mercredi 31 août 2016

Second pass rendering for loops

Musicbynumbers wrote this in one of the Pre-release threads but I couldn't find a thread in requests


Quote:

Please consider implementing what is commonly called "2nd pass render" option


what's it do?
It means that upon rendering, reaper will first play the render area through once and on the 2nd time, will render the audio.

What's it used for?
It's used to make sure that effects (like reverb, delays etc) have had time to build up to their full amount over time.

This means that if you are trying to create seamless loops (where the start should have the same amount of reverb on it as the end of the loop) then 2nd pass can do this.

Without 2nd pass the start of the loop is dry as it has not had time to build up delays and reverbs yet.

At the moment we have to copy the loop 2 times and render both loops out and edit it to just the last of the 2 loops. This would stop that.

Another use is in games you need sample accurate loops and as soon as you use any EQ or processing that can cause "phase distortion", you then can't render out the loop in one pass as the frequencies are the sound are now shifted depending on frequency and leave "holes" in the sound on looping.

Anyway.. please devs, it's a bigger and hopefully all you have to do there is make reaper play through once before rendering on the 2nd time round

Here's a video I just made on the current workflow for creating seamless loops. The process takes many steps and second bounce rendering would save a lot of time.


https://www.youtube.com/watch?v=ahsbmzAqXUM



Second pass rendering for loops

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