mouse button
while you drag the it back down a little.
12. Now repeat steps 5. to 10. for the track Gtr Neck. Don’t forget to save the file.
18.29 Filtering the Automation Envelopes Window
Filtering the envelopes box can save you from being
overwhelmed by too long a list of parameters. Enter
your filter definition in the filter box.
In this example we have inserted the VST plug-in
epicVerb into a track, and in the filter box typed the text
freq OR gain because we are only interested in
automating the frequency and gain parameters.
For more information about search filters, see the
section Boolean Search Filters.
18.30 Highlighting Automation Parameters
Another useful feature is the highlight option. Consider again
that you have a lot of information in the window and you
want to easily identify a certain parameter. Just type in the
highlight box and it will be done. In this simple example we
have highlighted vol.
18.31 Automation with FX Parameters
You can create automation envelopes for any parameters for
almost any JS, VST, or VSTi plug-in that has been added to any track or item take FX chain. This section focuses
mostly on track FX, though the same techniques can also be applied to take/item FX. For example, you can use
automation envelopes to vary the level of compression applied to a drum track, or to add more warmth to a
vocal take at those times when it is needed. There are three main ways of creating FX parameter envelopes:
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From the Envelopes window select those parameters for which you wish to add envelopes. You may need to
click on + button next to a plug-ins name to display a list of its automatable parameters. If the list is long,
you can applying a filter.
Right click over the envelopes button (by default labelled trim) in the TCP, choose FX parameters from
the menu, then select the plug-in (e.g. ReaComp), then select the parameter from the list that is displayed.
Perhaps the simplest method is to create the parameter envelope from within the plug-in’s own window:
1. Click on the required parameter with your mouse.
2. Click on the Param button then choose Show track envelope from the menu.
Most FX can be automated in this way, but with some older plug-ins this might not be possible.
18.32 FX Automation: Learn Mode
If using a MIDI controller or control surface you can use its
controls (e.g. rotaries, buttons, faders) in Write, Latch or Touch
mode to create envelopes for FX parameters. Here is an example:
1. Within the plug-in window, click on the parameter, then on
Param then on Learn (see right).
2. Tweak the button, knob, or fader on the control device. A
confirmation message appears in the Command field.
3. Select a CC mode: usually this will be absolute or one of the
relative options. Consult the device's documentation: if in
doubt, try Absolute to begin with. For smoother operation,
choose Soft takeover. Toggle mode is also available: this
allows FX parameters to be toggled on/off with a single
mapping.Optionally, select Enable only when effect configuration is focussed. This allows you to
assign the same control to another parameter in a different plug-in.
4. When the MIDI/OSC Learn dialog box is shown, tweak the control on the external device, select the
option Arm envelope for selected parameter and click on OK. The envelope will be displayed.
You can now use the control device to write changes to the envelope during project playback (see section 18.5).
In Trim/Read mode you can use the control device to manually adjust the parameter.
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Tip 1: To automatically create an envelope for any FX parameter adjusted on the fly during playback, enable the
Preferences, Editing behavior, Automation option Automatically add envelopes when tweaking
parameters in automation write modes, then set track automation mode to touch, latch or write.
Tip 2: To add a parameter adjust/control button for any FX parameter to the track's control panel simply select
the UI box in the track's envelopes window. This allows you to create or modify envelopes on the fly without
needing to open the FX window.
Tip 3: If you use Ctrl Shift Drag to copy an FX from one track or item to another, then any and all FX
parameter envelopes associated with that FX will be copied with it.
Envelopes with Per Take FX Parameters
Parameters on FX that have been added to individual takes can also be automated. These can be edited
manually, with points being added by hand in trim/read mode, or recorded in write, latch or touch mode. The
procedures for manually editing or write/recording item/take FX parameter envelopes is essentially the same as
those used with track FX parameters. Parameters can be selected for automation in either of two ways:
● From the media item's Envelopes for takes window. To display this, click on the automation envelopes
button (if visible), or you can choose Take, Take envelopes... from the take's right-click menu, or
● Display the track's FX chain (Shift E), select the
required FX, then select the required parameter
envelope from the Param button menu. Note that
Learn mode is also supported.
Tip 1: Any FX chain can be copied from one media item to
another by dragging and dropping the FX from the first
item's FX chain to the second item. An entire chain can be
copied by dragging and dropping the item's FX button.
Tip 2: Envelopes can then be copied from one media item
to another by dragging and dropping the envelopes button.
Tip 3: The action Envelopes: View envelopes for last
touched track/item will open the envelopes window for that track or item (depending on what was last
touched). This is a “one stop shop” where you can add or remove envelopes, including FX parameter envelopes,
to that track or item as you wish. This action can be assigned a keyboard shortcut and/or added to a toolbar.
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This envelope can be modified like any other. You can add points (Shift click, or to draw freehand use Ctrl
drag), move them, delete them, adjust them, etc. However, the master tempo envelope cannot be modified by
freehand drawing. Moreover, editing multiple points at once on this
envelope causes each point to be adjusted pro rata, not by a
constant BPM value.
With each envelope point a tempo/time signature marker is also
inserted on the timeline - editing their values has the same effect
as editing the envelope points. If you move them, the points move
with them (and vice versa). REAPER's Actions List also includes an
action Adjust entire envelope tempo... This opens a dialog box
which offers you the options of adjusting the entire envelope by a
percentage or by a set number of beats per minute.
You can also add to the Master a Playrate envelope which can be
used to automatically speed up or slow down project playback. This
envelope is applied to all tracks, audio and MIDI. To do this:
1. Click the Envelopes button in the Track Master to display
the Master Envelopes window. Now tick the item Playrate.
Make sure this item is marked as both Visible and Armed.
2. Close this window.
18.39 More Envelope Tips
The next chapter of this guide – Parameter Modulation and Automation Tips – takes automation and envelopes a
step or two furth7er. That chapter includes information that you’re likely to find useful when working with
envelopes as explained in this chapter.
This includes some nifty information on how you can customise and color code automation envelope appearance
to suit your precise requirements.
18.40 Razor Editing with Automation Envelopes
Razor editing lets you move or copy one part of an envelope to another envelope by dragging it. Razor selection
and razor editing techniques are explained in Chapter 2, including a table of the various options and basic mouse
modifiers. In addition Razor edit area mouse modifiers when working with automation items or envelopes are:
Shift Alt left drag Move areas ignoring envelope type and snap.
Ctrl Alt left drag. Copy areas ignoring envelope type.
Shift Ctrl Alt left drag Copy areas ignoring envelope type and snap.
Here is an example. We might want to ensure that during a section of the song two tracks are automatically
panned to move in opposite directions, i.e. against each other.
1. Panning is automated 2. Ctrl left drag is used 3. Select all points in 4. Invert points is now
on the first envelope and to copy the segment to time selection is applied chosen from the same
the area is defined with the other track with snap from the context menu of menu.
Alt right drag. settings applied. the lower envelope.
Note the option on the envelope tool right click menu Razor
edits in media item lane affect all track envelopes.
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With this option disabled, you can select and move or copy a segment of a media item, or any envelope, or
envelopes attached to that media item, or any combination of these. Hidden envelopes will be excluded from the
selection.
With Razor edits in media lane affect all track envelopes enabled, you should regard the media items and
any/all associated envelopes to be essentially locked together when any one is being razor edited. Envelopes will
be copied with media items from one item to another even when these envelopes are hidden in the source item
and do not already exist on the destination item.
The destination envelopes can be automatically displayed or not, based on the envelope display preferences
option Automatically show affected envelopes when moving media items across tracks. However, if
there is no matching envelope at the destination (for example if you have an EQ low pass frequency envelope on
the source track but that FX does not exist on the destination track) then that envelope area will not be copied.
The only difference between razor edits and media item moves in this mode is that with razor edits, if there are
no matching envelopes at all on the destination track -- in other words if the edit would result in the entire razor
edit being discarded -- then edit will not be allowed.
Your mouse modifiers Razor edits area left drag section include available options to move or copy area
ignoring envelope type. You could, for example, assign these to Shift alt right drag and Ctrl alt right
drag respectively. This, for example, would allow you to copy a section of an envelope from (say) a volume
envelope to a trim volume envelope.
This feature is specific to razor edits. In this mode, areas are moved based on what you see is what you get. It
would not make sense to automatically create envelopes in this mode. If you were moving one envelope razor
edit area, REAPER would have to create literally every possible envelope on every track that you moved across.
Make yourself familiar with the various mouse modifiers outlined in the razor edits section in Chapter 7.
It is also important to remember that your ripple editing settings will affect how razor editing behaves when
copying or moving automation.
Note: Razor editing can also be applied to envelopes on the master, except for tempo envelopes.
Examples: #1: With Razor edits affect all track envelopes disabled ….
#2: Again, with Razor edits affect all track envelopes disabled , using a mouse modifier assigned to Copy
area ignoring envelope type and with ripple editing off ...
… an envelope segment can be selected ... … and copied to a different envelope type …
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These changes could include, for example, edits made manually, or adjustments to the Automation Item
Properties, including LFO parameters.
The next couple of pages explain automation items and how to use them in more detail. Keep in mind that when
working with automation items normal windows techniques apply – e.g. Click to select, Ctrl Click to build a
selection, and Shift Click to select a range of contiguous items.
Note: Automation items cannot be used with tempo envelopes.
Understanding Low Frequency Oscillation (LFO)
LFO is an electronic signal (usually below 20 Hz) that is used to create a rhythmic pulse. It can be used to
modulate synthesizers and audio material in the production of electronic music, for example to create effects
such as tremolo, phasing and vibrato. LFO controls include:
LFO Shape: None, Sine, Triangle, Saw, Square
or Parametric.
Frequency: the number of times the shape
occurs within the item.
Baseline: raises or lowers the envelope baseline.
Amplitude: determines the depth of the
modulation: the higher the amplitude, the greater
the curve.
Skew controls: these vary the intensity of each occurrence within the item.
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Unpool automation item Choose Remove from pool from item's right-click context menu.
Use automation items with Insert FX (e.g. compressor or delay) into the FX chain and add a parameter
FX parameters envelope in the normal way. Create and apply items as per usual.
Mute automation item Right-click on the item’s title bar, choose Mute (toggle).
Extend/copy automation Click and drag from just inside the item's title bar right edge to the right, or
item contents from left edge to the left.
Extend automation item, Ctrl click from edge of title bar outwards. As the item is extended, existing
collecting existing points envelope points are collected into it.
Join automation items Ctrl click on title bars of all items to be joined, to select them all. Right-click
together over any title bar in selection and choose Glue. The items will be consolidated
into a single item, which will also include any envelope portions between the
glued items. Shown here is an example – before and after.
Loop/unloop an item Enable/disable loop option in Automation Item Properties dialog.
Stretch/shrink item Alt click drag left/right from item title bar edge.
Save automation item Right-click on the item's title bar, choose Save..., select folder, type a name
and click Save.
Delete automation item Right-click on item title bar, choose Delete .
Split at cursor position Right-click on the item's title bar, choose Split.
Duplicate automation item Right-click on the item's title bar, choose Create pooled duplicate. Any edits
as pooled made to any item in the pool will be made to all items in the pool.
Duplicate automation as Right-click on the item's title bar, choose Create unpooled duplicate. Each
unpooled item can be modified independently of any/all other items in the pool.
Use multiple automation By creating multiple automation items and dragging them
items simultaneously on around as required, you can create situations where two
the same envelope or more automation items can be used simultaneously on
the same envelope.
Notes:
● To ignore snap with any of the above click-drag actions, hold also Shift while performing the action.
● The main difference between pooled and unpooled items lies in how they behave when edited. An
unpooled item is completely independent and can be edited without any other item being affected.
Changes made to any pooled item, however, will be applied to all items in its pool. However ….
● When editing pooled items via the Automation Items Properties dialog, changes made to parameters
included in the All pooled copies box will be applied to all items in the pool. There is also an option you
can tick for Baseline/amplitude to affect pooled copies. Other changes made within the Automation
Item Properties box will only be applied to the individual item being edited.
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● If the option to Move envelope points with media item (Options menu) is enabled, then when a media
item is cut, copied, pasted, moved, duplicated, etc., any automation items attached to it will be moved
with it.. If the portion of the media item includes only part of an automation item, then only that part will
be moved or copied with the automation item.
● Where automation items exist within regions, they will be moved and copied with the regions.
● A project’s automation items can be managed from the Automation Items page of the Project Bay.
This shows all automation items currently used in the current project. You can perform many functions
described in this section, for example rename any item or mute it or adjust the volume of any instance.
Automation Item (AI) Preferences, Actions, Mouse Modifiers, Options – and the Media Explorer
Preferences
The Editing Behavior, Automation and Editing Behavior, Envelope Display Preferences (Chapter 22)
include automation item options to manage looping, pooled item behavior, and underlying envelope behavior.
Actions
The actions list includes various automation item commands and actions, including (but not limited to):
Options: Loop new automation items by default. (toggle)
Options: Always create new automation items when writing automation
Options: Automation item baseline/amplitude edits affect pooled copies
Options: Automation items attach to the underlying envelope on both sides **
Options: Automation items attach to the underlying envelope on the right side **
Options: Automation items do not attach to the underlying envelope **
Options: Chase non-FX envelopes to automation items when underlying envelope bypassed
Options: Reduce envelope data when recording or drawing automation
Options: Remove points from underlying envelope when creating automation items
Options: Trim content behind automation items when editing
Options: Add edge points when moving envelope points with items**
Options: Add edge points when ripple editing or inserting time **
Options: Add edge points when moving multiple envelope points **
Options: Reduce envelope point data when recording or drawing automation **
Envelope: Add edge points to automation item
Envelope: Convert all project automation to automation items
Envelope: Enable/disable envelope outside of automation items (AIs)
Envelope: Enable/disable envelope outside of AIs for all envelopes on selected track
Envelope: Enable/disable envelope outside of AIs for all envelopes in project
Envelope: Enable/disable envelope outside of AIs for all visible track envelopes
Envelope: Mute automation items
Envelope: Glue automation items
Envelope: Set loop points to automation item
Envelope: Set time selection to automation item
Envelope: Split automation items
Envelope: Toggle automation item loop.
** available on envelope tool on default toolbar
Moreover. all of the commands described in the above table are available as actions in REAPER's Actions Editor
and as such can be assigned to keyboard shortcuts, toolbar icons, and/or custom menus. See Chapter 15. Other
actions for options not on the menu include toggle actions to control underlying envelope behavior.
Mouse Modifiers
REAPER's mouse modifiers include the contexts Automation item (left drag, double-click) and Automation
item edge (left drag). All the mouse actions in the above table are listed there, as well as some further
options. You can change default mouse modifier assignments, rearranging modifier key behavior as you wish.
There is also a mouse modifiers preferences option Edits affect all pooled items at the same position.
Also, the Envelope lane mouse modifier left drag context includes several actions and options for drawing
copies of selected automation items.
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Item Description
Audio control signal Enables/disables control of the parameter by the audio signal in the
specified Track audio channel.
Track audio channel This specifies which audio channel(s) – for example, 1/2 or 3/4 –
contain the audio signal that is used to control the specified parameter.
The selection of channels available will depend on how many channels
have been previously defined for the track.
In more straightforward applications, you will want to choose channels
1 + 2. This will ensure that the parameter is controlled by the audio
signal on its own track. However, as you will see soon, you can choose
a source other than channels 1 + 2 if you want an FX parameter on
one track controlled by the audio signal from a different track. The
latter case would be an example of sidechain parameter modulation.
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Item Description
Attack and These two factors determines the speed with which changes in the
Release level of the incoming signal will be applied to the parameter. They work
in a similar way to Attack and Release on a compressor.
A higher attack setting will cause the parameter to respond more slowly
to changes in volume in the source audio channel.
A low release speed will cause the modulation to be adjusted rapidly as
the volume then falls. A higher speed will hold the modulation for a
longer period before doing so.
Generally speaking, the higher the attack and the release settings the
more gradual will be the parameter modulation response. The lower
these settings, the more sensitive and immediate will be the response.
Min Volume and These determine the range within which the signal on the track audio
Max Volume channel will be used to modify the FX parameter.
For example, in the illustration shown, the parameter in question
(chorus wet mix) on the track in question (track 4, Bouzouki) will only
be controlled by the audio signal on channels 1 and 2 when its volume
falls within the range - 24 dB to - 0.53 dB. If or when the signal is
quieter than -24 dB or louder than - 0.53 dB the parameter modulation
is in effect set to bypass.
Strength and These determine the nature and the intensity of the relationship
Direction between the incoming audio signal and the parameter being controlled.
For example, set to 100% positive as the incoming audio signal
increases or decreases, then the parameter being controlled will also
increase or decrease to the same degree. At 50%, the relationship will
still be positive, but more moderate. You can think of this as being
conceptually similar to a ratio control on a compressor.
Likewise, a setting of 100% negative means that as the incoming audio
signal increases, the parameter being controlled will decrease in the
same proportion, and vice versa. At 50%, the relationship will still be
negative, but more moderate.
At 0%, the effect will be completely neutral.
Audio Control Shaping Signal This graphical control helps shape the behavior of the parameter that is
Graph being modified.
For example, if the direction is set to positive, then pulling the small red
handle (in the centre of the diagonal line) on the graph fully to the
bottom right corner will result in more modest increases in the value of
the parameter being modified.
On the other hand, pulling the small red handle (in the centre of the
diagonal line) on the graph fully to the top left corner will result in
greater increases in the value of the parameter being modified.
Don't worry, we'll work thru an example soon.
The best way for you to understand how parameter modulation works is to try it out in practise. This first
example will use several of the PM window controls. We will first select a parameter to be modulated, then set its
baseline fader level, and then select the required audio control signal. Finally, we will define the relationship
between the audio control signal and the parameter being modulated.
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6. Click on the Param button, then choose Parameter Modulation/MIDI link from the menu. This will
open a parameter modulation window for the output wet parameter. Enable the option Audio control
signal and select as the Track audio channels 1 + 2. Play the track.
7. The wet rotary on the plug-in was initially at 100%, as shown here. However, as you adjust the baseline
fader (in the PM window) while the track is playing, the wet value in the Chorus window (shown to the
immediate right of the 2 in 2 out button) is also adjusted. Leave it with a wet mix level of about 50%.
8. Set the various items in the Parameter Modulation window as shown below and play the track. You
should notice the wet mix element of the chorus being faded down for louder notes and passages and up
for quieter notes and passages.
9. Now experiment! You should find that:
Moving the Attack and Release faders left will result in the wet mix chorus fader movements
becoming more jerky. Moving them right should make them smoother.
Moving the Strength fader (negative) to the right will cause the wet mix chorus fader to be faded
down for louder notes and down up quieter ones. Selecting positive reverses this.
Moving the Min Volume fader left will lower the threshold at which the parameter modulation is
applied. Moving it right will raise the threshold.
10. When you have finished experimenting, adjust the settings to those shown here.
11. This instrument becomes louder as the song progresses. Play it, with the Bouzouki unsoloed. By the
end, there is less chorus being applied to the bouzouki.
12. Now play the song again. Drag hold of the handle on the graph, and use your mouse to drag it to the
lower right position. Notice that the movements of the wet mix fader now become more modest.
13. Now drag hold of the handle on the graph, and use your mouse to drag it towards the top left corner of
the graph (as shown below). Notice that the movements of the wet mix rotary now become sharper and
the wet mix level reaches lower values.
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14. Restore the graph to its earlier position (shown at step 10) when you have finished. Save the file.
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6. Set the Offset fader to 10% and the Scale to +100% (see notes below).
7. Play the song and save the file.
In the examples at 19. 5 and 19. 6 parameter modulation
was used to create quite a dramatic effect. In the
examples at 19. 7 and 19. 9 the effect is more subtle.
The two controls Offset and Scale can be used to control
the extent to which the controlling parameter (in this
example the compressor's threshold) modifies the
controlled parameter (in this case the EQ band gain).
The Offset fader increase (to the right) or decreases (to
the left) by a specified percentage the value of the
parameter being modified
The Scale fader ranges from -100% to +100%. At -100%
the relationship between the controlling parameter
(threshold) and the controlled parameter (EQ band 2 gain)
will be 100% negative: the EQ gain will be lowered exactly
as the threshold is raised. At +100% the relationship will
be 100% positive and the opposite will occur.
If you just want to control the whole range of the target parameter then just set the Baseline [B] slider to the
left (0%), Offset [O] to 0% and Scale [S] to 100%.
To control just part of the target parameter's range, first of all, work out what that part is in % terms. For
example, consider an EQ gain band with a range of -24 dB to +24 dB and you wish to control the value between
-12dB and +12dB. The percentage range is accordingly from 25% to 75%.
Make sure that you can see the target parameter on the FX's GUI and the Parameter Modulation window and set
the Scale [S] value temporarily to 0%. Drag the Baseline [B] slider 25% to the right and you should see the
target parameter change to -12dB. Now set the Scale to 50% (that is 75% - 25%). That's it. There is no need to
adjust the Offset.
In fact, you won't need the Offset often. It can be used to slide the range up or down. Please note that the
actual change is determined by the Offset % multiplied by the Scale %. Let's look at [B] = 50%, [O] = 0% and
[S] = 25%, this results in a range of 50% to 75%. If we now set [O] to -40% the range changes to 40% to 65%
the change is [O] x [S], that is -40% X 25% = -10%).
Here we have added an envelope to control the Band 2 EQ Gain setting of ReaEQ. By clicking the Modulate
button in the envelope lane we are able to open the Parameter Modulation window and take the necessary steps
to ensure that the EQ gain will respond automatically to changes in the strength of the audio signal on this track.
In this example, when the envelope is lowered just after the current position of the play cursor, the baseline
value of the parameter being modulated will also be lowered.
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Example
1. Open the file All Through The Night MOD1
and save it as All Through The Night MOD2.
2. Remove or set to bypass the delay plug-in in the
Bouzouki track's FX chain.
3. Insert a new track after the vocal track. Name
this track Instruments and make it into a
folder. Insert the three instrument tracks into
this folder, as shown on the right.
4. Add an instance of ReaComp to the Bouzouki
track. This is needed only because the volume
of this instrument increases quite significantly as
the song progresses. We wish to pull this back a
little.
5. Set a threshold of around –15dB and a ratio of
around 4:1.
6. Select the Instruments folder and display its
routing window. Set the number of track channels to 4 and add a receive from channels 1/2 of the Vox
track to channels 3/4 of the Instruments folder.
7. Open the FX Window for the Instruments folder and add an instance of JS: Exciter (Treble enhancer).
This will be used to
brighten up the instrument
a little.
8. Settings similar to those
shown here will definitely
brighten the instruments,
perhaps more than you
would like. For the sake of
this exercise, however,
these levels should be fine.
9. We are now going to use parameter modulation to ensure that audio signal from the vocal track drives
down the mix level of the exciter. This will have the effect of helping the vocal to just float over the
instruments a little.
10. Click on the Mix % (Wet/Dry rotary) control, then on the Param button and choose Parameter
modulation/MIDI link from the menu.
11. When the PM window is opened, enable parameter modulation and choose Audio control signal
(sidechain). Move the baseline value fader about a third of the way to the right.
12. Select Track audio channels 3/4 and make the direction Negative.
13. Adjust the other parameters so that as the vocal floats above the instruments the Mix % of the Exciter is
smoothly and gently faded down.
14. One possible solution to this exercise is shown below. But don't just dive straight in and copy these
settings. Try to get there by yourself!
15. Save the file when you are finished.
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15. In the FX chain, insert ReaDelay just before ReaComp. Set length (time) and length (musical) both to 0.0.
Set Feedback to about -50.0 dB.
16. Click on the Length (time) control to touch it, then on the Param button, then MIDI link, then CC, then
Pan Position MSB.
17. The Parameter
Modulation/Link dialog will
be opened. Click on the
large button, then select
MIDI then CC then Pan
position MSB.
18. Adjust the Offset and
Scale settings so as to get
a smooth increase and
decrease in the delay length
as the pan moves out to the
right and back (while the
song is played).
19. Save the file!
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Note: By default, REAPER uses MIDI Bus 1 for routing MIDI data. Whenever you are not presented with a choice
of buses (for example, when recording MIDI data) you should assume it is using Bus 1.
You can download a project file with a completed version of this example at:
https://stash.reaper.fm/v/39866/MIDI%20%20Buses%20Demo.rpp
The FX Parameters tab is located next to the FX tab of the Project Bay, displayed by the View, Project
Media/FX command, and shown right.
This bay supports the standard project bay features explained in Chapter 12, including (where appropriate) the
various commands on the Action and Options button, and from right-click context menus. Here we will focus
solely on those aspects that are specific to FX Parameter management.
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Parameter Modulation and Automation Tips
Whenever any of these features is added to any FX parameter (e.g. from the individual FX window, or from the
FX bay), it will automatically be added to the FX Parameters Bay display. In the above example, Band 2 gain on
ReaEQ on track 1 uses parameter modulation: this is shown in the Mod column, which also indicates that they
are under the control of audio control signals (ACS). The Details column tells us that another parameter on this
plug-in, Band 4 gain, is linked to Band 2 gain. The Envelope column shows that two parameters from ReaDelay
on track 5 have armed and active automation envelopes. Two parameters from ReaComp on track 2 have had
their controls added to the track control panel (or TCP, as indicated by the dots in this column), and one
parameter from a Guitar/chorus plug-in (Track 3) has both a track control and an armed envelope. No parameter
is shown in the Learn column as being under control surface control.
The table below summarises how you the Parameter FX Bay can be used.
Manage or modify a different Click on the + sign next to the plug-in name and select a parameter.
parameter on the same or Right click over it and choose an option (show in track controls, track
another FX envelope, parameter modulation or learn) from the sub-menu, then
complete the required PM settings.
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Using REAPER with Video
REAPER can be used to edit the soundtrack of your video files, such as .MOV, .WEBM, .AVI, .MPG, .VLC, .MP4
and .WMV files. These files are imported via the Insert, Media File command, or by dragging and dropping
into the Arrange window.
You can use the Track, Insert Track from
Template command to import data from a
.EDL file. Use the View, Video Window
command, Ctrl Shift V, to show the video
window (which is dockable). For Windows
users, video playback is handled by Direct Show
(but see 20.7): MacOS uses Quick Time.
You can edit the original soundtrack, and/or add
extra audio tracks and items to the existing
soundtrack (as shown above).
The Options menu in the video window (shown
right) offers a number of useful features,
including:
Dock: This option enables you to dock the video window. The same command will also undock an existing
docked window. Docking is discussed throughout this user guide. In particular, simple docking is explained more
fully in Chapter 2, and the use of multiple dockers is explored in Chapter 12.
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Full screen: A toggle command used to expand the video window to cover the whole screen. In full screen
mode, right click anywhere to display this menu.
Preserve video aspect ratio: When enabled, this ensures that the height:width picture ratio is maintained no
matter how the window is resized.
Resize video window to original video size: Needs no explanation!
Video item properties. This opens a window revealing the properties (length, video, audio, decoding format,
etc.) of the video item.
Example 1
Download the sample file VideoSamples.zip from: https://dlz.reaper.fm/userguide/VideoExamples.zip
To open this, you may need to have a utility program such as AlZip or 7 Zip. The archive file contains two
folders, Wildlife and Zebras. The video items are in MOV format. If they do not display in REAPER, you may
need to install the VLC decoder. An easy way to do this is simply to download and install the free VLC media
player (see also Section 20.7). In the sample clips, video quality has been compromised to keep the file and
download size to a minimum.
In the first example we will start by performing some basic and simple editing tasks before getting a little more
ambitious and adding some effects. You should not attempt these exercises unless you have at least a basic
understanding and experience of working within REAPER's arrange view environment .
1. Open the project Zebras.RPP. You will find a video of about 45 seconds of zebras drinking at a water hole.
Let's decide we want to shorten it a little. First, save it as ZebrasDemo.RPP.
2. Display the Options menu and make sure that Ripple editing is enabled for all tracks.
3. Click on the media item Zebras.mov to select it.
4. Within the arrange view window, select the time from approx 8 to 20 secs. Right click on the media item
and choose Cut selected area of item. Press Esc to clear the time selection. Turn ripple editing off.
5. Now let's add a musical soundtrack. Turn the volume fader on the Zebras track all the way down.
6. Display Windows Explorer and from the Zebras folder drag and drop the file morning.mp3 into your
project as a new track. Shorten this track to make it the same length as the video. Save and play the file
7. If you wish, add a track to this project. On this track record a little spoken commentary, then use volume
envelopes so that the voice will sit nicely on top of the music. Your project will look something like this:
8. Save the file. Do not yet close it. We are going to add a video effect or two.
REAPER's video effects can be inserted into track or item take FX chains. They are flexible and powerful, but
they do take some time and effort to get to grips with and to master. Some of them do include parameter
control rotaries, but sometimes to get the best results you will need to be a little more adventurous. We'll dig
deeper into explanations later in this chapter, but for now let's just explore some of the simpler options.
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19. Into this effect load the preset Transition: horizontal wipe. This preset includes the parameter
control, labelled wipe pos.
20. Save the file and play it. Notice you can now only see half of the picture in the video window: the other
half is blackened out!
21. We can fix this with an automation envelope. Add and envelope for this track for the parameter wipe
pos on the horizontal wipe effect.
22. Adjust this envelope as shown below: you do not need to be exact in positioning the points.
23. Save the file and play the video. The picture will now scroll out from the right at the end of the video.
In the next example we will be a little more ambitious with our use of effects.
Note 1: When you modify and the code of a video effect, you are only changing it for that single instance, you
are not changing the default. If you make a mistake or get confused, simply remove the plug-in from the FX
chain, reinsert it and start again.
Note 2: Pressing F1 from within a preset code window will open a help window which includes a list of
parameters used by that preset,.
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Using REAPER with Video
This next example uses a project file with three video tracks. If you have downloaded and unzipped the sample
files included in VideoSamples.zip you will find the folder Wildlife, which includes two projects, Wildlife1
and Wildlife2. Wildlife1 will be used for the practical exercises. Wildlife2 shows you the project with the
exercises completed, plus a few extra effects that we’ll get to later. A third file, Wildlife 3 also has some extra
effects.
Example 2
First, we will look at a project with some simple edits and video effects added. After that, we can discover how
this was done. Open the file Wildlife2 and play the video from the beginning. Notice in particular that:
● If you check the video page of your project settings (Alt Enter) you should see that Items in lower
numbered tracks replace higher is selected..
● There is a scrolling title.
● There are three video tracks, which have been edited so that at the beginning and end of the movie
these are shown one at a time, in sequence, but in between they are faded in and out.
● An additional track, Track 1, contains no media items, only various video processing plug-ins.
● Further visual effects are used from time to time..
● Let's see how this was done, starting with track 1, Video FX.
The Track Edits
Simple slip editing has been performed on the video tracks. Because these are processed with lower track
numbers having priority, when this is played you will initially see only the elephants (track 4), then only the
zebras (track 3) then only the antelopes (track 2). A number of envelopes have been added. In these
examples, the FX have been applied in each case to the entire track. Keep in mind, however, that you can
apply these effects directly to individual items if you wish. Explanations follow!
The Title
Position the play cursor at the very start of the video. A video processing effect instance has been added to
this track's FX chain (track 1), and the preset Overlay:text selected. The code has been edited with the text
changed to Morning in Africa
Some parameter values have been changed from their defaults, notably text height (0.1), y position (.49)
and text bright (0.35). This last setting hides the text by making it the same color as its background.
Envelopes have been added (see above) to first fade up the text to make it visible (text bright), then scroll
it across the screen to the center (x pos), then fade it out. A bypass envelope ensures that the title is
removed altogether at or around the 8 second mark.
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Note: If you develop a serious knowledge and understanding of scripting languages such as Lua or EEL then
you have at your disposal an amazing scope for creating and using video effects in REAPER. However, as this
example has demonstrated, even a very limited knowledge and understanding such as is required for this
example places considerable power in your hands!
Try it yourself! Open the file Wildlife1, save it as Wildlife1a and have a go at reproducing these effects
yourself. Any time you make edits to any code, remember to press Ctrl S to save. If you have more time on
your hands, see what other effects you can find in this file that have not been described in this example! Don't
yet be too ambitious: in the next example we'll explore a slightly more complicated example.
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Example 3
This next example, Wildlife3 uses the same source media files but includes some extra effects and more
automation envelopes. Play this video from the beginning, then we can have a look at what has been added.
● The main title is centered on the video window, is larger, and fades up at the beginning before
disappearing. It reappears near the end and is faded down.
● There are more effects on the antelopes. They return at about the 10 second mark badly pixelated, then
gradually ease into a clean image before the lighting effect is applied.
● The zebras have their own track title displayed, Time for a drink. This is displayed for a few seconds near
the end of the video. Let's see how this was ALL done.
The Main Title: An envelope has been added for bg bright, starting at .5 and fading down to 0, so that the
background will now fade in with the text. The y position of the text overlayed has been lowered.
The Antelope Stage Lighting Effect: A stage lighting effect has been added to the Antelope video track.
Conservative values have been applied to the parameters to ensure that the effect is fairly subtle.
The Zebra Pixel Effect: An instance of the
video processor has been added to the
Zebra track FX chain, and the preset
FX:pixelate image has been added. This
preset comes with five parameter controls
(knobs), any or all of which can be tweaked and/or automated.
Together, the first four determine the positioning (horizontal and vertical) and size (width and height) of the area
covered by, the pixelated part of the screen. Experiment with these if you like. The fifth control determines the
size of each pixel: this is what we are going to look at now.
A pixelsize and a bypass envelope have both been added for this plug-in. The bypass envelope ensures that
the pixel effect is only displayed for the few seconds that it requires. The pixelsize starts at zero, rises sharply
to about 50%, then gradually decreases again to zero.
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A gaussian blur effect has been added to the Elephants, so that the elephant herd gradually comes into focus
at the start of the video.
Multi File Projects
You might need to work on audio material in one .RPP file which relates to video material in another. In that
case, just make sure that you have the necessary file open (obviously on separate project tabs). You can then
right click on any project tab and choose the option Display video from background projects if active
project lacks video.
20.4 Video Processor Parameter Controls
The video processor plug-in includes the standard features of REAPER's audio plug-ins, explained in Chapter 6 of
this User Guide. For example, the + button can be used to save and load your own presets.
From a track's FX chain, click first on any of the plug-in's parameter controls then on the plug-in's Param button
then choose Show in track controls, Show track envelope, use Parameter modulation/MIDI link or
Learn (to assign the control to a controller). From an item's FX chain, you can add an automation envelope or
access the learn function.
20.5 Supplied Video Effects Presets
These examples have introduced you to just a handful of the video presets that are available in REAPER. Each
has its own purpose, but all are capable of being edited and can be automated. They are arranged into a number
of categories, according to their purpose. Below is a summary of supplied presets.
In many cases, their purpose is self evident from it’s name (e.g. Basic helpers: Brightness/Contrast, Combine:
Crossfade thru inputs, FX: Colorize, Transition: Horizontal wipe). In other cases, the terminology of the video
world might be less obvious to the uninitiated (e.g. blur, YUV). One way to learn is by experimenting. A glossary
of video terms such as is found here can be helpful.
https://www.manifest-tech.com/links/video_terms.htm . Remember that you can always jump on to
the REAPER forum if you need more help.
Analysis FX (cont)
Color Peeker (Monitoring FX only) Matrix of recent frames
Histogram (RGB) Pixelate image
Basic helpers RGB decompose
Apply track FX only where track has video items Shadow/midtone/highlight RGB adjust
Brightness/Contrast Show motion (subtract last frame)
De-interlace track/item Stage lighting
Decimate track/item frame rate Overlay
Item fades affect video Image overlay
Resize track/item to project dimensions Text
Track opacity/zoom/pan Panoramic
Combine Equirectangular/spherical 360 panner
2 x 2 input matrix Spherical 360 to stacked panoramic slices
Chroma-key (RGB version) Synthesis
Chroma key (YUV version) Decorative Oscilloscope with Blitter
Crossfade through inputs Decorative Spectrum Analyzer
FX Transition
Blitter feedback Horizontal wipe
Blur (Gaussian) Matrix wipe
Blur (low quality Peephole wipe/vignette
Colorize Vertical wipe
Edge detection (vertical)
Utility
Invert colors
Screensaver (Monitoring FX only)
Note also that from time to time more presets are added to REAPER's video processor plug-in.
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download and install the required .exe file. This will also install the codecs required for AVI, MKV, MP4, WMV,
MPEG-1, MPEG-2, DIVX and many other video formats. Moreover, video playback will now be handled by VLC
rather than Direct Show.
2. The Media, Video/Rex/Misc page of your Preferences includes an option for you to specify your own video
decoder priorities. If you get into trouble here, there is an option to Reset to defaults.
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and so as to present them in a logical order. Make sure that after every editing session you back this
folder up to at least two different destinations.
3. Create your project file in REAPER. Check your project settings, especially the video settings. Specify your
required timeline format: remember that available formats include Hours:minutes:Seconds:Frames
and Absolute Frames. Set up a windows screenset suitable for video editing, remembering, for example,
that the video window is dockable, that media explorer is available to you for managing and accessing
your source materials, and that track manager is available for managing your tracks.
4. Import your video files into your project. Video takes that run in parallel to each other (i.e. at the same
time) should be placed on separate tracks. Items that are sequential may be placed on a single track.
5. Use markers and regions to help manage the media items in your project. Make such edits as you need to
your video items.
6. If you need to replace the soundtrack of a video item with a separate audio item, display the video item's
Item Properties, then click on the Properties button and enable the checkbox Ignore audio. The
replacement audio item should be placed on a separate track.
7. Add transition effects and text titles.
8. Edit existing audio and/or add any new audio material that may be required.
9. When you are ready, render your project to a single file.
A simple example of such a project is shown above. This is included as Wildlife2a with your sample files.
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Select your required scheme, then enter the information required in the appropriate fields. User defined fields
can be included where the scheme supports it. The example shown here uses a combination of text fields and
wildcards. Note also options to Always embed title/date/time and to Calculate and embed
peak/loudness values into rendered file metadata.. When finished you click on Apply to save this information
before clicking on OK to return to the Batch File Conversion dialog. Don’t forget to enable Embed metadata.
The Presets button can be used to save your current selection of settings as a preset which can be easily
recalled and applied to other future rendering projects.
Note: The project render metadata window can also be opened from the main menu using the File, Project
render metadata command.
21.2 Consolidating and Exporting
You might, for example, want to send your project to a friend to add vocal harmonies to your song. What if that
friend lives a long way away and doesn’t use REAPER? She might use a different DAW, or perhaps she will use a
commercial studio. In any case, the project can be consolidated and exported.
In the example shown here,
the Vox track is made up of
three separate items. If we
sent the six media files to
someone else, it would be
difficult to line the items up.
Consolidate and export
creates a new set of audio files, one per
track (minus FX, panning, etc.). When
inserted in another DAW, each starting at
zero time, one per track, then everything
will be in the right place for further mixing.
1. Depending on what you wish to
consolidate, if necessary make any
time selection and/or track selection.
2. From the main menu, choose File,
Consolidate/Export Tracks.
3. Choose Entire project or Time
selection or Custom selection, then
All or Selected tracks.
4. Ignore silence is a setting designed
to prevent multiple files per track. In
most cases you can leave this at its
default value of 30 secs.
5. Decide if you want to have sample
rate and number of channels
automatically determined, or whether
to specify these yourself.
6. Select a Resample Mode.
7. Specify consolidation format and bit
depth – WAV, AIFF, DDP, FLAC,
MP3, OGG Vorbis, OGG Opus,Video
LCF or WavPack. In the example
shown, WAV has been selected.
8. Select your required specifications for your chosen format. For example, for WAV files you need to select a
bit depth and specify whether you want to use BWF data, include markers and regions, and how to deal
with MIDI data. If in doubt, speak to the person to whom you will be sending the consolidated files.
9. Specify your Output directory (where the files will be written to).
10. Specify whether you wish to update your project with the newly consolidated files.
11. Specify a name for the new project file (or accept the default). Click on Process.
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Note: Be careful how you use the option to Embed tempo. It adds an ACID tempo tag to the audio file(s). This
may be interpreted by any tempo aware application so that the audio is stretched or processed when you do not
wish this to happen. Only enable this option if you are certain you want the tempo embedded.
Shown here is an example of a project
after consolidation, with one media item
per track. These four iitems can be
easily imported into any DAW program,
with vocal harmonies then added.
Note: To consolidate in MP3 format
you need to have the correct free Lame
encoder file for your platform and
REAPER version. For example, for
Windows Vista this is lame_enc.dll. For
64-bit Windows it will be either
libmp3lame.dll or lame_enc64.dll. This file is now included with the REAPER download. Likewise, for output
video rendering you will require an encoder such as Ffmpeg.dll, also included in the download.
When you consolidate media in this way your item settings and properties (e.g. take envelopes, take FX, item
pitch adjustment) will be incorporated in the output files, but track based properties (e.g. track FX) will not be.
To apply your track FX chain, track
envelopes, etc. to your output media,
use the Render to File dialog,
selecting Stems (selected tracks)
from the Source drop down list.
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Option Explanation
Source Master mix mixes all media to a single file, stems sends selected tracks to
separate files, or choose both (more later in this chapter). Other options are
region render matrix (see later in this chapter) or selected tracks or
media items or razor edit areas (optionally via the master).
Bounds: options vary Select custom time range (enter in edit boxes), Entire project, Time
according to Source selection (made in arrange view), Custom time range (enter start and end
(e.g. bounds options for times in dialog) or Project regions (selected in Region/Marker Manager or
Master Mix bounds are Region Render Matrix). For Entire project, markers named =START and =END
shown here on right) (if present) will be used to define start and end of project for rendering.
Bounds: project Choosing project markers causes a separate item to be rendered from each
markers/selected project marker to the next. Choosing selected markers causes a separate
markers item to be rendered between each selected marker and the next marker.
Presets button Displays a menu of options to saves settings as a preset, or load, rename or
delete a previously saved preset. These can include Bounds and output
settings only, Options and format settings only, or All settings.
Directory and Any directory specified in Preferences will be used by default. Otherwise, type in
File name a directory of your choosing or use the Browse button. See Preferences
(General, Paths) for more about relative and absolute paths
Use Wildcards to include in the filename data such as track name or number,
project file name, and/or date/time stamps (Chapter 21.2.1).
Sample Rate Select a value in the range 8000 to 192000, depending on output format and
other factors. Some examples follow in the table after this one.
Channels Choose mono, stereo or select a number for multichannel output.
On or Off-Line Speed Full-speed (default) for fastest rendering. Others include 1 x offline, online (play
(see also note below table) mix while rendering), online (idle) and offline x 1 (idle). Idle assigns a lower
system priority to the render thread, freeing PC resources for other tasks.
Use project sample rate Allows project sample rate to be used for mixing and FX/synth processing.
2 nd
pass render Audio plays once before rendering, so that FX tails (e.g. reverb) are applied.
Normalize/Limit/Fade Normalize to RMS-I, LUFS-I, True Peak, Peak, LUFS-M max or LUFS-S
max to a target level or Brickwall limit to Peak or True Peak. Optionally,
only normalize files that are too loud. This can prevent clipping.
Fades can be applied (in and/or out) of a length and shape that you specify.
Resample mode Various options allow trade off between speed and quality. Default is 192.
Use project rate Enabled this automatically uses project sample rate for mixing/processing.
Tracks with only mono Enabling this ensures that mono channel rendering will automatically be applied
media ... to tracks where all media items are mono or with a mono Item Setting.
Multichannel tracks... These can be rendered to multichannel files. An example follows shortly.
Dither, Noise shaping Not available with all output formats, commonly used when rendering 24 bit (or
(master mix and/or stems) higher) audio material to 16-bit WAV format for audio CD. Creates a smoother
transition to the lower sample rate in the rendering process.
Only sent to parent If enabled, only channels sent to their parent will be rendered.
Render stems prefader This option is available if the source option includes stems.
Metadata Click this button to embed metadata in the rendered file – see Chapter 21.2.2.
Primary/Secondary Select primary format for rendering (or choose dry run, no output). You may
output format also choose a secondary format, for example, to render two separate files, one
in WAV and the other in (say) MP3 format. Choose WAV, AIFF, CAF, Raw PCM
data, Audio CD image (CUE/BIN), DDP, FLAC, MP3, OGG Vorbis, OGG Opus,
video (Ffmpeg/libav encoder), video (GIF), or WavPack lossless compression.
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Option Explanation
Format specific options Other options depend on the format, e.g., for WAV or AIFF files, bit depth, for
FLAC encoding depth and data compression level, for MP3 bitrate mode (e.g.,
variable or constant) and the actual bitrate, and so on.
For WAV files, you may embed markers and/or regions as cues in the output
file(s), and/or project tempo. The option Include project filename in BWF
description is also available for WAV format: it associates rendered files with
the source project – see Chapter 12.
Silently increment Prevents you from accidentally overwriting an existing file: an incremental
filenames... number (001, 002, etc.) will be added if an existing file name is used.
Embed tempo This option is available for WAV and AIF files only. See section Embedding
Transient Information when Rendering for detailed explanation.
Do not render ... Optionally, do not render files that appear to be silent.
Add rendered items to If enabled, this option causes your rendered file(s) to be added to the project
new tracks... as new tracks.
Save copy of project to Tells REAPER to make a time and date stamped copy of your project file,
outfile.wav.RPP preserving all settings exactly as they are at the time of rendering.
Save outfile stats Creates html file with separate stats for each rendered file.
Queued renders Add to or open render queue for rendering.
Render x files or Choose render to render one or more files, according to your options. Choose
Dry Run dry run to “test” render without actually rendering any files.
(see screenshot below) Values (as appropriate) for Norm, Peak, Clip, RMS, Lrange and LUFS are
displayed as the file is rendered. Click Info button for further analysis.
Delay queued render to Resolves problems that can be caused when samples (especially large samples)
allow samples to load need to be loaded before rendering.
Save settings Saves the render settings without rendering any files.
Note: Online vs Offline rendering: some plug-ins might perform and sound differently if rendered offline.
Render/dry run rwindow
Note that this window can be resized
as you wish.
Information (including % complete) is
displayed in real time. Whether dry
rendering or rendering to a file, click
on the Stats/Charts button to:
- Calculate and display True Peak,
LUIFS-I, LUFS-M, LRA, LUFS-S and/or
RMS-1.
- Jump to the first clip position in
project.
- Jump to loudest sample.
- Display render statistics information
Other options are Open statistics
charts in web browser, (with or without hide file paths) and to Jump to the loudest sample position in
project.
This display will include a detailed graph of render statistics, including loudness values. This is the case after
both a dry run and an actual rendering.
When you are rendering to a file, the information displayed in this window is similar. In addition, there are
options to Close the render window or Return to render setup. Three additional buttons are displayed, to
Launch the file, Open the folder, or to open and display the file in the Media Explorer.
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Example Specification
DVD Audio Sample at 48000 HZ, Channels: Stereo, Higher Quality. Output: WAV format, 24 bit
CD Audio Sample at 44100 HZ, Channels: Stereo, Higher Quality. Output: WAV format, 16-bit
Apple Mac AIFF Format. Preferred settings will vary with individual circumstances.
Web Site / Web Sample Rate 44100 HZ, Channels: Stereo, Higher Quality. Output format: MP3
Audio Other options trade off files size and download time against audio quality, but a typical
selection might be CBR (Constant Bit Rate) 96 or 128, Joint Stereo, Quality High
Audio CD Image Specifications as for CD Audio. Burns output directly to CD, or creates image file to use
(Cue/Bin) format with CD burning software. You can use markers or regions to define tracks, including
using as track markers only markers whose name begins with "#".See section 21.9.
Multichannel We look at channel splitting and creating multichannel tracks in
Tracks detail elsewhere in this User Guide, especially in Chapter 17.
Tracks can be exported in multichannel format and used by
another program. Select the tracks in the track control panel, then
open the Render to file dialog box and include these options:
Channels - Select the number of channels, e.g. 4
Select Render stems (selected tracks) to similarly named files.
Select Render multichannel tracks to multichannel files.
Optionally, Add items to new tracks in project when finished.
The Action List includes many actions relevant to file rendering, including:
File: Render project using the most recent render settings with the additional options to also
autoclose render dialog when finished or with a new target file
File: Add project to render queue using most recent render settings
File: Save project and render RPP-PROX
File: Show project render metadata window
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From the main menu choose File then Region Render Matrix, or
Click on the Render Matrix... button in the Region/Marker Manager window.
In the Render to File dialog (File, Render...), select Region render matrix from the Render drop
down list, then click on the Region Matrix... button (see below right).
To understand how this matrix works,
look at the example below right. It uses
a simple project of five tracks (including
a folder). The song includes three
regions – Verse 1, Verse 2 and Verse 3 .
In the first column (Verse 1), two guitar
tracks (tracks 4 and 5) are checked. This would result in two files, one for
each of these tracks, being rendered for Verse 1.
If we had checked All tracks, a separate file would have been rendered for
each track, including the folder – five tracks in all.
In the second column (Verse 2) nothing is checked: this verse will therefore
not be rendered.
In the third column, Master mix is checked, resulting in just one file being
rendered for Verse 3 – a master mix of all tracks.
Within the Region Render Matrix, you can also click on the ? symbol (top left
corner) to open a Help screen with more information.
Remember, selections can be made in either the Region Render Matrix or the
Region/Marker Manager – the
other one will be automatically
updated, as shown here:
The Region Render Matrix right-
click menu offers some useful
shortcuts for selecting what is
to be rendered and other
options. This saves you having
to keep clicking within the
matrix to make your selections.
Render this track for this
region simply does what it
says.
Render this region will render all tracks in this region to a single file.
Render this track will render all regions for this track to a single file.
Render force mono/stereo/multichannel will render in the selected
format (mono, stereo or multichannel) whichever choice you make from This
track for this region, This region, or This track. For multichannel
rendering you will need to specify the number of channels.
Select region simply selects the region.
You can choose to Dock or Undock the matrix window in the docker.
When you have made your choices, clicking the Render… button will open the
Render to File dialog, then select Region render matrix and All regions.
Output format, etc. are specified in the usual way. Use a backslash in the file
name to create subdirectories. For example, a file name $project\$region-
$track will include project file name, region name and track name in the
output files, with each region's files being allocated its own sub-directory. The
file name $project\$track-$region would include project name, track name
and region name, with this time a separate subdirectory for each track.
When ready, choose Render xx files...or Queued Renders... to proceed.
Tip: The action list includes an action Region: Select/unselect all regions for rendering.
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12. Select your required output format (e.g. MP3, OGG, FLAC, AIFF) and any parameters associated with
that format – e.g. options for MP3 include specifying CBR, VBR or ABR quality, whether to allow joint
stereo, and so on.
13. Regardless of your chosen output format, you have an option to Notify when finished.
14. There is an option to Save Settings.
15. To convert the files, click on Convert All . A progress bar will be displayed as the files are converted:
If for any reason you need to interrupt the conversion progress, click on the Stop button. This will ensure that
when next the batch file converter dialog is opened the current settings will be remembered.
5. Save the Project File. Now follow the instructions below for Burning the CD.
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Burning the CD
1. Choose the File, Render
command. You should now
select the necessary options and
settings for burning your CD.
Format: Audio CD Image
Sample rate: 44100
Channels: Stereo
Render entire project
Render Master Mix
Output format: Audio CD
Image (CUE/BIN Format)
Track mode either Markers
define new tracks and Only
use markers starting with #.
or Regions define tracks
Burn CD Image after render
If you are not using a dithering
plug-in, consider also enabling
Dither and/or Noise Shape.
2. Optionally, you might wish to
add Metadata (see note
below).
3. In the case of the first of our two
examples (with separate media
items lined up on different
tracks) you might also want to
specify a Lead in silence for
tracks of 2000 ms.
4. Click the Render button and
wait for the output file to be
rendered. This might take a few
minutes.
5. When rendering is completed, the Burn Audio CD Image screen will be displayed (see below).
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6. Your preferred Method will depend on factors such as your PC set up and operating system. If in doubt,
accept the default that is offered. Click on Burn CD.
7. Select Eject CD when done. Decide whether you wish to keep or delete the CD image files when done.
It's probably worth keeping it, at least for now. If you have any problems with burning the CD itself here,
you might well be able to use the image file with another CD burning program such as Nero or Toast.
8. Insert a blank CD into your CD drive and wait for it to load, then click Burn CD.
9. Wait while the Burning in progress message is displayed. Your CD will be burnt using the Disk at Once
mode, and as such will be suitable for use by replicating or duplicating services.
10. When finished, the CD will be ejected. Click on
Close to close any messages still displayed.
Instead of using markers to define the start of your
tracks, you can if you wish create a separate region for
each CD track and use the Regions define tracks
(other areas ignored) option. Only that material which
is included in your regions will be burnt to CD.
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resume bouncing to disk /Stop saving output on first stop: ensures that bouncing will finish when you stop
playback or recording. It is unlikely that you would wish to enable both these options at the same time.
Other options include Don’t save when volume drops below a specified level for a specified length of time, and
Silently increment file names to avoid overwriting.
When you have made your settings, click on the Start button to begin bouncing. Choosing Save live export to
disk (bounce) from the File menu will now cause the bounce to end.
This command has several uses, such as recording continuously a log of your sessions to a compact file format
such as MP3, so that later you can hear everything that was said about each take even though the transport was
stopped and nothing was being recorded on the tracks. One neat aspect of this is that you can use REAPER's
media explorer window to locate and play back this file even while it is still being recorded.
If you do set this to run non-stop, however, remember to stop the recording when you no longer need it, to
avoid creating an unnecessarily large file.
Tip: The actions list includes the action Save live output to disk using most recent bounce settings.
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QT/MOV/MP4, MKV or WEBM. Your choice of video codec and audio codec will depend on which container
format you have chosen.
This will cause audio content to be rendered in your chosen format. You can select your preferred size and frame
rate from the available list (see next page). Frames per second range from 24 to 60 and sizes range from 320 x
240 (QVGA) upwards. There are also options to Keep source aspect ratio and Get width/height/
framerate from current video item. Note that the Get width/height/framerate from project option can
only be applied if these values have been set in your project settings.
If using the Video(ffmpeg/libav encoder) you will need the Video codec VP8 and Audio codec VORBIS.
Note that you do also have the option to render in audio only, or video only: in this case, select None as the
codec for whichever one you do not want. This applies to AVI, MP4 and WEBM formats.
The remaining options have already been explained. These include the options to Add to render queue for
processing later or Render file in real time now.
Note: REAPER supports rendering to common video formats on macOS "out of the box" by using AVFoundation.
Note that the AVfoundation encoder allows encoding of video only in .m4v or .mov formats.
For Windows, REAPER includes a limited version of FFMPEG. If you want or need more video rendering formats
you will need to install the full FFMPEG libraries. To download the full 64 bit FFMPEG libraries type or copy this
into your browser address bar:
https://www.gyan.dev/ffmpeg/builds/ffmpeg-release-full-shared.7z
This will cause a 7z zip file to be downloaded.
If you are using Windows, make sure that the option to view
file extensions is enabled in Explorer. Use a program such as
7z, WinZip or WinRar to unzip this file. In the folder of
extracted files, look for a subfolder named bin. This contains
various files including several with .dll extensions (e.g.
filename.dll). You do not need the EXE files, as these are not
used by REAPER. However, you will need the DLL files.
These DLL files will need to be put into REAPER’s
UserPlugins folder.
To find this folder, from REAPER's main menu choose
Options, Show REAPER resource path in
explorer/finder. You might have several plug-in folders for
REAPER, but the DLL files for FFMPEG must be placed only in
the UserPlugins folder. Navigate to this folder and open it.
Close REAPER, leaving this folder window open. Copy your
DLL files from the extracted FFMPEG archive's bin folder
(described above) and paste them into this UserPlugins
folder.
Close the UserPlugins folder and restart REAPER. To confirm
that you have successfully added the FFMPEG libraries, go to
Options, Preferences. Media, Video/REX/Misc. In the
top right corner, click on Show available decoder
information. In the window that pops up, under
ffmpeg/libav it will show Loaded from: as the UserPlugins
folder location, along with the name of one of the DLL files you added to that folder.
Your Video preferences also include the field Video decoder priority. At the start of the list you should see
ffmpeg listed there (and possibly also vlc). The order of these two decoders will determine which decoder is
chosen first for playing video in REAPER (but not for encoding a video). You can edit this order if you wish.
Sometimes FFMPEG will work better than VLC; you may want to change the order of the video decoders if you
are having problems seeing video in REAPER.
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The array of preferences and options available to you is vast. The Find box (bottom left) can be your best friend
in searching for what you want. For example, type solo to find only those preference options pertaining to solo.
Type solo OR mute to find both solo and mute preferences. Every time you click the Find button, the next
relevant preference will be highlighted. For more details and tips, see the section Using Search Filters.
22.2.1 Import and Export Configuration
Export configuration can be used to export to a .ReaperConfig.Zip file any permutation of your settings.
Import configuration can be used to import a previously saved settings file back into REAPER. This can also
be done by dragging and dropping a .ReaperConfig.zip file from Explorer or Finder into REAPER's arrange
window. You will be prompted to confirm that you really want to do this.
Any permutation of the following elements can be selected for inclusion in a ReaperConfig.zip file:
Configuration Miscellaneous data ReaScripts
Color themes Cursors and key maps Language Packs
Plug-in presets Menus and toolbars Media Explorer Databases
FX Chains Actions and key bindings Web Interface Pages
JS FX Menu sets Automation Items
Project and track templates Channel mappings MIDI Note/CC Names
In the first column, tick the categories to be included. The second column will then show you which files have
been selected for inclusion in your ReaperConfig.zip file. After making all your selections in the first column, use
the Save button to create the file.
Import and export configuration exists side by side with the individual import/export options that are available
within many of REAPER's different elements. For example, to export only your actions and key bindings you
would be most likely to use the Import/export... button within the Actions window.
If, on the other hand, you wish to export your actions and key bindings along with various other settings, such
as perhaps menu sets, FX chains and ReaScripts (perhaps to be imported into REAPER on another computer),
then you would be more likely to use the screen shown above.
Tip: It can be a good idea to create a .ReaperConfig.zip file that includes all the above elements and keep a
copy as a backup on a CD, external hard drive or flash drive (or all three!) in case of system failure.
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22.2.2 Paths
You can set (separately) default paths for REAPER to use when saving new projects, rendering, recording,
and/or for storage of waveform peaks. The last of these will only be applied if under Preferences, Media the
option to Store all peak caches in alternate path is enabled.
If no render path is specified, the project directory will be used.
You can set a relative path for rendering. For example, if you specify an existing directory C:\Reaper Mixes as
your default render path, then this will be used as a default relative path when you open the File, Render
dialog box. If you accept this default when rendering, a sub-directory of that name will be created in the project
directory. For example, if you have a project called Hello stored in a folder C:\REAPER Projects\Hello, then your
rendered file(s) for that project will be placed in a directory C:\REAPER Projects\Hello\Mixes.
Alternatively, if you specify (for example) C:\Reaper Mixes as the default render path, then by default, C:\Mixes
will be used as the absolute output directory for rendered files, regardless of where the project is located.
22.2.3 Keyboards/Multitouch
This page consists of two main sections – Keyboard and Multitouch.
The keyboard section includes the following:
Commit changes to some edit fields after 1 second
of typing. Enabled, this allows, for example, a play rate
to be typed in to the relevant Transport Bar field without
your needing to press Enter
Use alternate keyboard section when recording.
You must enable this if you wish to use your Main (Alt
recording) keyboard shortcuts when recording.
Prevent ALT key from focussing main menu.
Enabling this will stop the main menu getting focus when the Alt key is pressed.
Allow space key to be used for navigation in various windows.
When space key is pressed in plug-in text fields, send to main window.
Clicking on either of the two links will open the action list editor (Assign keyboard shortcuts ….) or your web
browser with a list of keyboard shortcuts (View keyboard shortcuts as …. ).
The other section allows you to customize the behavior of a Multitouch trackpad or similar device. Refer to the
Preferences, General, Keyboard window and your device's documentation for a list of options.
22.3 Main Project Preferences
REAPER's main Project settings page is in
some respects less interesting than are its
sub-pages. Nevertheless, it has some useful
items, including:
● Option to specify a default .RPP file to
use as a template for new projects.
● Whether to prompt you to save
whenever a new project is created. This
can be a useful reminder to you if you
wish to use a separate sub-directory for
the project and its media files.
● Whether to open and display the project properties window when a new project is created. This can
be useful, for example, if you need to set a project time signature or timebase different from your default.
● Whether to look for project media in a project directory before looking in otherwise default paths.
● Whether to prompt you with a warning if a project that you are attempting to load cannot be found. This
can happen, for example, when an older project has been deleted but remains on the Recent Projects list.
● Whether to show the file load status and REAPER's splash screen when a project is loading.
● Whether to save project file references with relative pathnames. This can be useful, for example, if a
project is likely to be moved from one disk to another.
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● Track volume fader default gain: sets the initial volume fader level for new tracks. Default is 0.0 dB.
● Default visible envelopes: allows you to specify any track parameter envelopes (e.g. Volume, Pan) that
you would like automatically displayed for new tracks.
● Default envelope point shape: sets the shape for new envelopes (e.g. Linear).
● Default automation mode: sets automation mode (e.g. Trim/Read) for new tracks.
● Default track height in new projects: choose from small, medium and large.
● Show in mixer: whether or not new tracks by default are shown in Mixer.
● Main (parent) send: whether send to Master (top level tracks) or parent folder (child tracks) is by
default enabled for new tracks.
● Free item positioning: whether FIPM is by default enabled for new tracks.
● Whether by default to set new tracks as Fixed item lanes.
● Specify small or big height as fixed lane default.
● Record-arm: whether new tracks are automatically armed for recording.
● Record config: click to set default recording settings for new tracks (see right): e.g. whether monitoring
is on, whether to record audio input or MIDI, default input source.
● Whether scaling for volume envelopes should default to amplitude or fader.
● Track meter display options for new tracks–
multichannel, stereo, RMS, LUFS, etc. There is also an
option to show gain reduction for those plug-ins that
support it.
● Sends/Track Hardware Outputs Send default gain:
default volume fader level for new track sends.
● Hardware output default gain: default volume fader
level for new hardware sends.
● Sends/hardware output default mode: default send
type: Post fader/Post pan, Pre-fader/Post FX or Pre-
fader/Pre-FX.
● Sends … by default: whether sends by default include
audio or MIDI or both.
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So how is Windows able to keep up with its other 99 or so tasks at the same time as handling your recording? It
does so by dividing its resources between all the tasks at hand. In order to maintain a constant audio stream,
small amounts of memory are allocated to storing this audio stream. These areas are called buffers.
Thus, as you play back your audio, Windows hands over to your sound card a block of audio that the sound card
releases at a steady rate to your external amplifier. If it empties these buffers before Windows gets round to
handing it some more, then you’ve got a problem. The same principle applies, but in the reverse direction, when
you’re recording. And again, when you’re layering or overdubbing, or using REAPER’s input monitoring, both
activities are going on at the same time.
If the buffers are too small, you’ll get gaps in the audio stream. These can lead to pops, crackles and in some
cases even dropouts (that’s when playback and/or recording just stops suddenly and unexpectedly). Making
buffers larger is usually enough to fix this problem, but it brings with it another. Make them too large, and the
data at the end of the buffer has a long wait before it is processed. That’s when you experience unacceptably
large latency, such as the delay between pressing a keyboard and hearing the note in your headphones.
The macOS uses CoreAudio to manage these issues. PC users, on the other hand, are faced with a possibly
confusing choice as to which drivers to use.
ASIO drivers generally offer better latency than others. As a rule, the preferred order is ASIO, WDM, DirectX and
MME, in that order. This is where the ASIO Configuration button on the Audio Device screen is so important
(assuming, of course that you are using ASIO drivers). It opens the audio settings screen for your soundcard.
Shown below is an example of the settings page for one particular external soundcard. It is only an example -
don’t expect yours to look identical, although it is likely to contain similar settings (sample rate, buffer size, etc.)
The smaller the buffer size, the greater the load on your computer’s CPU.
So after making changes to your buffer size, check the CPU usage on REAPER’s Performance Meter. You can use
this fact to your advantage when mixing.
As a rule, low levels of latency are only really needed for recording, not when you are only playing audio back.
Therefore, if you find that you are pushing your CPU close to its limits, you will often be able to fix this by
accessing your audio card’s control software and increasing the buffer size.
Sample Rate also affects CPU usage. Going from 44100 to 88200 doubles CPU usage.
This is an area about which there is much debate, but in reality few of us have ears that can really detect
whether a track has been recorded at 44100 or at 88200. Test this out for yourself and see what you think.
Check also your MIDI Devices settings preferences. This has been covered in Chapter 1.
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22.7.2 Appearance,
Peaks/Waveforms
These settings define the look of your
audio peaks and waveforms.
You can specify whether to Display peaks
for media items and/or Display peaks
while recording. Optionally, you can
specify a minimum height, below which
peaks will not be shown.
Options to show peaks Only display
peaks for selected tracks and Only display peaks for tracks that are soloed or not muted.
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Sample view for zoomed in audio can be set to Dots and lines, Filled, Outlined or Stepped samples,
Smooth, Sinc smooth or Dots and sinc.
Other options are Draw waveform zero lines above peaks/waveforms and Fill waveforms to zero line.
You can Scale peaks to pre-FX volume/pan envelopes.
Enabling Draw faint peaks in folder tracks allows the output of a folder's child tracks to be displayed as
waveforms in arrange view. You can also Draw faint peaks in automation envelope lanes.
You set MIDI CC lanes in MIDI tracks in arrange view to Do not display CC data, Only the first lane visible
in MIDI editor, One lane combining all CC data, or Multiple lanes when space permits (default).
You may also choose to display program names and/or text events in arrange view.
Antialising is a technical issue. Google to learn more, but, in short, enabling antialiasing may give you a more
accurate representation: disabling it may cause your peaks to be drawn/redrawn more quickly. The edges
options are cosmetic. Enable them, for example, if you like your peaks bordered when using custom colors,
disable them if you don't. These options are disabled by some themes. See Chapter 11 for more information.
Automatically scale MIDI notes and/or drum MIDI will fit the item as displayed in arrange view.
Custom Colors. There are options to Tint media item waveform peaks or Tint item background to any
of Track Color, Item Color or Take Color. If more than one option is enabled, then the lowest level has
precedence – e.g. take color wins over item and track color. So me themes disable this group of options.
You can set tint strength for media item backgrounds within a range of 0 to 4, where 2 is the system default.
Also in this section is the option Automatically color any recording pass that adds takes to existing
media items. This can help to give a clearer picture when you are working with multiple takes.
Remember that you can set custom colors from the Track menu, custom item and take colors from the
Item menu. And hover your mouse over any option for further information (if available).
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● Select the default range within which volume envelopes can be adjusted. Options range from -inf...
+0dB up to -inf...+24dB.
● Specify a semitone range for per take pitch envelopes, also whether or not to snap.
● Specify a display range (beats per minute) for the master project tempo map envelope.
● Whether or not to Show new envelopes in separate envelope lanes by default.
● When drawn over media, overlap envelopes if each is less than x pixels high. Enabling this option may
create a more cluttered visual effect, but it will allow more height for editing envelope points.
● Whether to set the focus to new envelopes as they are added. This automatically selects them for
editing, etc.
● Whether envelope points are also selected with a time selection.
● Whether the first click on an unselected envelope will insert a point: check also mouse modifier
settings.
● Whether to add a transition point on stopping playback after recording automation.
● Whether to Prevent mouse edits of single envelope points from moving past other points.
● Whether or not to Automatically show affected envelopes when moving data across tracks.
Showing these can sometimes be visually confusing.
● Whether Changing the envelope shown in any lane should cause the envelope previously there to be
hidden or moved to the media lane.
● Whether edge points (at start and end of time selection) are added to envelopes when media items are
edited, and/or when multiple points are edited, and/or when ripple editing or inserting time.
● You can also specify a required transition time for automatically created envelope edge points. A longer
setting can create a smoother transition.
● Whether to use relative mouse edits for fader scaled volume envelopes only, or also for other
envelopes. Note that relative mouse edits provide more Y-axis resolution, at the expense of the envelope
points not following the mouse cursor.
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● Set automation recording return speed and action transition time: i.e. the time taken for the
envelope to return to its previous value when using actions to write envelope changes, and to apply when
using write current values for envelope writing actions.
● Whether to Automatically add envelopes when you adjust any parameters with write mode enabled.
This makes creating envelopes fast and snappy, but means that with write mode enabled you will not be
able to adjust any parameters without creating envelopes for them.
● For hidden envelopes, whether to display read automation feedback and whether to allow writing
automation. For example, you might wish to allow the volume fader on an envelope to move with
changes in volume, even though that envelope is hidden, providing read mode is enabled. Note that allow
writing automation to hidden envelopes can risk making accidental changes to envelopes.
● Whether to reduce envelope point data when recording or drawing automation. Not enabling this can
lead to more points being created than you might like.
● When recording automation stops, whether to add an additional point before the edit position,
before and after the edit position, or not at all.
● When pan/volume envelopes are added, whether trim is reset when the envelope is drawn.
Options are Always, In read/write mode only, or Never. Setting this to Never may make the manual editing
of such envelopes easier (by leaving you plenty of room both above and below the envelope).
● After recording automation in write mode whether to automatically switch to one of the other
modes. The trim/read option is handy if you are inclined to forget to do this manually!
● Whether where there are one or more latch mode envelopes, these should be reset to their initial states
when looping occurs during playback.
● Whether to Always record to automation items and/or to Record to existing mom-selected
automation items.
● Whether new automation items should be looped by default, whether editing baseline/ amplitude
in properties dialog affects pooled copies, and whether to Pool source data when pasting
automation items and/or When copied and/or split by track/item razor edits.
● Whether to Trim content behind automation items when editing.
● Option to set default edge transition time for new automation items (max 200 ms).
● Whether to automatically append envelope name to automation item label.
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REAPER's Preferences and Other Settings
The Mouse page of the Options, Preferences, Editing Behavior window (above) is used to determine
specify how you would like your mouse to behave in REAPER. Here is a summary of some useful options:
● Mousewheel targets: whether your mousewheel acts on the window currently underneath the mouse or
on the last window to have focus. This, for example, allows you to use the mousewheel to adjust the
parameters of an open FX window without first having to click on the window to give it focus. Focus can
remain with your mixer, or arrange view, or wherever you were before. For example, Esc would then clear
the current time selection rather than close the FX window.
● Whether to Ignore the mousewheel on all faders. Disable this or either of the next two options if you
wish to use your mousewheel to adjust faders on the TCP and/or the transport bar and/or FX controls.
● Whether to Ignore the mousewheel on track panel faders.
● Whether to Ignore the mousewheel over transport edit fields. If disabled, you can edit text fields
such as BPM and play rate just by scrolling your mousewheel over the field. There is also an option to use
the mousewheel to adjust transport time by beats.
● Whether Horizontal mousewheel over the mixer scrolls tracks rather than arrange view.
● Whether to treat scrolling a laptop trackpad as being like using a mousewheel.
● Option to Use pen/tablet safe mode so as not to reposition mouse cursor when adjusting knobs, etc.
● When reordering tracks via drag and drop, hold shift key to control folder creation. If enabled,
dragged track will be inserted in folder when dropped.
● Whether Mouse click on track fader or button causes that track to become the currently selected track.
Disabling this allows you to adjust track faders, etc. without changing the track selection.
● Whether to require a single click or a double click when editing track names.
● Whether Mouse click/edit in track view changes the track selection. Enabling this will ensure that
track selection will follow media item selection.
● Whether to Allow modifying edges of time selection over items in tracks. Lets you click and drag
over a track (or between tracks) to adjust start or end of a time selection without affecting item selection.
● Allow resizing ruler by dragging bottom edge. Disable this if you do not want to allow the height of
the ruler area to be manually resized.
● In addition, for MacOS users on a Mac, there is an option Ctrl left click emulates right click. However,
it is a better practice to use your System Preferences to enable right-clicking.
Mouse Modifiers: The topic of Mouse Modifier preferences is covered in Chapter 15 and elsewhere.
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● Flash MIDI editor keys on track input: if enabled, causes a brief color flash to be displayed on the
MIDI editor keyboard when the track receives MIDI note-on input.
● Horizontal grid lines in CC lanes: toggles the option to show horizontal grid lines on and off.
● Events per quarter note when drawing in CC lanes. Specific event density or zoom dependent.
● Default shape for CC segments: square, linear, slow start/end, fast start, fast end or bezier: also
whether to Reduce number of CC events when drawing.
● Whether to Display empty space at top/bottom of CC lanes.
● Prevent mouse edits of single events from moving past other CC events.
● One MIDI editor per … Select whether a separate MIDI editor instance is required for each item, or for
each track, or one instance for the entire project. Depending on your choice you may have other options.
● Default Behavior for open items in built-in MIDI editor:
● If One MIDI editor per project is selected, specify whether to open clicked item only, all selected
MIDI items, all MIDI items on the same track or all MIDI items in the project.
● You also have three more toggle options. These are:
● Whether Active MIDI item follows selection change in arrange view. This can be on a per
media item or per track basis.
● Whether Media item selection is linked to visibility and/or Selection is linked to editability.
● Whether to Close MIDI editor when the active item is deleted in arrange view.
● Whether secondary items should be editable by default.
● Whether to Avoid automatically setting MIDI items from other tracks to editable.
● Double-click behavior: Whether double-clicking a note should switch the active media item and, if so,
whether this should occur only when the media item is on the same track and/or already editable.
● Whether double-clicking outside the bounds of a media item should extend that media item.
● Option to display a panel showing more information about multiple media items in a single MIDI editor.
● Set Opacity for notes/CC in inactive media items. The higher the number, the darker the notes.
● Default note color map: allows you to specify your own default note color map.
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REAPER's Preferences and Other Settings
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REAPER's Preferences and Other Settings
You can also opt to have track FX added to the item FX button right click menu. This enables you to open
these FX directly from this button. You can also:
- Disable Undo points when closing FX windows.
- Specify how many FX to show on the context menu Recently added list and whether current track FX
should be shown on the FX button context menu.
You can specify an FX filter string to be applied to all views in the FX browser (e.g. NOT sony if you do not
want these plug-ins to be shown). This is as well as to any filter you apply in the FX browser itself.
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REAPER's Preferences and Other Settings
You have the option to either delete these files permanently from your hard drive, or to send them to the
Windows Recycle Bin (as shown here). Click on the Remove Selected Files button to remove them.
Don’t forget also to backup your work regularly, to a flash drive, external hard disk, CD or DVD, or more than
one of these. The easiest way to back projects up is to simply use the Windows file management system.
22.12 Customizing the Performance Meter
You can customize performance meter display, making your
selections from its context menu (see right). Amongst the
items that can be displayed or hidden are:
CPU Graph CPU Use Disk Use
RAM Use Free System RAM FX CPU use
There are also options to display CPU utilization with all
cores or one core fully utilized, or longest block is realtime
(worst case scenario). The last of these can help diagnose
problematic real-time plug-ins.
To sort the Performance Meter track list, click on any
column heading. It can also be docked or undocked.
Note: The RT ("Real Time") CPU meter measures the
amount of CPU time used by the single audio thread
servicing the sound device. It reflects only the CPU time
used by one core, and gives you an indication of how much
leeway you have in processing. With anticipative FX enabled
(and few tracks record armed), RT CPU should be pretty
low, as most things should be done asynchronously,
allowing the real time thread to quickly put things together.
22.13 Customizing Undo History Behavior
As already discussed (Chapter 2), In General preferences you can customize your Undo History. including:
Add undo points for
item/track/envelope selection and/or
cursor movements.
Save Undo History with project files.
Allow load of Undo History.
Store multiple redo paths.
These features can be selected from the
Undo Settings section of the Options,
Preferences, General screen.
Enabling the option to Store multiple
redo paths where possible means that
whenever you to go back to an earlier
point any actions you take from that point
on will be stored as an alternate set:
REAPER will remember both paths
independently of each other. Moreover,
every time you return to that point, another new undo path will be created.
An example is shown above. The highlighted action Add Region is flagged with (*2). This means that as well
as the original set of actions, two more undo history paths exist where twice we have gone back to that point. By
right-clicking where shown, we are able to choose which undo state we wish to load, thus enabling us to restore
those commands and actions. There are also options to Remove selected undo states from undo history.
If you enable the options to Save undo history with project files and Allow load of undo history, then the
undo history will still be available to you next time you use this project file, even if you have since closed and
restarted REAPER.
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Using REAPER with Other Applications and Devices
Note: Some users have reported problems with native ASIO drivers after installing the ReaRoute driver. If you
experience problems with your ASIO drivers after installing this feature, uninstall REAPER, then re-install with
this check box cleared.
Once ReaRoute has been installed, you can pass audio streams between REAPER and other audio applications.
This could, for example, be another DAW such as Cubase or Ableton Live, or a stand-alone synth such as
Cakewalk's Project 5. In overview,
the basic steps are:
Set up the other application
to work with ReaRoute.
Either Send audio from
REAPER to another DAW and record it track by track within that application.
Or Send audio from the other DAW to REAPER, this time bringing it in as a series of submixes. You can
then apply REAPER features to that project.
Or Use a stand alone synthesizer workstation such as Project 5 in conjunction with REAPER.
Application Instructions
1. Options, Preferences then click on the Audio tab.
2. Set Driver Type to ASIO.
3. Set Audio Device to ReaRoute ASIO.
Ableton Live
4. Click on Input Config then on each input channel to be enabled, then OK.
5. Click on Output Config then on each output channel to be enabled, then OK.
6. Close Preferences window.
Options, Audio Settings, then select ReaRoute ASIO for Output. Close Audio
FL Studio
Settings window.
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Using REAPER with Other Applications and Devices
Before proceeding, you will need to ensure that your ReaRoute ASIO drivers have been installed and that the
Synth Workstation program has been set up to use them.
1. Open REAPER. Open an existing project file, or create a new one and insert a track.
2. Arm this track for recording. Turn on input monitoring and set the track input to stereo. Assign a pair
of ReaRoute channels (probably 1 and 2) to this input.
3. Open the synth program and take whatever steps are needed by way of preparation.
4. Direct audio output to the same pair of ReaRoute channels that you selected at step 2. (above).
5. In REAPER, make sure the play cursor is positioned where you want it. Press Record.
6. Within the synth program, play the instrument(s) to compose a track to accompany your REAPER
song. As you do so, REAPER will record it as a wave file.
7. When finished, save your work.
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23.9 ReaScript
ReaScript is a scripting language that takes your ability to customize REAPER well beyond that offered by the
Actions List editor. With ReaScript, you can not only create more powerful and sophisticated macros, you can
even create your own extension commands. To use ReaScript, you will need to have a good knowledge of a
scripting language such as EEL, Lua or Python. EEL and Lua are embedded in REAPER. You can download Python
from the Options, Preferences, Plug-ins ,ReaScript window.
ReaScript isn't for everyone – in fact, because it requires an understanding of programming it isn't for most
people. You can find out more by choosing ReaScript documentation from REAPER's Help menu, and by
clicking on the option View ReaScript Help on the Plug-ins, ReaScript page of REAPER's Preferences window.
For more about ReaScript see also http://www.cockos.com/reaper/sdk/reascript/reascript.php
To be able to use Python, enable it under Options, Preferences, Plug-ins, ReaScript (above). On the
External Editors preferences page you can also specify an external editor for writing and editing scripts.
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Using REAPER with Other Applications and Devices
23.10 NINJAM
NINJAM is open source (GPL) software that allows people to make real music together live via the Internet, each
using the ReaNINJAM plug-in. Every participant can hear every other participant. Each user can also tweak a
personal mix to their liking. NINJAM is cross-platform, with clients available for Mac OS X, Linux, and Windows.
More detailed information about NINJAM can be found at https://www.cockos.com/ninjam/
The Server
You can create your own server for your band/group members/friends to use exclusively or you can log in to one
of the available public servers and join in there. Information on setting up a server is available at:
https://www.cockos.com/ninjam/server-guide.php
A current list of public servers is shown here:
http://autosong.ninjam.com/server-list.php
To connect to NINJAM via a public server (with basic options):
1. Create a new project, add a single track and insert ReaNINJAM into its FX chain. If necessary, click on the
Show ReaNINJAM Console button to open the plug-in’s interface.
2. If no local channel is shown, click on Add Local Channel and give it a name (for example, if you will be
playing a harmonica, call it harmonica). If an existing local channel is shown you can use that.
3. You will now need to join a server. From the ReaNINJAM menu bar, choose the File, Connect command
(or click on the Connect button) to display a list of public servers. Look in the Users column for one that
has available slots. For example, a server showing 8/8 users will have no available slots. Where 2/8 is
shown (as in the above illustration) there will be six available slots.
4. Select your preferred server, type in a Username, clear the Connect with password option, then click
on Connect. Agree to the terms.
5. When are connected, click on the Sync button and choose Start REAPER playback on next loop.
6. A list of other current users will be displayed within the ReaNINJAM window. You can adjust the volume
and panning of each of their instruments. These adjustments will affect only what you hear.
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7. The panel at the bottom traces and displays visually the beat of the metronome. There is a fader near the
top of this window which can be used to adjust metronome volume.
8. The faders in the right hand panel (above the metronome display panel) can be used to adjust the volume
and pan position in your headphone and/or speaker mix of each other participant.
9. For the moment, set the plug-in to bypass. Create a new track within the project. Give it a name (e.g.
Harmonica) and arm it as for recording. Set the input source etc. in the usual way. For example, this could
be a MIDI input (actual or virtual keyboard), or and audio input via a lead or microphone. If using a
microphone, output should be directed to headphones only to prevent feedback.
10. Select your NINJAM track and make it into a folder. Make track 2 the last track in the folder.
11. Select the NINJAM track and disable bypass on ReaNINJAM.
12. You’re good to go now!
Latency in NINJAM is calculated in measures, rather than microseconds, so there is no perceived latency when
jamming, but it doesn't really lend itself to real-time band practice. See cockos.com/ninjam for more information
about how latency works in NINJAM.
Various further options are available. In overview, these include:
● Many keyboard shortcuts are available for use within NINJAM. For example, F1 to F10 can be used to select
individual channels, and various key combinations can be used to manage channels. These are shown on
the Channels menu.
● An option to save multitrack recordings for mixing later (File, Preferences menu).
● Options to run NINJAM in normal mode, voice chat mode (less latency) or session mode.
● Options to mute the master or the metronome (Channels menu).
● Options to mute or solo individual channels (Channels menu).
● Options to select a specific remote user or channel (Channels menu).
For more information about these and other aspects of NINJAM, drop by the Ninjam users forum at:
https://forum.cockos.com/forumdisplay.php?f=8
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Appendix: Troubleshooting REAPER
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Appendix: Troubleshooting REAPER
Interface Issues
When I open REAPER This can either be as intended with the default track layout, or (Windows users)
not all of the track you might need to enable HDPI mode.
controls are visible From the Main Menu, choose Options, Layouts, Track Control Panel, B.
If that does not solve the problem:
Choose Options, Preferences, General. Click on Advanced UI/system tweaks. You
will need to find the optimal HDPI mode setting for your system. This is likely to
be (but might not be) Multimonitor aware.
When I press Space (or This happens when focus is with another window, such as the Routing Matrix, or an
some other Transport open Dialog Box. Two possible solutions are:
Control), nothing Give focus to another view such as the Track View or Mixer before pressing the
happens key, or
Use an external MIDI control device such as a BCR2000 and assign transport
functions to its various buttons. These will then work regardless of which window
has focus, or whether a dialog box is open.
When I try to place the Snapping may be enabled. If so, use the Options, Enable Snapping command to
edit cursor exactly disable it.
where I want it, it
moves a little
When I try to make a Snapping may be enabled. If so, use the Options, Enable Snapping command to
time selection, the disable it.
start and end points
move from where I
want them.
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Interface Issues
My track volume and This is as intended – these controls work on audio items only.
pan controls don’t Add one or more instances of ReaControlMIDI to the track or item’s FX chain and
work on my track’s make the adjustments there.
MIDI items
My track Volume or Make sure that Automation Mode is set to Read and the envelope is armed.
Pan envelopes do not
move on play back.
I record multiple takes To view all takes for a track, choose the Options, Show All Takes in Lanes
on a track, but only the Command (Ctrl L),
last one is visible. or
To view a take other than the last take, right click over the media item and choose
the Take command from the context menu.
When I maximize a Check your Vertical Zoom Behavior settings under Options, Preferences, Editing
track, the wrong track Behavior. You probably want to set this to Last Selected Track.
is displayed
When I zoom in Check your Horizontal Zoom Behavior settings under Options, Preferences, Editing
horizontally, the edit Behavior. You probably want to set this to Edit Cursor or Play Cursor.
cursor disappears from
view and I get lost
I try to view a window, This can be tricky, and can sometimes happen because of changes made to your
such as Big Clock or Windows display settings. There are two main ways to fix this.
Performance Meter, Use Windows Notepad to edit the reaper.ini file in the folder C:\Documents
but I can’t see it on the and Settings\User Name\Applications Data\REAPER. This should only be
screen attempted if you are confident that you understand what you are doing. For
example, if the Big Clock has been lost, delete only that section of the
reaper.ini file, save it, close it, then restart REAPER.
For example, in the reaper.ini file extract shown here, the Big Clock section
is shown as italicized:
[flac encoder defaults]
default_size=12
default=63616C661000000005000000AB
[bigclock]
wnd_vis=1
wnd_left=967
wnd_top=600
wnd_width=426
wnd_height=137
time_mode=0
[namecache]
Analog_In_1_Delta_1010__1_=In 1
A safer option would be to simply rename this file as reaper.old or similar.
This will return all preferences and options to their original default settings
next time you run REAPER.
My Undo History Go to Options, Preferences, General and disable Create Undo points for item/track
window is too cluttered selection.
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Appendix: Troubleshooting REAPER
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Index
Index
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Index
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Index
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