There's no cursor, probably because the RX window does not have the playback capability (no transport controls, etc.) found in the stand-alone version. Playback must be done through the Vegas plug-in controls.
The selection tools do work, though.
Why no spectral waveform when you tried the second time? I have no idea.
You have to click the Capture button in the RX window. Then click the Play button in the Vegas plug-in window. Let the selection play through once. The spectral waveform will appear.
Yes, I found I NEEDED to stop the Vegas PLAY Preview and then up they come.
OK, but I am still devoid of a cursor to TELL me just where I am - surely? Surely I need that? Otherwise I am "flying-blind"? Yes the eraser tools and all the Spectral adjustments to the look of the waveform work. It is almost there.
I have a piece of with a chair or table being bumped. This is exactly the type of "incident" I would want to correct, while within Vegas -while I am at the coal-face working away. And yes I COULD open up the standalone .. but?
Yes, it would be helpful to have preview controls (w/cursor) right there within the RX window.
For now, though, the 10-sec. limitation for the spectral makes it fairly easy to see the offending noise... if that's any consolation.
10sec limit:
That's the point of the plugin - spot fixing sections. You only want to buffer a small section and fix a little bit here, and a little bit there. If you do need to do big sections, the standalone really is the way forward for this part.
Make sure you run it as an "offline" effect. Have Vegas stopped, and make a small selection around the offending section. Split if necessary. Right-click, on section and apply the effect as a non-realtime plugin. Hit capture in the window, hit the little play button in the non-realtime window and once it's finished, or you hit stop, it should display a new window with the spectral results.
If you work with the 'Vegas' window and 'Spectral Editor' side by side, you have play functionality from the Vegas window, which will play only the section within the spectral window. You 'shouldn't ' need any more than that, as you would only be treating a couple of seconds material normally. (subject to your opinion on normal of course)
Note: I've found and submitted a bug for this plug - when you finish and choose ok to save, and provide a name, (as wave file), when you click save, you will/may get a window stating that
"An error occured during the current operation.
A necessary function has not been implemented".
Would be interesting to see if anyone else gets the same error.
Simply put, it is the management of MY expectations that has been confronted and a little confused.
I have used and love iZoRX - it IS truly amazing. But neither having/seeing the cursor nor a way to scrub an area - and yes, less than 10 seconds - is, IMO, "unfortunate". But, on the other hand, I have terrific control using the iZo Audio plugs ( Compressor, Reverb etc etc) within Vegas, so why not here? I have come to recognise that iZo can produce these truly valuable and workflow-rich tools - why not have it with this one too? Above here is a comment that I could see the area and work directly on that. Well the noise I got, somebody "bumped" a door, just the job for the Spectral tool, I am having difficulty ion isolating it. However if the Cursor, Loop and Scrub where also available within the Spectral Window then "BOOM" - done!
Look, I will continue to want great things for the iZoRX and Vegas partnership. Having the Cursor and Looping and Scrubbing control, within the Spectral Plug, is exactly one of those "expected" results I crave.
As I say I have opened up a "ticket" with iZotope. We'll see - yeah?
Ken? I didn't get your: ""An error occured during the current operation.
A necessary function has not been implemented"."
The SpecPlug saved correctly without a warning. It is now sitting as "Take2" within the Audio Event.
Another "feature", that is unlike the standalone, is that the DELETE key on my KB doesn't have any effect. Yes, I can do Repair, yes that works, but in the Standalone, and with successive taps on the Delete key, meant I could progressively "work" Spectral Repair. Not in the Plugin?
Also had the same problem as Ken saving the take as a standard WAV file in Vegas (I'm using 5.1 audio and applying a non-realtime event FX to one event in the audio stream). I noticed that Vegas default template is Wav 5.1 16bit and this brings up the message Ken referred to earlier consistently with all audio FX plugins. I then tried changing the default template to WAV Stereo 16bit and ... no error message. Not sure that this is the correct way to handle this but works for me using Non-real time audio FX
I love RX and was pretty giddy when it came out as a plugin. It wasn't long before I gave up on it and went back to rendering out the part I needed as a wav file, sometimes the entire project, and fixing it in the standalone. Even still I love the program and though it's a couple extra steps and I'd prefer the convince of a plugin, I'm content in the meantime to keep doing it the long way.
I never use the plugin from within Vegas because Vegas has intentionally crippled the use of plugins compared to Sound Forge in order to keep Sound Forge alive as a separate product (see recent post on "why use sound forge").
I use the RX plugin with Sound Forge, but only for hum and clipping (which are better than the EQ notch hum removal in SF, and much better than the poor clipping facility in SF). However, you pretty much HAVE to do the spectral repair within RX itself. I do try to do as much as possible within SF because the Izotope RX UI for navigation, selection, etc., is VERY crude and awkward, certainly compared to the excellent selection and navigation in SF (and Vegas, which is very similar).
"I never use the plugin from within Vegas because Vegas has intentionally crippled the use of plugins compared to Sound Forge in order to keep Sound Forge alive as a separate product (see recent post on "why use sound forge"). "
I don't believe that's entirely true. Following on from a post about line twitter problems I went back and delved into the mirky waters of the SinC function. That function is used in both video and audio processing to create a linear phase high Q filter that's needed for both aliasing control in video and I'd guess forensic filters in audio which are what you want for noise filtering. The problem with that function is that the ideal solution produces infinite delay!
Even a less than ideal implementation is going to involve a lot of delay. That is something you'd not want in a real time editing systems such as Vegas. Therein may lie the problem. We've been kind of in ignorant bliss about the difference between RT and non RT FXs.
Perhaps our only gripe should be that we don't have the video equivalent of SF. Adobe has AE to handle things that really cannot be done in their NLE. They handle intense non RT audio outside of their NLE as well. We might love to knock the competition but sometimes they do things for good reasons, the kind of reasons that don't make it into marketing copy.
Bob, I tried to get at somewhat the same things over in that thread on "Why Sound Forge." I totally agree that the RT vs. non-RT issue is at the heart of a lot of the fundamentally different design decisions in Vegas and Sound Forge, and also the design decisions of those other products you mention.
I have sent my thoughts and feedback to Izotope. If you haven't done so already, John, maybe this is an option open to you too?
Now I don't use the RX-plugin (read below). I'd also add that the transport controls are weak to the point of frustration. If I had a few more Keyboard commands then it would be more acceptable. I also want scrub-able Contour Shuttle control profiles. The keyboard commands are too few.
OK:
1] For me, the IzoRX plugs have no way of knowing where an issue ends, it continues after the section. As a result I am left "flying-blind".
2] I do use "Open Copy in Audio editor" and for me, that is IzoRX and once my work is fnished there I exit IzoRx and get the "save warning" to save, which I do do, and returning to Vegas there is my corrected Take2.
3] The Transport controls certainly need jacking up. They are, IMO, weak to the point of frustration.
Having recently spent money on 3rd Party plugins, Neat Video, Mercalli & Magic Bullet Looks, I have been made aware of the Vegas & 3rd Plugin interoperability improvement and development that is still required. I can understand that the Vegas developers may not want to provide features that 3rd party developers are providing. But along with that, 3rd party plugin interoperability has to be jacked-up:
* IzoRx Plugs that know where to stop and start, meaning, Keyframeable
* Magic Bullet Looks that I can vary over time - keyframeable(?)
* Keyframeble Mercalli steadying.
We are almost ALMOST there. What is the continuing issue? All I know is what I see and experience. What the programming issues are underlying this, are something else and I am not privy to.
Oh yes, what I find is truly odd is that I can have major control on the other Izotope Audio plugs with Latch and so on, but when it comes to IzoRx it is as if it isn't part of the same pack? I am sure the programmers will have a very good reason for why this is so. But again, I can only report on WHAT I am seeing and what I want to have so that there is consistency in my activity, creativity and remedial work.
Having said all of the above, exactly WHAT IzoRx does is just plain voodoo! What I want is for that SAME "VooDoo" to come with the SAME 3rd party plugin interoperability as I see in other NLEs or at the very least the same with another Izotope audio plug has achieved.
As always, I offer this feedback in the very BEST possible taste!