Monitoring levels when you can't see the meters and Js programming: Difference between pages

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= Intro =
=js Programming=


As a blind audio producer, maybe you've felt a level of uncertainty caused by the inability to see the meters on your equipment. Too high and things might clip at some point during the audio program, too low and it won't sound good along side other material. Reaper and Osara provide for us a way to monitor peaks in our audio levels. It isn't quite like watching a meter, but it gives us the pertinent information we need to structure the gain and keep things from clipping on the master.
== Introduction ==
js plugins are Reaper's own plugin format similar in many ways to VST plugins.  A js plugin can process and generate audio and midi data and expose parameters to the user which can be automated.


note that depending on your mixing needs or wants, you can have either post fader, or pre-fader levels be displayed and also announced. It depends on, and is simply a matter of [[Chapter 2: REAPER Project Basics#2.6 Track Controls|having a small preference set in the options menu]]. in other words, moving a track's volume fader in reaper with pre-fader levels enabled will not change what is being announced or shown on screen.
js plugins have a number of advantages such as easy to start writing, all parameters are exposed and these parameters are easy to interact with via a keyboard either directly in the user interface or by the OSARA parameter dialogue.  They also support graphics making them good for sighted users and it is also possible to add keyboard support though this is almost vanishingly rare.  Disadvantages are around limited to non-existent file handling.


== Peak Watcher ==
== View and existing js plugin ==
The peak watcher is a tool which, when configured, allows you to monitor the peaks of your recordings.
js plugins are written in plain text files and there are plenty to take a look at.  From the Reaper Help Options menu select Resource path.  In here is a folder called "Effects" in which are all the js plugins that come with Reaper.


=== setting up the peak watcher ===
Typically a js plugin either has no file extension or an extension of jsfx.  Use your favourite plain text editor to open up any of the files to see what they look like.


By default, pressing ctrl-shift-w (OSARA: View Peak Watcher) opens the Peak Watcher dialog.
It is useful to turn the vebosity of your screen reader so it speaks all characters.  It is important to capture all the code when programming.  For example, a semicolon is required at the end of each command and most people dont set their screen reader to announce these.
The first two options are to select the first and second tracks to be monitored. One sensible setup is to select "current track" from the dropdown for the first track, and "master" for the second track.
notify automatically: This option allows you to set things up so you are notified when the peak hits a certain level. Check the boxes for the alerts if you choose.
The next setting is to set the level at which you wish to be alerted. This is useful for knowing if your master goes over 0.0 db or what ever level you choose.
The next setting, "hold peaks until" has a default setting to hold until reset. This setting will cause the peak watcher to keep the highest peak registered until you reset it for each track. This is useful for knowing the highest level at which an audio source has peaked, after the fact.


== Using The Peak Watcher ==
In NVDA, the verbosity can be cycled with NVDA+P.


There are at least two main uses for the peak watcher, to monitor incoming audio before or during recording, and to set levels during mixing.
== Structure of a plugin ==
A js plugin is made up of a header and then a series of sections which have a predefined named and purpose.


==== Monitoring Input Levels ====


After creating, arming, and setting the monitor on your track, create some source audio. Sing or speak in to the microphone, play your instrument, do what ever you do to make noise. Try your best to sing or play with  approximately the  same energy and gusto as you will when you are performing for the recording.
The header can be as short as a declaration of the name of the plugin but can also hold much more information such as the author, date, version, release notes, instructions on usage and other information that helps with reaPack integration.
After you stop playing or singing, press alt-f9 and or alt-f10 to check the level on your currently selected track which should be "first track" in your peak watcher. Osara should report the peak level of your performance. This means that you will be told only the highest level your audio peaked at. You will not be told the lowest, or average peak.
To reset the meter for track one of your peak watcher, press alt-f8. At this point, you can either try again, resetting levels as needed, or adjusting your performance, or you can record!


==== during mixing or playback ====


During playback you might find it most useful to check your master peak by pressing alt-shift-f9 or alt-shift-f10. These are the keystrokes for checking the "second track" as defined in the Peak Watcher. Remember that your master track will reflect the combined level of all of the tracks in your project. So, if you determine that the peak on your master is too high, you can then adjust levels of individual tracks or other elements to reduce the master track level.  
The header is followed by definition of the plugin parameters which is done by defining a slider for each parameter.  A slider has a min value, a max value, an increment value and a default value.  These are seen by the user in the plugin user interface as a slider and edit box for each parameter.


== real-time level monitoring ==


The Peak Watcher lets you know the highest peak a track has reached, on demand. To know the "current" level of the currently selected track, press j or k. These will report the current levels of channel one and two of the currently selected track. Pressing shift-j and shift-k will report the current levels of both channels of the master track.
The @init block is run when the plugin first starts which is typically when it is first loaded onto an FX chain and when play starts. It is used to initialise variables to default values.  Note that the js plugin language does not require variables to be declared before they are used so this section does not need to include initialisation of all variables if this is done elsewhere.  Also, the default initialisation of a variable is to set it to zero.




== checking Levels in your rendered project ==
The @slider block is run whenever a parameter is changed either through automation or by the user.  For example, a parameter might be presented to the user as a percentage from 0 to 100 but the code needs this rescaling from -1 to 1.
If you are working on project such as a podcast, (or any project) you can quickly check if the resulting rendered file has clipped,   (in other words, it went above 0 DB).
There are two methods:


===== using the render dialog =====
*While rendering your file, uncheck the checkbox that says "automatically close when finished".
* At the end of the rendering process, review the render window with your screen reader's review commands.
*There will be just one number if you rendered mono audio or more if you rendered multi-channel audio. These numbers represent the highest peak value for the entire project for a specific channel.


===== using Peakwatcher After Rendering =====
The @block code is run as a new block of samples arrives.  The block size as defined in Reaper preferences in the devices section dictates how many sampless.  This is an area of code commonly used to process MIDI as all the MIDI notes and events coming up in the next block of samples can be processed and action taken accordingly.  Also, MIDI notes and events can be inserted so they are played once the block enters Reaper's play buffer.
* Set it up to monitor your master track until reset. In this example we will monitor the master track as second track.
 
* Reset the peakwatcher before rendering by pressing shift+alt+F8 for resetting the second track.
 
* Render your project as usual.
The@sample block is run every sample.  So yes, many thousands of times a second.  Commonly used to process audio as there is easy access to the value of the audio in each channel.
* After rendering your project, check the values with alt+shift+F9.
 
 
The @gfx block is used to draw graphics and process keyboard input.  I'm not sure when it is run.
 
== First Audio Plugin ==
Let's dive in with a very simple js plugin that includes a volume control for audio.  Open up a plain text editor and copy and paste the following code into it.
 
 
Desc: My first audio plugin
 
 
slider:100<0,100,1>Volume
 
 
@slider
 
scaler = slider1/100;
 
 
@sample
 
spl0 *= scaler;
 
spl1 *= scaler;
 
 
Save this in the Reaper resources Effects folder, ideally in a new subfolder to contain all your plugins.  Start up Reaper and it should do a rescan and make your new js plugin available to use.
 
 
Create a track and add some audio to it for example recording yourself speaking, by inserting an audio file or selecting something from media explorer.  Hit F on the track to bring up the FX chain dialogue and use the Add button to add your plugin.  Type in "first" as this is text included in the first line of the code copied into the plugin and is the name given to the plugin.  Arrow down and you should find the plugin.  Hit enter and it will get loaded onto the FX chain for the track.  Press tab to work your way through the plugin and you will come to the slider and edit controls for the volume parameter.
 
 
Press space to play the audio and then adjust the volume with either the slider or entering a new value in the edit field.  The volume changes.  Your first plugin.
 
== First MIDI Plugin ==
Here is a simple plugin that has a slider to change the pitch of any incoming MIDI notes.  The minimum code for MIDI is a little more than for audio.
 
 
Desc: My first MIDI js plugin
 
 
slider:0<-24,24,1>Semitone shift
 
 
@slider
 
shift = slider1;
 
 
@block
 
while( midirecv( offset, msg1, msg2, msg3 ) )
 
(
 
  msg1 & 0xF0 = 0x90 ?
 
  (
 
   midisend( offset, msg1, msg2 + shift, msg3 );
 
  )
 
  :
 
  (
 
   midisend( offset, msg1, msg2, msg3 );
 
  );
 
);
 
 
In the same way as with the audio plugin, copy this code into a plain text file and save it in the Effects subfolder in the Reaper resource path ideally in your own subfolder holding all your plugins. Start up Reaper so it does a rescan and then insert reaSynth onto a track as as a VSTi.  Test you can play notes.  Now add your first MIDI plugin onto this track as well.  Before it has any effect thugh yu need to move reaSynth so it is below your first MIDI plugin since the plugin needs to update the MIDI data between it being played and it arriving at reaSynth.  Do this by either cutting and pasting reaSynth so it is second in the chain, or using the action bound to control-shift alt page down (Windows).
 
 
Tab to the Semitone shift slider in your new plugin. Play a note and then change the slider.  The pitch of notes is shifted.
 
== Tools to help write plugins ==
The most basic tool is your plain text editor of choice.  Reaper does have an inbult editor but it is not easily accessible.  So writing code in a plain text editor is the next best thing.  If you make a change to your code and save it though, you will need to return to Reaper and the FX chain , press contrl R on your plugin and replace the plugin with a new instance of itself to for the changes take effect.
 
 
It is possible to view all the variables used in a plugin along with their values.  This can be done with NVDA object navigation by tabbing to the edit button in the FX dialogue, hitting enter , and uing object navigation to move right until a list control is reached.  Gone down and you can then review each variable.
 
 
Debugging is difficult though in js plugins.  There is no option to display a message box or output diagnostic info to a file. And some variables will change their value with every sample or every block making them impossible to track.  You cannot step through the code one line at a time reviewing variable values like you can in more complex IDE's.
 
==Resources ==
 
There are not a whole bunch of great resources for writing js plugins.  Probably the most comprehensive source of information are all the plugins that come with Reaper and found in the Effects folder.  But these can be complex and difficult to work out how they work.
 
There is a good tutorial made by [https://www.admiralbumblebee.com/music/2018/02/08/Write-a-Reaper-MIDI-JSFX-from-scratch.html Admiral Bumblebeee] which goes through a modestly complex project to write a MIDI plugin.  There is also other useful content on this web site.
 
[https://www.reaper.fm/sdk/js/basiccode.php#js_basic The JSFX Programming Reference - Language Essentials] is on Reaper's web site.  It is a reference manual though and not a tutorial but if you get into JSFX programming you will come to appreciate this resource.
 
The Reaper community are a helpful bunch.  [https://forum.cockos.com/forumdisplay.php?f=3 The JSFX forum]. Use the search feature or search with something like Google putting reaper jsfx forum in as part of your search.  Sign up to post a question. 

Revision as of 19:45, 7 November 2023

js Programming

Introduction

js plugins are Reaper's own plugin format similar in many ways to VST plugins.  A js plugin can process and generate audio and midi data and expose parameters to the user which can be automated.

js plugins have a number of advantages such as easy to start writing, all parameters are exposed and these parameters are easy to interact with via a keyboard either directly in the user interface or by the OSARA parameter dialogue.  They also support graphics making them good for sighted users and it is also possible to add keyboard support though this is almost vanishingly rare.  Disadvantages are around limited to non-existent file handling.

View and existing js plugin

js plugins are written in plain text files and there are plenty to take a look at.  From the Reaper Help Options menu select Resource path.  In here is a folder called "Effects" in which are all the js plugins that come with Reaper.

Typically a js plugin either has no file extension or an extension of jsfx.  Use your favourite plain text editor to open up any of the files to see what they look like.

It is useful to turn the vebosity of your screen reader so it speaks all characters.  It is important to capture all the code when programming.  For example, a semicolon is required at the end of each command and most people dont set their screen reader to announce these.

In NVDA, the verbosity can be cycled with NVDA+P.

Structure of a plugin

A js plugin is made up of a header and then a series of sections which have a predefined named and purpose.


The header can be as short as a declaration of the name of the plugin but can also hold much more information such as the author, date, version, release notes, instructions on usage and other information that helps with reaPack integration.


The header is followed by definition of the plugin parameters which is done by defining a slider for each parameter.  A slider has a min value, a max value, an increment value and a default value.  These are seen by the user in the plugin user interface as a slider and edit box for each parameter.


The @init block is run when the plugin first starts which is typically when it is first loaded onto an FX chain and when play starts. It is used to initialise variables to default values.  Note that the js plugin language does not require variables to be declared before they are used so this section does not need to include initialisation of all variables if this is done elsewhere.  Also, the default initialisation of a variable is to set it to zero.


The @slider block is run whenever a parameter is changed either through automation or by the user.  For example, a parameter might be presented to the user as a percentage from 0 to 100 but the code needs this rescaling from -1 to 1.


The @block code is run as a new block of samples arrives.  The block size as defined in Reaper preferences in the devices section dictates how many sampless.  This is an area of code commonly used to process MIDI as all the MIDI notes and events coming up in the next block of samples can be processed and action taken accordingly.  Also, MIDI notes and events can be inserted so they are played once the block enters Reaper's play buffer.


The@sample block is run every sample.  So yes, many thousands of times a second.  Commonly used to process audio as there is easy access to the value of the audio in each channel.


The @gfx block is used to draw graphics and process keyboard input.  I'm not sure when it is run.

First Audio Plugin

Let's dive in with a very simple js plugin that includes a volume control for audio.  Open up a plain text editor and copy and paste the following code into it.


Desc: My first audio plugin


slider:100<0,100,1>Volume


@slider

scaler = slider1/100;


@sample

spl0 *= scaler;

spl1 *= scaler;


Save this in the Reaper resources Effects folder, ideally in a new subfolder to contain all your plugins.  Start up Reaper and it should do a rescan and make your new js plugin available to use.


Create a track and add some audio to it for example recording yourself speaking, by inserting an audio file or selecting something from media explorer.  Hit F on the track to bring up the FX chain dialogue and use the Add button to add your plugin.  Type in "first" as this is text included in the first line of the code copied into the plugin and is the name given to the plugin.  Arrow down and you should find the plugin.  Hit enter and it will get loaded onto the FX chain for the track.  Press tab to work your way through the plugin and you will come to the slider and edit controls for the volume parameter.


Press space to play the audio and then adjust the volume with either the slider or entering a new value in the edit field.  The volume changes.  Your first plugin.

First MIDI Plugin

Here is a simple plugin that has a slider to change the pitch of any incoming MIDI notes.  The minimum code for MIDI is a little more than for audio.


Desc: My first MIDI js plugin


slider:0<-24,24,1>Semitone shift


@slider

shift = slider1;


@block

while( midirecv( offset, msg1, msg2, msg3 ) )

(

  msg1 & 0xF0 = 0x90 ?

  (

   midisend( offset, msg1, msg2 + shift, msg3 );

  )

  :

  (

   midisend( offset, msg1, msg2, msg3 );

  );

);


In the same way as with the audio plugin, copy this code into a plain text file and save it in the Effects subfolder in the Reaper resource path ideally in your own subfolder holding all your plugins. Start up Reaper so it does a rescan and then insert reaSynth onto a track as as a VSTi.  Test you can play notes.  Now add your first MIDI plugin onto this track as well.  Before it has any effect thugh yu need to move reaSynth so it is below your first MIDI plugin since the plugin needs to update the MIDI data between it being played and it arriving at reaSynth.  Do this by either cutting and pasting reaSynth so it is second in the chain, or using the action bound to control-shift alt page down (Windows).


Tab to the Semitone shift slider in your new plugin. Play a note and then change the slider.  The pitch of notes is shifted.

Tools to help write plugins

The most basic tool is your plain text editor of choice.  Reaper does have an inbult editor but it is not easily accessible.  So writing code in a plain text editor is the next best thing.  If you make a change to your code and save it though, you will need to return to Reaper and the FX chain , press contrl R on your plugin and replace the plugin with a new instance of itself to for the changes take effect.


It is possible to view all the variables used in a plugin along with their values.  This can be done with NVDA object navigation by tabbing to the edit button in the FX dialogue, hitting enter , and uing object navigation to move right until a list control is reached.  Gone down and you can then review each variable.


Debugging is difficult though in js plugins.  There is no option to display a message box or output diagnostic info to a file. And some variables will change their value with every sample or every block making them impossible to track.  You cannot step through the code one line at a time reviewing variable values like you can in more complex IDE's.

Resources

There are not a whole bunch of great resources for writing js plugins.  Probably the most comprehensive source of information are all the plugins that come with Reaper and found in the Effects folder.  But these can be complex and difficult to work out how they work.

There is a good tutorial made by Admiral Bumblebeee which goes through a modestly complex project to write a MIDI plugin.  There is also other useful content on this web site.

The JSFX Programming Reference - Language Essentials is on Reaper's web site.  It is a reference manual though and not a tutorial but if you get into JSFX programming you will come to appreciate this resource.

The Reaper community are a helpful bunch.  The JSFX forum. Use the search feature or search with something like Google putting reaper jsfx forum in as part of your search. Sign up to post a question.