Automating Loop Points Workaround?

I’ve got a track going right now that has a lead that is basically a distorted, modified saw wave. Now, while playing the song, I have been going into the sample editor and dragging the loop points around on the fly. It produces some amazing effects in this particular song. I understand that you can’t automate loop points (or any other envelope parameters - [I think???]) but is there another way to somehow capture the output of my jamming around with these settings? The only way I can think of is to literally record the output in my microphone, then re-render it back in as a wav. But perhaps some inventive soul has a cleverer idea?

Plus, is automating envelope/sample editor data even feasible enough for me to post it in the suggestions?

Actually I think this has been mentioned before… I wouldn’t be surprised if that is going to be possible with the next XRNI specs? If so, I sure hope it goes all the way: 1. set loop start 2. set loop end 3. set loop length (which moves the loop end around) 4. set loop position (which moves the loop start and end around while keeping the length)

You can only record the output for now, but it doesn’t have to go through the microphone. You can use this to capture the channel directly to a file:

Not only that your recording will be better but you can also record the channel you need while everything else is playing, so you can improvise around the track.

You had me very excited for a moment until realised Voxengo Recorder is PC only… Check my sig!

Ah, I didn’t notice that.

OK, I still think there’s a way to make it happen. Now, I don’t have a Mac and I can’t be very specific (or be 100% sure, for that matter), but I guess what I have in mind will do the trick.

You can use Wormhole, which works under both Windows and OS X. Get it here: and don’t forget to get the manual as well.

It’s a plugin that allows you to send audio between DAWs over a network. You can also use it locally to send audio between applications on the same machine. Here’s what I did on my Windows PC, and I hope you can extrapolate a way to do it on OS X. :)

  1. Put an instance of Wormhole in the channel you want to record.

  2. Open a sound editor or some other audio application of your choice, that supports VST or AU and can record its output to a file.
    On Windows I used VSTHost:
    I guess the OS X equivalent is VSTiHost:

  3. Open another Wormhole in the second application.

  4. Connect the two Wormhole plug-ins (I won’t go into detail; check the manual, it’s fairly straightforward). Renoise sends, the recording app receives. Adjust the buffer size of the receiving Wormhole to minimize the latency.

  5. Depending on the recording application, you may want to enable or disable the passthrough option on the sending plug-in. I had to leave it disabled, as VSTHost (my receiver) played the output of this channel through its Wormhole.

And that’s it. Hit the record button on the receiving application and get back to Renoise. Everything that goes out on this channel (and this channel only) will be recorded to a file.

Good work subset, I will give it a go and post the results.

afaik you can only do this with a vst:
for osx i choose:

Just physically route a Line Out into a Line In on your firebox

Then set up the Firebox software interface (if it needs doing)

Shove a Recording Device on an empty track in Renoise, and record.


Edit. Not Simple!

If you want to record something, you have to have the sample editor open, and the Recording Dialog box open. You can move around the software while this is happening, but you cant select any other samples/instruments for editing in the Sample Editor. ie, the Recording Dialog takes over the Sample Editor and doesnt allow for any work to be done until it is closed.

This means that my idea would not work (despite spending a good few days making the mock up picture, above)


what about using your way but setting up, say, logic or another audio app to record in as renoise plays?