REAPDOCK👇
[ Python ]REAPDOCK/APIDOCK document update
This time we will run LOUDMATCHIFY using the save data generated in the previous blog, "LOUDMATCHIFY -Part 1- Generating save data ."
Following on from the Lua version last time, we will now introduce the Python version.
LOUDMATCHIFY is patent technology number 003 of AZSTOKE Co., Ltd.
This is name-detection loudness, and by registering partial matches of file names and loudness values as a set, it is possible to automate loudness adjustments based on that set information.
The data generated using the previous save data is as follows.
ACTION -22 / CHARGE -30 / HIT -20 / JUMP -25
These sets are detected as partial matches and loudness adjustments are made automatically.
For example, the following file is used:
AZ_vo_PL0000_ACTION_01
This file will be detected by a partial match of "ACTION".
Therefore, the loudness is automatically set by applying the value of -22.
For game sounds that are managed according to naming conventions like this, this will be a very important function for adjusting the number of sounds, which can number in the hundreds or even tens of thousands.
Please understand this function and try to use it.
Stay tuned for next time!
□For detailed documentation on how to generate ReaScript, see 👇
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Next time, Reapdock Lua version will be released
11/6
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[REAPDOCK]Script documentation can be found here:
[APIDOCK] Please refer to the following table of contents for the APIs used in the script.
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