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3.11
Track Templates
After you have set up a track (or a number of tracks) for recording, you might think that you may wish to use
this same track exactly as it is again in some future projects. This can be done using Track Templates.
To create a track template from an existing track (or selection of tracks):
1. Select the track or tracks.
2. Choose the Track, Save tracks as track template command.
3. When prompted, type a template name. If you wish, you can select the option to Include track items
in the template. If so, any audio and MIDI items on the track will be included. You may also choose
to Include envelopes in template. (Envelopes will be explained in Chapter 17).
4. Click on Save.
To import an existing track template into a project:
1. From the REAPER menu, choose the Track, Insert track from template command.
2. Depending on how your templates are stored, either select the required template from the menu, or
choose Open template, then choose the required template and click on Open.
The Insert track from template sub-menu includes Offset template items by edit cursor. If enabled,
any media items and/or envelopes saved with the original template will be inserted at the edit cursor position.
Note: Track properties and settings are saved into the template, including track name, inputs and outputs, any
FX plug-ins (with any parameter settings, parameter modulation, and track controls), sends and receives.
However, if a track included in a track template includes any sends to or receives from any track or tracks not
included in the template, then these sends and receives will not be saved into the track template.
Tip: Organizing track templates. You can find where your track templates are stored by using the Options,
Show REAPER resource path … command (see Chapter 1). Here you can create subdirectories within the
TrackTemplates folder where you to store and arrange your track templates as you please. Your subdirectories
and their contents will automatically be shown on the Insert track from template sub menu.
3.12
Importing an Existing Project
The Track, Insert Track from Template, Open Template command can be used to import an entire
REAPER project into your current project. All tracks in the original project file are imported – media items, track
settings, FX, routing, etc. However, items
that are not track specific (such as
markers) are not imported.
To do this, simply select Project Files
as the File Type when the Open Track
Template dialog box is displayed,
navigate to select the file you wish to
import, then click on Open. The tracks
from the imported project file are inserted immediately below the currently selected tracks.
3.13
Project Templates
A Project Template goes further than a Track Template in that it can be used to create an entire Project File,
based upon the structure and settings of the template file. For example, Project Settings (including Media
Settings) are saved with a project template, along with the screen layout, which views are open, how they are
sized, whether they are docked, and so on. However, unlike when creating a Track Template, you should remove
the media clips and items from a file
before
saving it as a project template, otherwise every time the template is
used to create a new file, those media items will be inserted. (Unless, of course, there are media clips that you
actually
want
saved into the template).
To create a Project Template:
With the source project file open, choose the File, Project Templates, Save As Project Template
command. When prompted, give the template a name, then click on Save.
To create a new file based on a Project Template
Choose the File, Project Templates command, then click on the name of the required project template.
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To use an existing file as a template for all new projects:
Choose the Options, Preferences command, then Project.
Click on the Browse button labeled “When creating new projects, use the following file as a template”.
The contents of the project templates folder will be displayed.
Select the required file, then click on Open.
Click on OK to close the Preferences window.
Tip: If you are specifying a default project template it is a good idea to also save an empty project as a project
template called Empty Project. Then, if you want to create a new file that doesn’t use your default project
template, you can do so by simply choosing from the menu File, Project Templates, Empty Project.
3.14
Layered Recording
The term
layering
refers to a recording technique in which two or more instruments and/or voices are recorded
for the same song, but not all at once. The tracks can be recorded one at a time. An initial track is laid down –
this is often a guide track which will be discarded at the end of the recording process. Then each other track is
recorded while the musician or singer listens thru headphones to a mix of what has already been recorded and
what she is recording now. In order to use this layered recording method:
1. With Record Mode set to Normal, record the initial track, as explained earlier.
2. After recording, make sure the output of this track is directed to the Master.
Make sure also that you
“disarm” this track.
3. Make sure that the Master is directed to whichever
hardware outputs are connected to your
headphones or headphone amp.
4. Add another track. Name it. Arm this track for
recording. Select the Input used by the microphone
or line that is to be used to record this new track.
5. Make sure that Record: input(audio or MIDI) is
selected and that Input Monitoring is turned on for this track (see above). This will enable the person
being recorded and the recording engineer to hear in their headphones a mix of previously recorded
material with that being recorded now.
6. Adjust the Volume levels of the previously recorded track (using the track fader) and the volume level of
the incoming signal (using your external mixer desk or audio device, or audio device control software)
until you are happy with your headphone mix.
7. Press Ctrl R to start recording, and Ctrl R again to stop when finished. Again, disarm this track when
you have finished recording on it.
8. Repeat this procedure for all other tracks to be layered. At step 6. you can feed into your Master a mix of
all tracks previously recorded up to that point.
Note: If you notice an echo type delay in your headphones it will be because latency is too high. Lowering the
block size (see 1.12) to 256 or 128 can improve this. On consumer quality built in sound cards, however, this
might cause pops and clicks. For Windows users, the use of ASIO4ALL drivers might resolve this.
Tip: Many sound cards and USB or Firewire audio devices come with software that can be used for zero latency
input monitoring and headphone mixing, especially those devices with multiple inputs and outputs. If you use
that software for input monitoring, then you should turn off the input monitoring option within REAPER.
Try it now! Open the supplied project file All Through The Night.RPP and save it as All Through The
Night LAYERS.RPP. Have a go at recording another instrumental track of your choice to go into this project -
any instrument you choose!
Note 1: Monitor Input (Tape Auto Style). This option differs from normal input monitoring in that it
monitors input only when the transport has stopped or when you are recording. During playback you will hear
only the timeline audio, not the input.
Note 2: If you are monitoring an armed track when an existing track uses a plug-in (such as ReaFir) that has
latency, you may wish to consider enabling the option Preserve PDC delayed monitoring in recorded
items. This more advanced topic will be explained in more detail later in this chapter.
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3.15
Overdubbing and Punch Recording
You can go over an existing track to re-record a section with which you are not satisfied, to correct perhaps just
a few notes of an instrument, or a line or two of a vocal. Use punch recording for this. You can play back in
your headphones previously recorded material along with any other tracks while you record. At the point where
you want recording to begin, the track on which you are recording will cut out, and the recording will begin. At
another point specified by you, the recording will stop, and the existing recording will come back in.
The technique can be applied with both audio and MIDI items. MIDI is discussed later in this chapter when
looped time selection recording is also explained.
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. Choose the Options command, then Record mode: time selection auto punch. The display of the
Transport Bar record button will change. Disable the Toggle Repeat function on this toolbar.
2. Select the track and arm it for recording. View the Options menu and for now ensure that Show all
takes in lanes (when room) is
not
selected. We'll look at lanes shortly. Also, for this example, make
sure that Loop points linked to time selection is not enabled.
3. Make sure that the track output is sent to the Master and that Input Monitoring is enabled.
4. Make sure that the Master output is directed to the audio hardware outputs to which your headphones
or headphone amp is
connected.
5. 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).
6. Rewind the track to a point a short way before the position where you wish to start recording. This can
be done by simply clicking at the required place on the timeline.
7. 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.
Note: You can enable the option Monitor track media when recording. If you do 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, then only the new material during the punch. Monitor Input (tape auto style) will
monitor only the existing materials up to the punch, then only the new material.
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. Chapter 23 includes a summary table
Troubleshooting Record Modes and Monitoring.
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Up and Running: A REAPER User Guide v 5.12
3.17
Destructive Punch Recording
You have the option when punch recording of actually removing from the existing track the previously recorded
material if you wish. If this is what you want, use the Options, New recording that overlaps existing
media items command to turn on the toggle option Trims existing items behind new recording. Be
careful how you use this. You can restore this option to its default setting by choosing Splits existing items
and creates new takes from the same menu.
3.18
Fades and Crossfades
REAPER allows you to
apply automatic
crossfades and fades
in and out of your
recorded items. This
feature can be turned
on and off or
customized thru the
Options,
Preferences,
Project, Media
Item Defaults. You
can select a preferred shape and duration (length) for your fade curves. Clicking on the
image of the curve (shown above) causes you to be offered a number of choices (see right).
As you will see in Chapter 7, you can easily change the default fade type and/or length for
individual media items. If you prefer not to use automatic fades, just disable that option.
3.19
Recording Multiple Takes
REAPER’s multiple takes feature can help you when you want to record several versions of a
track to see which you prefer. It works like this:
1. Set record mode to normal (Options, Record Mode: Normal).
2. Make sure that Enable track free item positioning (FIPM) is
not
enabled (i.e., not ticked) for the tracks
being recorded. Use the TCP right click context menu
to do this. We'll get to FIPM later in this chapter.
3. Record your first take of the track.
4. Rewind to the start then record your next take.
5. Repeat step 4. as many times as you wish.
In the example shown, an initial vocal track has been
recorded, then above it three takes have been made of a
vocal harmony track.
Notice the text
displayed with the
name of the media
item displayed for the
Harmony Vox track. It
begins with the text
Take 3/3.
Note: Under Options, Preferences, Appearance, Peaks/Waveforms there is a setting to Automatically
color any recording pass that adds new takes to existing items. When you are recording multiple takes
to two or more tracks at the same time, enabling this option can help you to visually identify which takes belong
in the same set.
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3.20
Showing Takes in Lanes
Optionally, when you have multiple takes, you may choose to have them displayed in lanes. This of course takes
up more room on the screen, but has the advantage that it makes it easier to see for your various tracks which
take is currently selected. This option is toggled on and off by pressing Ctrl L or by choosing Options, Show
all takes in lanes (when room) from the Main Menu.
In the first
example (shown
right), three
takes have been
made of a vocal
duet. The first
and second are
complete takes,
the third is a
punched-in
overdub of only the middle section.
In this case, the option to Display empty take lanes (Options, Take lane behavior menu) has been
enabled. This ensures that the short overdubbed section is given its own complete lane. This makes it easier for
you to keep track visually of which parts of each take belong together.
For both tracks,
the second take is
currently selected
(except for the
overdubbed
section) and will
be played.
In this second
example (right), different takes (and permutations of takes) have been selected for the different tracks.
In this third
illustration, the
track height has
been reduced, so
that at any point
only the selected take is visible. However, as long as the option to Show All Takes in Lanes remains active, the
lanes will automatically be restored to view when the height of these tracks is expanded.
Note: When you create multiple alternative takes in this way you will later be able to easily pick the best
passages from each of your takes and join them together as a single item. The method for doing this will be
explained in Chapter 8 of this User Guide.
3.21
Using Color Coded Takes
REAPER's Item, Item and take colors command offers a
variety of interesting ways that you can use color when working
with takes and items (see right). We'll look at this whole topic in
detail in Chapter7, but for now notice the command Set active
takes to one random color.
If after making your preferred working selection from the
available takes for any track you double-click on that track in the
Track Control Panel then all media items in that track will be
selected.
Choosing Set active take to one random color will now produce an effect similar to that shown below. This
will only be visible if an option to show take color is enabled in the Appearance, Peaks/Waveforms page of your
Preferences.
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3.22
Working With Multiple Takes
Where an item includes more than one take, you can right click over any take and use the Take command to
control and manage your multiple takes. The Take submenu is quite extensive - we'll explore most of its
features in Chapter 8. For the time being, however, you should be aware of the following, especially if your
takes are not displayed in lanes.
Command
Shortcut
Effect
Next Take
T
Displays next take for selected track(s).
Previous Take
Shift T
Displays previous take for selected track(s).
Explode All Takes to New Tracks
Creates a separate track for each take (see below).
Explode All Takes to
New Tracks differs from
Show All Takes in
Lanes in that it lets you
treat each take
separately as a separate
track. The picture on the
right illustrates this. Track 1 consists of two takes which are shown in lanes. After exploding these takes to new
tracks we have (in addition to the original track) two new additional tracks, one for each take.
Caution:
One look at the Take submenu (on the media item's right-click context menu) will show you that
there are commands available for deleting takes and cropping to active take. You are advised to avoid these
until you have worked thru Chapter 8 of this guide. In particular, avoid using the Delete key when selecting
takes: you are likely to delete more than just the take that you don't want!
Try it now! Open the project file All Through The Night LAYERS.RPP (which you saved earlier) and add a
vocal harmony track to this project. Use this track to record three takes – then save the file.
3.23
Overlapping Items
You have already
been shown two
of the three
overdubbing
options on the
Options menu command New recording that overlaps with existing media, i.e. Splits existing items
and create new takes (default) and Trims existing items behind new recordings (tape mode). The
third option is to Create new media items in separate lanes (layers).
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 Create new media items in separate
lanes (layers) 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
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3 - Recording Audio and MIDI
these media items are and are not played.
There is also an Options menu command to Show overlapping media items in lanes. The maximum
number of lanes can be set on the Options, Preferences, Appearance page.
This general topic will be addressed again later in this guide, especially in Chapters 4, 5 and 7.
3.24
Recording Multiple Additional Items
We have already seen how you can use REAPER to record multiple takes on the same tracks. Later, in Chapter
8, you will be shown how to edit these, so as to take the best parts from each of several takes and then patch
them together into a single take.
As an alternative to using multiple takes, however, you may wish to record additional items onto an existing
track, perhaps overlapping. This is an example of where free item positioning can offer you greater flexibility. By
default, free item positioning is not enabled. To record extra items (rather than additional takes) on to an
existing track, follow this sequence:
1. Set record mode to normal (Options, Record Mode: Normal).
2. Make sure Free Item Positioning (FIPM) is enabled (ticked) for
the tracks being recorded. Right click on the Track Control Panel
for the selected tracks and select Enable free item positioning
if this is not already ticked.
3. Record your first item for the track.-
4. Position the cursor at the point where you wish to record the second item. Record this item.
5. Repeat step 4. as often as required.
Example
In the first screen shot shown here,
Track 1 contains a Vocal Track and
Track 2 a Vocal Harmony for part of
the song.
In the second screen shot, the
option for Free item positioning
(FIPM) has been enabled for Track
2. The mouse cursor shows a small
handle that can be used to adjust
the height of this media item.
In the third screen shot, a second
Vocal Harmony has been recorded
on to Track 2, overlapping the
original harmony.
Notice that this is not an alternative
take of the first harmony, but an
additional
media item.
Note: In the Options, Preferences, Project, Track/Sends Defaults window there is an option to make free item
positioning enabled for your tracks by default.
3.25
Recording with Empty Events
Empty Events are a clever device which can be helpful when you are overdubbing or layering. If you know
exactly the regions where you want recording to start and stop, you can define these regions by inserting empty
events. Then, when recording is commenced, only those regions defined by the empty events will actually be
recorded.
Let’s take an example where a vocal track has already been recorded, and we want to lay down a harmony
vocal, where this harmony is only used for the chorus line of the song. This is how you would do this:
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1. Insert a new track to be used for the vocal harmony. Ideally, you should name this track straight away.
2. Arm the track for recording. Assign an audio input in the usual way. Turn on Monitor Input for this track,
and make sure the output from the Master is directed to your headphones.
3. Use the Options menu to ensure that Record mode: auto punch selected items is chosen. Notice the
appearance of the Record button in the transport bar changes.
4. To create an empty item, first make sure that your new track is selected. Click and drag to define a time
selection, then use the Insert, Empty item command to create the empty item. Repeat this as often as
required. If necessary, click and drag to adjust their exact positions. An example is shown here.
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. Select all of the required events. To do this, use the Ctrl key while clicking on each in turn. If you need to
reposition the play cursor before recording, do so by clicking 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, well 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 15). However, REAPER does allow you to add effects to material as it is being recorded if you wish. Use
this facility with caution, as once an effect has been added to a recorded item in this way it cannot be easily
removed (if at all). The procedure for recording with FX 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 OK. 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 (see comment below), 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
Preserve PDC Delayed Monitoring in Recorded Items
If you are monitoring audio on an armed track against
previously recorded tracks any of which uses a plug-in that has
latency (such as, ReaFir) this will cause the output to be
delayed. In this case you may wish to have the recorded output
sound exactly as you are hearing it while recording. For
example, you might be playing the notes early in order to make
it sound right.
With this option on, it will play back the same way you heard it as you played it, with the option off it will be
earlier (as the PDC of the plug-in will take effect).
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3.28
Recording a Track’s Output
There could be any number of reasons why you might wish to record a track's output. One example might be to
record the output from an external synthesizer directly
onto an audio track, as a wave file or similar. Here is an
example of how you might do this:
1. Make sure that your MIDI keyboard is connected to
your PC.
2. Create a new track. Name it and arm it for
recording. Enable input monitoring.
3. Select Record: output then your required option.
Most likely this will be mono, latency compensated.
4. Select Input: MIDI, then select your input device
from the available options.
5. Make such adjustments as you need (e.g. to the
synth parameters) while you audition the music.
6. When ready, record.
7. Stop recording when finished.
3.29
Recording FX Bus Output
You can record the output of an FX bus track. Doing this opens up creative mixing options. For example, you
could record the output of a reverb bus to a stereo audio track, then use stereo or dual panning to adjust the
positioning of that effect in your mix. Here's how:
1. Set up a FX Bus track, select it, and arm it for recording.
2. You might wish to also turn up the track’s Receives to get a good strong signal – you can always turn
down the volume when playing it back later.
3. Set the track to Monitor Input and chose a Recording Mode. This is likely to be Output, Stereo.
4. Play the song and monitor the signal level.
5. Rewind to start and press Record.
6. Stop recording when finished.
Tip: After doing this you will most likely want to mute the sends to the bus and set the bus FX to bypass. It
can still be a good idea to leave the FX inserted in the bus, as a record of how the output was produced.
3.30
Recording MIDI
You have a number of options for recording MIDI, depending on what equipment you have and how it is set up.
In every case, however, the principle is the same:
You will need to use either REAPER's virtual keyboard or a MIDI input device, such as a keyboard
attached via a MIDI In port on your sound card or other audio device.
You will need to create a track (or assign an existing one) for your MIDI recording.
You will need to assign an output device for your track.
You will need to assign a Channel for the MIDI item.
You will need to turn Input Monitoring on to be able to hear what you are playing.
REAPER's Virtual MIDI
Keyboard, can be played
using your mouse or PC
keyboard. This keyboard is
displayed using the command
View, Virtual MIDI
Keyboard. The shortcut keys
Alt B can be used to toggle
display on and off.
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Procedure for Recording to a new MIDI Track
1. Insert a new track into a project file. Arm this track for recording.
2. Make sure that your MIDI keyboard is connected to the computer, MIDI Input of your sound card or Audio
Device and that it is switched on. In this example, we will be using the REAPER Virtual MIDI
Keyboard. If this is not visible, press Alt B. Right click over any key that you wish to be your centre note.
3. On the track you are using, right click over the arm record button (as shown). Make sure that Monitor
Input and Record Input are both selected, and that you have selected the Virtual MIDI Keyboard as
the Input: MIDI device. For this
example, select All Channels).
These settings can be made in the
Routing Matrix if you prefer.
4. Make sure the Track’s output goes
to the Master, and that the Master
output goes to the hardware audio
outputs to which your speakers or
headphones are attached.
5. In this example we will use a
Software Synthesizer. Open the FX
Window for this track. You will need
to insert a Software Synthesizer
here. You can use any such VSTi or
DXi synth that you already have
installed. In this example, we will
be using VSTi ReaSynth (Cockos), which is included with REAPER. For the time being, leave the
ReaSynth parameters at their default settings.
6. Press Ctrl R to start recording. Play a simple tune on the Virtual Keyboard. Use your mouse or PC
Keyboard – e.g., zxcvbvcxz will play half a scale up and down. When finished. Press Ctrl R again to stop
recording. If prompted, save your media item.
See also
Recording MIDI from keyboard checklist
later in this chapter.
In Chapter 13 we will see how your MIDI data can be
edited using REAPER's built in midi editor.
Procedure for Playing Back a MIDI Item
Play the track. As it plays, you can alter the nature and
shape of the sound by adjusting the soft synth
parameters. When you have found a sound you like, you
can click on the
+ button in the
FX Window
(indicated by the
mouse cursor,
shown left) and
then choose
Save Preset to
name and save
that set of
parameters. Your
named preset
can be recalled
from the Preset drop down list any time. You can make and use presets in this way for all FX Plug-ins and
Synths. With VSTi synths, you are also able to import and export patch/bank files (see above).
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.
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Documents you may be interested
Documents you may be interested