Question #1: Chord Text Display See attached picture. I need to look at the chord texts all the time during editing. Is there a way I can edit BiaB's source file in order to display the chord texts as bold and larger size?
Question #2: Copy & Paste RealDrum Waveform See attached picture. I can copy & paste a RealTrack waveform, but can't do the same on a RealDrum waveform. Say, I really like the drum fill of bar 4, and want to copy that drum fill to bar 8, I can't do it in AEW. Is there a workaround?
Question #3: Partial Regen RealDrum Waveform See attached picture. I can partial regen a RealTrack waveform, but can't do the same on a RealDrum waveform. Is there a workaround?
I'm using BiaB 2023 Build 1013. Any workaround is appreciated.
A Canadian music producer, singer songwriter, composer, and professional guitarist.
<< Question #1: Chord Text Display >> I've never had cause to increase the font in AEW because I split the screens between the Chord Sheet and the AEW so I can clearly see both at the same time as well as ensure the tempo is following the Chord Sheet Correctly. The moveable AEW is accessed from Window| Audio Edit | Moveable Audio Edit Window. You can customize the two views to your liking.
<< Question #2: Copy & Paste RealDrums Waveform >> Yes. There's a workaround. A workaround is necessary for several reasons. 1. The Audio Edit Window is to edit audio. 2. RealTracks can be edited in the AEW in several different configurations, some requiring a conversion of RealTracks to audio. Some edits don't trigger this conversion. 3. RealTracks and RealDrums aren't the same and their structure is completely different to the degree that RealDrums editing in the AEW requires the track must have a RealTrack loaded before editing a RealDrums can be completed. Alternately, the RealDrums Track data can be converted to audio and then edit that audio file in the AEW. I prefer and mostly use the first method.
Knowing the workaround, the only step you're missing is when you're prompted to load a RealTrack, answer yes. Select and load any RealTrack. Don't generate. Copy and Paste as you normally would and when you've completed your edits, freeze the track.
Don't Partial Generate, Regenerate or forget to freeze the track because any generation type activity will be done using the loaded RealTrack rather than the Drums.
<< Question #3: Partial Regen RealDrums Waveform >> Yes. It's similar to the workaround of Question 2. Generate a second RealDrums on any other track or by freezing all the tracks except the drums and extend the bars beyond the end of the song and generate additional drum material from different drum styles, different patterns, etc and copy/paste using the process of Question 2.
1) The size of the bar numbers and chords in the Audio Edit window timeline area can't be changed (in either 2023 or 2024). The movable Audio Edit window is a good idea. You could narrow the chord sheet area and position the AEW on the right side over top of the mixer. Also, pressing the Audio Chord Wizard button puts the layout in a mode that has the AEW on the bottom of the Chord sheet.
2) To edit the audio on a RD track, you could first Copy the track to a Utility track. (right-click | Track actions | Copy/move track).
3) You could have one RD track that you have copied to Utility track 1. Re-generate the RD part and copy it to another Utility track. Find bars you like and copy them to Utility #1.
If you want to create wav files attached to the SGU then use the Audio Edit. If you want to edit the frozen 2023 SGU so easily without creating new wav files then use that portable version of Reaper you were talking about.
After spending an entire day doing testing, I finally come up with some response to Charlie Fogle, Andrew Peckover, and Musocity.
Charlie Fogle's Method is Not Working First generate a RealDrum track, convert that track to a RealTrack, before generate again, edit the waveform of that track, and freeze it. No, it doesn't work. It will only work in the first few minutes, then after you continue working for several minutes, or if you save and close the sgu and reopen it, that "semi-drum-track" becomes empty, and all waveform inside is gone, there is no sound from that track anymore.
Andrew Peckover's Method is Working Great Copy a RealDrum track to a Utility track, so it becomes an orange audio track, then you can do whatever on that track without restrictions. The only problem is, each Utility track creats a .wav file in the sgu folder, such as sgu #1.wav, sgu #2.wav, etc, take a lot of spaces.
Musocity's Method The new VST DAW Pluging 6.0 allows Reaper to play source material directly, but on YouTube it never says Reaper can regen the source material natively. If using third party scripts, could cause code conflict and other issues, such as MultiPicker loading extremely slow.
Rumors Unlike RealTrack, RealDrum is neither editable nor regenable. There are rumors saying starting in BiaB build 1108, a new feature is added, and RealDrum now can be edited and regened like RealTrack. Is this true?
Audio Edit Window Text I hope Musocity can come up with some ideas to modify the source code to bold and change size of the fonts. I have a triple monitors setup, so one monitor is displaying BiaB, another one is displaying movable AEW, it's still very painful to look at the top of AEW trying to figure out which texts are bar number and which texts are Nashville chords. Really hope the font, color, or size can be changed.
A Canadian music producer, singer songwriter, composer, and professional guitarist.
... Really hope the font, color, or size (of the Audio Edit window) can be changed.
That is a great idea and I'm sure other users with multiple monitors or a large, high resolution monitor appreciate the thought. Perhaps you can mention the idea in a new thread in the +++ Band-in-a-Box Wishlist +++ forum section so others can support and discuss the idea.
MusicVillain, Great to see you back in the forum and generating discussions that are interesting to read and consider.
These are the 2 ways to regen the source files in Reaper:
It's not using AHK scripts to access Biab functions like the Track Injector, all the scripts are internal Reaper Lua scripts that millions of users use. The slow MultiPicker on initial start can be fixed by PG so it's not scanning every file you have in the RealTracks and Drums folders, when you Rebuild it should already have a database. I have been through 15 years of the issues you bring up, if someone told me back then I could just do this or that it would of saved me so much stress, but no one told me they just all did things the long, hard and frustrating way, they thought that was the only way possible, now most are stuck repeating this because it's how they have done it for so long, so anything new is scary. Because of all the stress and frustration this cause me to do a deep dive and come up with easy ways to do all this without having thousands of consolidated wav files on hard drives.
The font in the AEW timeline can be changed so easy by PG, but they could be working on direct chord edit on it now if they are not already working on the Mac version. I will have a look in the code and see if I can find it.
<< Charlie Fogle's Method is Not Working First generate a RealDrum track, convert that track to a RealTrack, before generate again, edit the waveform of that track, and freeze it. No, it doesn't work. It will only work in the first few minutes, then after you continue working for several minutes, or if you save and close the sgu and reopen it, that "semi-drum-track" becomes empty, and all waveform inside is gone, there is no sound from that track anymore. >>
At first I was confused by your results because I've never had that issue, ever. I was able to duplicate your results by closing the SGU file without saving the edited track as an audio file also. BIAB has to save edited audio to the same folder an SGU file is located in and both have the same prefix name.
The fact is Andrew's method and the method I use are similar and should produce the same results as long as either method saves the edited audio. Andrew's method is safer and more foolproof because I'm in the habit of working with audio in BIAB and know to save the audio and many users aren't as familiar and know to do it. I was able to skip the copy/paste portion, which saves steps but the audio edits have to be accounted to be saved. Andrew's method forces the RealTrack to audio conversion automatically but takes a few more steps. Use Andrew's method and you will be fine.
If you want to edit audio you can use 2 instances of Biab with instance 1 you can load the source file RealDrums and copy paste sections to instance 2. If you want to copy shots pushes holds from the end you can use Edit > Paste (mix) option to overlay them:
I was able to skip the copy/paste portion, which saves steps but the audio edits have to be accounted to be saved.
Can you explain how you do it?
My understanding is, with Andrew's method, you save the sgu, the wav file is automatically saved in the folder.
With your method, nothing is changed to orange, and nothing is saved as wav.
Your method is supposed to be better, because it doesn't generate a wav file, and saves disk space. By tricking the software, it treats a RealDrum track as if it's a editable RealTrack. In theory, it's the best method, in reality, it's not working. The track would be cleared by the software automatically.
A Canadian music producer, singer songwriter, composer, and professional guitarist.
These are the 2 ways to regen the source files in Reaper:
Like many other people in this forum, I have absolutely zero idea what you are talking about.
GIF is confusing.
Would be way better, if you could take a few screenshots, then put some texts inside the picture. Just like what I did in this thread.
By looking at the screenshots and reading the texts in them, I can follow each steps to achieve the goal of regenerating RealDrums in Reaper with the two methods.
A Canadian music producer, singer songwriter, composer, and professional guitarist.
Rumors Unlike RealTrack, RealDrum is neither editable nor regenable. There are rumors saying starting in BiaB build 1108, a new feature is added, and RealDrum now can be edited and regened like RealTrack. Is this true?
So, is this a truth bomb or a fake news?
A Canadian music producer, singer songwriter, composer, and professional guitarist.
This is using Biab and Open SGU in Reaper I have a single frozen track I want to add to Reaper, I save the SGU
I open the SGU I use Script: Import frozen SGU MGU realtracks drums.lua this will insert a new track below the selected track and load the sections in:
New track added:
If I find a bad section I delete it:
I generate up that section in Biab on empty track, freeze that track only and save:
I use Script: Import single frozen track or section SGU MGU to selected track.lua to add the new section to the selected track:
New track section inserted on selected track, you can adjust length to merge with next riff:
Using the BiabVST Generate selected region, if it's half a bar you can easily manually adjust the riffs once added into the track, you can adjust the snap resolution rather than just one current resolution of 1/32 in Biab, best also to disable auto crossfade so notes or hits can ring out over other riffs:
@musocity: You mentioned "best also to disable auto crossfade so notes or hits can ring out over other riffs:"
I agree, it is very clear when, for example, there is a hit on a crash cymbal. But on the other hand having no fades sometimes the way the clips are cut they produce audible "clicks". They are there in the cut points, it is the same using your scripts or BiaB VST in Reaper mode (it makes sense that the behaviour is the same).
This does not happen using normal full rendering in either BiaB standalone or BiaB VST "not in Reaper mode". It is feasible to post-edit the clips to add the required fades (not in every clip!), but this complicates workflow.
Do you / anybody know if there is an option in Reaper to avoid the cross-fades (so the cymbal ringing can sound at the same time as the next HiHat hit, so both takes are overlapping) and at the same time force fades in all clips (say 10ms) so that the "clicks" are a lot less audible? I mean, fade in/out everywhere but allow overlapping takes to keep long releases?
There is no doubt, a picture with annotation is a thousand times better than a gif.
I now fully understand your first method. But not the second one.
Could you write a more detailed guidance on how to work between BB VST and Reaper?
Things like, how to initially load a full track from plugin to Reaper, how to copy/move/paste a RealTrack portion in Reaper, how to transfer C7 Nashville markers from BiaB to VST then to Reaper, etc.
Also, can you do another picture post on the MTV, as to how to copy a portion of audio from one track to another in BiaB, while opening two MultiTrack Views at the same time, just like you did in your previous post.
Can you also confirm RealDrum can be partial regened and edited in build 1108 and 1109?
Look forward to your new posts!
A Canadian music producer, singer songwriter, composer, and professional guitarist.
There is no doubt, a picture with annotation is a thousand times better than a gif.
There are several issues with animated GIFs in particular. There's so often the challenge on any animation/video or even live demonstration, of seeing where the cursor goes. When it's under ones own control is seems easy to see, when someone else is controlling it, it whizzes off to somewhere on the screen and one has to hunt for it.
With GIFs in particular, there's also usually no start/pause/stop. Even using VLC a rewind goes straight to play and, of course, ose's looking at the buttons. not the video/animation. It's tricky.
Jazz relative beginner, starting at a much older age than was helpful. AVL:MXE Linux; Windows 11 BIAB2025 Audiophile, a bunch of other software. Kawai MP6, Ui24R, Focusrite Saffire Pro40 and Scarletts .
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