Just go along with it exactly as he does it. Watch his video, go slow, step-by-step, follow his instructions even if you think it's not applicable or what you want.
He just uses the audio to drive the MIDI that gets recorded to the same track. He's not creating a separate tracks for the audio and MIDI. One thing I notice is that in his approach, the MIDI gets recorded on the same track as the guitar input. He's literally doing the same exact same thing you're trying to only he's using a Piano virtual instrument instead of a bass, which won't make a difference in the procedure. Thank you for your help.įollow along with Kenny's video slowly step by step. How do I make sure the notes are current and the painted notes are fully painted and in sync with the kick drum?Īny advice and suggestions is appreciated. When I open up the midi map of the virtual bass, the painted notes aren’t clear or not painted full? It’s half painted? There is significant latency from the notes playing in the audio and the virtual bass playing the note In conclusion, it works but there are issues and questions I am not sure if this procedure is correct or not? Please let me know if there is something I missed or should have done? Then I add the virtual bass to the midi bass track The audio from the audio track will now be converted to midi on the midi bass track. Arm the midi bass track and record from the audio track. On the midi bass track I put in reatune and check the box that has send midi? Open a new track call it midi bass, and set the output to all midi/all channels and from the audio track send the routing to the midi bass track. Open a new track called it Audio, made sure my guitar is in tune and record the guitar playing the bass notes. I would prefer to play them on the guitar.įrom that reaper video, I was able to do the following I really don’t like sitting down with a guitar in one hand and painting the notes on the midi map. I usually play/record the bass notes on my guitar and use reapitch to pitch shift it down an octave, add a bass amp sim, and compression and eq. I have been using pitch shifted guitar for the bass in all my recordings. Basically to clarify on what I want to do. Once it's MIDI you can quantize it after the fact as needed. Watch this (was it already posted here?): Set your record input to "Record Output: MIDI" (this will not record the guitar but record the MIDI) Place a ReaEQ after ReaTune use the pin-routing to uncheck outputs 1 and 2 - this will mute your guitarĥ. Click the option in Reatune to output MIDIĤ. Add ReaTune as the first FX slot - I believe you want to use it as an input FXģ. Setup your audio track so you hear your guitar, set your levels (not too hot, not too quiet)Ģ.
Suggestions and advice on the easiest way of getting this done?ġ. I am open to any suggestions to the best way to do this.īasically i am trying to find the quickest and easiest way of using my virtual bass in my recordingĢ) Take that audio and convert it to midiģ) Open the midi and make sure that the notes played are in sync with the timing of the kick drumĤ) Put the midi on a new track with the virtual bass If you just render the midi, the original audio goes away anyway. This is only an issue if you want to hear what will happen before rendering the midi or are trying to do it in real time. You can disable all the bands too, but it doesn’t use much cpu anyway. I usually just drop in ReaEQ and disable its input pins. Most synths I own will mix their output with whatever is coming in, so that you end up having to block the audio original audio somehow. It takes some tweaking, but can work reasonably well.Īlso I’ve never found away to stop ReaTune from passing the audio. If you really want it to follow the input, though, you can put the JS Velocity thing after ReaTune and modulate its Velocity Add parameter from the audio signal using PM. For many things that’s fine and for many others you can just humanize or draw it in or whatever. Every note it spits out will be the same volelocity no matter how loud the input is. IDK about the other options offered above, but I know that ReaTune is not velocity sensitive.