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It is very nice to be able to compute this in our browsers without limits or registration. The results are not always perfect but already allows having good time testing remixes or doing karaoke with friends! Thanks for sharing your work.


I envisioned my site would be useful for quick and dirty prototyping - especially since the outputs are not licensed for commercial use.

Then, when one's project idea is validated, they could then used a paid stem separation service with higher quality and commercial licensing.

That's why I added some sentences on the website to solicit partnerships for targeted advertisements, to see if any pro demixing companies were interested.


That's an interesting idea. Scratch track stems while we're waiting for the approvals and delivery of final assets.


Depending on your needs, Scribus might help with it's scripting API[1], see ScribusGenerator[2] for example.

Scribus and inkscape can import pdfs but it would be preferable to use a clean "source" format, pdf is AFAIK meant for output, like lossy compressed images.

[1] https://impagina.org/scribus-scripter-api/ [2] https://berteh.github.io/ScribusGenerator/


Inkscape can be used from the commandline to export pdfs : https://wiki.inkscape.org/wiki/Using_the_Command_Line


Just downloaded 1.2 for testing, and the setup/splashscreen has a "Keyboard" select with "Adobe illustrator" option.


The feeling is understandable and it could be worrying, but since some years Nicolas seems to be focusing on Shiro games and game dev tooling (heaps, hide). The compiler is developed by the Haxe Foundation and the ecosystem by the community which is not that big but has quite a few talents.


Heaps has it's own API, but other Haxe frameworks[1][2] reimplement the flash API. Some tools[3][4] help to convert AS3 source code to Haxe, and the typing and compiler are helpful to identify issues. So depending on the size and dependencies, conversion can be easy once you get past the main language differences.

[1] https://www.openfl.org/ [2] https://github.com/haxenme/NME [3] https://github.com/HaxeFoundation/as3hx [4] https://github.com/innogames/ax3


Krita, while originally focused on painting, is also worth a try for image editing. It has effect layers missing in Gimp, and an easy to grasp GUI.


Indeed, Electron is very useful for any compile-to-js language, and benefit from js popularity, toolkits and frameworks for rich UI.

Writing in Haxe brings nice syntax, and some flexibility regarding target language/platform, and possible UI frameworks.

- ArmoryPaint[1] and most Haxe games don't rely on Electron for UI.

- HaxeUI[2] provide a nice list of components, rendered as composite or native on various backends[3] (html5, wxWidgets, experimental pdcurse..^^)

- MVCoconut[4] also allow to bind to various front-ends : Dom, React, React-native

There is always a degree of lock-in depending on the path you choose, but having a cross platform base for logic and glue is a nice feature.

[1] https://armorpaint.org/

[2] http://www.haxeui.org/

[3] https://github.com/haxeui/haxeui-core#backends

[4] https://github.com/MVCoconut/


By default, spacebar now play/pauses the timeline, and search moved to f3


> a bit like Haxe, except that it let you 'inject' snippets of your target language wherever you wanted.

If I understand you correctly, this feature is available in Haxe : https://haxe.org/manual/target-syntax.html

It targets js, php, C++, has a proper team and good tooling.. so you might be interested in giving it a try.


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