I've been trying to figure out why Melodyne won't work in one project but works fine in another as well as works fine stand-alone. Celemony was not very helpful ("must be something in your project"... really?... ya think?) and initial contact from Cake Tech is boilerplate checks so far (but we have much to talk about in our next exchange :) ).
So tonight I made an experiment - let's say project A is called BadMelo and it is the one where Melodyne comes up greyed-out (functionally inoperative), and project B, called GoodMelo, is the one where everything works fine, nice orange wav blobs, active editing controls. etc. - and as a point of emphasis, we know the Melodyne license is good because it works on GoodMelo and stand-alone just fine.
So my experiment - try to fool Melodyne somehow.
Step One: With BadMelo already open, in the same host instance of Sonar open GoodMelo, and - uh-oh - now in GoodMelo Melodyne comes up greyed out - GoodMelo gone Bad, I'm a sad man.
Step Two: after closing both projects, open GoodMelo first then in same instance open BadMelo - sadly, both still get greyed-out Melodyne. I'm still a sad man.
Step Three: open GoodMelo AND immediately grab a region FX with Melodyne - BINGO, nice golden blobs. Now, in same instance open BadMelo, try to grab a region FX and BINGO, Melodyne comes up with nice golden, fully-editable blobs. Now BadMelo gone Good. No longer has a sad.
What this means is: There is something in Sonar, at the host level, that is preventing Melodyne from coming up normally, like some kind of semaphore or test, however, if you can get Melodyne to open up at all (as I did with opening up GoodMelo and successfully invoking Melodyne), then any other project will no longer be blocked for Melodyne.
Edit here: I'm thinking too, this may be some wrinkle in Celemony's registration check, but it is apparent that even if this is the case, it's interacting with Sonar differently based on something different in their "contract". End Edit.
I should have said, I am on Ipswich, and while I would not bet my life on it, I am pretty sure I do not recall ever seeing this problem before that update - rolling back to Hopkinton temporarily did not help, so it's like, whatever the issue is, once it arrived it decided to stay.
So now I can work freely with Melodyne in the several projects I have that were in the BadMelo club as long as I have that little GoodMelo project up first (it's super dinky, a 2 second wav with a melodyne region fx on it). Once/if the cake bakers figure out why it does this I can return to a simpler time.
I'm putting this out for anybody perhaps silently struggling with Melo in a similar way, and for comment and conversation.
Cheers, Steve